I'm working on making a circle that will spin kind of like a large dial. Currently, I have an arrow at the top to show which direction the dial is facing. I'd like its behavior to be kind of like an old timey rotary phone, such that while your finger/cursor is down you can rotate it, but it'll (slowly) yank back to top after you let go.
Here's what my object looks like:
And here's my code:
#!/usr/bin/kivy
import kivy
kivy.require('1.7.2')
import math
from random import random
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.gridlayout import GridLayout
from kivy.uix.anchorlayout import AnchorLayout
from kivy.uix.relativelayout import RelativeLayout
from kivy.graphics import Color, Ellipse, Rectangle
class MinimalApp(App):
title = 'My App'
def build(self):
root = RootLayout()
return(root)
class RootLayout(AnchorLayout):
pass
class Circley(RelativeLayout):
angle = 0
def on_touch_down(self, touch):
ud = touch.ud
ud['group'] = g = str(touch.uid)
return True
def on_touch_move(self, touch):
ud = touch.ud
# print(touch.x, 0)
# print(self.center)
# print(0, touch.y)
# print(touch.x - self.center[0], touch.y - self.center[1])
y = (touch.y - self.center[1])
x = (touch.x - self.center[0])
calc = math.degrees(math.atan2(y,x))
angle = calc if calc > 0 else (360 + calc)
print(angle)
def on_touch_up(self, touch):
touch.ungrab(self)
ud = touch.ud
return True
if __name__ == '__main__':
MinimalApp().run()
And the kv:
#:kivy 1.7.2
#:import kivy kivy
<RootLayout>:
anchor_x: 'center' # I think this /is/ centered
anchor_y: 'center'
canvas.before:
Color:
rgba: 0.4, 0.4, 0.4, 1
Rectangle:
pos: self.pos
size: self.size
Circley:
anchor_x: 'center' # this is /not/ centered.
anchor_y: 'center'
canvas.before:
PushMatrix
Color:
rgba: 0.94, 0.94, 0.94, 1
Rotate:
angle: self.angle
axis: 0, 0, 1
origin: self.center
Ellipse:
source: 'arrow.png'
size: min(self.size), min(self.size)
pos: 0.5*self.size[0] - 0.5*min(self.size), 0.5*self.size[1] - 0.5*min(self.size)
Label:
text: unicode(self.size) # this is /not/ appearing
color: 1,0,0,1
canvas.after:
PopMatrix
Parts of that are borrowed from the kivy touchtracer demo, and from this SO question.
You can see I have a calculation that is correctly printing the angle between the origin of the circle and the touch event (not sure how this'll respond to multiple fingers, haven't thought that far through), but not sure how to integrate this into a "spinning" feedback event in the interface.
You can bind angle of canvas to NumericProperty
, to change it from inside your code. All you need to do is to compute those angles correctly. After playing a bit with it I created following code:
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.lang import Builder
from kivy.animation import Animation
from kivy.properties import NumericProperty
import math
kv = '''
<Dial>:
canvas:
Rotate:
angle: root.angle
origin: self.center
Color:
rgb: 1, 0, 0
Ellipse:
size: min(self.size), min(self.size)
pos: 0.5*self.size[0] - 0.5*min(self.size), 0.5*self.size[1] - 0.5*min(self.size)
Color:
rgb: 0, 0, 0
Ellipse:
size: 50, 50
pos: 0.5*root.size[0]-25, 0.9*root.size[1]-25
'''
Builder.load_string(kv)
class Dial(Widget):
angle = NumericProperty(0)
def on_touch_down(self, touch):
y = (touch.y - self.center[1])
x = (touch.x - self.center[0])
calc = math.degrees(math.atan2(y, x))
self.prev_angle = calc if calc > 0 else 360+calc
self.tmp = self.angle
def on_touch_move(self, touch):
y = (touch.y - self.center[1])
x = (touch.x - self.center[0])
calc = math.degrees(math.atan2(y, x))
new_angle = calc if calc > 0 else 360+calc
self.angle = self.tmp + (new_angle-self.prev_angle)%360
def on_touch_up(self, touch):
Animation(angle=0).start(self)
class DialApp(App):
def build(self):
return Dial()
if __name__ == "__main__":
DialApp().run()
I'm calculating difference between initial (after pressing mouse) and later angle in on_touch_move
. Since angle is a property I can also modify it using kivy.animation
to make dial spin back after releasing mouse button.
EDIT
on_touch_down
event for child circle:
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.floatlayout import FloatLayout
from kivy.lang import Builder
from kivy.animation import Animation
from kivy.properties import NumericProperty
import math
kv = '''
<Dial>:
circle_id: circle_id
size: root.size
pos: 0, 0
canvas:
Rotate:
angle: self.angle
origin: self.center
Color:
rgb: 1, 0, 0
Ellipse:
size: min(self.size), min(self.size)
pos: 0.5*self.size[0] - 0.5*min(self.size), 0.5*self.size[1] - 0.5*min(self.size)
Circle:
id: circle_id
size_hint: 0, 0
size: 50, 50
pos: 0.5*root.size[0]-25, 0.9*root.size[1]-25
canvas:
Color:
rgb: 0, 1, 0
Ellipse:
size: 50, 50
pos: self.pos
'''
Builder.load_string(kv)
class Circle(Widget):
def on_touch_down(self, touch):
if self.collide_point(*touch.pos):
print "small circle clicked"
class Dial(Widget):
angle = NumericProperty(0)
def on_touch_down(self, touch):
if not self.circle_id.collide_point(*touch.pos):
print "big circle clicked"
y = (touch.y - self.center[1])
x = (touch.x - self.center[0])
calc = math.degrees(math.atan2(y, x))
self.prev_angle = calc if calc > 0 else 360+calc
self.tmp = self.angle
return super(Dial, self).on_touch_down(touch) # dispatch touch event futher
def on_touch_move(self, touch):
y = (touch.y - self.center[1])
x = (touch.x - self.center[0])
calc = math.degrees(math.atan2(y, x))
new_angle = calc if calc > 0 else 360+calc
self.angle = self.tmp + (new_angle-self.prev_angle)%360
def on_touch_up(self, touch):
Animation(angle=0).start(self)
class DialApp(App):
def build(self):
return Dial()
if __name__ == "__main__":
DialApp().run()
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