def qwtDrawStar1Symbols(painter, points, numPoints, symbol): size =symbol.size() painter.setPen(symbol.pen()) sqrt1_2 = np.sqrt(.5) if QwtPainter.roundingAlignment(painter): r = QRect(0, 0, size.width(), size.height()) for pos in points: r.moveCenter(pos.toPoint()) d1 = r.width()/2.*(1.-sqrt1_2) QwtPainter.drawLine(painter, round(r.left()+d1), round(r.top()+d1), round(r.right()-d1), round(r.bottom()-d1)) QwtPainter.drawLine(painter, round(r.left()+d1), round(r.bottom()-d1), round(r.right()-d1), round(r.top()+d1)) c = QPoint(r.center()) QwtPainter.drawLine(painter, c.x(), r.top(), c.x(), r.bottom()) QwtPainter.drawLine(painter, r.left(), c.y(), r.right(), c.y()) else: r = QRectF(0, 0, size.width(), size.height()) for pos in points: r.moveCenter(pos.toPoint()) c = QPointF(r.center()) d1 = r.width()/2.*(1.-sqrt1_2) QwtPainter.drawLine(painter, r.left()+d1, r.top()+d1, r.right()-d1, r.bottom()-d1) QwtPainter.drawLine(painter, r.left()+d1, r.bottom()-d1, r.right()-d1, r.top()+d1) QwtPainter.drawLine(painter, c.x(), r.top(), c.x(), r.bottom()) QwtPainter.drawLine(painter, r.left(), c.y(), r.right(), c.y())
def renderLegend(self, painter, rect, fillBackground): if self.__data.itemMap.isEmpty(): return if fillBackground: if self.autoFillBackground() or\ self.testAttribute(Qt.WA_StyledBackground): QwtPainter.drawBackground(painter, rect, self) # const QwtDynGridLayout *legendLayout = # qobject_cast<QwtDynGridLayout *>( contentsWidget()->layout() ); #TODO: not the exact same implementation legendLayout = self.__data.view.contentsWidget.layout() if legendLayout is None: return left, right, top, bottom = self.getContentsMargins() layoutRect = QRect() layoutRect.setLeft(np.ceil(rect.left()) + left) layoutRect.setTop(np.ceil(rect.top()) + top) layoutRect.setRight(np.ceil(rect.right()) - right) layoutRect.setBottom(np.ceil(rect.bottom()) - bottom) numCols = legendLayout.columnsForWidth(layoutRect.width()) itemRects = legendLayout.layoutItems(layoutRect, numCols) index = 0 for i in range(legendLayout.count()): item = legendLayout.itemAt(i) w = item.widget() if w is not None: painter.save() painter.setClipRect(itemRects[index], Qt.IntersectClip) self.renderItem(painter, w, itemRects[index], fillBackground) index += 1 painter.restore()
def renderLegend(self, painter, rect, fillBackground): if self.__data.itemMap.isEmpty(): return if fillBackground: if self.autoFillBackground() or\ self.testAttribute(Qt.WA_StyledBackground): QwtPainter.drawBackground(painter, rect, self) # const QwtDynGridLayout *legendLayout = # qobject_cast<QwtDynGridLayout *>( contentsWidget()->layout() ); #TODO: not the exact same implementation legendLayout = self.__data.view.contentsWidget.layout() if legendLayout is None: return left, right, top, bottom = self.getContentsMargins() layoutRect = QRect() layoutRect.setLeft(np.ceil(rect.left())+left) layoutRect.setTop(np.ceil(rect.top())+top) layoutRect.setRight(np.ceil(rect.right())-right) layoutRect.setBottom(np.ceil(rect.bottom())-bottom) numCols = legendLayout.columnsForWidth(layoutRect.width()) itemRects = legendLayout.layoutItems(layoutRect, numCols) index = 0 for i in range(legendLayout.count()): item = legendLayout.itemAt(i) w = item.widget() if w is not None: painter.save() painter.setClipRect(itemRects[index], Qt.IntersectClip) self.renderItem(painter, w, itemRects[index], fillBackground) index += 1 painter.restore()
def drawSymbol(self, painter, point_or_rect): """ Draw the symbol into a rectangle The symbol is painted centered and scaled into the target rectangle. It is always painted uncached and the pin point is ignored. This method is primarily intended for drawing a symbol to the legend. :param QPainter painter: Painter :param point_or_rect: Position or target rectangle of the symbol in screen coordinates :type point_or_rect: QPointF or QPoint or QRectF """ if isinstance(point_or_rect, (QPointF, QPoint)): # drawSymbol( QPainter *, const QPointF & ) self.drawSymbols(painter, [point_or_rect]) return # drawSymbol( QPainter *, const QRectF & ) rect = point_or_rect assert isinstance(rect, QRectF) if self.__data.style == QwtSymbol.NoSymbol: return if self.__data.style == QwtSymbol.Graphic: self.__data.graphic.graphic.render(painter, rect, Qt.KeepAspectRatio) elif self.__data.style == QwtSymbol.Path: if self.__data.path.graphic.isNull(): self.__data.path.graphic = qwtPathGraphic( self.__data.path.path, self.__data.pen, self.__data.brush) self.