Kivy Blueprints - Mark Vasilkov - E-Book

Kivy Blueprints E-Book

Mark Vasilkov

0,0
35,99 €

-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.

Mehr erfahren.
Beschreibung

This book is intended for programmers who are comfortable with the Python language and who want to build desktop and mobile applications with rich GUI in Python with minimal hassle. Knowledge of Kivy is not strictly required—every aspect of the framework is described when it's first used.

Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:

EPUB
MOBI

Seitenzahl: 337

Veröffentlichungsjahr: 2015

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.



Table of Contents

Kivy Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
Write once, run anywhere
What this book covers
Setting up the working environment
A note on Python
Installing and running Kivy
Note on coding
Hello, Kivy
Code
Layout
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Building a Clock App
The starting point
Modern UI
Design inspiration
Loading custom fonts
Formatting text
Changing the background color
Making the clock tick
Updating the time on the screen
Binding widgets using properties
Layout basics
Finalizing the layout
Reducing repetition
Named classes
Styling buttons
9-patch scaling
Using 9-patch images
Counting time
Formatting the time for stopwatch
Computing values
Putting a stopwatch in place
Stopwatch controls
Summary
2. Building a Paint App
Setting the stage
Fine-tuning the looks
Visual appearance
Window size
Mouse cursor
Multitouch emulation
Drawing touches
A very short introduction to the canvas
Displaying touches on the screen
Clearing the screen
Passing events
Clearing the canvas
Connecting the dots
The color palette
Subclassing the buttons
Taking away the ability to deselect
Overriding the standard behavior
Coloring buttons
A new kind of button
Defining the palette
Setting the line thickness
Changing the line width
Summary
3. Sound Recorder for Android
Writing platform-dependent code
Introducing Pyjnius
Emulating Android
Metro UI
The buttons
The grid structure
Visual attributes
Scalable vector icons
Icon fonts
Rationale for using icon fonts
Using the icon font in Kivy
Testing on Android
Using the native API
Loading Java classes
Looking up the storage path
Reading logs from the device
Recording sound
Major caveat – permissions
Playing sound
Deleting files
Summary
4. Kivy Networking
Writing the chat server
The protocol definition
The server source code
The principle of operation
Testing the server
Screen manager
Customizing the animation
Login screen layout
Chatroom screen layout
Overscroll modes
Bringing the app online
Building a simple Python client
Kivy integration with Twisted
ChatClient and ChatClientFactory
UI integration
Application logic of the client
Cross-application interoperability
Enhancements and eye candy
Escaping the special syntax
What's next
Summary
5. Making a Remote Desktop App
The server
The Flask web server
Advanced server functionality – taking screenshots
Emulating clicks
JavaScript client
Endless loop of screenshots
Passing clicks to host
Kivy Remote Desktop app
The login form
The remote desktop screen
Loop of screenshots in Kivy
Sending clicks
What's next
Summary
6. Making the 2048 Game
About the game
Gameplay concepts and overview
Randomness, or lack thereof
The 2048 project outline
What makes 2048 a good choice of project?
Simplicity as a feature
Creating the 2048 board
Going through cells
Rendering empty cells
Board data structure
Variable naming
Calling reset()
Testing passability
Making tiles
Tile initialization
Resizing tiles
Implementing the game logic
Moving tiles
Controlling the iteration sequence
Implementing the move() method
Binding touch controls
Combining tiles
Adding more tiles
Synchronizing turns
Game over
The winning condition
The loss condition
Where to go from here
Summary
7. Writing a Flappy Bird Clone
Project overview
Creating an animated background
Loading tileable textures
The Background widget
Animating the background
Making pipes
An overview of the pipe properties
Setting texture coordinates
Implementing pipes
Spawning pipes
Moving and recycling pipes
Introducing Kivy Bird
Revised application flow
Accepting user input
Learning to fly straight down
Remaining in flight
Rotating the bird
Collision detection
Game over
Producing sound effects
Kivy sound playback
Adding sound to the Kivy Bird game
Summary
8. Introducing Shaders
Unscientific introduction to OpenGL
Concepts and parallelism
Performance gains, or lack thereof
Improving performance
Taking a closer look at GLSL
Using custom shaders in Kivy
Building the geometry
Illustrating the Indices
Writing GLSL
Storage classes and types
Basic shaders
Procedural coloring
Colorful vertices
Texture mapping
Making the Starfield app
Application structure
Data structures and initializers
Advancing the scene
Writing a corresponding GLSL
Summary
9. Making a Shoot-Em-Up Game
Limitations of the project
Texture atlases at a glance
Creating an atlas
Atlas structure
Using Kivy atlases in an easy way
Ad hoc usage of atlases with GLSL
Data structure for UV mapping
Writing an atlas loader
Rendering sprites from atlas
Designing a reusable particle system
Class hierarchy
The PSWidget renderer class
The Particle class
Writing the game
Implementing stars
Making a spaceship
Creating a trail of fire
Making bullets
Implementing enemies
Collision detection
Finishing touches
Summary
A. The Python Ecosystem
Index

