我试图创建一些可以在运行时重新加载KivyLang UI文件(.kv文件)的东西。因此,当我在IDE上保存* .kv文件时,UI会在窗口上更新。有点类似于这个http://livereload.com/插件的工作方式。
这是我的尝试。
我稍微修改了以下文件并添加了一些代码: https://github.com/kivy/kivy/blob/master/kivy/core/window/window_pygame.py
from watchdog.observers import Observer
from watchdog.events import PatternMatchingEventHandler
from kivy.app import App
class KivyLangWatcher(PatternMatchingEventHandler):
patterns = ["*.kv"]
def on_modified(self, event):
app = App.get_running_app()
app.load_kv(filename=app.kv_file)
root = app.build()
EventLoop.window.canvas.clear()
EventLoop.window.add_widget(root)
我刚刚和观察员夹在一起
def mainloop(self):
observer = Observer()
observer.schedule(KivyLangWatcher(), '.')
observer.start()
while not EventLoop.quit and EventLoop.status == 'started':
try:
self._mainloop()
if not pygame.display.get_active():
pygame.time.wait(100)
except BaseException as inst:
# use exception manager first
r = ExceptionManager.handle_exception(inst)
if r == ExceptionManager.RAISE:
stopTouchApp()
raise
else:
pass
observer.stop()
observer.stop()
observer.join()
window_pygame.py
'''
Window Pygame: windowing provider based on Pygame
'''
__all__ = ('WindowPygame', )
# fail early if possible
import pygame
from watchdog.observers import Observer
from watchdog.events import PatternMatchingEventHandler
from kivy.app import App
from kivy.compat import PY2
from kivy.core.window import WindowBase
from kivy.core import CoreCriticalException
from os import environ
from os.path import exists, join
from kivy.config import Config
from kivy import kivy_data_dir
from kivy.base import ExceptionManager
from kivy.logger import Logger
from kivy.base import stopTouchApp, EventLoop
from kivy.utils import platform, deprecated
from kivy.resources import resource_find
from kivy.clock import Clock
try:
android = None
if platform == 'android':
import android
except ImportError:
pass
# late binding
glReadPixels = GL_RGBA = GL_UNSIGNED_BYTE = None
class KivyLangWatcher(PatternMatchingEventHandler):
patterns = ["*.kv"]
def on_modified(self, event):
app = App.get_running_app()
app.load_kv(filename=app.kv_file)
root = app.build()
EventLoop.window.canvas.clear()
EventLoop.window.add_widget(root)
class WindowPygame(WindowBase):
def create_window(self, *largs):
# ensure the mouse is still not up after window creation, otherwise, we
# have some weird bugs
self.dispatch('on_mouse_up', 0, 0, 'all', [])
# force display to show (available only for fullscreen)
displayidx = Config.getint('graphics', 'display')
if not 'SDL_VIDEO_FULLSCREEN_HEAD' in environ and displayidx != -1:
environ['SDL_VIDEO_FULLSCREEN_HEAD'] = '%d' % displayidx
# init some opengl, same as before.
self.flags = pygame.HWSURFACE | pygame.OPENGL | pygame.DOUBLEBUF
# right now, activate resizable window only on linux.
# on window / macosx, the opengl context is lost, and we need to
# reconstruct everything. Check #168 for a state of the work.
if platform in ('linux', 'macosx', 'win') and \
Config.getboolean('graphics', 'resizable'):
self.flags |= pygame.RESIZABLE
try:
pygame.display.init()
except pygame.error as e:
raise CoreCriticalException(e.message)
multisamples = Config.getint('graphics', 'multisamples')
if multisamples > 0:
pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES,
multisamples)
pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 16)
pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 1)
pygame.display.set_caption(self.title)
if self.position == 'auto':
self._pos = None
elif self.position == 'custom':
self._pos = self.left, self.top
else:
raise ValueError('position token in configuration accept only '
'"auto" or "custom"')
if self._fake_fullscreen:
if not self.borderless:
self.fullscreen = self._fake_fullscreen = False
elif not self.fullscreen or self.fullscreen == 'auto':
self.borderless = self._fake_fullscreen = False
if self.fullscreen == 'fake':
self.borderless = self._fake_fullscreen = True
Logger.warning("The 'fake' fullscreen option has been "
"deprecated, use Window.borderless or the "
"borderless Config option instead.")
