def __init__(self, parent): Box.__init__(self, parent) # init size self.position.w = 300 self.position.h = 40 # Slider specific stuff self._fullRange = Range(0,1) self._range = Range(0,1) self._refRange = Range(0,1) # For sliding self._showTicks = False # Set bgcolor and edge self.bgcolor = (0.6, 0.8, 0.6) self._frontColor = 0.5, 0.7, 0.9 self.edgeWidth = 1 # A slider should respond to mouse self.hitTest = True # Create label centered at the box self._label = Label(self) self._label.position = 0,0,1,1 self._label.halign = 0 self._label.bgcolor = None # State variables self._isOver = False self._sliderDown = False self._sliderRefx = 0.0 # Pool of labels for tickmarks, to reuse them self._wobjects = [] # So we can have Text objects self._labelPool = {} # Calculate dots now self._SliderCalcDots() # Create new events self._eventSliding = BaseEvent(self) self._eventSliderChanged = BaseEvent(self) # To changes appearance on mouse over self.eventEnter.Bind(self._SliderOnEnter) self.eventLeave.Bind(self._SliderOnLeave) # Bind to events self.eventMouseDown.Bind(self._SliderOnDown) self.eventMouseUp.Bind(self._SliderOnUp) self.eventMotion.Bind(self._SliderOnMotion) self.eventPosition.Bind(self._SliderCalcDots)
def __init__(self, parent): Box.__init__(self, parent) # Set color self.bgcolor = 'w' # How soon the mouse snaps to a node self._snapWidth = 5 # The currently selected node (or None if nothing is selected) self._selectedNode = None # The nodes and lines of R,G,B and A self._allNodes = [Pointset(2) for i in range(4)] self._allLines = [Pointset(2) for i in range(4)] # Init nodes for nodes in self._allNodes: nodes.append(0,1) nodes.append(1,0) self._allNodes[3][0,1] = 0 # alpha is completele ones by default # Init lines for line in self._allLines: for i in np.linspace(0,1,256): line.append(i,1) # the actual map will be 1-line # Make lines correct now for nodes, line in zip(self._allNodes, self._allLines): self._NodesToLine(nodes, line) # The node and line currently in control self._nodes = self._allNodes[3] self._line = self._allLines[3] # Bind events self.eventMotion.Bind(self._OnMotion) self.eventMouseUp.Bind(self._OnUp) self.eventMouseDown.Bind(self._OnDown) self.eventDoubleClick.Bind(self._OnDoubleClick) self.hitTest = True # enable firing events
def __init__(self, parent): Box.__init__(self, parent) # Set color self.bgcolor = 'w' # How soon the mouse snaps to a node self._snapWidth = 5 # The currently selected node (or None if nothing is selected) self._selectedNode = None # The nodes and lines of R,G,B and A self._allNodes = [Pointset(2) for i in range(4)] self._allLines = [Pointset(2) for i in range(4)] # Init nodes for nodes in self._allNodes: nodes.append(0,1) nodes.append(1,0) self._allNodes[3][0,1] = 0 # alpha is completele ones by default # Init lines for line in self._allLines: for i in np.linspace(0,1,256): line.append(i,1) # the actual map will be 1-line # Make lines correct now for nodes, line in zip(self._allNodes, self._allLines): self._NodesToLine(nodes, line) # The node and line currently in control self._nodes = self._allNodes[3] self._line = self._allLines[3] # Bind events self.eventMotion.Bind(self._OnMotion) self.eventMouseUp.Bind(self._OnUp) self.eventMouseDown.Bind(self._OnDown) self.eventDoubleClick.Bind(self._OnDoubleClick)
def __init__(self, parent): Box.__init__(self, parent) self._label = Label(self, '') self._label.bgcolor = '' self.eventPosition.Bind(self._OnPositionChange) # Pool of labels for tickmarks, to reuse them self._wobjects = [] # So we can have Text objects self._labelPool = {} # If attached to axes, correct that axes' size if isinstance(parent, Axes): # Init position x = parent.position.width + 5 self.position = x, 0.0, 30, 1.0 # Keep informed of axes movment self.parent.eventPosition.Bind(self._OnAxesPositionChange) # Correct axes' position self.parent.position.Correct(dw=-100) # 30 + 70