Kivy Blueprints

Kivy Blueprints

Copyright © 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: January 2015

Production reference: 1230115

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78398-784-9

www.packtpub.com

Credits

Author

Mark Vasilkov

Reviewers

Takumi Adachi

Joe Dorocak

Raphael Pierzina

Edward C. Delaporte V

Commissioning Editor

Usha Iyer

Acquisition Editor

Vinay Argekar

Content Development Editor

Kirti Patil

Technical Editors

Arwa Manasawala

Rahul Shah

Copy Editors

Roshni Banerjee

Gladson Monteiro

Karuna Narayanan

Project Coordinator

Nidhi Joshi

Proofreaders

Martin Diver

Maria Gould

Paul Hindle

Joanna McMahon

Indexers

Hemangini Bari

Rekha Nair

Priya Subramani

Graphics

Sheetal Aute

Production Coordinator

Nilesh R. Mohite

Cover Work

Nilesh R. Mohite

About the Author

Mark Vasilkov is a software craftsman—or engineer—whichever you prefer. He specializes in Python and JavaScript development, mostly related to web and mobile applications, and has 10 years of experience in hacking stuff together so that it mostly works.

For what it's worth, Mark is a Russian Israeli. This very book was partially written in a bomb shelter due to Hamas shooting long-range rockets (containing warheads with up to 200 kg explosives each) at Tel Aviv. Israel is a beautiful country, inspiring everyone in the region to do something truly remarkable and idiosyncratic.

About the Reviewers

Takumi Adachi is currently working as an Android developer for Applocation based in Victoria, British Columbia, Canada. He enjoys programming, kendo, cycling, and video games. He is a proponent for open source and strictly uses the MIT license for his personal projects and code. He specializes in Java, Python, JavaScript, and web markup languages such as HTML and CSS. He is exposed to a wide range of technologies such as JavaScript, Python, HTML, CSS, SQL, SQLite, Vagrant, AngularJS, PHP, node.js, Git, REST, JSON, Bash, Linux, OS X, Windows, nginx, VirtualBox, Visual Studio 2013, Java, Excel, Android, and so on.

He has helped review the book, Kivy Blueprints, and hopes to continue reviewing books for Packt Publishing.

I would like to thank my cousin, Justin, parents, teachers, and employers for providing me with opportunities to grow and develop, and supporting me in my endeavors.

Joe Dorocak, whose Internet moniker is Joe Codeswell, is a very experienced programmer. He enjoys creating readable code that implements the project requirements efficiently and understandably. He considers writing code akin to writing poetry.

He prides himself on the ability to communicate clearly and professionally. He considers his code to be communication, not only with the machine platforms upon which it will run, but with all those human programmers who will read it in the future.

He has been employed either as a direct employee or as a contractor by IBM, HP, GTE/Sprint, and other top-shelf companies. He is presently concentrating on app and web project consulting, coded primarily, but not exclusively, in Python and JavaScript. For more details, please check Joe's LinkedIn profile at https://www.linkedin.com/in/joedorocak.

Raphael Pierzina is currently working as a development lead at Mackevision (http://mackevision.com/) in Germany. He is responsible for a Python/PySide-based standalone application for defining and managing complex configuration logic data sets for data-based visualization in terms of code reviews and supervision. He holds a bachelor's degree in virtual design and specializes in computer graphics and interactive applications.

