def render(self):
        c = Circle(self.a[0], self.a[1], width=10, color=(0., .9, 0., 1.))
        c.render()
        c = Circle(self.ac[0], self.ac[1], width=10, color=(0., .9, 0.5, 1.))
        c.render()
        l = Line(self.a, self.ac, stroke=2, color=(0, 1., 1., 1.))
        l.render()

        c = Circle(self.b[0], self.b[1], width=10, color=(0., .9, 1., 1.))
        c.render()
        c = Circle(self.bc[0], self.bc[1], width=10, color=(0., .9, 1., 0.5))
        c.render()
        l = Line(self.b, self.bc, stroke=2, color=(0, 1., 1., 1.))
        l.render()

        steps = 100.0
        bz = self.bezier()
        last = self.a
        for i in range(int(steps)):
            t = (i + 1) / steps
            val = bz.at(t)
            val = val[0] + self.a.x, val[1] + self.a.y

            glBegin(GL_LINES)
            glVertex2f(last[0], last[1])
            glVertex2f(val[0], val[1])
            glEnd()

            last = val
Exemple #2
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    def render(self):
        c = Circle(self.a[0], self.a[1], width=10, color=(0.0, 0.9, 0.0, 1.0))
        c.render()
        c = Circle(self.ac[0], self.ac[1], width=10, color=(0.0, 0.9, 0.5, 1.0))
        c.render()
        l = Line(self.a, self.ac, stroke=2, color=(0, 1.0, 1.0, 1.0))
        l.render()

        c = Circle(self.b[0], self.b[1], width=10, color=(0.0, 0.9, 1.0, 1.0))
        c.render()
        c = Circle(self.bc[0], self.bc[1], width=10, color=(0.0, 0.9, 1.0, 0.5))
        c.render()
        l = Line(self.b, self.bc, stroke=2, color=(0, 1.0, 1.0, 1.0))
        l.render()

        steps = 100.0
        bz = self.bezier()
        last = self.a
        for i in range(int(steps)):
            t = (i + 1) / steps
            val = bz.at(t)
            val = val[0] + self.a.x, val[1] + self.a.y

            glBegin(GL_LINES)
            glVertex2f(last[0], last[1])
            glVertex2f(val[0], val[1])
            glEnd()

            last = val
Exemple #3
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 def drawX(self, posXY):
     [px, py] = self.boardPositionToPixelCenter(posXY)
     for x in [-1, 1]:
         for y in [-1, 1]:
             L = self.cell_size / 2 * 0.8
             line = Line(a=(px + x * L, py + y * L),
                         b=(px, py),
                         z=1,
                         color=self.colorX,
                         stroke=5)
             line.render()
Exemple #4
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    def drawBoard(self):
        n = self.board.n
        for i in range(n - 1):
            x = (i + 1) * (self.cell_size)
            y = n * (self.cell_size)
            liney = Line(a=(x, 0),
                         b=(x, y),
                         z=1,
                         color=self.colorFrame,
                         stroke=self.frameWidth)
            liney.render()

            linex = Line(a=(0, x),
                         b=(y, x),
                         z=1,
                         color=self.colorFrame,
                         stroke=self.frameWidth)
            linex.render()
Exemple #5
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    def render(self):
        c = Circle(
            self.a[0],self.a[1],
            width=10,color=(0.,.9,0.,1.)
            )
        c.render()
        c = Circle(
            self.ac[0],self.ac[1],
            width=10,color=(0.,.9,0.5,1.)
            )
        c.render()
        l = Line(self.a,self.ac,stroke=2,color=(0,1.,1.,1.))
        l.render()
        
        c = Circle(
            self.b[0],self.b[1],
            width=10,color=(0.,.9,1.,1.)
            )
        c.render()
        c = Circle(
            self.bc[0],self.bc[1],
            width=10,color=(0.,.9,1.,0.5)
            )
        c.render()
        l = Line(self.b,self.bc,stroke=2,color=(0,1.,1.,1.))
        l.render()
        
        steps=100.0
        bz = self.bezier()
        last = self.a
        for i in range(steps):
            t = (i+1)/steps
            next = bz.at( t )
            next = next[0] + self.a.x, next[1] + self.a.y
            
            glBegin(GL_LINES);
            glVertex2f(last[0], last[1]); 
            glVertex2f(next[0], next[1]); 
            glEnd( );

            last = next
Exemple #6
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    def render(self, batch):
        
        if self.title:
            self.vertex_lists = []
            label = pyglet.text.Label(self.title)
            t_x, t_y = self.calc_title_position(label)
            label = pyglet.text.Label(self.title, x=t_x, y=t_y, batch=batch)
            sep_y = self.y + self.height - 2 * self.title_y_pad - label.content_height
            print self.x, sep_y, self.x + self.width
            separator = Line(self.x, sep_y, self.x + self.width, sep_y)
            batch.add(*separator.render())
            batch.add(*self.frame.render())
            
            self.vertex_lists.append(separator.render())
            self.vertex_lists.append(self.frame.render())
            
#    def click(self, x, y, button):
#        
#        pass
#            
#