if self.fullscreen == 'fake' or self.borderless:
Logger.debug('WinPygame: Set window to borderless mode.')
self.flags |= pygame.NOFRAME
# If no position set in borderless mode, we always need
# to set the position. So use 0, 0.
if self._pos is None:
self._pos = (0, 0)
environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos
elif self.fullscreen in ('auto', True):
Logger.debug('WinPygame: Set window to fullscreen mode')
self.flags |= pygame.FULLSCREEN
elif self._pos is not None:
environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos
# never stay with a None pos, application using w.center will be fired.
self._pos = (0, 0)
# prepare keyboard
repeat_delay = int(Config.get('kivy', 'keyboard_repeat_delay'))
repeat_rate = float(Config.get('kivy', 'keyboard_repeat_rate'))
pygame.key.set_repeat(repeat_delay, int(1000. / repeat_rate))
# set window icon before calling set_mode
try:
filename_icon = self.icon or Config.get('kivy', 'window_icon')
if filename_icon == '':
logo_size = 32
if platform == 'macosx':
logo_size = 512
elif platform == 'win':
logo_size = 64
filename_icon = 'kivy-icon-{}.png'.format(logo_size)
filename_icon = resource_find(
join(kivy_data_dir, 'logo', filename_icon))
self.set_icon(filename_icon)
except:
Logger.exception('Window: cannot set icon')
# try to use mode with multisamples
try:
self._pygame_set_mode()
except pygame.error as e:
if multisamples:
Logger.warning('WinPygame: Video: failed (multisamples=%d)' %
multisamples)
Logger.warning('WinPygame: trying without antialiasing')
pygame.display.gl_set_attribute(
pygame.GL_MULTISAMPLEBUFFERS, 0)
pygame.display.gl_set_attribute(
pygame.GL_MULTISAMPLESAMPLES, 0)
multisamples = 0
try:
self._pygame_set_mode()
except pygame.error as e:
raise CoreCriticalException(e.message)
else:
raise CoreCriticalException(e.message)
if pygame.RESIZABLE & self.flags:
self._pygame_set_mode()
info = pygame.display.Info()
self._size = (info.current_w, info.current_h)
#self.dispatch('on_resize', *self._size)
# in order to debug futur issue with pygame/display, let's show
# more debug output.
Logger.debug('Window: Display driver ' + pygame.display.get_driver())
Logger.debug('Window: Actual window size: %dx%d',
info.current_w, info.current_h)
if platform != 'android':
# unsupported platform, such as android that doesn't support
# gl_get_attribute.
Logger.debug(
'Window: Actual color bits r%d g%d b%d a%d',
pygame.display.gl_get_attribute(pygame.GL_RED_SIZE),
pygame.display.gl_get_attribute(pygame.GL_GREEN_SIZE),
pygame.display.gl_get_attribute(pygame.GL_BLUE_SIZE),
pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE))
Logger.debug(
'Window: Actual depth bits: %d',
pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
Logger.debug(
'Window: Actual stencil bits: %d',
pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
Logger.debug(
'Window: Actual multisampling samples: %d',
pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES))
super(WindowPygame, self).create_window()
# set mouse visibility
self._set_cursor_state(self.show_cursor)
# if we are on android platform, automaticly create hooks
if android:
from kivy.support import install_android
install_android()
def close(self):
pygame.display.quit()
self.dispatch('on_close')
def on_title(self, instance, value):
if self.initialized:
pygame.display.set_caption(self.title)
def set_icon(self, filename):
if not exists(filename):
return False
try:
if platform == 'win':
try:
if self._set_icon_win(filename):
return True
except:
# fallback on standard loading then.
pass
# for all others platform, or if the ico is not available, use the
# default way to set it.
self._set_icon_standard(filename)
super(WindowPygame, self).set_icon(filename)
except:
Logger.exception('WinPygame: unable to set icon')
def _set_icon_standard(self, filename):
if PY2:
try:
im = pygame.image.load(filename)
except UnicodeEncodeError:
im = pygame.image.load(filename.encode('utf8'))
else:
im = pygame.image.load(filename)
if im is None:
raise Exception('Unable to load window icon (not found)')
pygame.display.set_icon(im)
def _set_icon_win(self, filename):
# ensure the window ico is ended by ico
if not filename.endswith('.ico'):
filename = '{}.ico'.format(filename.rsplit('.', 1)[0])
if not exists(filename):
return False
import win32api
import win32gui
import win32con
hwnd = pygame.display.get_wm_info()['window']
icon_big = win32gui.LoadImage(
None, filename, win32con.IMAGE_ICON,
48, 48, win32con.LR_LOADFROMFILE)
icon_small = win32gui.LoadImage(
None, filename, win32con.IMAGE_ICON,
16, 16, win32con.LR_LOADFROMFILE)
win32api.SendMessage(
hwnd, win32con.WM_SETICON, win32con.ICON_SMALL, icon_small)
win32api.SendMessage(
hwnd, win32con.WM_SETICON, win32con.ICON_BIG, icon_big)
return True
def _set_cursor_state(self, value):
pygame.mouse.set_visible(value)
def screenshot(self, *largs, **kwargs):
global glReadPixels, GL_RGBA, GL_UNSIGNED_BYTE
filename = super(WindowPygame, self).screenshot(*largs, **kwargs)
if filename is None:
return None
if glReadPixels is None:
from kivy.graphics.opengl import (glReadPixels, GL_RGBA,
GL_UNSIGNED_BYTE)
width, height = self.system_size
data = glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE)
if PY2:
data = str(buffer(data))
else:
data = bytes(bytearray(data))
surface = pygame.image.fromstring(data, (width, height), 'RGBA', True)
pygame.image.save(surface, filename)
Logger.debug('Window: Screenshot saved at <%s>' % filename)
return filename
def flip(self):
pygame.display.flip()
super(WindowPygame, self).flip()
@deprecated
def toggle_fullscreen(self):
if self.flags & pygame.FULLSCREEN:
self.flags &= ~pygame.FULLSCREEN
else:
self.flags |= pygame.FULLSCREEN
self._pygame_set_mode()
def _mainloop(self):
EventLoop.idle()
for event in pygame.event.get():
# kill application (SIG_TERM)
if event.type == pygame.QUIT:
if self.dispatch('on_request_close'):
continue
EventLoop.quit = True
self.close()
# mouse move
elif event.type == pygame.MOUSEMOTION:
x, y = event.pos
self.mouse_pos = x, self.system_size[1] - y
# don't dispatch motion if no button are pressed
if event.buttons == (0, 0, 0):
continue
self._mouse_x = x
self._mouse_y = y
self._mouse_meta = self.modifiers
self.dispatch('on_mouse_move', x, y, self.modifiers)
# mouse action
elif event.type in (pygame.MOUSEBUTTONDOWN,
pygame.MOUSEBUTTONUP):
self._pygame_update_modifiers()
x, y = event.pos
btn = 'left'
if event.button == 3:
btn = 'right'
elif event.button == 2:
btn = 'middle'
elif event.button == 4:
btn = 'scrolldown'
elif event.button == 5:
btn = 'scrollup'
elif event.button == 6:
btn = 'scrollright'
elif event.button == 7:
btn = 'scrollleft'
eventname = 'on_mouse_down'
if event.type == pygame.MOUSEBUTTONUP:
eventname = 'on_mouse_up'
self._mouse_x = x
self._mouse_y = y
self._mouse_meta = self.modifiers
self._mouse_btn = btn
self._mouse_down = eventname == 'on_mouse_down'
self.dispatch(eventname, x, y, btn, self.modifiers)
# joystick action
elif event.type == pygame.JOYAXISMOTION:
self.dispatch('on_joy_axis', event.joy, event.axis, event.value)
elif event.type == pygame.JOYHATMOTION:
self.dispatch('on_joy_hat', event.joy, event.hat, event.value)
elif event.type == pygame.JOYBALLMOTION:
self.dispatch('on_joy_ball', event.joy, event.ballid,
event.rel[0], event.rel[1])
elif event.type == pygame.JOYBUTTONDOWN:
self.dispatch('on_joy_button_down', event.joy, event.button)
elif event.type == pygame.JOYBUTTONUP:
self.dispatch('on_joy_button_up', event.joy, event.button)
# keyboard action
elif event.type in (pygame.KEYDOWN, pygame.KEYUP):
self._pygame_update_modifiers(event.mod)
# atm, don't handle keyup
if event.type == pygame.KEYUP:
self.dispatch('on_key_up', event.key,
event.scancode)
continue
# don't dispatch more key if down event is accepted
if self.dispatch('on_key_down', event.key,
event.scancode, event.unicode,
self.modifiers):
continue
self.dispatch('on_keyboard', event.key,
event.scancode, event.unicode,
self.modifiers)
# video resize
elif event.type == pygame.VIDEORESIZE:
self._size = event.size
self.update_viewport()
elif event.type == pygame.VIDEOEXPOSE:
self.canvas.ask_update()
# ignored event
elif event.type == pygame.ACTIVEEVENT:
pass
# drop file (pygame patch needed)
elif event.type == pygame.USEREVENT and \
hasattr(pygame, 'USEREVENT_DROPFILE') and \
event.code == pygame.USEREVENT_DROPFILE:
self.dispatch('on_dropfile', event.filename)
'''