Raphael is passionate about idiomatic Python code and development techniques such as TDD. He enjoys contributing to open source projects such as Cookiecutter (https://github.com/audreyr/cookiecutter) and occasionally posts on his personal blog (http://www.hackebrot.de/) about various topics, including MaxScript, comic books, and his adventures in the world of Linux.

I would like to thank my loving family and my close friends for their support over the course of this project. Thank you for your understanding when I had little time to spare. I wish to express my gratitude to the team at Packt Publishing for providing me with the opportunity to be a part of this amazing book.

Edward C. Delaporte V leads a software development group at the University of Illinois and has contributed to the documentation of the Kivy framework. He is thankful to all those whose contributions to the open source community made his career possible, and he hopes this book helps to attract enthusiasts to software development.

www.PacktPub.com

Support files, eBooks, discount offers, and more

For support files and downloads related to your book, please visit www.PacktPub.com.

Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.PacktPub.com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at <[email protected]> for more details.

At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters, and receive exclusive discounts and offers on Packt books and eBooks.

https://www2.packtpub.com/books/subscription/packtlib

Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can search, access, and read Packt's entire library of books.

Why subscribe?

Fully searchable across every book published by PacktCopy and paste, print, and bookmark contentOn demand and accessible via a web browser

Free access for Packt account holders

If you have an account with Packt at www.PacktPub.com, you can use this to access PacktLib today and view 9 entirely free books. Simply use your login credentials for immediate access.

To my wife, Natalia

Preface

Mobile applications ceased to be the "new hotness" a long time ago, and these days users routinely expect that new software—be it a videogame or a social network—has a mobile version. Similar trend affects desktop operating systems; writing cross-platform software, once uncommon, has swiftly become a norm. Even game developers, usually limited to Microsoft operating systems on desktop, can be seen working on Mac and Linux ports for many new titles (for example, Steam, at the time of writing, hosts more than a hundred games that run on Mac and more than 50 that run on Linux).

This is especially valuable for start-ups and indie developers: building truly cross-platform software widens the potential audience, which leads to increased sales and may create good press along the way.

On the downside, writing portable software can be a very resource-hungry process, and this also affects small developers much more than big corporations.

In particular, many platforms have a preferred programming language and software development kit (SDK): iOS apps are mostly written in Objective-C and Swift, Android suggests the subpar Java programming language, and Microsoft promotes the use of the .NET framework, especially C#, for building Windows software.

Employing these tools allows you to leverage the native user interface and underlying functionality of an OS, but it also automatically prevents code reuse. This means that even if you are equally proficient in all programming languages and interfaces involved, porting the code may still take a non-trivial amount of time and introduce new bugs.

Write once, run anywhere

This whole situation creates a demand for a universal, multi-platform way to program. The problem isn't exactly new: one solution to it, created by Sun in 1995, is the Java programming language. Its marketing promise—write once, run anywhere—was never fulfilled and the language itself is unreasonably cumbersome to use. This led to many mocking variations of the slogan, culminating with write once, run away that refers to many developers abandoning Java in favor of better programming languages, including Python.

Not coincidentally, Kivy—the main topic of this book—is a graphical user interface library facilitating easy creation of multi-platform Python applications. The main features of Kivy toolkit are as follows:

Compatibility: Kivy-based apps work in Linux, Mac OS X, Windows, Android, and iOS—all from a single codebase.Natural user interface: Kivy bridges the gap between different input methods, allowing you to handle a multitude of possible user interactions with similar code, mouse events and multitouch gestures alike.Fast hardware-accelerated graphics: OpenGL rendering makes Kivy suitable for creating graphics-heavy applications such as videogames, and also improves the user experience with smooth transitions.The use of Python: Kivy apps are written in Python, one of the better general purpose programming languages. In addition to being inherently portable, expressive, and readable, Python features a useful standard library and a rich ecosystem of third-party packages, the Python Package Index (PyPI).

Speaking of third-party packages, Kivy can be seen as a superset of many battle-tested components: a large part of its functionality relies on well-known libraries such as Pygame, SDL, and GStreamer. The API that Kivy exposes, however, is very high-level and unified.