def OnDraw(self): Box.OnDraw(self) # Create color dict colors = { self._allLines[0]: (1, 0, 0), self._allLines[1]: (0, 1, 0), self._allLines[2]: (0, 0, 1), self._allLines[3]: (0, 0, 0) } # prepare scaling gl.glPushMatrix() w, h = self.position.size gl.glScale(w, h, 1) # prepare gl.glPointSize(7) gl.glLineWidth(1) gl.glEnable(gl.GL_POINT_SMOOTH) # round points gl.glEnableClientState(gl.GL_VERTEX_ARRAY) # Draw lines for line in self._allLines: if len(line) and line is not self._line: gl.glColor(*colors[line]) gl.glVertexPointerf(line.data) gl.glDrawArrays(gl.GL_LINE_STRIP, 0, len(line)) # Draw the line under control (using a thicker line) gl.glColor(*colors[self._line]) gl.glLineWidth(2) gl.glVertexPointerf(self._line.data) gl.glDrawArrays(gl.GL_LINE_STRIP, 0, len(self._line)) # draw nodes gl.glColor(*colors[self._line]) gl.glVertexPointerf(self._nodes.data) gl.glDrawArrays(gl.GL_POINTS, 0, len(self._nodes)) # clean up gl.glPopMatrix() gl.glDisableClientState(gl.GL_VERTEX_ARRAY) gl.glDisable(gl.GL_POINT_SMOOTH)
def OnDraw(self): # Draw bg color and edges Box.OnDraw(self) # Margin d1 = 2 d2 = d1+1 # Get normalize limits t1, t2 = self._getNormalizedSliderLimits() # Get widget shape w, h = self.position.size # Calculate real dimensions of patch if w > h: x1, x2 = max(d2, t1*w), min(w-d1, t2*w) y1, y2 = d1, h-d2 # dots1 = self._dots1 + Point(x1, 0) dots2 = self._dots2 + Point(x2, 0) # diff = abs(x1-x2) # self._label.textAngle = 0 else: x1, x2 = d2, w-d1 y1, y2 = max(d1, t1*h), min(h-d2, t2*h) # dots1 = self._dots1 + Point(0, y1) dots2 = self._dots2 + Point(0, y2) # diff = abs(y1-y2) # self._label.textAngle = -90 # Draw slider bit clr = self._frontColor gl.glColor(clr[0], clr[1], clr[2], 1.0) # gl.glBegin(gl.GL_POLYGON) gl.glVertex2f(x1,y1) gl.glVertex2f(x1,y2) gl.glVertex2f(x2,y2) gl.glVertex2f(x2,y1) gl.glEnd() # Draw dots if True: # Prepare gl.glColor(0,0,0,1) gl.glPointSize(1) gl.glDisable(gl.GL_POINT_SMOOTH) # Draw gl.glEnableClientState(gl.GL_VERTEX_ARRAY) if isinstance(self, RangeSlider) and diff>5: gl.glVertexPointerf(dots1.data) gl.glDrawArrays(gl.GL_POINTS, 0, len(dots1)) if diff>5: gl.glVertexPointerf(dots2.data) gl.glDrawArrays(gl.GL_POINTS, 0, len(dots2)) gl.glDisableClientState(gl.GL_VERTEX_ARRAY) if self._showTicks: # Reset color to black gl.glColor(0,0,0,1) # Draw ticks if w>h: p0 = Point(0, h) p1 = Point(w, h) delta = Point(0,3) halign, valign = 0, 0 xoffset, yoffset = -8, -2 else: p0 = Point(w, h) p1 = Point(w, 0) delta = Point(3,0) halign, valign = -1, 0 xoffset, yoffset = 5, -8 # Get tickmarks ticks, ticksPos, ticksText = GetTicks(p0, p1, self._fullRange) newLabelPool = {} linePieces = Pointset(2) for tick, pos, text in zip(ticks, ticksPos, ticksText): pos2 = pos + delta # Add line piece linePieces.append(pos); linePieces.append(pos2) # Create or reuse label if tick in self._labelPool: label = self._labelPool.pop(tick) else: label = Label(self, ' '+text+' ') label.bgcolor = '' # Position label and set text alignment newLabelPool[tick] = label label.halign, label.valign = halign, valign label.position.x = pos2.x + xoffset label.position.w = 16 label.position.y = pos2.y + yoffset # Clean up label pool for label in self._labelPool.values(): label.Destroy() self._labelPool = newLabelPool # Draw line pieces gl.glLineWidth(1) gl.glEnableClientState(gl.GL_VERTEX_ARRAY) gl.glVertexPointerf(linePieces.data) gl.glDrawArrays(gl.GL_LINES, 0, len(linePieces)) gl.glDisableClientState(gl.GL_VERTEX_ARRAY)