Exemple #1
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def test_canvas():
    c = Canvas(keys='interactive')
    show_test(c)
Exemple #2
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def test_vispy_view():
    from vispy.app import Canvas
    assert isinstance(_try_get_vispy_canvas(Canvas()), QWidget)
Exemple #3
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def test_multiple_canvases():
    """Testing multiple canvases"""
    n_check = 3
    app = use_app()
    if app.backend_name.lower() == 'glut':
        raise SkipTest('glut cannot use multiple canvases')
    with Canvas(app=app, size=_win_size, title='same_0') as c0:
        with Canvas(app=app, size=_win_size, title='same_1') as c1:
            ct = [0, 0]

            @c0.events.draw.connect
            def draw0(event):
                ct[0] += 1
                c0.update()

            @c1.events.draw.connect  # noqa, analysis:ignore
            def draw1(event):
                ct[1] += 1
                c1.update()

            c0.show()  # ensure visible
            c1.show()
            c0.update()  # force first draw
            c1.update()

            timeout = time() + 2.0
            while (ct[0] < n_check or ct[1] < n_check) and time() < timeout:
                app.process_events()
            print((ct, n_check))
            assert_true(n_check <= ct[0] <= n_check + 1)
            assert_true(n_check <= ct[1] <= n_check + 1)

            # check timer
            global timer_ran
            timer_ran = False

            def on_timer(_):
                global timer_ran
                timer_ran = True

            timeout = time() + 2.0
            Timer(0.1, app=app, connect=on_timer, iterations=1, start=True)
            while not timer_ran and time() < timeout:
                app.process_events()
            assert_true(timer_ran)

    if app.backend_name.lower() == 'wx':
        raise SkipTest('wx fails test #2')  # XXX TODO Fix this

    kwargs = dict(app=app, autoswap=False, size=_win_size, show=True)
    with Canvas(title='0', **kwargs) as c0:
        with Canvas(title='1', **kwargs) as c1:
            bgcolors = [None] * 2

            @c0.events.draw.connect
            def draw00(event):
                print('  {0:7}: {1}'.format('0', bgcolors[0]))
                if bgcolors[0] is not None:
                    gl.glViewport(0, 0, *list(_win_size))
                    gl.glClearColor(*bgcolors[0])
                    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
                    gl.glFinish()

            @c1.events.draw.connect
            def draw11(event):
                print('  {0:7}: {1}'.format('1', bgcolors[1]))
                if bgcolors[1] is not None:
                    gl.glViewport(0, 0, *list(_win_size))
                    gl.glClearColor(*bgcolors[1])
                    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
                    gl.glFinish()

            for ci, canvas in enumerate((c0, c1)):
                print('draw %s' % canvas.title)
                bgcolors[ci] = [0.5, 0.5, 0.5, 1.0]
                _update_process_check(canvas, 127)

            for ci, canvas in enumerate((c0, c1)):
                print('test')
                _update_process_check(canvas, 127, draw=False)
                bgcolors[ci] = [1., 1., 1., 1.]
                _update_process_check(canvas, 255)
                bgcolors[ci] = [0.25, 0.25, 0.25, 0.25]
                _update_process_check(canvas, 64)
Exemple #4
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def _test_application(backend):
    """Test application running"""
    app = Application()
    assert_raises(ValueError, app.use, 'foo')
    app.use(backend)
    wrong = 'Glut' if app.backend_name != 'Glut' else 'Pyglet'
    assert_raises(RuntimeError, app.use, wrong)
    app.process_events()
    if backend is not None:
        # "in" b/c "qt" in "PySide (qt)"
        assert_in(backend, app.backend_name)
    print(app)  # test __repr__

    # Canvas
    pos = [0, 0, 1, 1]
    # Use "with" statement so failures don't leave open window
    # (and test context manager behavior)
    with Canvas(title='me', app=app, show=True, position=pos) as canvas:
        assert_is(canvas.app, app)
        assert_true(canvas.native)
        print(canvas.size >= (1, 1))
        canvas.resize(90, 90)
        canvas.move(1, 1)
        assert_equal(canvas.title, 'me')
        canvas.title = 'you'
        canvas.position = (0, 0)
        canvas.size = (100, 100)
        canvas.connect(on_mouse_move)
        assert_raises(ValueError, canvas.connect, _on_mouse_move)
        canvas.show()
        assert_raises(ValueError, canvas.connect, on_nonexist)

        # screenshots
        ss = _screenshot()
        assert_array_equal(ss.shape[2], 3)  # XXX other dimensions not correct?
        # XXX it would be good to do real checks, but sometimes the
        # repositionings don't "take" (i.e., lead to random errors)
        assert_equal(len(canvas._backend._vispy_get_geometry()), 4)
        assert_equal(len(canvas.size), 2)
        assert_equal(len(canvas.position), 2)

