This tutorial covers the meshing of what we have now learned with the Screen Manager with the drawing application that we built earlier.
The python file:
from kivy.app import App #kivy.require("1.8.0") from kivy.lang import Builder from kivy.uix.screenmanager import ScreenManager, Screen, FadeTransition from kivy.uix.widget import Widget from kivy.graphics import Line class Painter(Widget): def on_touch_down(self, touch): with self.canvas: touch.ud["line"] = Line(points=(touch.x, touch.y)) def on_touch_move(self,touch): touch.ud["line"].points += [touch.x, touch.y] class MainScreen(Screen): pass class AnotherScreen(Screen): pass class ScreenManagement(ScreenManager): pass presentation = Builder.load_file("main2.kv") class MainApp(App): def build(self): return presentation if __name__ == "__main__": MainApp().run()
Above, the only major change (aside from the loaded kivy file for me, which you may or may not do) is the addition of the "painter" class. The code contained here was covered in the drawing application tutorial.
The .kv file:
#: import FadeTransition kivy.uix.screenmanager.FadeTransition ScreenManagement: transition: FadeTransition() MainScreen: AnotherScreen: <MainScreen>: name: "main" Button: on_release: app.root.current = "other" text: "Next Screen" font_size: 50 <AnotherScreen>: name: "other" Painter
In our .kv file, the only major change is now, instead of a button, we're calling "Painter," which is calling the Painter class we wrote.