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kivy.core.window のソースコード

# pylint: disable=W0611
# coding: utf-8
'''
Window
======

Core class for creating the default Kivy window. Kivy supports only one window
per application: please don't try to create more than one.
'''

__all__ = ('Keyboard', 'WindowBase', 'Window')

from os.path import join, exists
from os import getcwd

from kivy.core import core_select_lib
from kivy.clock import Clock
from kivy.config import Config
from kivy.logger import Logger
from kivy.base import EventLoop, stopTouchApp
from kivy.modules import Modules
from kivy.event import EventDispatcher
from kivy.properties import ListProperty, ObjectProperty, AliasProperty, \
    NumericProperty, OptionProperty, StringProperty, BooleanProperty
from kivy.utils import platform, reify, deprecated
from kivy.context import get_current_context
from kivy.uix.behaviors import FocusBehavior
from kivy.setupconfig import USE_SDL2
from kivy.graphics.transformation import Matrix

# late import
VKeyboard = None
android = None
Animation = None


[ドキュメント]class Keyboard(EventDispatcher): '''Keyboard interface that is returned by :meth:`WindowBase.request_keyboard`. When you request a keyboard, you'll get an instance of this class. Whatever the keyboard input is (system or virtual keyboard), you'll receive events through this instance. :Events: `on_key_down`: keycode, text, modifiers Fired when a new key is pressed down `on_key_up`: keycode Fired when a key is released (up) Here is an example of how to request a Keyboard in accordance with the current configuration: .. include:: ../../examples/widgets/keyboardlistener.py :literal: ''' # Keycodes mapping, between str <-> int. These keycodes are # currently taken from pygame.key. But when a new provider will be # used, it must do the translation to these keycodes too. keycodes = { # specials keys 'backspace': 8, 'tab': 9, 'enter': 13, 'rshift': 303, 'shift': 304, 'alt': 308, 'rctrl': 306, 'lctrl': 305, 'super': 309, 'alt-gr': 307, 'compose': 311, 'pipe': 310, 'capslock': 301, 'escape': 27, 'spacebar': 32, 'pageup': 280, 'pagedown': 281, 'end': 279, 'home': 278, 'left': 276, 'up': 273, 'right': 275, 'down': 274, 'insert': 277, 'delete': 127, 'numlock': 300, 'print': 144, 'screenlock': 145, 'pause': 19, # a-z keys 'a': 97, 'b': 98, 'c': 99, 'd': 100, 'e': 101, 'f': 102, 'g': 103, 'h': 104, 'i': 105, 'j': 106, 'k': 107, 'l': 108, 'm': 109, 'n': 110, 'o': 111, 'p': 112, 'q': 113, 'r': 114, 's': 115, 't': 116, 'u': 117, 'v': 118, 'w': 119, 'x': 120, 'y': 121, 'z': 122, # 0-9 keys '0': 48, '1': 49, '2': 50, '3': 51, '4': 52, '5': 53, '6': 54, '7': 55, '8': 56, '9': 57, # numpad 'numpad0': 256, 'numpad1': 257, 'numpad2': 258, 'numpad3': 259, 'numpad4': 260, 'numpad5': 261, 'numpad6': 262, 'numpad7': 263, 'numpad8': 264, 'numpad9': 265, 'numpaddecimal': 266, 'numpaddivide': 267, 'numpadmul': 268, 'numpadsubstract': 269, 'numpadadd': 270, 'numpadenter': 271, # F1-15 'f1': 282, 'f2': 283, 'f3': 284, 'f4': 285, 'f5': 286, 'f6': 287, 'f7': 288, 'f8': 289, 'f9': 290, 'f10': 291, 'f11': 292, 'f12': 293, 'f13': 294, 'f14': 295, 'f15': 296, # other keys '(': 40, ')': 41, '[': 91, ']': 93, '{': 123, '}': 125, ':': 58, ';': 59, '=': 61, '+': 43, '-': 45, '_': 95, '/': 47, '*': 42, '?': 47, '`': 96, '~': 126, '´': 180, '¦': 166, '\\': 92, '|': 124, '"': 34, "'": 39, ',': 44, '.': 46, '<': 60, '>': 62, '@': 64, '!': 33, '#': 35, '$': 36, '%': 37, '^': 94, '&': 38, '¬': 172, '¨': 168, '…': 8230, 'ù': 249, 'à': 224, 'é': 233, 'è': 232, } __events__ = ('on_key_down', 'on_key_up', 'on_textinput') def __init__(self, **kwargs): super(Keyboard, self).__init__() #: Window which the keyboard is attached too self.window = kwargs.get('window', None) #: Callback that will be called when the keyboard is released self.callback = kwargs.get('callback', None) #: Target that have requested the keyboard self.target = kwargs.get('target', None) #: VKeyboard widget, if allowed by the configuration self.widget = kwargs.get('widget', None) def on_key_down(self, keycode, text, modifiers): pass def on_key_up(self, keycode): pass def on_textinput(self, text): pass
[ドキュメント] def release(self): '''Call this method to release the current keyboard. This will ensure that the keyboard is no longer attached to your callback.''' if self.window: self.window.release_keyboard(self.target)
def _on_window_textinput(self, instance, text): return self.dispatch('on_textinput', text) def _on_window_key_down(self, instance, keycode, scancode, text, modifiers): keycode = (keycode, self.keycode_to_string(keycode)) if text == '\x04': Window.trigger_keyboard_height() return return self.dispatch('on_key_down', keycode, text, modifiers) def _on_window_key_up(self, instance, keycode, *largs): keycode = (keycode, self.keycode_to_string(keycode)) return self.dispatch('on_key_up', keycode) def _on_vkeyboard_key_down(self, instance, keycode, text, modifiers): if keycode is None: keycode = text.lower() keycode = (self.string_to_keycode(keycode), keycode) return self.dispatch('on_key_down', keycode, text, modifiers) def _on_vkeyboard_key_up(self, instance, keycode, text, modifiers): if keycode is None: keycode = text keycode = (self.string_to_keycode(keycode), keycode) return self.dispatch('on_key_up', keycode) def _on_vkeyboard_textinput(self, instance, text): return self.dispatch('on_textinput', text)
[ドキュメント] def string_to_keycode(self, value): '''Convert a string to a keycode number according to the :attr:`Keyboard.keycodes`. If the value is not found in the keycodes, it will return -1. ''' return Keyboard.keycodes.get(value, -1)
[ドキュメント] def keycode_to_string(self, value): '''Convert a keycode number to a string according to the :attr:`Keyboard.keycodes`. If the value is not found in the keycodes, it will return ''. ''' keycodes = list(Keyboard.keycodes.values()) if value in keycodes: return list(Keyboard.keycodes.keys())[keycodes.index(value)] return ''
