Beispiel #1
0
 def draw(self):
     imgui.begin("Example: drag float")
     changed, self.value = imgui.drag_float(
         "Default",
         self.value,
     )
     changed, self.value = imgui.drag_float("Less precise",
                                            self.value,
                                            format="%.1f")
     imgui.text("Changed: %s, Value: %s" % (changed, self.value))
     imgui.end()
Beispiel #2
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 def light_props(self):
     expanded, visible = imgui.collapsing_header(
         'Lighting', self.GUI_STATE.lightprop.isvisible)
     style = imgui.get_style()
     if expanded:
         self.SHADER.scene_shader.attach()
         imgui.columns(2, 'GHOST')
         w = imgui.get_window_width()
         imgui.set_column_width(0, w*0.6)
         changed, self.GUI_STATE.lightprop.shininess = imgui.drag_float(
             'Shininess', self.GUI_STATE.lightprop.shininess, self.props.steps, 0.001, 30.0)
         if changed:
             self.SHADER.scene_shader.putDataInUniformLocation(
                 'shininess', self.GUI_STATE.lightprop.shininess)
         imgui.next_column()
         imgui.set_column_width(1, w*0.4)
         changed, self.props.steps = imgui.input_float(
             'Step',
             self.props.steps
         )
         imgui.columns(1)
         changed0, self.GUI_STATE.lightprop.specDamp = imgui.drag_float(
             'Specular Damp', self.GUI_STATE.lightprop.specDamp, self.props.steps, 0.001, 30.0)
         if changed0:
             self.SHADER.scene_shader.putDataInUniformLocation(
                 'specDamp',
                 self.GUI_STATE.lightprop.specDamp
             )
         changed1, self.GUI_STATE.lightprop.lightcolor = imgui.color_edit3(
             'Light Color', *self.GUI_STATE.lightprop.lightcolor
         )
         self.GUI_STATE.lightprop.lightcolor = Color3(
             *self.GUI_STATE.lightprop.lightcolor)
         if changed1:
             self.SHADER.scene_shader.putDataInUniformLocation(
                 'lightColor',
                 self.GUI_STATE.lightprop.lightcolor
             )
         if imgui.radio_button('BLINN', self.props.active):
             self.props.active = not self.props.active
         if self.props.active:
             self.SHADER.scene_shader.putDataInUniformLocation(
                 'blinn',
                 1,
                 dtype='i'
             )
         else:
             self.SHADER.scene_shader.putDataInUniformLocation(
                 'blinn',
                 0,
                 dtype='i'
             )
Beispiel #3
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    def draw_gui(self):
        imgui.begin('Controls')
        imgui.text('Framerate: {:.2f}'.format(self.io.framerate))
        imgui.text('Vertices: {}'.format(self.vao.vertices))
        _, self.gui['animate'] = imgui.checkbox('Animate', self.gui['animate'])
        _, self.gui['u_unwrap'] = imgui.drag_float('Unwrap',
                                                   self.gui['u_unwrap'], 0.01,
                                                   0, 1)
        _, self.gui['u_separation'] = imgui.drag_float(
            'Separation', self.gui['u_separation'], 0.01, 0, 1)
        cam_changed, self.gui['isolate'] = imgui.drag_float(
            'Isolate', self.gui['isolate'], 0.01, 0, 1)
        _, self.gui['piece'] = imgui.drag_int2('Piece', *self.gui['piece'],
                                               0.1, 0, num_pieces - 1)
        _, self.gui['num_pieces'] = imgui.drag_int('Num pieces',
                                                   self.gui['num_pieces'], 0.1,
                                                   0)
        _, self.gui['layers'] = imgui.drag_int('Layers', self.gui['layers'],
                                               0.1, 0)

        if self.gui['animate']:
            self.gui['u_unwrap'] = (np.sin(self.time()) + 1) / 2

