Esempio n. 1
0
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:
                with open(os.devnull, 'w') as fid:
                    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 = VertexShader("void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        assert_raises(RuntimeError, 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]
        program['pos'] = [1, 2, 3, 4]
        program.activate()  # should print
        #uniform.upload(program)
        program.detach(vert)
        program.detach(frag)
        assert_raises(RuntimeError, program.detach, vert)
        assert_raises(RuntimeError, 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]
        program["pos"] = [1, 2, 3, 4]
        program.activate()
        #attribute.upload(program)
        # cannot get element count
        #assert_raises(RuntimeError, 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.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.activate)
        frag_bad = None  # no fragment code. no main is not always enough
        program = Program(vert, frag_bad)
        assert_raises(ValueError, 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)
        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
Esempio n. 2
0
def test_application():
    """Test application running"""
    app = use_app()
    print(app)  # __repr__ without app
    app.create()
    wrong = 'glfw' if app.backend_name.lower() != 'glfw' else 'pyqt4'
    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:
        context = canvas.context
        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 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, context.shared.parser)
        
        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, context.shared.parser)
        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
Esempio n. 3
0
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]
    size = (100, 100)
    # Use "with" statement so failures don't leave open window
    # (and test context manager behavior)
    title = "default" if backend is None else backend
    with Canvas(title=title, size=size, app=app, show=True, position=pos) as canvas:
        assert_is(canvas.app, app)
        assert_true(canvas.native)
        assert_equal("swap_buffers", canvas.events.paint.callback_refs[-1])
        print(canvas)  # __repr__
        assert_array_equal(canvas.size, size)
        assert_equal(canvas.title, title)
        canvas.title = "you"
        canvas.position = pos
        canvas.size = size
        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)

        # screenshots
        gl.glViewport(0, 0, *size)
        ss = _screenshot()
        assert_array_equal(ss.shape, size + (3,))
        assert_equal(len(canvas._backend._vispy_get_geometry()), 4)
        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 = VertexShader("void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        assert_raises(RuntimeError, 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]
        program["pos"] = [1, 2, 3, 4]
        program.activate()  # should print
        # uniform.upload(program)
        program.detach(vert)
        program.detach(frag)
        assert_raises(RuntimeError, program.detach, vert)
        assert_raises(RuntimeError, 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]
        program["pos"] = [1, 2, 3, 4]
        program.activate()
        # attribute.upload(program)
        # cannot get element count
        # assert_raises(RuntimeError, 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.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.activate)
        frag_bad = None  # no fragment code. no main is not always enough
        program = Program(vert, frag_bad)
        assert_raises(ValueError, 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()
        app.process_events()
Esempio n. 4
0
class MainWindow(BaseQtView):

    def __init__(self, title: str = "", volume_widget: Optional[QWidget] = None, slice_widget: Optional[QWidget] = None):
        self.title = title
        self.volume_widget = volume_widget if volume_widget else QWidget()
        self.slice_widget = slice_widget if slice_widget else QWidget()

        self._init()

    def _init(self):
        print("Building...")

        self.win = QMainWindow()
        self._default_window_title = self.title

        widget = QWidget()
        self.win.setCentralWidget(widget)

        main_layout = QHBoxLayout()
        widget.setLayout(main_layout)

        main_layout.addWidget(self.slice_widget)
        main_layout.addWidget(self.volume_widget)

        side_layout = QVBoxLayout()
        main_layout.addLayout(side_layout)

        load_image_button = QPushButton("Load Section")
        side_layout.addWidget(load_image_button)
        load_image_button.clicked.connect(self.show_load_image_dialog)

        # Atlas BUttons
        button_hbox = QHBoxLayout()
        side_layout.addLayout(button_hbox)

        atlas_buttons = QButtonGroup(self.win)
        atlas_buttons.setExclusive(True)
        atlas_buttons.buttonToggled.connect(self.atlas_button_toggled)

        for resolution in [100, 25, 10]:
            atlas_button = QPushButton(f"{resolution}um")
            atlas_button.setCheckable(True)
            button_hbox.addWidget(atlas_button)
            atlas_buttons.addButton(atlas_button)