[ドキュメント]class WindowBase(EventDispatcher): '''WindowBase is an abstract window widget for any window implementation. :Parameters: `borderless`: str, one of ('0', '1') Set the window border state. Check the :mod:`~kivy.config` documentation for a more detailed explanation on the values. `fullscreen`: str, one of ('0', '1', 'auto', 'fake') Make the window fullscreen. Check the :mod:`~kivy.config` documentation for a more detailed explanation on the values. `width`: int Width of the window. `height`: int Height of the window. `minimum_width`: int Minimum width of the window (only works for sdl2 window provider). `minimum_height`: int Minimum height of the window (only works for sdl2 window provider). `allow_screensaver`: bool Allow the device to show a screen saver, or to go to sleep on mobile devices. Defaults to True. Only works for sdl2 window provider. :Events: `on_motion`: etype, motionevent Fired when a new :class:`~kivy.input.motionevent.MotionEvent` is dispatched `on_touch_down`: Fired when a new touch event is initiated. `on_touch_move`: Fired when an existing touch event changes location. `on_touch_up`: Fired when an existing touch event is terminated. `on_draw`: Fired when the :class:`Window` is being drawn. `on_flip`: Fired when the :class:`Window` GL surface is being flipped. `on_rotate`: rotation Fired when the :class:`Window` is being rotated. `on_close`: Fired when the :class:`Window` is closed. `on_request_close`: Fired when the event loop wants to close the window, or if the escape key is pressed and `exit_on_escape` is `True`. If a function bound to this event returns `True`, the window will not be closed. If the the event is triggered because of the keyboard escape key, the keyword argument `source` is dispatched along with a value of `keyboard` to the bound functions. .. versionadded:: 1.9.0 `on_cursor_enter`: Fired when the cursor enters the window. .. versionadded:: 1.9.1 `on_cursor_leave`: Fired when the cursor leaves the window. .. versionadded:: 1.9.1 `on_minimize`: Fired when the window is minimized. .. versionadded:: 1.10.0 `on_maximize`: Fired when the window is maximized. .. versionadded:: 1.10.0 `on_restore`: Fired when the window is restored. .. versionadded:: 1.10.0 `on_hide`: Fired when the window is hidden. .. versionadded:: 1.10.0 `on_show`: Fired when when the window is shown. .. versionadded:: 1.10.0 `on_keyboard`: key, scancode, codepoint, modifier Fired when the keyboard is used for input. .. versionchanged:: 1.3.0 The *unicode* parameter has been deprecated in favor of codepoint, and will be removed completely in future versions. `on_key_down`: key, scancode, codepoint, modifier Fired when a key pressed. .. versionchanged:: 1.3.0 The *unicode* parameter has been deprecated in favor of codepoint, and will be removed completely in future versions. `on_key_up`: key, scancode, codepoint Fired when a key is released. .. versionchanged:: 1.3.0 The *unicode* parameter has be deprecated in favor of codepoint, and will be removed completely in future versions. `on_dropfile`: str Fired when a file is dropped on the application. .. note:: This event doesn't work for apps with elevated permissions, because the OS API calls are filtered. Check issue `#4999 <https://github.com/kivy/kivy/issues/4999>`_ for pointers to workarounds. `on_memorywarning`: Fired when the platform have memory issue (iOS / Android mostly) You can listen to this one, and clean whatever you can. .. versionadded:: 1.9.0 ''' __instance = None __initialized = False _fake_fullscreen = False _density = 1 # private properties _size = ListProperty([0, 0]) _modifiers = ListProperty([]) _rotation = NumericProperty(0) _clearcolor = ObjectProperty([0, 0, 0, 1]) _focus = BooleanProperty(True) children = ListProperty([]) '''List of the children of this window. :attr:`children` is a :class:`~kivy.properties.ListProperty` instance and defaults to an empty list. Use :meth:`add_widget` and :meth:`remove_widget` to manipulate the list of children. Don't manipulate the list directly unless you know what you are doing. ''' parent = ObjectProperty(None, allownone=True) '''Parent of this window. :attr:`parent` is a :class:`~kivy.properties.ObjectProperty` instance and defaults to None. When created, the parent is set to the window itself. You must take care of it if you are doing a recursive check. ''' icon = StringProperty() '''A path to the window icon. .. versionadded:: 1.1.2 :attr:`icon` is a :class:`~kivy.properties.StringProperty`. ''' def _get_modifiers(self): return self._modifiers modifiers = AliasProperty(_get_modifiers, None) '''List of keyboard modifiers currently active. .. versionadded:: 1.0.9 :attr:`modifiers` is an :class:`~kivy.properties.AliasProperty`. ''' def _get_size(self): r = self._rotation w, h = self._size if self._density != 1: w, h = self._win._get_gl_size() if self.softinput_mode == 'resize': h -= self.keyboard_height if r in (0, 180): return w, h return h, w def _set_size(self, size): if self._size != size: r = self._rotation if r in (0, 180): self._size = size else: self._size = size[1], size[0] self.dispatch('on_resize', *size) return True else: return False minimum_width = NumericProperty(0) '''The minimum width to restrict the window to. .. versionadded:: 1.9.1 :attr:`minimum_width` is a :class:`~kivy.properties.NumericProperty` and defaults to 0. ''' minimum_height = NumericProperty(0) '''The minimum height to restrict the window to. .. versionadded:: 1.9.1 :attr:`minimum_height` is a :class:`~kivy.properties.NumericProperty` and defaults to 0. ''' allow_screensaver = BooleanProperty(True) '''Whether the screen saver is enabled, or on mobile devices whether the device is allowed to go to sleep while the app is open. .. versionadded:: 1.10.0 :attr:`allow_screensaver` is a :class:`~kivy.properties.BooleanProperty` and