        # for some reason imgui isn't enforcing these minimums
        self.gui['layers'] = max(self.gui['layers'], 0)
        self.gui['num_pieces'] = max(self.gui['num_pieces'], 0)

        if cam_changed:
            cam_pos = self.gui['isolate'] * np.array(self.gui['cam_final']) \
                + (1.0 - self.gui['isolate']) * np.array(self.gui['cam_init'])

            # look at middle of piece
            x_coord = self.gui['isolate'] * (
                (self.gui['piece'][0] + self.gui['num_pieces'] / 2) /
                num_pieces - 0.5)
            # avoid some weird perspective stuff
            z_coord = self.gui['isolate'] * -.3
            cam_pos[0] = x_coord
            self.camera['look_at'] = (x_coord, 0, z_coord)

            # update camera
            self.move_camera(cam_pos)
            self.update_camera()
            self.prog['m_mvp'].write(self.camera['mat'])

        imgui.end()
Beispiel #4
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    def _show(self, value, read_only):
        imgui.push_item_width(self.width)
        imgui.push_id("v0")
        changed0, v0 = imgui.drag_float("",
                                        value.value[0],
                                        change_speed=self.drag_factor,
                                        format="%0.4f")
        imgui.pop_id()

        imgui.push_item_width(self.width)
        imgui.push_id("v1")
        changed1, v1 = imgui.drag_float("",
                                        value.value[1],
                                        change_speed=self.drag_factor,
                                        format="%0.4f")
        imgui.pop_id()

        if (changed0 or changed1) and not read_only:
            value.value = np.array([v0, v1])
Beispiel #5
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 def _show(self, value, read_only):
     imgui.push_item_width(self.width)
     changed, v = imgui.drag_float("",
                                   value.value,
                                   change_speed=self.drag_factor,
                                   min_value=self.minmax[0],
                                   max_value=self.minmax[1],
                                   format="%0.4f")
     if changed and not read_only:
         value.value = self.clamper(v)
Beispiel #6
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    def draw(self):
        #imgui.set_next_window_position(288, 32, imgui.ONCE)
        imgui.set_next_window_position(self.window.width - 256 - 16, 32,
                                       imgui.ONCE)
        imgui.set_next_window_size(256, 256, imgui.ONCE)

        imgui.begin("Ship")

        # Rotation
        imgui.image(self.texture.glo, *self.texture.size)
        changed, self.rotation = imgui.drag_float(
            "Rotation",
            self.rotation,
        )
        self.sprite.angle = self.rotation

        # Scale
        changed, self.scale = imgui.drag_float("Scale", self.scale, .1)
        self.sprite.scale = self.scale

        # Alpha
        changed, self.alpha = imgui.drag_int("Alpha", self.alpha, 1, 0, 255)
        self.sprite.alpha = self.alpha

        # Color
        _, self.color_enabled = imgui.checkbox("Tint", self.color_enabled)
        if self.color_enabled:
            changed, self.color = imgui.color_edit3("Color", *self.color)
            self.sprite.color = (int(self.color[0] * 255),
                                 int(self.color[1] * 255),
                                 int(self.color[2] * 255))
        else:
            self.sprite.color = 255, 255, 255

        if imgui.button("Reset"):
            self.reset()

        imgui.end()

        self.sprite.draw()
Beispiel #7
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    def draw(self):
        imgui.new_frame()

        imgui.set_next_window_position(16, 32, imgui.ONCE)
        imgui.set_next_window_size(512, 512, imgui.ONCE)

        imgui.begin("Example: drag float")
        changed, self.value = imgui.drag_float(
            "Default",
            self.value,
        )
        changed, self.value = imgui.drag_float("Less precise",
                                               self.value,
                                               format="%.1f")
        imgui.text("Changed: %s, Value: %s" % (changed, self.value))
        imgui.end()

        imgui.end_frame()

        imgui.render()

        self.renderer.render(imgui.get_draw_data())
Beispiel #8
0
def render_plugins_ui(window):
    "Draw UI windows for all plugins active for the current drawing."
    if not window.drawing:
        return