        # GLOO: should have an OpenGL context already, so these should work
        vert = VertexShader("void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        assert_raises(ShaderError, program.activate)

        vert = VertexShader("uniform vec4 pos;"
                            "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("uniform vec4 pos;"
                              "void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        uniform = program.uniforms[0]
        uniform.set_data([1, 2, 3, 4])
        program.activate()  # should print
        uniform.upload(program)
        program.detach(vert, frag)
        assert_raises(ShaderError, program.detach, vert)
        assert_raises(ShaderError, program.detach, frag)

        vert = VertexShader("attribute vec4 pos;"
                            "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {}")
        program = Program(vert, frag)
        attribute = program.attributes[0]
        attribute.set_data([1, 2, 3, 4])
        program.activate()
        attribute.upload(program)
        # cannot get element count
        assert_raises(ProgramError, program.draw, 'POINTS')

        # use a real program
        vert = ("uniform mat4 u_model;"
                "attribute vec2 a_position; attribute vec4 a_color;"
                "varying vec4 v_color;"
                "void main (void) {v_color = a_color;"
                "gl_Position = u_model * vec4(a_position, 0.0, 1.0);"
                "v_color = a_color;}")
        frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}"
        n, p = 250, 50
        T = np.random.uniform(0, 2 * np.pi, n)
        position = np.zeros((n, 2), dtype=np.float32)
        position[:, 0] = np.cos(T)
        position[:, 1] = np.sin(T)
        color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1)
        data = np.zeros(n * p, [('a_position', np.float32, 2),
                                ('a_color', np.float32, 4)])
        data['a_position'] = np.repeat(position, p, axis=0)
        data['a_color'] = np.repeat(color, p, axis=0)

        program = Program(vert, frag)
        program.set_vars(VertexBuffer(data))
        program['u_model'] = np.eye(4, dtype=np.float32)
        program.draw('POINTS')  # different codepath if no call to activate()
        subset = ElementBuffer(np.arange(10, dtype=np.uint32))
        program.draw('POINTS', subset=subset)

        # bad programs
        frag_bad = ("varying vec4 v_colors")  # no semicolon
        program = Program(vert, frag_bad)
        assert_raises(ShaderError, program.activate)
        frag_bad = None  # no fragment code. no main is not always enough
        program = Program(vert, frag_bad)
        assert_raises(ProgramError, program.activate)

        # Timer
        timer = Timer(interval=0.001,
                      connect=on_mouse_move,
                      iterations=2,
                      start=True,
                      app=app)
        timer.start()
        timer.interval = 0.002
        assert_equal(timer.interval, 0.002)
        assert_true(timer.running)
        timer.stop()
        assert_true(not timer.running)
        assert_true(timer.native)
        timer.disconnect()

        # test that callbacks take reasonable inputs
        _test_callbacks(canvas)

        # cleanup
        canvas.swap_buffers()
        canvas.update()
        # put this in even though __exit__ will call it to make sure we don't
        # have problems calling it multiple times
        canvas.close()
    app.quit()
    app.quit()  # make sure it doesn't break if a user does something silly
Exemple #5
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def test_application():
    """Test application running"""
    app = use_app()
    print(app)  # __repr__ without app
    app.create()
    wrong = 'glut' if app.backend_name.lower() != 'glut' else 'pyglet'
    assert_raises(RuntimeError, use_app, wrong)
    app.process_events()
    print(app)  # test __repr__

    assert_raises(ValueError, Canvas, keys='foo')
    assert_raises(TypeError, Canvas, keys=dict(escape=1))
    assert_raises(ValueError, Canvas, keys=dict(escape='foo'))  # not an attr

    pos = [0, 0] if app.backend_module.capability['position'] else None
    size = (100, 100)
    # Use "with" statement so failures don't leave open window
    # (and test context manager behavior)
    title = 'default'
    with Canvas(title=title, size=size, app=app, show=True,
                position=pos) as canvas:
        assert_true(canvas.create_native() is None)  # should be done already
        assert_is(canvas.app, app)
        assert_true(canvas.native)
        assert_equal('swap_buffers', canvas.events.draw.callback_refs[-1])

        canvas.measure_fps(0.001)
        sleep(0.002)
        canvas.update()
        app.process_events()
        assert_true(canvas.fps > 0)