defaults to True. ''' size = AliasProperty(_get_size, _set_size, bind=('_size', )) '''Get the rotated size of the window. If :attr:`rotation` is set, then the size will change to reflect the rotation. .. versionadded:: 1.0.9 :attr:`size` is an :class:`~kivy.properties.AliasProperty`. ''' def _get_clearcolor(self): return self._clearcolor def _set_clearcolor(self, value): if value is not None: if type(value) not in (list, tuple): raise Exception('Clearcolor must be a list or tuple') if len(value) != 4: raise Exception('Clearcolor must contain 4 values') self._clearcolor = value clearcolor = AliasProperty(_get_clearcolor, _set_clearcolor, bind=('_clearcolor', )) '''Color used to clear the window. :: from kivy.core.window import Window # red background color Window.clearcolor = (1, 0, 0, 1) # don't clear background at all Window.clearcolor = None .. versionchanged:: 1.7.2 The clearcolor default value is now: (0, 0, 0, 1). .. versionadded:: 1.0.9 :attr:`clearcolor` is an :class:`~kivy.properties.AliasProperty` and defaults to (0, 0, 0, 1). ''' # make some property read-only def _get_width(self): _size = self._size if self._density != 1: _size = self._win._get_gl_size() r = self._rotation if r == 0 or r == 180: return _size[0] return _size[1] width = AliasProperty(_get_width, None, bind=('_rotation', '_size')) '''Rotated window width. :attr:`width` is a read-only :class:`~kivy.properties.AliasProperty`. ''' def _get_height(self): '''Rotated window height''' r = self._rotation _size = self._size if self._density != 1: _size = self._win._get_gl_size() kb = self.keyboard_height if self.softinput_mode == 'resize' else 0 if r == 0 or r == 180: return _size[1] - kb return _size[0] - kb height = AliasProperty(_get_height, None, bind=('_rotation', '_size')) '''Rotated window height. :attr:`height` is a read-only :class:`~kivy.properties.AliasProperty`. ''' def _get_center(self): return self.width / 2., self.height / 2. center = AliasProperty(_get_center, None, bind=('width', 'height')) '''Center of the rotated window. .. versionadded:: 1.0.9 :attr:`center` is an :class:`~kivy.properties.AliasProperty`. ''' def _get_rotation(self): return self._rotation def _set_rotation(self, x): x = int(x % 360) if x == self._rotation: return if x not in (0, 90, 180, 270): raise ValueError('can rotate only 0, 90, 180, 270 degrees') self._rotation = x if not self.initialized: return self.dispatch('on_resize', *self.size) self.dispatch('on_rotate', x) rotation = AliasProperty(_get_rotation, _set_rotation, bind=('_rotation', )) '''Get/set the window content rotation. Can be one of 0, 90, 180, 270 degrees. .. versionadded:: 1.0.9 :attr:`rotation` is an :class:`~kivy.properties.AliasProperty`. ''' softinput_mode = OptionProperty('', options=( '', 'below_target', 'pan', 'scale', 'resize')) '''This specifies the behavior of window contents on display of the soft keyboard on mobile platforms. It can be one of '', 'pan', 'scale', 'resize' or 'below_target'. Their effects are listed below. +----------------+-------------------------------------------------------+ | Value | Effect | +================+=======================================================+ | '' | The main window is left as is, allowing you to use | | | the :attr:`keyboard_height` to manage the window | | | contents manually. | +----------------+-------------------------------------------------------+ | 'pan' | The main window pans, moving the bottom part of the | | | window to be always on top of the keyboard. | +----------------+-------------------------------------------------------+ | 'resize' | The window is resized and the contents scaled to fit | | | the remaining space. | +----------------+-------------------------------------------------------+ | 'below_target' | The window pans so that the current target TextInput | | | widget requesting the keyboard is presented just above| | | the soft keyboard. | +----------------+-------------------------------------------------------+ :attr:`softinput_mode` is an :class:`~kivy.properties.OptionProperty` and defaults to `None`. .. note:: The `resize` option does not currently work with SDL2 on Android. .. versionadded:: 1.9.0 .. versionchanged:: 1.9.1 The 'below_target' option was added. ''' _keyboard_changed = BooleanProperty(False) _kheight = NumericProperty(0) def _animate_content(self): '''Animate content to IME height. ''' kargs = self.keyboard_anim_args global Animation if not Animation: from kivy.animation import Animation Animation.cancel_all(self) Animation( _kheight=self.keyboard_height + self.keyboard_padding, d=kargs['d'], t=kargs['t']).start(self) def _upd_kbd_height(self, *kargs): self._keyboard_changed = not self._keyboard_changed self._animate_content() def _get_ios_kheight(self): import ios return ios.get_kheight() def _get_android_kheight(self): if USE_SDL2: # Placeholder until the SDL2 bootstrap supports this return 0 global android if not android: import android return android.get_keyboard_height() def _get_kheight(self): if platform == 'android': return self._get_android_kheight() if platform == 'ios': return self._get_ios_kheight() return 0 keyboard_height = AliasProperty(_get_kheight, None, bind=('_keyboard_changed',), cached=True) '''Returns the height of the softkeyboard/IME on mobile platforms. Will return 0 if not on mobile platform or if IME is not active. .. note:: This property returns 0 with SDL2 on Android, but setting Window.softinput_mode does works. .. versionadded:: 1.9.0 :attr:`keyboard_height` is a read-only :class:`~kivy.properties.AliasProperty` and defaults to 0. ''' keyboard_anim_args = {'t': 'in_out_quart', 'd': .5} '''The attributes for animating softkeyboard/IME. `t` = `transition`, `d` = `duration`. Will have no effect on desktops. .. versionadded:: 1.10.0 :attr:`keyboard_anim_args` is a dict with values 't': 'in_out_quart', 