    drawing = window.drawing

    deactivated = set()
    for name, args in window.drawing.active_plugins.items():
        plugin, sig = window.plugins[name]
        _, opened = imgui.begin(f"{ name } ##{ drawing.path or drawing.uuid }",
                                True)
        if not opened:
            deactivated.add(name)
        imgui.columns(2)
        for param_name, param_sig in islice(sig.items(), 4, None):
            if param_sig.annotation == inspect._empty:
                continue
            imgui.text(param_name)
            imgui.next_column()
            default_value = args.get(param_name)
            if default_value is not None:
                value = default_value
            else:
                value = param_sig.default
            label = f"##{param_name}_val"
            if param_sig.annotation == int:
                changed, args[param_name] = imgui.drag_int(label, value)
            elif param_sig.annotation == float:
                changed, args[param_name] = imgui.drag_float(label, value)
            elif param_sig.annotation == str:
                changed, args[param_name] = imgui.input_text(label, value, 20)
            elif param_sig.annotation == bool:
                changed, args[param_name] = imgui.checkbox(label, value)
            imgui.next_column()
        imgui.columns(1)

        texture_and_size = getattr(plugin, "texture", None)
        if texture_and_size:
            texture, size = texture_and_size
            w, h = size
            ww, wh = imgui.get_window_size()
            scale = max(1, (ww - 10) // w)
            imgui.image(texture.name,
                        w * scale,
                        h * scale,
                        border_color=(1, 1, 1, 1))

        if hasattr(plugin, "ui"):
            result = plugin.ui(oldpaint, imgui, window.drawing, window.brush,
                               **args)
            if result:
                args.update(result)

        last_run = getattr(plugin, "last_run", 0)
        period = getattr(plugin, "period", None)
        t = time()
        # TODO I've seen more readable if-statements in my days...
        if callable(plugin) and ((period and t > last_run + period) or
                                 (not period and imgui.button("Execute"))):
            plugin.last_run = t
            try:
                result = plugin(oldpaint, imgui, window.drawing, window.brush,
                                **args)
                if result:
                    args.update(result)
            except Exception:
                # We don't want crappy plugins to ruin everything
                # Still probably probably possible to crash opengl though...
                logger.error(f"Plugin {name}: {format_exc()}")

        imgui.button("Help")
        if imgui.begin_popup_context_item("Help", mouse_button=0):
            if plugin.__doc__:
                imgui.text(inspect.cleandoc(plugin.__doc__))
            else:
                imgui.text("No documentation available.")
            imgui.end_popup()

        imgui.end()
    for name in deactivated:
        window.drawing.active_plugins.pop(name, None)
Beispiel #9
0
    def draw(self):
        gui.new_frame()

        #gui.set_next_window_position(self.window.width - 256 - 16, 32, gui.ONCE)
        gui.set_next_window_size(512, 512, gui.ONCE)

        gui.begin("Framebuffer Example")

        # Rotation
        gui.image(self.texture.glo, *self.texture.size)
        
        changed, self.rotation = gui.drag_float(
            "Rotation", self.rotation,
        )
        self.sprite.angle = self.rotation

        # Scale
        changed, self.scale = gui.drag_float(
            "Scale", self.scale, .1
        )
        self.sprite.scale = self.scale

        # Alpha
        changed, self.alpha = gui.drag_int(
            "Alpha", self.alpha, 1, 0, 255
        )
        self.sprite.alpha = self.alpha

        # Color
        _, self.color_enabled = gui.checkbox("Tint", self.color_enabled)
        if self.color_enabled:
            changed, self.color = gui.color_edit3("Color", *self.color)
            self.sprite.color = (int(self.color[0] * 255), int(self.color[1] * 255), int(self.color[2] * 255))
        else:
            self.sprite.color = 255, 255, 255

        if gui.button("Reset"):
            self.reset()

        fbtexture = self.offscreen.color_attachments[0]
        gui.image(fbtexture.glo, *FBSIZE)

        gui.end()

