I'm still warming up to this Kivy stuff, hope you don't mind another question from me!
I'm trying to understand scheduled events for some of my widgets. For the sake of context, I want to be able to move nodes onto edges, and have the edges 'snap to' the node.
Here is my .kv file:
<GraphInterface>:
node: graph_node
edge: graph_edge
GraphNode:
id: graph_node
center: self.parent.center
GraphEdge:
id: graph_edge
center: 200,200
<GraphNode>:
size: 50, 50
canvas:
Color:
rgba: (root.r,1,1,1)
Ellipse:
pos: self.pos
size: self.size
<GraphEdge>:
size: self.size
canvas:
Color:
rgba: (root.r,1,1,1)
Line:
width: 2.0
close: True
I have a collision detection event between nodes and edges, and I am dynamically creating nodes and edges within my program. Here is the relevant python code:
class GraphInterface(Widget):
node = ObjectProperty(None)
edge = ObjectProperty(None)
def update(self, dt):
# detect node collision
self.edge.snap_to_node(self.node)
return True
class GraphEdge(Widget):
r = NumericProperty(1.0)
def __init__(self, **kwargs):
super(GraphEdge, self).__init__(**kwargs)
with self.canvas:
self.line = Line(points=[100, 200, 200, 200], width = 2.0, close = True)
def snap_to_node(self, node):
if self.collide_widget(node):
print "collision detected"
del self.line.points[-2:]
self.line.points+=node.center
self.size = [math.sqrt(((self.line.points[0]-self.line.points[2])**2 + (self.line.points[1]-self.line.points[3])**2))]*2
self.center = ((self.line.points[0]+self.line.points[2])/2,(self.line.points[1]+self.line.points[3])/2)
pass
class GraphApp(App):
def build(self):
node = GraphNode()
game = GraphInterface()
createNodeButton = Button(text = 'CreateNode', pos=(100,0))
createEdgeButton = Button(text = 'CreateEdge')
game.add_widget(createNodeButton)
game.add_widget(createEdgeButton)
#scatter = Scatter(do_rotation=False, do_scale=False)
#scatter.add_widget(node)
def createNode(instance):
newNode = GraphNode()
game.add_widget(newNode)
#scatter.add_widget(newNode)
print "Node Created"
def createEdge(instance):
newEdge = GraphEdge()
game.add_widget(newEdge)
#scatter.add_widget(newEdge)
print "Edge Created"
createNodeButton.bind(on_press=createNode)
createEdgeButton.bind(on_press=createEdge)
Clock.schedule_interval(game.update, 1.0/60.0)
return game
Ok, so that's a lot to read (sorry)!
Basically my collision is only detected for the initial edges and nodes I create in the .kv file. The newly created edges and nodes cannot interact via the collision mechanism.
I can put up more code if people want but I think that should be all the relevant parts. Thanks!
EDIT:
New method:
def on_touch_move(self, touch):
if touch.grab_current is self:
self.pos=[touch.x-25,touch.y-25]
for widget in self.parent.children:
if isinstance(widget, GraphEdge) and widget.collide_widget(self):
print "collision detected"
widget.snap_to_node(self)
return True
return super(GraphNode, self).on_touch_move(touch)
With this code I can still break the connection by moving the nodes quickly.
EDIT2:
I perhaps gave the answer a little prematurely. I can only interact with the first edge I spawned. And I also have a weird bug where the first edge and the first node seem to have the same color properties. Though perhaps this should be posed in it's own question.