''' Kivy Widget that accepts data and displays qrcode ''' from threading import Thread from functools import partial import qrcode from kivy.uix.floatlayout import FloatLayout from kivy.graphics.texture import Texture from kivy.properties import StringProperty from kivy.properties import ObjectProperty, StringProperty, ListProperty,\ BooleanProperty from kivy.lang import Builder from kivy.clock import Clock Builder.load_string(''' canvas.before: # Draw white Rectangle Color: rgba: root.background_color Rectangle: size: self.size pos: self.pos canvas.after: Color: rgba: root.foreground_color Rectangle: size: self.size pos: self.pos Image id: qrimage pos_hint: {'center_x': .5, 'center_y': .5} allow_stretch: True size_hint: None, None size: root.width * .9, root.height * .9 ''') class QRCodeWidget(FloatLayout): data = StringProperty(None, allow_none=True) background_color = ListProperty((1, 1, 1, 1)) foreground_color = ListProperty((0, 0, 0, 0)) #loading_image = StringProperty('gui/kivy/theming/loading.gif') def __init__(self, **kwargs): super(QRCodeWidget, self).__init__(**kwargs) self.data = None self.qr = None self._qrtexture = None def on_data(self, instance, value): print "on data", value if not (self.canvas or value): return img = self.ids.get('qrimage', None) if not img: # if texture hasn't yet been created delay the texture updation Clock.schedule_once(lambda dt: self.on_data(instance, value)) return #Thread(target=partial(self.update_qr, )).start() self.update_qr() def set_data(self, data): print "set data", data if self.data == data: return MinSize = 210 if len(data) < 128 else 500 self.setMinimumSize((MinSize, MinSize)) self.data = data self.qr = None def update_qr(self): if not self.data and self.qr: return L = qrcode.constants.ERROR_CORRECT_L data = self.data self.qr = qr = qrcode.QRCode( version=None, error_correction=L, box_size=10, border=0, ) qr.add_data(data) qr.make(fit=True) self.update_texture() def setMinimumSize(self, size): # currently unused, do we need this? self._texture_size = size def _create_texture(self, k, dt): self._qrtexture = texture = Texture.create(size=(k,k), colorfmt='rgb') # don't interpolate texture texture.min_filter = 'nearest' texture.mag_filter = 'nearest' def update_texture(self): if not self.qr: return matrix = self.qr.get_matrix() k = len(matrix) # create the texture in main UI thread otherwise # this will lead to memory corruption Clock.schedule_once(partial(self._create_texture, k), -1) buff = [] bext = buff.extend cr, cg, cb, ca = self.background_color[:] cr, cg, cb = cr*255, cg*255, cb*255 for r in range(k): for c in range(k): bext([0, 0, 0] if matrix[r][c] else [cr, cg, cb]) # then blit the buffer buff = ''.join(map(chr, buff)) # update texture in UI thread. Clock.schedule_once(lambda dt: self._upd_texture(buff), .1) def _upd_texture(self, buff): texture = self._qrtexture if not texture: # if texture hasn't yet been created delay the texture updation Clock.schedule_once(lambda dt: self._upd_texture(buff), .1) return texture.blit_buffer(buff, colorfmt='rgb', bufferfmt='ubyte') img =self.ids.qrimage img.anim_delay = -1 img.texture = texture img.canvas.ask_update() if __name__ == '__main__': from kivy.app import runTouchApp import sys data = str(sys.argv[1:]) runTouchApp(QRCodeWidget(data=data))