'd': `.5`. ''' keyboard_padding = NumericProperty(0) '''The padding to have between the softkeyboard/IME & target or bottom of window. Will have no effect on desktops. .. versionadded:: 1.10.0 :attr:`keyboard_padding` is a :class:`~kivy.properties.NumericProperty` and defaults to 0. ''' def _set_system_size(self, size): self._size = size def _get_system_size(self): if self.softinput_mode == 'resize': return self._size[0], self._size[1] - self.keyboard_height return self._size system_size = AliasProperty( _get_system_size, _set_system_size, bind=('_size', )) '''Real size of the window ignoring rotation. .. versionadded:: 1.0.9 :attr:`system_size` is an :class:`~kivy.properties.AliasProperty`. ''' def _get_effective_size(self): '''On density=1 and non-ios displays, return system_size, else return scaled / rotated size. Used by MouseMotionEvent.update_graphics() and WindowBase.on_motion(). ''' w, h = self.system_size if platform == 'ios' or self._density != 1: w, h = self.size return w, h borderless = BooleanProperty(False) '''When set to True, this property removes the window border/decoration. Check the :mod:`~kivy.config` documentation for a more detailed explanation on the values. .. versionadded:: 1.9.0 :attr:`borderless` is a :class:`~kivy.properties.BooleanProperty` and defaults to False. ''' fullscreen = OptionProperty(False, options=(True, False, 'auto', 'fake')) '''This property sets the fullscreen mode of the window. Available options are: True, False, 'auto' and 'fake'. Check the :mod:`~kivy.config` documentation for more detailed explanations on these values. fullscreen is an :class:`~kivy.properties.OptionProperty` and defaults to `False`. .. versionadded:: 1.2.0 .. note:: The 'fake' option has been deprecated, use the :attr:`borderless` property instead. ''' mouse_pos = ObjectProperty([0, 0]) '''2d position of the mouse within the window. .. versionadded:: 1.2.0 :attr:`mouse_pos` is an :class:`~kivy.properties.ObjectProperty` and defaults to [0, 0]. ''' show_cursor = BooleanProperty(True) '''Set whether or not the cursor is shown on the window. .. versionadded:: 1.9.1 :attr:`show_cursor` is a :class:`~kivy.properties.BooleanProperty` and defaults to True. ''' def _get_focus(self): return self._focus focus = AliasProperty(_get_focus, None, bind=('_focus',)) '''Check whether or not the window currently has focus. .. versionadded:: 1.9.1 :attr:`focus` is a read-only :class:`~kivy.properties.AliasProperty` and defaults to True. ''' def _set_cursor_state(self, value): pass def _get_window_pos(self): pass def _set_window_pos(self, x, y): pass def _get_left(self): if not self.initialized: return self._left return self._get_window_pos()[0] def _set_left(self, value): pos = self._get_window_pos() self._set_window_pos(value, pos[1]) def _get_top(self): if not self.initialized: return self._top return self._get_window_pos()[1] def _set_top(self, value): pos = self._get_window_pos() self._set_window_pos(pos[0], value) top = AliasProperty(_get_top, _set_top) '''Top position of the window. .. note:: It's an SDL2 property with `[0, 0]` in the top-left corner. .. versionchanged:: 1.10.0 :attr:`top` is now an :class:`~kivy.properties.AliasProperty` .. versionadded:: 1.9.1 :attr:`top` is an :class:`~kivy.properties.AliasProperty` and defaults to position set in :class:`~kivy.config.Config`. ''' left = AliasProperty(_get_left, _set_left) '''Left position of the window. .. note:: It's an SDL2 property with `[0, 0]` in the top-left corner. .. versionchanged:: 1.10.0 :attr:`left` is now an :class:`~kivy.properties.AliasProperty` .. versionadded:: 1.9.1 :attr:`left` is an :class:`~kivy.properties.AliasProperty` and defaults to position set in :class:`~kivy.config.Config`. ''' @property def __self__(self): return self position = OptionProperty('auto', options=['auto', 'custom']) render_context = ObjectProperty(None) canvas = ObjectProperty(None) title = StringProperty('Kivy') trigger_create_window = None __events__ = ( 'on_draw', 'on_flip', 'on_rotate', 'on_resize', 'on_close', 'on_minimize', 'on_maximize', 'on_restore', 'on_hide', 'on_show', 'on_motion', 'on_touch_down', 'on_touch_move', 'on_touch_up', 'on_mouse_down', 'on_mouse_move', 'on_mouse_up', 'on_keyboard', 'on_key_down', 'on_key_up', 'on_textinput', 'on_dropfile', 'on_request_close', 'on_cursor_enter', 'on_cursor_leave', 'on_joy_axis', 'on_joy_hat', 'on_joy_ball', 'on_joy_button_down', 'on_joy_button_up', 'on_memorywarning') def __new__(cls, **kwargs): if cls.__instance is None: cls.__instance = EventDispatcher.__new__(cls) return cls.__instance def __init__(self, **kwargs): force = kwargs.pop('force', False) # don't init window 2 times, # except if force is specified if WindowBase.__instance is not None and not force: return self.initialized = False self._is_desktop = Config.getboolean('kivy', 'desktop') # create a trigger for update/create the window when one of window # property changes self.trigger_create_window = Clock.create_trigger( self.create_window, -1) # Create a trigger for updating the keyboard height self.trigger_keyboard_height = Clock.create_trigger( self._upd_kbd_height, .5) self.bind(_kheight=lambda *args: self.update_viewport()) # set the default window parameter according to the configuration if 'borderless' not in kwargs: kwargs['borderless'] = Config.getboolean('graphics', 'borderless') if 'fullscreen' not in kwargs: fullscreen = Config.get('graphics', 'fullscreen') if fullscreen not in ('auto', 'fake'): fullscreen = fullscreen.lower() in ('true', '1', 'yes') kwargs['fullscreen'] = fullscreen if 'width' not in kwargs: kwargs['width'] = Config.getint('graphics', 'width') if 'height' not in kwargs: kwargs['height'] = Config.getint('graphics', 'height') if 'minimum_width' not in kwargs: kwargs['minimum_width'] = Config.getint('graphics', 'minimum_width') if 'minimum_height' not in kwargs: kwargs['minimum_height'] = Config.getint('graphics', 'minimum_height') if 'allow_screensaver' not in kwargs: kwargs['allow_screensaver'] = Config.getboolean( 'graphics', 'allow_screensaver') if 'rotation' not in kwargs: kwargs['rotation'] = Config.getint('graphics', 'rotation') if 'position' not in kwargs: kwargs['position'] = Config.getdefault('graphics', 'position', 'auto') if 'top' in kwargs: kwargs['position'] = 'custom' self._top = kwargs['top'] else: self._top = Config.getint('graphics', 'top') if 'left' in kwargs: kwargs['position'] = 'custom' self._left = kwargs['left'] else: self._left = Config.getint('graphics', 'left') kwargs['_size'] = (kwargs.pop('width'), kwargs.pop('height')) if 'show_cursor' not in kwargs: kwargs['show_cursor'] = Config.getboolean('graphics', 'show_cursor') super(WindowBase, self).