__data.path.graphic.render(painter, rect, Qt.KeepAspectRatio) return elif self.__data.style == QwtSymbol.SvgDocument: if self.__data.svg.renderer is not None: scaledRect = QRectF() sz = QSizeF(self.__data.svg.renderer.viewBoxF().size()) if not sz.isEmpty(): sz.scale(rect.size(), Qt.KeepAspectRatio) scaledRect.setSize(sz) scaledRect.moveCenter(rect.center()) else: scaledRect = rect self.__data.svg.renderer.render(painter, scaledRect) else: br = QRect(self.boundingRect()) ratio = min( [rect.width() / br.width(), rect.height() / br.height()]) painter.save() painter.translate(rect.center()) painter.scale(ratio, ratio) isPinPointEnabled = self.__data.isPinPointEnabled self.__data.isPinPointEnabled = False pos = QPointF() self.renderSymbols(painter, pos, 1) self.__data.isPinPointEnabled = isPinPointEnabled painter.restore()
def drawSymbol(self, painter, point_or_rect): """ Draw the symbol into a rectangle The symbol is painted centered and scaled into the target rectangle. It is always painted uncached and the pin point is ignored. This method is primarily intended for drawing a symbol to the legend. :param QPainter painter: Painter :param point_or_rect: Position or target rectangle of the symbol in screen coordinates :type point_or_rect: QPointF or QPoint or QRectF """ if isinstance(point_or_rect, (QPointF, QPoint)): # drawSymbol( QPainter *, const QPointF & ) self.drawSymbols(painter, [point_or_rect]) return # drawSymbol( QPainter *, const QRectF & ) rect = point_or_rect assert isinstance(rect, QRectF) if self.__data.style == QwtSymbol.NoSymbol: return if self.__data.style == QwtSymbol.Graphic: self.__data.graphic.graphic.render(painter, rect, Qt.KeepAspectRatio) elif self.__data.style == QwtSymbol.Path: if self.__data.path.graphic.isNull(): self.__data.path.graphic = qwtPathGraphic( self.__data.path.path, self.__data.pen, self.__data.brush) self.__data.path.graphic.render(painter, rect, Qt.KeepAspectRatio) return elif self.__data.style == QwtSymbol.SvgDocument: if self.__data.svg.renderer is not None: scaledRect = QRectF() sz = QSizeF(self.__data.svg.renderer.viewBoxF().size()) if not sz.isEmpty(): sz.scale(rect.size(), Qt.KeepAspectRatio) scaledRect.setSize(sz) scaledRect.moveCenter(rect.center()) else: scaledRect = rect self.__data.svg.renderer.render(painter, scaledRect) else: br = QRect(self.boundingRect()) ratio = min([rect.width()/br.width(), rect.height()/br.height()]) painter.save() painter.translate(rect.center()) painter.scale(ratio, ratio) isPinPointEnabled = self.__data.isPinPointEnabled self.__data.isPinPointEnabled = False pos = QPointF() self.renderSymbols(painter, pos, 1) self.__data.isPinPointEnabled = isPinPointEnabled painter.restore()
def drawSymbols(self, painter, points, numPoints=None): """ Render an array of symbols Painting several symbols is more effective than drawing symbols one by one, as a couple of layout calculations and setting of pen/brush can be done once for the complete array. :param QPainter painter: Painter :param QPolygonF points: Positions of the symbols in screen coordinates """ #TODO: remove argument numPoints (not necessary in `PythonQwt`) if numPoints is not None and numPoints <= 0: return useCache = False if QwtPainter.roundingAlignment(painter) and\ not painter.transform().isScaling(): if self.__data.cache.policy == QwtSymbol.Cache: useCache = True elif self.__data.cache.policy == QwtSymbol.AutoCache: if painter.paintEngine().type() == QPaintEngine.Raster: useCache = True else: if self.__data.style in (QwtSymbol.XCross, QwtSymbol.HLine, QwtSymbol.VLine, QwtSymbol.Cross): pass elif self.__data.style == QwtSymbol.Pixmap: if not self.__data.size.isEmpty() and\ self.__data.size != self.__data.pixmap.pixmap.size(): useCache = True else: useCache = True if useCache: br = QRect(self.boundingRect()) rect = QRect(0, 0, br.width(), br.height()) if self.__data.cache.pixmap.isNull(): self.__data.cache.pixmap = QwtPainter.backingStore( None, br.size()) self.__data.cache.pixmap.fill(Qt.transparent) p = QPainter(self.__data.cache.pixmap) p.setRenderHints(painter.renderHints()) p.translate(-br.topLeft()) pos = QPointF() self.renderSymbols(p, pos, 1) dx = br.left() dy = br.top() for point in points: left = round(point.x()) + dx top = round(point.y()) + dy painter.drawPixmap(left, top, self.__data.cache.pixmap) else: painter.save() self.renderSymbols(painter, points, numPoints) painter.restore()