        self.offscreen.use()
        self.offscreen.clear((0, 0, 0, 0))
        vp = arcade.get_viewport()
        arcade.set_viewport(0, FBSIZE[0], 0, FBSIZE[1])
        prj = self.window.ctx.projection_2d
        self.window.ctx.projection_2d = (0, FBSIZE[0],FBSIZE[1],0)
        self.sprite.draw()
        arcade.draw_text("Simple line of text in 20 point", 0,0 , arcade.color.WHITE, 20)

        self.window.ctx.projection_2d = prj

        self.window.use()
        arcade.set_viewport(*vp)
        self.sprite.draw()

        gui.end_frame()

        gui.render()

        self.renderer.render(gui.get_draw_data())
Beispiel #10
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def main():
    pygame.init()

    size = 800, 600

    screen = pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL)

    io = imgui.get_io()
    io.fonts.add_font_default()
    io.display_size = size

    renderer = PygameRenderer()

    clock = pygame.time.Clock()

    ## Test #######
    # Setup OpenGL for 2D rendering
    glEnable(GL_TEXTURE_2D)
    glClearColor(0.0, 0.0, 0.0, 0.0)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0.0, size[0], size[1], 0.0) # Important
    glMatrixMode(GL_MODELVIEW)
    
    # new pygame.Surface
    test = pygame.Surface((300, 300))
    test_x = 100
    test_y = 100
    test.fill((255, 0, 0))
    tex_id = None

    # pygame surface to OpenGL tex
    ix, iy = test.get_width(), test.get_height()
    image = pygame.image.tostring(test, "RGBA", True)
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
    tex_id = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, tex_id)
    glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    ###############

    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                sys.exit()

            renderer.process_event(event)

        # Start frame
        imgui.new_frame()

        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("File", True):

                clicked_quit, selected_quit = imgui.menu_item(
                    "Quit", 'Cmd+Q', False, True
                )

                if clicked_quit:
                    exit(1)

                imgui.end_menu()
            imgui.end_main_menu_bar()

        global cb_another, w_closable, dg_val

        if imgui.begin("Main window")[1]:
            imgui.begin_child("aaa", 300 , -10, border=False)
            imgui.begin_group()
            
            imgui.text("Toggle")

            _, cb_another = imgui.checkbox("Another Window", cb_another)
            imgui.text("Another Window state = {}".format(cb_another))

            w_closable = cb_another

            imgui.end_group()

            imgui.begin_group()
            imgui.text("Example: drag float")
            changed, test_x = imgui.drag_float(
                "test_x", test_x,
            )
            changed, test_y = imgui.drag_float(
                "test_y", test_y,
            )

            imgui.text("Changed: {}, x: {:.2f} y: {:.2f}".format(changed, test_x, test_y))
            imgui.end_group()

            imgui.end_child()
            imgui.end()

        # Disable perm
        if w_closable:
            _, w_closable = imgui.begin("Another window", False) # return (collapse, state)
            imgui.text("Bar")
            imgui.text_colored("Eggs", 0.2, 1., 0.)
            imgui.text("AAAA")
            imgui.end()

        # Clean screen
        glClearColor(0.5, 0.5, 0.5, 1)
        glClear(GL_COLOR_BUFFER_BIT)
        
        ## Draw ##########
        x = test_x
        y = test_y
        w = test.get_width()
        h = test.get_height()

        # Prepare the matrix
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glTranslatef(x, y, 0.0) # shift to (x, y)
        glBindTexture(GL_TEXTURE_2D, tex_id)

        # Actual draw
        glBegin(GL_QUADS)
        glTexCoord2f(0.0, 1.0); glVertex3f(0.0, 0.0,  0.0) # Left top
        glTexCoord2f(1.0, 1.0); glVertex3f(w,  0.0,  0.0)  # Right top
        glTexCoord2f(1.0, 0.0); glVertex3f(w, h,  0.0)     # Right bottom
        glTexCoord2f(0.0, 0.0); glVertex3f(0.0, h,  0.0)   # Left bottom
        glEnd()
        ##################

        imgui.render()

        pygame.display.flip()
        clock.tick(60)
Beispiel #11
0
    def gui_newFrame(self):
        imgui.new_frame()
        imgui.begin("Properties", True)