It's worth mentioning that Kivy is free and open source MIT licensed software. In practice, this means that you can use it commercially without paying licensing fees. Its full source code is hosted on GitHub, so you can also patch bugs or add new features to it.

What this book covers

Chapter 1, Building a Clock App provides a gentle introduction to writing applications with Kivy. It covers the Kivy language, layouts, widgets and timers. By the end of the chapter we build a simple Clock app, similar to the one found in your cellphone.

Chapter 2, Building a Paint App is a further exploration of the Kivy framework's components and functionality. The resulting Paint app showcases the customization of built-in widgets, drawing arbitrary shapes on canvas and handling multi-touch events.

Chapter 3, Sound Recorder for Android serves as an example of writing a Kivy-based Android app. It shows how to use the Pyjnius interoperability layer to load Java classes into Python, which enables us to mix Android API calls with a Kivy-based user interface.

Chapter 4, Kivy Networking is a hands-on guide to building a network application from the ground up. In covers a number of topics, from creating a simple protocol to writing server and client software in Python, and culminates with the Kivy Chat application.

Chapter 5, Making a Remote Desktop App exemplifies another way of writing client-server apps. This chapter's program is based on the HTTP protocol—the one that powers the Internet. We develop a command-line HTTP server first, and then build the Remote Desktop client app with Kivy.

Chapter 6, Making the 2048 Game walks you through building a playable replica of the 2048 game. We demonstrate more complex Kivy functionality, such as creating custom widgets, using Kivy properties for data binding, and processing touch screen gestures.

Chapter 7, Writing a Flappy Bird Clone introduces another Kivy-based game, this time it's an arcade game similar to the well-known Flappy Bird title. Over the course of this chapter we discuss the use of texture coordinates and sounds effects, implement arcade physics and collision detection.

Chapter 8, Introducing Shaders demonstrates the use of GLSL shaders in the context of a Kivy application. In this tutorial you will learn about OpenGL primitives such as indices and vertices, and then write incredibly fast low-level code that runs directly on the GPU.

Chapter 9, Making a Shoot-Em-Up Game continues where the previous chapter left off: we use the knowledge of GLSL in order to build a side-scrolling shooter. A reusable particle system class is developed along the way. This project concludes the series and capitalizes on many techniques that were explained throughout the book, such as collision detection, touch screen controls, sound effects and so on.

Appendix, The Python Ecosystem, gives you more on Python libraries and tools.

Setting up the working environment

This section briefly discusses the requirements needed to effectively follow the narrative, implement, and run Kivy applications. Personal computer running a modern operating system—a Mac, Linux, or Windows box—is implied.

A note on Python

Python is the primary programming language used in the book; good knowledge of it, while not strictly necessary, may help.

At the time of writing, there are two incompatible versions of Python in wide use. Python 2.7 is monumentally stable but no longer actively developed, and Python 3 is a newer and slightly more controversial version bringing many improvements to the language, but occasionally breaking compatibility along the way.

The code in this book should largely work in both Python versions, but it may need minor adjustments to be fully compatible with Python 3; for best results, it's recommended that you use Python 2.7, or the latest Python 2 version available for your system.

Note

Installing Python separately for Kivy development is not necessary on most platforms: it either comes preinstalled (Mac OS X), bundled with Kivy (MS Windows), or included as a dependency (Linux, Ubuntu in particular).

Installing and running Kivy

Kivy can be downloaded from the official site (http://kivy.org/); just choose an appropriate version and follow the instructions. This whole procedure should be pretty straightforward and simple.

Kivy downloads

To check whether the installation is working, follow these instructions:

On a Mac:
Open Terminal.app.Run kivy.The Python prompt, >>>, should appear. Type import kivy.The command should complete with no errors, printing a message along the lines of [INFO] Kivy v1.8.0.
On a Linux machine:
Open a terminal.Run python.The Python prompt, >>>, should appear. Type import kivy.The command should print a message similar to [INFO] Kivy v1.8.0.
On a Windows box:
Double-click kivy.bat inside the Kivy package directory.Type python at the command prompt.Type import kivy.The command should print a message similar to [INFO] Kivy v1.8.0.