__init__(**kwargs) # bind all the properties that need to recreate the window self._bind_create_window() self.bind(size=self.trigger_keyboard_height, rotation=self.trigger_keyboard_height) self.bind(softinput_mode=lambda *dt: self.update_viewport(), keyboard_height=lambda *dt: self.update_viewport()) self.bind(show_cursor=lambda *dt: self._set_cursor_state(dt[1])) # init privates self._system_keyboard = Keyboard(window=self) self._keyboards = {'system': self._system_keyboard} self._vkeyboard_cls = None self.children = [] self.parent = self # before creating the window import kivy.core.gl # NOQA # configure the window self.create_window() # attach modules + listener event EventLoop.set_window(self) Modules.register_window(self) EventLoop.add_event_listener(self) # manage keyboard(s) self.configure_keyboards() # assign the default context of the widget creation if not hasattr(self, '_context'): self._context = get_current_context() # mark as initialized self.initialized = True def _bind_create_window(self): for prop in ( 'fullscreen', 'borderless', 'position', 'top', 'left', '_size', 'system_size'): self.bind(**{prop: self.trigger_create_window}) def _unbind_create_window(self): for prop in ( 'fullscreen', 'borderless', 'position', 'top', 'left', '_size', 'system_size'): self.unbind(**{prop: self.trigger_create_window}) @deprecated
[ドキュメント] def toggle_fullscreen(self): '''Toggle between fullscreen and windowed mode. .. deprecated:: 1.9.0 Use :attr:`fullscreen` instead. ''' pass
[ドキュメント] def maximize(self): '''Maximizes the window. This method should be used on desktop platforms only. .. versionadded:: 1.9.0 .. note:: This feature requires the SDL2 window provider and is currently only supported on desktop platforms. ''' Logger.warning('Window: maximize() is not implemented in the current ' 'window provider.')
[ドキュメント] def minimize(self): '''Minimizes the window. This method should be used on desktop platforms only. .. versionadded:: 1.9.0 .. note:: This feature requires the SDL2 window provider and is currently only supported on desktop platforms. ''' Logger.warning('Window: minimize() is not implemented in the current ' 'window provider.')
[ドキュメント] def restore(self): '''Restores the size and position of a maximized or minimized window. This method should be used on desktop platforms only. .. versionadded:: 1.9.0 .. note:: This feature requires the SDL2 window provider and is currently only supported on desktop platforms. ''' Logger.warning('Window: restore() is not implemented in the current ' 'window provider.')
[ドキュメント] def hide(self): '''Hides the window. This method should be used on desktop platforms only. .. versionadded:: 1.9.0 .. note:: This feature requires the SDL2 window provider and is currently only supported on desktop platforms. ''' Logger.warning('Window: hide() is not implemented in the current ' 'window provider.')
[ドキュメント] def show(self): '''Shows the window. This method should be used on desktop platforms only. .. versionadded:: 1.9.0 .. note:: This feature requires the SDL2 window provider and is currently only supported on desktop platforms. ''' Logger.warning('Window: show() is not implemented in the current ' 'window provider.')
[ドキュメント] def raise_window(self): '''Raise the window. This method should be used on desktop platforms only. .. versionadded:: 1.9.1 .. note:: This feature requires the SDL2 window provider and is currently only supported on desktop platforms. ''' Logger.warning('Window: raise_window is not implemented in the current' ' window provider.')
[ドキュメント] def close(self): '''Close the window''' pass
[ドキュメント] def create_window(self, *largs): '''Will create the main window and configure it. .. warning:: This method is called automatically at runtime. If you call it, it will recreate a RenderContext and Canvas. This means you'll have a new graphics tree, and the old one will be unusable. This method exist to permit the creation of a new OpenGL context AFTER closing the first one. (Like using runTouchApp() and stopTouchApp()). This method has only been tested in a unittest environment and is not suitable for Applications. Again, don't use this method unless you know exactly what you are doing! ''' # just to be sure, if the trigger is set, and if this method is # manually called, unset the trigger self.trigger_create_window.cancel() # ensure the window creation will not be called twice if platform in ('android', 'ios'): self._unbind_create_window() if not self.initialized: from kivy.core.gl import init_gl init_gl() # create the render context and canvas, only the first time. from kivy.graphics import RenderContext, Canvas self.render_context = RenderContext() self.canvas = Canvas() self.render_context.add(self.canvas) else: # if we get initialized more than once, then reload opengl state # after the second time. # XXX check how it's working on embed platform. if platform == 'linux' or Window.__class__.__name__ == 'WindowSDL': # on linux, it's safe for just sending a resize. self.dispatch('on_resize', *self.system_size) else: # on other platform, window are recreated, we need to reload. from kivy.graphics.context import get_context get_context().reload() Clock.schedule_once(lambda x: self.canvas.ask_update(), 0) self.dispatch('on_resize', *self.system_size) # ensure the gl viewport is correct self.update_viewport()
