2022-07-07 16:16:10 -04:00
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"""
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Effects/FadingEdgeEffect
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========================
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.. versionadded:: 1.0.0
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The `FadingEdgeEffect` class implements a fade effect for `KivyMD` widgets:
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.. code-block:: python
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from kivy.lang import Builder
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from kivy.uix.scrollview import ScrollView
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from kivymd.app import MDApp
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from kivymd.effects.fadingedge.fadingedge import FadingEdgeEffect
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from kivymd.uix.list import OneLineListItem
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KV = '''
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MDScreen:
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FadeScrollView:
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fade_height: self.height / 2
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fade_color: root.md_bg_color
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MDList:
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id: container
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'''
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class FadeScrollView(FadingEdgeEffect, ScrollView):
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pass
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class Test(MDApp):
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def build(self):
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return Builder.load_string(KV)
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def on_start(self):
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for i in range(20):
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self.root.ids.container.add_widget(
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OneLineListItem(text=f"Single-line item {i}")
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)
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Test().run()
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.. image:: https://github.com/HeaTTheatR/KivyMD-data/raw/master/gallery/kivymddoc/fading-edge-effect-white.gif
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:align: center
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.. note:: Use the same color value for the fade_color parameter as for the
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parent widget.
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"""
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from typing import Union
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from kivy.clock import Clock
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from kivy.graphics.context_instructions import Color
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from kivy.graphics.vertex_instructions import Rectangle
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from kivy.metrics import dp
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from kivy.properties import BooleanProperty, ColorProperty, NumericProperty
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from kivymd.theming import ThemableBehavior
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__all_ = ("FadingEdgeEffect",)
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class FadingEdgeEffect(ThemableBehavior):
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"""
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The class implements the fade effect.
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.. versionadded:: 1.0.0
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"""
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fade_color = ColorProperty(None)
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"""
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Fade color.
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:attr:`fade_color` is an :class:`~kivy.properties.ColorProperty`
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and defaults to `None`.
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"""
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fade_height = NumericProperty(0)
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"""
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Fade height.
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:attr:`fade_height` is an :class:`~kivy.properties.ColorProperty`
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and defaults to `0`.
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"""
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edge_top = BooleanProperty(True)
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"""
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Display fade edge top.
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:attr:`edge_top` is an :class:`~kivy.properties.BooleanProperty`
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and defaults to `True`.
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"""
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edge_bottom = BooleanProperty(True)
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"""
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Display fade edge bottom.
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:attr:`edge_bottom` is an :class:`~kivy.properties.BooleanProperty`
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and defaults to `True`.
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"""
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_height_segment = 10
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def __init__(self, **kwargs):
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super().__init__(**kwargs)
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Clock.schedule_once(self.set_fade)
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# TODO: Perhaps it would be better if we used a Shader for the fade effect.
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# But, I think the canvas instructions shouldn't affect performance
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def set_fade(self, interval: Union[int, float]) -> None:
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"""Draws a bottom and top fade border on the canvas."""
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fade_color = (
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self.theme_cls.primary_color
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if not self.fade_color
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else self.fade_color
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)
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height_segment = (
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self.fade_height if self.fade_height else dp(100)
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) // self._height_segment
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alpha = 1.1
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with self.canvas:
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for i in range(self._height_segment):
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alpha -= 0.1
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Color(rgba=(fade_color[:-1] + [round(alpha, 1)]))
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rectangle_top = (
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Rectangle(
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pos=(self.x, self.height - (i * height_segment)),
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size=(self.width, height_segment),
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)
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if self.edge_top
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else None
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)
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rectangle_bottom = (
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Rectangle(
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pos=(self.x, i * height_segment),
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size=(self.width, height_segment),
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)
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if self.edge_bottom
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else None
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)
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# How I hate lambda functions because of their length :(
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# But I don’t want to call the arguments by short,
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# incomprehensible names 'a', 'b', 'c'.
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self.bind(
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pos=lambda instance_fadind_edge_effect, window_size, rectangle_top=rectangle_top, rectangle_bottom=rectangle_bottom, index=i: self.update_canvas(
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instance_fadind_edge_effect,
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window_size,
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rectangle_top,
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rectangle_bottom,
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index,
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),
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size=lambda instance_fadind_edge_effect, window_size, rectangle_top=rectangle_top, rectangle_bottom=rectangle_bottom, index=i: self.update_canvas(
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instance_fadind_edge_effect,
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window_size,
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rectangle_top,
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rectangle_bottom,
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index,
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),
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)
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2023-07-09 20:49:58 -04:00
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self.update_canvas(
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self, self.size, rectangle_top, rectangle_bottom, i
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)
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2022-07-07 16:16:10 -04:00
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def update_canvas(
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self,
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instance_fadind_edge_effect,
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size: list[int, int],
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rectangle_top: Rectangle,
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rectangle_bottom: Rectangle,
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index: int,
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) -> None:
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"""
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Updates the position and size of the fade border on the canvas.
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Called when the application screen is resized.
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"""
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height_segment = (
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self.fade_height if self.fade_height else dp(100)
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) // self._height_segment
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if rectangle_top:
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rectangle_top.pos = (
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instance_fadind_edge_effect.x,
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size[1]
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- (index * height_segment - instance_fadind_edge_effect.y),
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)
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rectangle_top.size = (size[0], height_segment)
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if rectangle_bottom:
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rectangle_bottom.pos = (
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instance_fadind_edge_effect.x,
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index * height_segment + instance_fadind_edge_effect.y,
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)
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rectangle_bottom.size = (size[0], height_segment)
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