A terminal session

Running a Kivy application (basically, a Python program) is achieved similarly:

On a Mac, use kivy main.pyOn Linux, use python main.pyOn Windows, use kivy.bat main.py (or drag-and-drop the main.py file on top of kivy.bat).

Note on coding

Programming typically amounts to working with text a lot; hence, it's important to choose a good text editor. This is why I profoundly recommend trying Vim before you consider other options.

Vim is one of the better text editors largely available; it's highly configurable and built specifically for effective text editing (way more so than a typical alternative). Vim has a vibrant community, is actively maintained, and comes preinstalled with many Unix-like operating systems—including Mac OS X and Linux. It is known that (at least some) developers of the Kivy framework also prefer Vim.

Here are some quick Kivy-related tips for Vim users out there:

Python-mode (https://github.com/klen/python-mode) is great for writing Python code. It throws in a lot of extra functionality, such as stylistic and static checker, smart completion, and support for refactoring.Source code of GLSL shaders can be properly highlighted using the vim-glsl syntax (https://github.com/tikhomirov/vim-glsl).Kivy texture maps (the .atlas files, covered in Chapter 8, Introducing Shaders) are basically JSON, so you can use, for example, vim-json (https://github.com/elzr/vim-json), and add a file association to your .vimrc file like this:
au BufNewFile,BufRead *.atlas set filetype=json
Kivy layout files, .kv, are slightly more complicated to handle as they're similar to Python, but don't really parse as Python. There is an incomplete Vim plugin in the Kivy repository, but at the time of writing, Vim's built-in YAML support highlights these files better (this obviously might change in future). To load .kv files as YAML, add the following line to your .vimrc file:
au BufNewFile,BufRead *.kv set filetype=yaml

Clearly, you are not obliged to use Vim to follow examples of this book—this is but a mere suggestion. Now let's write a bit of code, shall we?

Who this book is for

This book is intended for programmers who are comfortable with the Python language and who want to build desktop and mobile applications with a rich graphical user interface in Python with minimal hassle. Knowledge of Kivy, while certainly won't hurt, is not required—every aspect of the framework is described when it's first used.

At various points in this book, we will make an analogy between Kivy and web development practices. However, an extensive knowledge of the latter also isn't required to follow the narrative.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.

To send us general feedback, simply e-mail <[email protected]>, and mention the book's title in the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code

You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you. Another option of getting the up-to-date source code is by cloning the GitHub repository, https://github.com/mvasilkov/kb.

Downloading the color images of this book

We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from: http://www.packtpub.com/sites/default/files/downloads/7849OS_ColorImages.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

Piracy

Piracy of copyrighted material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works in any form on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at <[email protected]> with a link to the suspected pirated material.

We appreciate your help in protecting our authors and our ability to bring you valuable content.

Questions

If you have a problem with any aspect of this book, you can contact us at <[email protected]>, and we will do our best to address the problem.

Making the clock tick

UI frameworks are mostly event-driven, and Kivy is no exception. The distinction from the "usual" procedural code is simple—the event-driven code needs to return to the main loop often; otherwise, it will be unable to process events from a user (such as pointer movement, clicks, or window resize), and the interface will "freeze". If you're a longtime Microsoft Windows user, you are probably familiar with programs that are unresponsive and freeze very often. It is crucial to never let this happen in our apps.

Practically, this means that we can't just code an infinite loop like this in our program:

# Don't do this while True: update_time() # some function that displays time sleep(1)

Technically, it might work, but the application's UI will stay in the "not responding" state until the application gets killed (forcefully stopped) by the user or an operating system. Instead of taking this faulty approach, we need to keep in mind that there is a main loop running inside Kivy, and we need to take advantage of it by utilizing events and timers.

Event-driven architecture also means that in many places, we will listen to events to respond to various conditions, be it user input, network events, or timeouts.

One of the common events that many programs listen to is App.on_start. A method with this name, if defined on the application class, will be called as soon as the app is fully initialized. Another good example of an event that we will find in many programs is on_press, which fires when the user clicks, taps, or otherwise interacts with a button.