        # Other methods
        print(canvas)  # __repr__
        assert_equal(canvas.title, title)
        canvas.title = 'you'
        with use_log_level('warning', record=True, print_msg=False) as l:
            if app.backend_module.capability['position']:
                # todo: disable more tests based on capability
                canvas.position = pos
            canvas.size = size
        if 'ipynb_vnc' in canvas.app.backend_name.lower():
            assert_true(len(l) >= 1)
        else:
            assert_true(len(l) == 0)
        canvas.connect(on_mouse_move)
        assert_raises(ValueError, canvas.connect, _on_mouse_move)
        if sys.platform != 'darwin':  # XXX knownfail, prob. needs warmup
            canvas.show(False)
            canvas.show()
        app.process_events()
        assert_raises(ValueError, canvas.connect, on_nonexist)
        # deprecation of "paint"
        with use_log_level('info', record=True, print_msg=False) as log:
            olderr = sys.stderr
            try:
                fid = StringIO()
                sys.stderr = fid

                @canvas.events.paint.connect
                def fake(event):
                    pass
            finally:
                sys.stderr = olderr
        assert_equal(len(log), 1)
        assert_in('deprecated', log[0])

        # screenshots
        gl.glViewport(0, 0, *size)
        ss = _screenshot()
        assert_array_equal(ss.shape, size + (4,))
        assert_equal(len(canvas._backend._vispy_get_geometry()), 4)
        if (app.backend_name.lower() != 'glut' and  # XXX knownfail for Almar
                sys.platform != 'win32'):  # XXX knownfail for windows
            assert_array_equal(canvas.size, size)
        assert_equal(len(canvas.position), 2)  # XXX knawnfail, doesn't "take"

        # GLOO: should have an OpenGL context already, so these should work
        vert = "void main (void) {gl_Position = pos;}"
        frag = "void main (void) {gl_FragColor = pos;}"
        program = Program(vert, frag)
        assert_raises(RuntimeError, program._glir.flush)
        
        vert = "uniform vec4 pos;\nvoid main (void) {gl_Position = pos;}"
        frag = "uniform vec4 pos;\nvoid main (void) {gl_FragColor = pos;}"
        program = Program(vert, frag)
        #uniform = program.uniforms[0]
        program['pos'] = [1, 2, 3, 4]
        
        vert = "attribute vec4 pos;\nvoid main (void) {gl_Position = pos;}"
        frag = "void main (void) {}"
        program = Program(vert, frag)
        #attribute = program.attributes[0]
        program["pos"] = [1, 2, 3, 4]
        
        # use a real program
        program._glir.clear()
        vert = ("uniform mat4 u_model;"
                "attribute vec2 a_position; attribute vec4 a_color;"
                "varying vec4 v_color;"
                "void main (void) {v_color = a_color;"
                "gl_Position = u_model * vec4(a_position, 0.0, 1.0);"
                "v_color = a_color;}")
        frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}"
        n, p = 250, 50
        T = np.random.uniform(0, 2 * np.pi, n)
        position = np.zeros((n, 2), dtype=np.float32)
        position[:, 0] = np.cos(T)
        position[:, 1] = np.sin(T)
        color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1)
        data = np.zeros(n * p, [('a_position', np.float32, 2),
                                ('a_color', np.float32, 4)])
        data['a_position'] = np.repeat(position, p, axis=0)
        data['a_color'] = np.repeat(color, p, axis=0)

        program = Program(vert, frag)
        program.bind(VertexBuffer(data))
        program['u_model'] = np.eye(4, dtype=np.float32)
        # different codepath if no call to activate()
        program.draw(gl.GL_POINTS)
        subset = IndexBuffer(np.arange(10, dtype=np.uint32))
        program.draw(gl.GL_POINTS, subset)

        # bad programs
        frag_bad = ("varying vec4 v_colors")  # no semicolon
        program = Program(vert, frag_bad)
        assert_raises(RuntimeError, program._glir.flush)
        frag_bad = None  # no fragment code. no main is not always enough
        assert_raises(ValueError, Program, vert, frag_bad)

        # Timer
        timer = Timer(interval=0.001, connect=on_mouse_move, iterations=2,
                      start=True, app=app)
        timer.start()
        timer.interval = 0.002
        assert_equal(timer.interval, 0.002)
        assert_true(timer.running)
        sleep(.003)
        assert_true(timer.elapsed >= 0.002)
        timer.stop()
        assert_true(not timer.running)
        assert_true(timer.native)
        timer.disconnect()

        # test that callbacks take reasonable inputs
        _test_callbacks(canvas)

        # cleanup
        canvas.swap_buffers()
        canvas.update()
        app.process_events()
        # put this in even though __exit__ will call it to make sure we don't
        # have problems calling it multiple times
        canvas.close()  # done by context