def draw(self): if self._hidden: return w, h = self.getMinSize() pos = self._getPixelPos() glPushMatrix() glTranslatef(pos[0], pos[1], 0) glDisable(GL_TEXTURE_2D) if self.hasFocus(): glColor4ub(60, 60, 60, 255) else: glColor4ub(60, 60, 60, 192) glBegin(GL_QUADS) glVertex2f(w / 2, -h / 2) glVertex2f(-w / 2, -h / 2) glVertex2f(-w / 2, h / 2) glVertex2f(w / 2, h / 2) glEnd() scrollLength = h - w glTranslate(0.0, scrollLength / 2, 0) if self._focus: glColor4ub(0, 0, 0, 255) glPushMatrix() glTranslate(-w / 2, opengl.glGetStringSize(str(self._minValue))[1] / 2, 0) opengl.glDrawStringRight(str(self._minValue)) glTranslate(0, -scrollLength, 0) opengl.glDrawStringRight(str(self._maxValue)) if self._maxValue - self._minValue > 0: glTranslate( w, scrollLength - scrollLength * ((self._value - self._minValue) / (self._maxValue - self._minValue)), 0) opengl.glDrawStringLeft(str(self._value)) glPopMatrix() glColor4ub(255, 255, 255, 240) if self._maxValue - self._minValue != 0: glTranslate( 0.0, -scrollLength * ((self._value - self._minValue) / (self._maxValue - self._minValue)), 0) glBegin(GL_QUADS) glVertex2f(w / 2, -w / 2) glVertex2f(-w / 2, -w / 2) glVertex2f(-w / 2, w / 2) glVertex2f(w / 2, w / 2) glEnd() glPopMatrix()
def draw(self): if self._hidden: return w, h = self.getMinSize() pos = self._getPixelPos() glPushMatrix() glTranslatef(pos[0], pos[1], 0) glDisable(GL_TEXTURE_2D) if self.hasFocus(): glColor4ub(60, 60, 60, 255) else: glColor4ub(60, 60, 60, 192) glBegin(GL_QUADS) glVertex2f(w / 2, -h / 2) glVertex2f(-w / 2, -h / 2) glVertex2f(-w / 2, h / 2) glVertex2f(w / 2, h / 2) glEnd() scrollLength = h - w glTranslate(0.0, scrollLength / 2, 0) if self._focus: glColor4ub(0, 0, 0, 255) glPushMatrix() glTranslate(-w / 2, opengl.glGetStringSize(str(self._minValue))[1] / 2, 0) opengl.glDrawStringRight(str(self._minValue)) glTranslate(0, -scrollLength, 0) opengl.glDrawStringRight(str(self._maxValue)) if self._maxValue - self._minValue > 0: glTranslate( w, scrollLength - scrollLength * ((self._value - self._minValue) / (self._maxValue - self._minValue)), 0, ) opengl.glDrawStringLeft(str(self._value)) glPopMatrix() glColor4ub(255, 255, 255, 240) if self._maxValue - self._minValue != 0: glTranslate(0.0, -scrollLength * ((self._value - self._minValue) / (self._maxValue - self._minValue)), 0) glBegin(GL_QUADS) glVertex2f(w / 2, -w / 2) glVertex2f(-w / 2, -w / 2) glVertex2f(-w / 2, w / 2) glVertex2f(w / 2, w / 2) glEnd() glPopMatrix()
def draw(self): if self._hidden: return self._selected = self.hasFocus() super(glComboButton, self).draw() if not self._selected: return bs = self._base._buttonSize / 2 pos = self._getPixelPos() glPushMatrix() glTranslatef(pos[0]+bs*0.5, pos[1] + bs*0.5, 0) glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture) glScalef(bs, bs, bs) for n in xrange(0, len(self._imageIDs)): cx = (self._imageIDs[n] % 4) / 4 cy = int(self._imageIDs[n] / 4) / 4 glEnable(GL_TEXTURE_2D) glTranslatef(0, 1, 0) if self._disabled: glColor4ub(128,128,128,128) else: glColor4ub(255,255,255,255) glBegin(GL_QUADS) glTexCoord2f(cx+0.25, cy) glVertex2f( 0.5,-0.5) glTexCoord2f(cx, cy) glVertex2f(-0.5,-0.5) glTexCoord2f(cx, cy+0.25) glVertex2f(-0.5, 0.5) glTexCoord2f(cx+0.25, cy+0.25) glVertex2f( 0.5, 0.5) glEnd() glDisable(GL_TEXTURE_2D) glPushMatrix() glColor4ub(0,0,0,255) glTranslatef(-0.55, 0.1, 0) opengl.glDrawStringRight(self._tooltips[n]) glPopMatrix() glPopMatrix()
def draw(self): if self._hidden: return self._selected = self.hasFocus() super(glComboButton, self).draw() bs = self._base._buttonSize / 2 pos = self._getPixelPos() if not self._selected: return glPushMatrix() glTranslatef(pos[0] + bs * 0.5, pos[1] + bs * 0.5, 0) glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture) for n in xrange(0, len(self._imageIDs)): glTranslatef(0, bs, 0) glColor4ub(255, 255, 255, 255) opengl.glDrawTexturedQuad(-0.5 * bs, -0.5 * bs, bs, bs, 0) opengl.glDrawTexturedQuad(-0.5 * bs, -0.5 * bs, bs, bs, self._imageIDs[n]) glDisable(GL_TEXTURE_2D) glPushMatrix() glTranslatef(-0.55 * bs, 0.1 * bs, 0) glPushMatrix() glColor4ub(60, 60, 60, 255) glTranslatef(-1, -1, 0) opengl.glDrawStringRight(self._tooltips[n]) glTranslatef(0, 2, 0) opengl.glDrawStringRight(self._tooltips[n]) glTranslatef(2, 0, 0) opengl.glDrawStringRight(self._tooltips[n]) glTranslatef(0, -2, 0) opengl.glDrawStringRight(self._tooltips[n]) glPopMatrix() glColor4ub(255, 255, 255, 255) opengl.glDrawStringRight(self._tooltips[n]) glPopMatrix() glPopMatrix()
def draw(self): if self._hidden: return self._selected = self.hasFocus() super(glComboButton, self).draw() bs = self._base._buttonSize / 2 pos = self._getPixelPos() if not self._selected: return glPushMatrix() glTranslatef(pos[0]+bs*0.5, pos[1] + bs*0.5, 0) glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture) for n in xrange(0, len(self._imageIDs)): glTranslatef(0, bs, 0) glColor4ub(255,255,255,255) opengl.glDrawTexturedQuad(-0.5*bs,-0.5*bs,bs,bs, 0) opengl.glDrawTexturedQuad(-0.5*bs,-0.5*bs,bs,bs, self._imageIDs[n]) glDisable(GL_TEXTURE_2D) glPushMatrix() glTranslatef(-0.55*bs, 0.1*bs, 0) glPushMatrix() glColor4ub(60,60,60,255) glTranslatef(-1, -1, 0) opengl.glDrawStringRight(self._tooltips[n]) glTranslatef(0, 2, 0) opengl.glDrawStringRight(self._tooltips[n]) glTranslatef(2, 0, 0) opengl.glDrawStringRight(self._tooltips[n]) glTranslatef(0, -2, 0) opengl.glDrawStringRight(self._tooltips[n]) glPopMatrix() glColor4ub(255,255,255,255) opengl.glDrawStringRight(self._tooltips[n]) glPopMatrix() glPopMatrix()