        changed, self.pause = imgui.checkbox("Paused", self.pause)
        imgui.new_line()

        changed, self.map_type = imgui.combo(
            "Map Type", self.map_type, ["CubeT", "Cube", "Sphere", "SphereT"])

        changed, self.map_size = imgui.drag_int(
            label="Map Size",
            value=self.map_size,
            change_speed=0.1,
            min_value=10,
            max_value=100,
        )

        changed, new_boid_count = imgui.drag_int(label="Boid Count",
                                                 value=self.boid_count,
                                                 change_speed=100,
                                                 min_value=1,
                                                 max_value=self.max_boids)
        if changed:
            self.resize_boids_buffer(new_boid_count)

        imgui.new_line()

        changed, self.speed = imgui.drag_float(label="Speed",
                                               value=self.speed,
                                               change_speed=0.0005,
                                               min_value=0.001,
                                               max_value=0.5,
                                               format="%.3f")

        changed, self.view_distance = imgui.drag_float(
            label="View Distance",
            value=self.view_distance,
            change_speed=0.001,
            min_value=0.0,
            max_value=10.0,
            format="%.2f")

        changed, self.view_angle = imgui.drag_float(label="View Angle",
                                                    value=self.view_angle,
                                                    change_speed=0.001,
                                                    min_value=0.0,
                                                    max_value=pi,
                                                    format="%.2f")

        changed, self.separation_force = imgui.drag_float(
            label="Separation Force",
            value=self.separation_force,
            change_speed=0.002,
            min_value=0.0,
            max_value=10.0,
            format="%.2f")

        changed, self.alignment_force = imgui.drag_float(
            label="Aligment Force",
            value=self.alignment_force,
            change_speed=0.002,
            min_value=0.0,
            max_value=10.0,
            format="%.2f")

        changed, self.cohesion_force = imgui.drag_float(
            label="Cohesion Force",
            value=self.cohesion_force,
            change_speed=0.002,
            min_value=0.0,
            max_value=10.0,
            format="%.2f")

        imgui.new_line()
        imgui.begin_group()
        imgui.text("Custom profiles:")
        if (imgui.button("Profile 1")):
            self.set_custom_profile_1()
        if (imgui.button("Profile 2")):
            self.set_custom_profile_2()
        imgui.end_group()

        imgui.end()
Beispiel #12
0
    def draw_scene_gui(self):
        imgui.begin("Scene", True)

        imgui.text('test:')

        changed0, self.solver_index = imgui.combo('solver', self.solver_index, 
                                                 self.solver_list)
        
        changed1, self.case_index = imgui.combo('case', self.case_index, 
                                                 self.case_list)

        if changed0 or changed1:
            self.load_scene = True
            new_scene = self.case_list[self.case_index]
            if 'box-case' in new_scene:
                self.build_mode_case(lambda: box_case(int(new_scene[-1])))
            if new_scene == 'peg-in-hole-4':
                self.build_mode_case(lambda: peg_in_hole(4))
            if new_scene == 'peg-in-hole-8':
                self.build_mode_case(lambda: peg_in_hole(8))
            if 'box-box' in new_scene:
                self.build_mode_case(lambda: box_box_case(int(new_scene[-1])))
            if new_scene == 'hand-football':
                self.build_mode_case(lambda: hand_football(False))
            if new_scene == 'hand-football-fixed':
                self.build_mode_case(lambda: hand_football(True))

        imgui.text('control:')
        changed, self.lattice_height = imgui.slider_float('height', self.lattice_height, 0, 500)
        changed, self.plot_gui = imgui.checkbox('plot', self.plot_gui)
        changed, self.max_steps = imgui.drag_float('max steps', self.max_steps,
                                                    1, 0, 200)
        changed, self.h = imgui.drag_float('h', self.h, 0.0001, 0, 0.05)

        imgui.text('render:')
        changed, self.alpha = imgui.slider_float('alpha', self.alpha, 0.0, 1.0)
        if changed or self.load_scene:
            self.renderer.opacity = self.alpha