[ドキュメント] def on_flip(self): '''Flip between buffers (event)''' self.flip()
[ドキュメント] def flip(self): '''Flip between buffers''' pass
def _update_childsize(self, instance, value): self.update_childsize([instance])
[ドキュメント] def add_widget(self, widget, canvas=None): '''Add a widget to a window''' widget.parent = self self.children.insert(0, widget) canvas = self.canvas.before if canvas == 'before' else \ self.canvas.after if canvas == 'after' else self.canvas canvas.add(widget.canvas) self.update_childsize([widget]) widget.bind( pos_hint=self._update_childsize, size_hint=self._update_childsize, size_hint_max=self._update_childsize, size_hint_min=self._update_childsize, size=self._update_childsize, pos=self._update_childsize)
[ドキュメント] def remove_widget(self, widget): '''Remove a widget from a window ''' if widget not in self.children: return self.children.remove(widget) if widget.canvas in self.canvas.children: self.canvas.remove(widget.canvas) elif widget.canvas in self.canvas.after.children: self.canvas.after.remove(widget.canvas) elif widget.canvas in self.canvas.before.children: self.canvas.before.remove(widget.canvas) widget.parent = None widget.unbind( pos_hint=self._update_childsize, size_hint=self._update_childsize, size_hint_max=self._update_childsize, size_hint_min=self._update_childsize, size=self._update_childsize, pos=self._update_childsize)
[ドキュメント] def clear(self): '''Clear the window with the background color''' # XXX FIXME use late binding from kivy.graphics.opengl import glClearColor, glClear, \ GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT cc = self._clearcolor if cc is not None: glClearColor(*cc) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
[ドキュメント] def set_title(self, title): '''Set the window title. .. versionadded:: 1.0.5 ''' self.title = title
[ドキュメント] def set_icon(self, filename): '''Set the icon of the window. .. versionadded:: 1.0.5 ''' self.icon = filename
def to_widget(self, x, y, initial=True, relative=False): return (x, y) def to_window(self, x, y, initial=True, relative=False): return (x, y) def _apply_transform(self, m): return m def get_window_matrix(self, x=0, y=0): m = Matrix() m.translate(x, y, 0) return m def get_root_window(self): return self def get_parent_window(self): return self def get_parent_layout(self): return None def on_draw(self): self.clear() self.render_context.draw()
[ドキュメント] def on_motion(self, etype, me): '''Event called when a Motion Event is received. :Parameters: `etype`: str One of 'begin', 'update', 'end' `me`: :class:`~kivy.input.motionevent.MotionEvent` The Motion Event currently dispatched. ''' if me.is_touch: w, h = self._get_effective_size() me.scale_for_screen(w, h, rotation=self._rotation, smode=self.softinput_mode, kheight=self.keyboard_height) if etype == 'begin': self.dispatch('on_touch_down', me) elif etype == 'update': self.dispatch('on_touch_move', me) elif etype == 'end': self.dispatch('on_touch_up', me) FocusBehavior._handle_post_on_touch_up(me)
[ドキュメント] def on_touch_down(self, touch): '''Event called when a touch down event is initiated. .. versionchanged:: 1.9.0 The touch `pos` is now transformed to window coordinates before this method is called. Before, the touch `pos` coordinate would be `(0, 0)` when this method was called. ''' for w in self.children[:]: if w.dispatch('on_touch_down', touch): return True
[ドキュメント] def on_touch_move(self, touch): '''Event called when a touch event moves (changes location). .. versionchanged:: 1.9.0 The touch `pos` is now transformed to window coordinates before this method is called. Before, the touch `pos` coordinate would be `(0, 0)` when this method was called. ''' for w in self.children[:]: if w.dispatch('on_touch_move', touch): return True
[ドキュメント] def on_touch_up(self, touch): '''Event called when a touch event is released (terminated). .. versionchanged:: 1.9.0 The touch `pos` is now transformed to window coordinates before this method is called. Before, the touch `pos` coordinate would be `(0, 0)` when this method was called. ''' for w in self.children[:]: if w.dispatch('on_touch_up', touch): return True
[ドキュメント] def on_resize(self, width, height): '''Event called when the window is resized.''' self.update_viewport()
def update_viewport(self): from kivy.graphics.opengl import glViewport from kivy.graphics.transformation import Matrix from math import radians w, h = self.system_size if self._density != 1: w, h = self.size smode = self.softinput_mode target = self._system_keyboard.target targettop = max(0, target.to_window(0, target.y)[1]) if target else 0 kheight = self._kheight w2, h2 = w / 2., h / 2. r = radians(self.rotation) x, y = 0, 0 _h = h if smode == 'pan': y = kheight elif smode == 'below_target': y = 0 if kheight < targettop else (kheight - targettop) if smode == 'scale': _h -= kheight # prepare the viewport glViewport(x, y, w, _h) # do projection matrix projection_mat = Matrix() projection_mat.view_clip(0.0, w, 0.0, h, -1.0, 1.0, 0) self.render_context['projection_mat'] = projection_mat # do modelview matrix modelview_mat = Matrix().translate(w2, h2, 0) modelview_mat = modelview_mat.multiply(Matrix().rotate(r, 0, 0, 1)) w, h = self.size w2, h2 = w / 2., h / 2. modelview_mat = modelview_mat.multiply(Matrix().translate(-w2, -h2, 0)) self.render_context['modelview_mat'] = modelview_mat # redraw canvas self.canvas.ask_update() # and update childs self.update_childsize() def update_childsize(self, childs=None): width, height = self.size if childs is None: childs = self.children for w in childs: shw, shh = w.size_hint shw_min, shh_min = w.size_hint_min shw_max, shh_max = w.size_hint_max if shw is not None and shh is not None: c_w = shw * width c_h = shh * height if shw_min is not None and c_w < shw_min: c_w = shw_min elif shw_max is not None and c_w > shw_max: c_w = shw_max if shh_min is not None and c_h < shh_min: c_h = shh_min elif shh_max is not None and c_h > shh_max: c_h = shh_max w.size = c_w, c_h elif shw is not None: c_w = shw * width if shw_min is not None and c_w < shw_min: c_w = shw_min elif shw_max is not None and c_w > shw_max: c_w = shw_max w.width = c_w elif shh is not None: c_h = shh * height if shh_min is not None and c_h < shh_min: c_h = shh_min elif shh_max is not None and c_h > shh_max: c_h = shh_max w.height = c_h for key, value in w.pos_hint.items(): if key == 'x': w.x = value * width elif key == 'right': w.right = value * width elif key == 'y': w.y = value * height elif key == 'top': w.top = value * height elif key == 'center_x': w.center_x = value * width elif key == 'center_y': w.center_y = value * height
[ドキュメント] def screenshot(self, name='screenshot{:04d}.png'): '''Save the actual displayed image in a file ''' i = 0 path = None if name != 'screenshot{:04d}.png': _ext = name.split('.')[-1] name = ''.join((name[:-(len(_ext) + 1)], '{:04d}.', _ext)) while True: i += 1 path = join(getcwd(), name.format(i)) if not exists(path): break return path
[ドキュメント] def on_rotate(self, rotation): '''Event called when the screen has been rotated. ''' pass
[ドキュメント] def on_close(self, *largs): '''Event called when the window is closed''' Modules.unregister_window(self) EventLoop.remove_event_listener(self)
[ドキュメント] def on_minimize(self, *largs): '''Event called when the window is minimized. .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_maximize(self, *largs): '''Event called when the window is maximized. .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_restore(self, *largs): '''Event called when the window is restored. .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_hide(self, *largs): '''Event called when the window is hidden. .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_show(self, *largs): '''Event called when the window is shown. .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_request_close(self, *largs, **kwargs): '''Event called before we close the window. If a bound function returns `True`, the window will not be closed. If the the event is triggered because of the keyboard escape key, the keyword argument `source` is dispatched along with a value of `keyboard` to the bound functions. .. warning:: When the bound function returns True the window will not be closed, so use with care because the user would not be able to close the program, even if the red X is clicked. ''' pass
[ドキュメント] def on_cursor_enter(self, *largs): '''Event called when the cursor enters the window. .. versionadded:: 1.9.1 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_cursor_leave(self, *largs): '''Event called when the cursor leaves the window. .. versionadded:: 1.9.1 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def on_mouse_down(self, x, y, button, modifiers): '''Event called when the mouse is used (pressed/released)''' pass
[ドキュメント] def on_mouse_move(self, x, y, modifiers): '''Event called when the mouse is moved with buttons pressed''' pass
[ドキュメント] def on_mouse_up(self, x, y, button, modifiers): '''Event called when the mouse is moved with buttons pressed''' pass
[ドキュメント] def on_joy_axis(self, stickid, axisid, value): '''Event called when a joystick has a stick or other axis moved .. versionadded:: 1.9.0''' pass
[ドキュメント] def on_joy_hat(self, stickid, hatid, value): '''Event called when a joystick has a hat/dpad moved .. versionadded:: 1.9.0''' pass
[ドキュメント] def on_joy_ball(self, stickid, ballid, value): '''Event called when a joystick has a ball moved .. versionadded:: 1.9.0''' pass
[ドキュメント] def on_joy_button_down(self, stickid, buttonid): '''Event called when a joystick has a button pressed .. versionadded:: 1.9.0''' pass
[ドキュメント] def on_joy_button_up(self, stickid, buttonid): '''Event called when a joystick has a button released .. versionadded:: 1.9.0''' pass
[ドキュメント] def on_keyboard(self, key, scancode=None, codepoint=None, modifier=None, **kwargs): '''Event called when keyboard is used. .. warning:: Some providers may omit `scancode`, `codepoint` and/or `modifier`. ''' if 'unicode' in kwargs: Logger.warning("The use of the unicode parameter is deprecated, " "and will be removed in future versions. Use " "codepoint instead, which has identical " "semantics.") # Quit if user presses ESC or the typical OSX shortcuts CMD+q or CMD+w # TODO If just CMD+w is pressed, only the window should be closed. is_osx = platform == 'darwin' if WindowBase.on_keyboard.exit_on_escape: if key == 27 or all([is_osx, key in [113, 119], modifier == 1024]): if not self.dispatch('on_request_close', source='keyboard'): stopTouchApp() self.close() return True
if Config: on_keyboard.exit_on_escape = Config.getboolean( 'kivy', 'exit_on_escape') def __exit(section, name, value): WindowBase.__dict__['on_keyboard'].exit_on_escape = \ Config.getboolean('kivy', 'exit_on_escape') Config.add_callback(__exit, 'kivy', 'exit_on_escape')
[ドキュメント] def on_key_down(self, key, scancode=None, codepoint=None, modifier=None, **kwargs): '''Event called when a key is down (same arguments as on_keyboard)''' if 'unicode' in kwargs: Logger.warning("The use of the unicode parameter is deprecated, " "and will be removed in future versions. Use " "codepoint instead, which has identical " "semantics.")
[ドキュメント] def on_key_up(self, key, scancode=None, codepoint=None, modifier=None, **kwargs): '''Event called when a key is released (same arguments as on_keyboard) ''' if 'unicode' in kwargs: Logger.warning("The use of the unicode parameter is deprecated, " "and will be removed in future versions. Use " "codepoint instead, which has identical " "semantics.")