def drawSymbols(self, painter, points, numPoints=None): """ Render an array of symbols Painting several symbols is more effective than drawing symbols one by one, as a couple of layout calculations and setting of pen/brush can be done once for the complete array. :param QPainter painter: Painter :param QPolygonF points: Positions of the symbols in screen coordinates """ #TODO: remove argument numPoints (not necessary in `PythonQwt`) if numPoints is not None and numPoints <= 0: return useCache = False if QwtPainter.roundingAlignment(painter) and\ not painter.transform().isScaling(): if self.__data.cache.policy == QwtSymbol.Cache: useCache = True elif self.__data.cache.policy == QwtSymbol.AutoCache: if painter.paintEngine().type() == QPaintEngine.Raster: useCache = True else: if self.__data.style in (QwtSymbol.XCross, QwtSymbol.HLine, QwtSymbol.VLine, QwtSymbol.Cross): pass elif self.__data.style == QwtSymbol.Pixmap: if not self.__data.size.isEmpty() and\ self.__data.size != self.__data.pixmap.pixmap.size(): useCache = True else: useCache = True if useCache: br = QRect(self.boundingRect()) rect = QRect(0, 0, br.width(), br.height()) if self.__data.cache.pixmap.isNull(): self.__data.cache.pixmap = QwtPainter.backingStore(None, br.size()) self.__data.cache.pixmap.fill(Qt.transparent) p = QPainter(self.__data.cache.pixmap) p.setRenderHints(painter.renderHints()) p.translate(-br.topLeft()) pos = QPointF() self.renderSymbols(p, pos, 1) dx = br.left() dy = br.top() for point in points: left = round(point.x())+dx top = round(point.y())+dy painter.drawPixmap(left, top, self.__data.cache.pixmap) else: painter.save() self.renderSymbols(painter, points, numPoints) painter.restore()
def drawSymbols(self, painter, points, numPoints=None): #TODO: remove argument numPoints (not necessary in Python's qwt) if numPoints is not None and numPoints <= 0: return useCache = False if QwtPainter.roundingAlignment(painter) and\ not painter.transform().isScaling(): if self.__data.cache.policy == QwtSymbol.Cache: useCache = True elif self.__data.cache.policy == QwtSymbol.AutoCache: if painter.paintEngine().type() == QPaintEngine.Raster: useCache = True else: if self.__data.style in (QwtSymbol.XCross, QwtSymbol.HLine, QwtSymbol.VLine, QwtSymbol.Cross): pass elif self.__data.style == QwtSymbol.Pixmap: if not self.__data.size.isEmpty() and\ self.__data.size != self.__data.pixmap.pixmap.size(): useCache = True else: useCache = True if useCache: br = QRect(self.boundingRect()) rect = QRect(0, 0, br.width(), br.height()) if self.__data.cache.pixmap.isNull(): self.__data.cache.pixmap = QwtPainter.backingStore(None, br.size()) self.__data.cache.pixmap.fill(Qt.transparent) p = QPainter(self.__data.cache.pixmap) p.setRenderHints(painter.renderHints()) p.translate(-br.topLeft()) pos = QPointF() self.renderSymbols(p, pos, 1) dx = br.left() dy = br.top() for point in points: left = round(point.x())+dx top = round(point.y())+dy painter.drawPixmap(left, top, self.__data.cache.pixmap) else: painter.save() self.renderSymbols(painter, points, numPoints) painter.restore()
def drawSymbol(self, painter, point_or_rect): if isinstance(point_or_rect, (QPointF, QPoint)): # drawSymbol( QPainter *, const QPointF & ) self.drawSymbols(painter, [point_or_rect], 1) return # drawSymbol( QPainter *, const QRectF & ) rect = point_or_rect assert isinstance(rect, QRectF) if self.__data.style == QwtSymbol.NoSymbol: return if self.__data.style == QwtSymbol.Graphic: self.__data.graphic.graphic.render(painter, rect, Qt.KeepAspectRatio) elif self.__data.style == QwtSymbol.Path: if self.__data.path.graphic.isNull(): self.__data.path.graphic = qwtPathGraphic( self.__data.path.path, self.__data.pen, self.__data.brush) self.__data.path.graphic.render(painter, rect, Qt.KeepAspectRatio) return elif self.__data.style == QwtSymbol.SvgDocument: if self.__data.svg.renderer is not None: scaledRect = QRectF() sz = QSizeF(self.__data.svg.renderer.viewBoxF().size()) if not sz.isEmpty(): sz.scale(rect.size(), Qt.KeepAspectRatio) scaledRect.setSize(sz) scaledRect.moveCenter(rect.center()) else: scaledRect = rect self.__data.svg.renderer.render(painter, scaledRect) else: br = QRect(self.boundingRect()) ratio = min([rect.width()/br.width(), rect.height()/br.height()]) painter.save() painter.translate(rect.center()) painter.scale(ratio, ratio) isPinPointEnabled = self.__data.isPinPointEnabled self.__data.isPinPointEnabled = False pos = QPointF() self.renderSymbols(painter, pos, 1) self.__data.isPinPointEnabled = isPinPointEnabled painter.restore()