        changed, self.peel_depth = imgui.slider_int(
            'peel', self.peel_depth, 0, self.renderer.max_peel_depth)
        if changed or self.load_scene:
            self.renderer.peel_depth = self.peel_depth

        changed, new_color = imgui.color_edit4('object', *self.object_color)
        if changed or self.load_scene:
            [body.set_color(np.array(new_color)) for body in self.system.bodies]
            self.object_color = new_color
        
        changed, new_scale = imgui.drag_float3('frame', 
                                               *self.frame_scale,
                                               0.005, 0.0, 5.0)
        if changed or self.load_scene:
            self.frame.set_radius(new_scale[0])
            self.frame.set_length(new_scale[1])
            self.frame.set_alpha(new_scale[2])
            self.frame_scale = new_scale

        changed, new_color = imgui.color_edit4('contact', *self.contact_color)
        if changed or self.load_scene:
            self.contact_spheres[0].set_color(np.array(new_color))
            self.contact_arrows[0].set_color(np.array(new_color))
            self.contact_color = new_color

        changed, new_color = imgui.color_edit4('separate', *self.separating_color)
        if changed or self.load_scene:
            self.contact_spheres[1].set_color(np.array(new_color))
            self.contact_arrows[1].set_color(np.array(new_color))
            self.separating_color = new_color

        changed, new_scale = imgui.drag_float('sphere r',
                                              self.contact_scale,
                                              0.005, 0.0, 1.0)
        if changed or self.load_scene:
            for sphere in self.contact_spheres:
                sphere.set_radius(self.contact_scale)
            self.contact_scale = new_scale
        
        changed, new_scale = imgui.drag_float4('vel', 
                                               *self.velocity_scale,
                                               0.005, 0.0, 100.0)
        if changed or self.load_scene:
            for arrow in self.contact_arrows:
                arrow.set_shaft_length(new_scale[0])
                arrow.set_shaft_radius(new_scale[1])
                arrow.set_head_length(new_scale[2])
                arrow.set_head_radius(new_scale[3])
            self.velocity_scale = new_scale

        changed, new_color = imgui.color_edit4('obs', *self.obstacle_color)
        if changed or self.load_scene:
            [o.set_color(np.array(new_color)) for o in self.system.obstacles]
            self.obstacle_color = new_color

        changed, new_pos = imgui.slider_float3('light', *self.light_pos, -10.0, 10.0)
        if changed or self.load_scene:
            self.light_pos = new_pos
        
        # changed, new_pos = imgui.slider_float3('cam', *self.cam_focus, -10.0, 10.0)
        # if changed or self.load_scene:
        #     self.cam_focus = new_pos

        changed, self.show_grid = imgui.checkbox('grid', self.show_grid)

        changed, self.big_lattice = imgui.checkbox('big lattice', self.big_lattice)

        changed, self.show_contact_frames = imgui.checkbox('frames', self.show_contact_frames)

        changed, self.show_contacts = imgui.checkbox('contacts', self.show_contacts)

        changed, self.show_velocities = imgui.checkbox('velocities', self.show_velocities)
        
        self.load_scene = False
        imgui.end()
Beispiel #13
0
def render_plugins_ui(drawing):
    "Draw UI windows for all plugins active for the current drawing."

    # TODO there's an imgui related crash here somewhere preventing (at least) the
    # voxel plugin from being used in more than one drawing. For now: avoid that.

    if not drawing:
        return

    deactivated = set()

    for name, (plugin, sig, args) in drawing.plugins.items():
        _, opened = imgui.begin(f"{name} {id(drawing)}", True)
        if not opened:
            deactivated.add(name)
            imgui.end()
            continue
        imgui.columns(2)
        for param_name, param_sig in islice(sig.items(), 2, None):
            imgui.text(param_name)
            imgui.next_column()
            default_value = args.get(param_name)
            if default_value is not None:
                value = default_value
            else:
                value = param_sig.default
            label = f"##{param_name}_val"
            if param_sig.annotation == int:
                changed, args[param_name] = imgui.drag_int(label, value)
            elif param_sig.annotation == float:
                changed, args[param_name] = imgui.drag_float(label, value)
            elif param_sig.annotation == str:
                changed, args[param_name] = imgui.input_text(label, value, 20)
            elif param_sig.annotation == bool:
                changed, args[param_name] = imgui.checkbox(label, value)
            imgui.next_column()
        imgui.columns(1)