            # The 10um atlas takes way too long to download at the moment.
            # It needs some kind of progress bar or async download feature to be useful.
            # The disabled button here shows it as an option for the future, but keeps it from being used.
            if resolution == 10:
                atlas_button.setDisabled(True)

        self.title_reset_timer = Timer(interval=2, connect=lambda e: self._show_default_window_title(), iterations=1,
                                       start=False)
        self._show_default_window_title()

        self.statusbar = self.win.statusBar()

        self.image_coord_label = QLabel(text="Image Coords")
        self.statusbar.addPermanentWidget(self.image_coord_label)

        self.win.show()

    @property
    def qt_widget(self) -> QWidget:
        return self.win

    def on_image_coordinate_highlighted(self, image_coords, atlas_coords):
        i, j = image_coords
        x, y, z = atlas_coords
        self.image_coord_label.setText(f"(i={i}, j={j})      (x={x:.1f}, y={y:.1f}, z={z:.1f})")

    def on_error_raised(self, msg: str):
        self.show_temp_title(msg)

    def atlas_button_toggled(self, button: QPushButton, is_checked: bool):
        if not is_checked:  # Don't do anything for the button being unselected.
            return

        resolution_label = button.text()
        resolution = int("".join(filter(str.isdigit, resolution_label)))
        self.load_atlas(resolution=resolution)

    # Command Routing
    def show_load_image_dialog(self):
        filename, filetype = QFileDialog.getOpenFileName(
            parent=self.win,
            caption="Load Image",
            dir="../data/RA_10X_scans/MEA",
            filter="OME-TIFF (*.ome.tiff)"
        )
        if not filename:
            return
        self.load_section(filename=filename)

    def load_atlas(self, resolution: int):
        raise NotImplementedError("Connect to LoadAtlasCommand before using.")

    def load_section(self, filename: str):
        raise NotImplementedError("Connect to a LoadImageCommand before using.")

    # View Code
    def _show_default_window_title(self):
        self.win.setWindowTitle(self._default_window_title)

    def show_temp_title(self, title: str) -> None:
        self.win.setWindowTitle(title)
        self.title_reset_timer.stop()
        self.title_reset_timer.start(iterations=1)
Esempio n. 5
0
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_true(backend in 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_true(canvas.app is 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
Esempio n. 6
0
class SourceInspectCamera(PanZoomCamera):
    """
    """

    _state_props = PanZoomCamera._state_props + ('index', )

    def __init__(self, image, img_data, sources, poslist, index=0, **kwargs):
        PanZoomCamera.__init__(self, **kwargs)
        self.index = index
        self.image = image
        self.img_data = img_data
        self.sources = sources
        self.poslist = poslist
        #self.smin = 0.9*np.nanmin(self.img_data)
        #self.smax = 1.02*np.nanmax(self.img_data)
        pcts = np.nanpercentile(self.img_data, [5.0, 99.0])
        if np.all(np.isfinite(pcts)):
            self.smin = pcts[0]
            self.smax = pcts[1]
        self.accelerator = 5.0
        self.nsrc = len(poslist)
        self._keymap = {
            keys.UP: +1,
            keys.DOWN: -1,
            keys.LEFT: -1,
            keys.RIGHT: +1,
            keys.SPACE: +1
        }
        self._timer = Timer(0.2, start=False, connect=self.on_timer)

    @property
    def keymap(self):
        """
        """
        return self._keymap

    def update_index(self, val):
        self.index += val
        if (self.index > self.nsrc-1):
            self.index = 0
        if (self.index < 0):
            self.index = self.nsrc - 1

    def update_pan(self):
        newX = self.poslist[self.index][0]
        newY = self.poslist[self.index][1]
        curX = self.rect.left + self.rect.width/2.0
        curY = self.rect.bottom + self.rect.height/2.0
        self.pan((newX-curX,newY-curY))
        # update image data
        imsect = self.img_data[int(self.rect.bottom):int(self.rect.top),
               int(self.rect.left):int(self.rect.right)]
        pcts = np.nanpercentile(imsect, [5.0, 99.0])
        if np.all(np.isfinite(pcts)):
            self.smin = pcts[0]
        #cmin = -0.01 + 1.2*self.sources['background'][self.sources.index==self.index].values[0]
        if (is_pacs):
            self.smax = 1.2*self.sources['susflux']\
                  [self.sources.index==self.index].values[0]/1000.0/10.0 + self.smin
        else:
            self.smax = 1.2*self.sources['fluxtml']\
                  [self.sources.index==self.index].values[0]/1000.0/0.95 + self.smin
        self.update_scale()
        