[ドキュメント] def on_textinput(self, text): '''Event called when text: i.e. alpha numeric non control keys or set of keys is entered. As it is not guaranteed whether we get one character or multiple ones, this event supports handling multiple characters. .. versionadded:: 1.9.0 ''' pass
[ドキュメント] def on_dropfile(self, filename): '''Event called when a file is dropped on the application. .. warning:: This event currently works with sdl2 window provider, on pygame window provider and OS X with a patched version of pygame. This event is left in place for further evolution (ios, android etc.) .. versionadded:: 1.2.0 ''' pass
[ドキュメント] def on_memorywarning(self): '''Event called when the platform have memory issue. Your goal is to clear the cache in your app as much as you can, release unused widget, etc. Currently, this event is fired only from SDL2 provider, for iOS and Android. .. versionadded:: 1.9.0 ''' pass
@reify def dpi(self): '''Return the DPI of the screen. If the implementation doesn't support any DPI lookup, it will just return 96. .. warning:: This value is not cross-platform. Use :attr:`kivy.base.EventLoop.dpi` instead. ''' return 96. def configure_keyboards(self): # Configure how to provide keyboards (virtual or not) # register system keyboard to listening keys from window sk = self._system_keyboard self.bind( on_key_down=sk._on_window_key_down, on_key_up=sk._on_window_key_up, on_textinput=sk._on_window_textinput) # use the device's real keyboard self.use_syskeyboard = True # use the device's real keyboard self.allow_vkeyboard = False # one single vkeyboard shared between all widgets self.single_vkeyboard = True # the single vkeyboard is always sitting at the same position self.docked_vkeyboard = False # now read the configuration mode = Config.get('kivy', 'keyboard_mode') if mode not in ('', 'system', 'dock', 'multi', 'systemanddock', 'systemandmulti'): Logger.critical('Window: unknown keyboard mode %r' % mode) # adapt mode according to the configuration if mode == 'system': self.use_syskeyboard = True self.allow_vkeyboard = False self.single_vkeyboard = True self.docked_vkeyboard = False elif mode == 'dock': self.use_syskeyboard = False self.allow_vkeyboard = True self.single_vkeyboard = True self.docked_vkeyboard = True elif mode == 'multi': self.use_syskeyboard = False self.allow_vkeyboard = True self.single_vkeyboard = False self.docked_vkeyboard = False elif mode == 'systemanddock': self.use_syskeyboard = True self.allow_vkeyboard = True self.single_vkeyboard = True self.docked_vkeyboard = True elif mode == 'systemandmulti': self.use_syskeyboard = True self.allow_vkeyboard = True self.single_vkeyboard = False self.docked_vkeyboard = False Logger.info( 'Window: virtual keyboard %sallowed, %s, %s' % ( '' if self.allow_vkeyboard else 'not ', 'single mode' if self.single_vkeyboard else 'multiuser mode', 'docked' if self.docked_vkeyboard else 'not docked'))
[ドキュメント] def set_vkeyboard_class(self, cls): '''.. versionadded:: 1.0.8 Set the VKeyboard class to use. If set to `None`, it will use the :class:`kivy.uix.vkeyboard.VKeyboard`. ''' self._vkeyboard_cls = cls
[ドキュメント] def release_all_keyboards(self): '''.. versionadded:: 1.0.8 This will ensure that no virtual keyboard / system keyboard is requested. All instances will be closed. ''' for key in list(self._keyboards.keys())[:]: keyboard = self._keyboards[key] if keyboard: keyboard.release()
[ドキュメント] def request_keyboard(self, callback, target, input_type='text'): '''.. versionadded:: 1.0.4 Internal widget method to request the keyboard. This method is rarely required by the end-user as it is handled automatically by the :class:`~kivy.uix.textinput.TextInput`. We expose it in case you want to handle the keyboard manually for unique input scenarios. A widget can request the keyboard, indicating a callback to call when the keyboard is released (or taken by another widget). :Parameters: `callback`: func Callback that will be called when the keyboard is closed. This can be because somebody else requested the keyboard or the user closed it. `target`: Widget Attach the keyboard to the specified `target`. This should be the widget that requested the keyboard. Ensure you have a different target attached to each keyboard if you're working in a multi user mode. .. versionadded:: 1.0.8 `input_type`: string Choose the type of soft keyboard to request. Can be one of 'text', 'number', 'url', 'mail', 'datetime', 'tel', 'address'. .. note:: `input_type` is currently only honored on mobile devices. .. versionadded:: 1.8.0 :Return: An instance of :class:`Keyboard` containing the callback, target, and if the configuration allows it, a :class:`~kivy.uix.vkeyboard.VKeyboard` instance attached as a *.widget* property. .. note:: The behavior of this function is heavily influenced by the current `keyboard_mode`. Please see the Config's :ref:`configuration tokens <configuration-tokens>` section for more information. ''' # release any previous keyboard attached. self.release_keyboard(target) # if we can use virtual vkeyboard, activate it. if self.allow_vkeyboard: keyboard = None # late import global VKeyboard if VKeyboard is None and self._vkeyboard_cls is None: from kivy.uix.vkeyboard import VKeyboard self._vkeyboard_cls = VKeyboard # if the keyboard doesn't exist, create it. key = 'single' if self.single_vkeyboard else target if key not in self._keyboards: vkeyboard = self._vkeyboard_cls() keyboard = Keyboard(widget=vkeyboard, window=self) vkeyboard.bind( on_key_down=keyboard._on_vkeyboard_key_down, on_key_up=keyboard._on_vkeyboard_key_up, on_textinput=keyboard._on_vkeyboard_textinput) self._keyboards[key] = keyboard else: keyboard = self._keyboards[key] # configure vkeyboard keyboard.target = keyboard.widget.target = target keyboard.callback = keyboard.widget.callback = callback # add to the window self.add_widget(keyboard.widget) # only after add, do dock mode keyboard.widget.docked = self.docked_vkeyboard keyboard.widget.setup_mode() else: # system keyboard, just register the callback. keyboard = self._system_keyboard keyboard.callback = callback keyboard.target = target # use system (hardware) keyboard according to flag if self.allow_vkeyboard and self.use_syskeyboard: self.unbind( on_key_down=keyboard._on_window_key_down, on_key_up=keyboard._on_window_key_up, on_textinput=keyboard._on_window_textinput) self.bind( on_key_down=keyboard._on_window_key_down, on_key_up=keyboard._on_window_key_up, on_textinput=keyboard._on_window_textinput) return keyboard
[ドキュメント] def release_keyboard(self, target=None): '''.. versionadded:: 1.0.4 Internal method for the widget to release the real-keyboard. Check :meth:`request_keyboard` to understand how it works. ''' if self.allow_vkeyboard: key = 'single' if self.single_vkeyboard else target if key not in self._keyboards: return keyboard = self._keyboards[key] callback = keyboard.callback if callback: keyboard.callback = None callback() keyboard.target = None self.remove_widget(keyboard.widget) if key != 'single' and key in self._keyboards: del self._keyboards[key] elif self._system_keyboard.callback: # this way will prevent possible recursion. callback = self._system_keyboard.callback self._system_keyboard.callback = None callback() return True
[ドキュメント] def grab_mouse(self): '''Grab mouse - so won't leave window .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
[ドキュメント] def ungrab_mouse(self): '''Ungrab mouse .. versionadded:: 1.10.0 .. note:: This feature requires the SDL2 window provider. ''' pass
#: Instance of a :class:`WindowBase` implementation window_impl = [] if platform == 'linux': window_impl += [('egl_rpi', 'window_egl_rpi', 'WindowEglRpi')] if USE_SDL2: window_impl += [('sdl2', 'window_sdl2', 'WindowSDL')] else: window_impl += [ ('pygame', 'window_pygame', 'WindowPygame')] if platform == 'linux': window_impl += [('x11', 'window_x11', 'WindowX11')] Window = core_select_lib('window', window_impl, True)