        texture_and_size = getattr(plugin, "texture", None)
        if texture_and_size:
            texture, size = texture_and_size
            w, h = size
            ww, wh = imgui.get_window_size()
            scale = max(1, (ww - 10) // w)
            imgui.image(texture.name,
                        w * scale,
                        h * scale,
                        border_color=(1, 1, 1, 1))

        last_run = getattr(plugin, "last_run", 0)
        period = getattr(plugin, "period", None)
        t = time()
        if period and t > last_run + period or imgui.button("Execute"):
            plugin.last_run = last_run
            try:
                result = plugin(voxpaint, drawing, **args)
                if result:
                    args.update(result)
            except Exception:
                print_exc()

        imgui.button("Help")
        if imgui.begin_popup_context_item("Help", mouse_button=0):
            if plugin.__doc__:
                imgui.text(inspect.cleandoc(plugin.__doc__))
            else:
                imgui.text("No documentation available.")
            imgui.end_popup()
        imgui.end()

    for name in deactivated:
        drawing.plugins.pop(name, None)
Beispiel #14
0
def userInterface(graphicItem, app):
    """ Control graphicItem parameters interactively
    """
    imgui.new_frame()
    expanded, opened = imgui.begin('Controls', closable=True,
            flags=imgui.WINDOW_ALWAYS_AUTO_RESIZE)
    if opened:
        # Field to show
        current = app.ifield
        changed, current = imgui.combo('Field', current, list(CHOICES))
        if changed:
            app.setField(current)

        # Speed Rate
        changed, speed = imgui.drag_float('Speed',
            graphicItem.speedFactor, 0.01, 0.0, 10.0)
        if changed:
            graphicItem.speedFactor = speed

        # Decay
        changed, decay = imgui.drag_float('Decay',
            graphicItem.decay, 0.001, 0.001, 1.0)
        if changed:
            graphicItem.decay = decay

        # Drop Rate Bump
        changed, decayBoost = imgui.drag_float('Decay boost',
            graphicItem.decayBoost, 0.01, 0.001, 1.0)
        if changed:
            graphicItem.decayBoost = decayBoost

        # Unknown const
        changed, opacity = imgui.drag_float('Opacity',
            graphicItem.fadeOpacity, 0.001, 0.900, 0.999, '%.4f')
        if changed:
            graphicItem.fadeOpacity = opacity

        # Palette
        changed, color = imgui.color_edit3('Color', *graphicItem.color)
        if changed:
            graphicItem.color = color
        imgui.same_line()
        changed, palette = imgui.checkbox("Palette", graphicItem.palette)
        if changed:
            graphicItem.palette = palette

        changed, bg_color = imgui.color_edit4('Background color',
                *app.bg_color)
        if changed:
            app.bg_color = bg_color

        # Point size
        changed, pointSize = imgui.input_int("Point size",
            graphicItem.pointSize, 1, 1, 1)
        if changed:
            if pointSize > 5:
                pointSize = 5
            elif pointSize < 1:
                pointSize = 1
            graphicItem.pointSize = pointSize

        # Number of Points
        changed, tracersCount = imgui.drag_int("Number of "
            "Tracers", graphicItem.tracersCount, 1000.0, 4000, 10000000)
        if changed:
            graphicItem.tracersCount = tracersCount

        # Periodic border
        changed, periodic = imgui.checkbox("Periodic", graphicItem.periodic)
        if changed:
            graphicItem.periodic = periodic

        # Draw field
        changed, drawfield = imgui.checkbox("Draw Field",
                graphicItem.drawField)
        if changed:
            graphicItem.drawField = drawfield
    imgui.end()
    imgui.render()
    return opened