Kivy cookbook : enhance your skills in developing multitouch applications with Kivy /
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2015.
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Colección: | Quick answers to common problems.
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
Tabla de Contenidos:
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Kivy and the Kv Language
- Introduction
- Installing Kivy
- Building your interfaces
- Declaring properties within a class
- Relating Python code and the Kv language
- Referencing widgets
- Accessing widgets defined inside the Kv language in your Python code
- Reusing styles in multiple widgets
- Designing with the Kv language
- Running your code
- Using Kivy garden
- Chapter 2: Input, Motion, and Touch Introduction
- Using the mouse
- Evolving to the touchscreen
- Working with the accelerometer
- Using the gyroscope
- The differences between the touch and motion events
- Recognizing touch shapes
- Detecting multitapping
- Grabbing touch events
- Recording gestures
- Chapter 3: Events
- Introduction
- Scheduling a one-time event
- Scheduling a repetitive event
- Triggering events
- Defining widget events
- Creating custom events
- Attaching callbacks
- Declaring a property
- Compounding propertiesChapter 4: Widgets
- Introduction
- Using the basics: buttons, labels, and text inputs
- Manipulating the widget tree
- Traversing the tree
- Using swappable widgets
- Organizing with layouts
- Using FloatLayout
- Using BoxLayout
- Using GridLayout
- Using StackLayout
- Using RelativeLayout
- Using AnchorLayout
- Working with ActionBar
- Chapter 5: Graphics
- Canvas and Instructions
- Introduction
- Separating with the screen manager
- Using drawing instructions
- Using context instructions
- Working with manipulating instructionsRotating, translating, and scaling the canvas
- Modifying with multitouching
- Storing and retrieving the coordinate space context
- Introducing animations
- Chapter 6: Advanced Graphics
- Shaders and Rendering
- Introduction
- Using Carousel
- Creating and using Atlas
- Creating layouts
- Editing shaders
- Creating widgets
- Creating your own shader
- Rendering in a Framebuffer
- Optimizing graphics
- Chapter 7: The API in Detail
- Introduction
- Getting to know the API
- Using the asynchronous data loaderLogging objects
- Parsing
- Applying utils
- Leveraging the factory object
- Working with audio
- Working with video
- Working with a camera
- Using spelling
- Adding effects
- Advanced text manipulation
- Chapter 8: Packaging our Apps for PC
- Introduction
- Packaging for Windows
- Including multimedia for Windows
- Running apps in Windows
- Packaging for Mac OS
- Including multimedia for Mac OS
- Running apps in Mac OS
- Packaging for Linux
- Including multimedia for Linux