# unhandled event !
else:
Logger.debug('WinPygame: Unhandled event %s' % str(event))
'''
def mainloop(self):
observer = Observer()
observer.schedule(KivyLangWatcher(), '.')
observer.start()
while not EventLoop.quit and EventLoop.status == 'started':
try:
self._mainloop()
if not pygame.display.get_active():
pygame.time.wait(100)
except BaseException as inst:
# use exception manager first
r = ExceptionManager.handle_exception(inst)
if r == ExceptionManager.RAISE:
stopTouchApp()
raise
else:
pass
observer.stop()
observer.stop()
observer.join()
#
# Pygame wrapper
#
def _pygame_set_mode(self, size=None):
if size is None:
size = self.size
if self.fullscreen == 'auto':
pygame.display.set_mode((0, 0), self.flags)
else:
pygame.display.set_mode(size, self.flags)
def _pygame_update_modifiers(self, mods=None):
# Available mod, from dir(pygame)
# 'KMOD_ALT', 'KMOD_CAPS', 'KMOD_CTRL', 'KMOD_LALT',
# 'KMOD_LCTRL', 'KMOD_LMETA', 'KMOD_LSHIFT', 'KMOD_META',
# 'KMOD_MODE', 'KMOD_NONE'
if mods is None:
mods = pygame.key.get_mods()
self._modifiers = []
if mods & (pygame.KMOD_SHIFT | pygame.KMOD_LSHIFT):
self._modifiers.append('shift')
if mods & (pygame.KMOD_ALT | pygame.KMOD_LALT):
self._modifiers.append('alt')
if mods & (pygame.KMOD_CTRL | pygame.KMOD_LCTRL):
self._modifiers.append('ctrl')
if mods & (pygame.KMOD_META | pygame.KMOD_LMETA):
self._modifiers.append('meta')
def request_keyboard(self, callback, target, input_type='text'):
keyboard = super(WindowPygame, self).request_keyboard(
callback, target, input_type)
if android and not self.allow_vkeyboard:
android.show_keyboard(target, input_type)
return keyboard
def release_keyboard(self, *largs):
super(WindowPygame, self).release_keyboard(*largs)
if android:
android.hide_keyboard()
return True
到目前为止一切顺利。文件观察器工作正常,每次修改* .kv文件时都会触发on_modified
函数。
但重装部分仅在我有1个固定小部件时才有效。当我修改.kv文件并添加更多小部件时,画布没有完全清理,之前的小部件仍在那里。
看起来EventLoop.window.canvas.clear()
不足以清理以前的内容。
我向错误的方向移动太远了吗? 我注意到这里有类似的东西:https://github.com/kivy/pythonar但我不想停止正在运行的应用程序并重新加载。
hello_kivy.py
import kivy
from kivy.app import App
from kivy.uix.button import Button
kivy.require('1.9.1')
class HelloKivyApp(App):
def build(self):
return Button()
hello_kivy = HelloKivyApp()
hello_kivy.run()
hellokivy.kv
<Button>:
text: "Hello Kivy :)"
color: 0, 1, 0, 1