    def update_scale(self):
        self.image.set_data(bytescale(self.img_data, cmin=self.smin, cmax=self.smax))
        self.view_changed()

    def on_timer(self, event):
        """Timer event handler

        Parameters
        ----------
        event : instance of Event
            The event.
        """
        self.update_index(1)
        self.update_pan()
        self.view_changed()

    def viewbox_key_event(self, event):
        """ViewBox key event handler

        Parameters
        ----------
        event : instance of Event
            The event.
        """
        PanZoomCamera.viewbox_key_event(self, event)
        if event.handled or not self.interactive:
            return

        if event.type == 'key_press':
            if event.key in self._keymap:
                val = self._keymap[event.key]
                self.update_index(val)
                self.update_pan()
                self.view_changed()

            elif event.key == 'M':
                self._timer.start()

            elif event.key == 'S':
                self._timer.stop()

            #elif event.key == 'X':
            #    ind = np.argsort(self.poslist[:,0])
            #    self.poslist = self.poslist[ind]

            #elif event.key == 'Y':
            #    ind = np.argsort(self.poslist[:,1])
            #    self.poslist = self.poslist[ind]

            elif event.key == 'L':
                print(self.sources[self.sources.sourceid==self.sources['sourceid'][self.index]])
                
            elif event.key == 'T':
                sdiff = self.accelerator*(self.smax - self.smin)/255.0
                self.smax += sdiff
                self.smin += sdiff
                self.update_scale()
            
            elif event.key == 'B':
                sdiff = self.accelerator*(self.smax - self.smin)/255.0
                self.smax -= sdiff
                self.smin -= sdiff
                self.update_scale()
                
            elif event.key == 'N':
                sdiff = self.accelerator*(self.smax - self.smin)/255.0
                self.smax -= sdiff
                self.smin += sdiff
                self.update_scale()
                
            elif event.key == 'W':
                sdiff = self.accelerator*(self.smax - self.smin)/255.0
                self.smax += sdiff
                self.smin -= sdiff
                self.update_scale()
                
            elif event.key == 'U':
                print("Current stretch limits: %10.4g, %10.4g"%(self.smin, self.smax))
                self.smin = float(input("New lower value?"))
                self.smax = float(input("New upper value?"))
                self.update_scale()
Esempio n. 7
0
class MainWindow(BaseQtView):
    def __init__(
        self,
        title: str = "",
        volume_widget: Optional[QWidget] = None,
        slice_widget: Optional[QWidget] = None,
        side_controls: Optional[QWidget] = None,
    ):
        self.title = title
        self.volume_widget = volume_widget if volume_widget else QWidget()
        self.slice_widget = slice_widget if slice_widget else QWidget()
        self.side_widget = side_controls if side_controls else QWidget()

        self._init()

    def _init(self):
        print("Building...")

        self.win = QMainWindow()
        self._default_window_title = self.title

        widget = QWidget()
        self.win.setCentralWidget(widget)

        main_layout = QHBoxLayout()
        widget.setLayout(main_layout)

        main_layout.addWidget(self.slice_widget)
        main_layout.addWidget(self.volume_widget)
        main_layout.addWidget(self.side_widget)

        self.title_reset_timer = Timer(
            interval=2,
            connect=lambda e: self._show_default_window_title(),
            iterations=1,
            start=False)
        self._show_default_window_title()

        self.statusbar = self.win.statusBar()

        self.image_coord_label = QLabel(text="Image Coords")
        self.statusbar.addPermanentWidget(self.image_coord_label)

        self.win.show()

    @property
    def qt_widget(self) -> QWidget:
        return self.win

    def on_image_coordinate_highlighted(self, image_coords, atlas_coords):
        i, j = image_coords
        x, y, z = atlas_coords
        self.image_coord_label.setText(
            f"(i={i}, j={j})      (x={x:.1f}, y={y:.1f}, z={z:.1f})")

    def on_error_raised(self, msg: str):
        self.show_temp_title(msg)

    # View Code
    def _show_default_window_title(self):
        self.win.setWindowTitle(self._default_window_title)

    def show_temp_title(self, title: str) -> None:
        self.win.setWindowTitle(title)
        self.title_reset_timer.stop()
        self.title_reset_timer.start(iterations=1)