def __init__(self, screen, x, y, width, height, vertical, frame1): log.debug("SplitFrame.__init__") Frame.__init__(self, screen, x, y, width, height) self.split_dragging = False self.vertical = vertical if vertical: self.split = height else: self.split = width self.split = self.split >> 1 self.frame1 = frame1 if vertical: self.frame1.moveresize(x, y, self.width, self.height - self.split) # this is a horrible hack to get around circular importing self.frame2 = self.frame1.topmost_child().__class__( self.screen, self.x, self.y + self.split + 4, self.width, self.height - self.split - 4) else: self.frame1.moveresize(x, y, self.width - self.split, self.height) self.frame2 = self.frame1.topmost_child().__class__( self.screen, self.x + self.split + 4, self.y, self.width - self.split - 4, self.height) frame1.tritium_parent.replace_me(frame1, self) self.frame1.tritium_parent = self.frame2.tritium_parent = self self.frame1.activate() self.create_split_window()
def __init__(self, screen, game): ''' An example class to show how to creat custom GUI frames''' Frame.__init__(self, screen, (330, 110), (10, 10)) self.game = game self.b1 = Button(self, "Toggle Constant", self.command) self.b2 = Button(self, "Toggle Random", self.command2, position=(5, 40)) self.b3 = Button(self, "Toggle Shape", self.command3, position=(5, 75)) self.c_Label = Label(self, "False", position=(135, 10)) self.r_Label = Label(self, "True", position=(135, 45)) self.s_Label = Label(self, "Random", position=(135, 80)) self.l1 = Label(self, "Size", position=(235, 10)) self.tb1 = TextBox(self, (295, 10)) self.l2 = Label(self, "Density", position=(235, 45)) self.tb2 = TextBox(self, (295, 45)) self.l3 = Label(self, "Speed", position=(235, 80)) self.tb3 = TextBox(self, (295, 80)) self.textboxes = { 'size': self.tb1, 'density': self.tb2, 'speed': self.tb3 } self.current = 'circle'
def __init__(self, screen, game): ''' An example class to show how to creat custom GUI frames''' Frame.__init__(self, screen, (330, 110), (10, 10)) self.game = game self.b1 = Button(self, "Toggle Constant", self.command) self.b2 = Button(self, "Toggle Random", self.command2, position=(5,40)) self.b3 = Button(self, "Toggle Shape", self.command3, position=(5, 75)) self.c_Label = Label(self, "False", position=(135, 10)) self.r_Label = Label(self, "True", position=(135, 45)) self.s_Label = Label(self, "Random", position=(135, 80)) self.l1 = Label(self, "Size", position=(235, 10)) self.tb1 = TextBox(self, (295, 10)) self.l2 = Label(self, "Density", position=(235, 45)) self.tb2 = TextBox(self, (295, 45)) self.l3 = Label(self, "Speed", position=(235, 80)) self.tb3 = TextBox(self, (295, 80)) self.textboxes = {'size' : self.tb1, 'density' : self.tb2, 'speed' : self.tb3} self.current = 'circle'
def __init__( self, screen, x, y, width, height, vertical, frame1 ): log.debug( "SplitFrame.__init__" ) Frame.__init__( self, screen, x, y, width, height ) self.split_dragging = False self.vertical = vertical if vertical: self.split = height else: self.split = width self.split = self.split >> 1 self.frame1 = frame1 if vertical: self.frame1.moveresize( x, y, self.width, self.height - self.split ) # this is a horrible hack to get around circular importing self.frame2 = self.frame1.topmost_child().__class__( self.screen, self.x, self.y + self.split+4, self.width, self.height-self.split-4) else: self.frame1.moveresize( x, y, self.width - self.split, self.height ) self.frame2 = self.frame1.topmost_child().__class__( self.screen, self.x + self.split+4, self.y, self.width-self.split-4, self.height) frame1.tritium_parent.replace_me( frame1, self ) self.frame1.tritium_parent = self.frame2.tritium_parent = self self.frame1.activate() self.create_split_window()
def __init__(self, root_console_width, root_console_height, frame_manager=None): Frame.__init__(self, root_console_width, root_console_height, frame_manager) self.text_base = root_console_width / 2, root_console_height / 4 self.title_text = "ROGUEP: A Game of Viruses" self.option_one_text = "Play" self.option_two_text = "Quit"
def __init__(self, rect, font, name=None): Frame.__init__(self, rect) self.active = True self.font = font self.textcolor = BUTTONTEXTCOLOR self.backgroundcolor = BUTTONBACKGROUNDCOLOR self.name = name self.textframe = None # Margins self.top = 1
def __init__(self, rect, font): Frame.__init__(self, rect) self.active = True self.font = font self.textcolor = TEXTCOLOR self.name = None self.lines = [] # Margins self.top = 1 self.bottom = 1 self.left = 1 self.right = 1
def next(self): if self._closed: raise ValueError('I/O operation on closed file') nfi = self._nfi if nfi < self._n_csets: unitcell = self._nextUnitcell() coords = self._nextCoordset() if self._ag is None: frame = Frame(self, nfi, coords, unitcell) else: frame = self._frame Frame.__init__(frame, self, nfi, None, unitcell) return frame
def __init__(self, rect, font): Frame.__init__(self, rect) self.active = True self.font = font self.textcolor = TEXTCOLOR self.name = None self.lines = [''] self.char_limit = 40 self.textframe = None # Margins self.top = 1 self.right = 1 self.left = 1
def __init__(self, frame, img=None): KeyFrameGraph.__init__(self) Frame.__init__( self, img=None, camera=frame.camera, pose=frame.pose, id=frame.id, timestamp=frame.timestamp ) # here we MUST have img=None in order to avoid recomputing keypoint info if frame.img is not None: self.img = frame.img # this is already a copy of an image else: if img is not None: self.img = img.copy() self.map = None self.is_keyframe = True self.kid = None # keyframe id self._is_bad = False self.to_be_erased = False # pose relative to parent (this is computed when bad flag is activated) self._pose_Tcp = CameraPose() # share keypoints info with frame (these are computed once for all on frame initialization and they are not changed anymore) self.kps = frame.kps # keypoint coordinates [Nx2] self.kpsu = frame.kpsu # [u]ndistorted keypoint coordinates [Nx2] self.kpsn = frame.kpsn # [n]ormalized keypoint coordinates [Nx2] (Kinv * [kp,1]) self.octaves = frame.octaves # keypoint octaves [Nx1] self.sizes = frame.sizes # keypoint sizes [Nx1] self.angles = frame.angles # keypoint angles [Nx1] self.des = frame.des # keypoint descriptors [NxD] where D is the descriptor length if hasattr(frame, '_kd'): self._kd = frame._kd else: Printer.orange('KeyFrame %d computing kdtree for input frame %d' % (self.id, frame.id)) self._kd = cKDTree(self.kpsu) # map points information arrays (copy points coming from frame) self.points = frame.get_points( ) # map points => self.points[idx] is the map point matched with self.kps[idx] (if is not None) self.outliers = np.full( self.kpsu.shape[0], False, dtype=bool) # used just in propagate_map_point_matches()
def __init__(self): Frame.__init__(self) self.main = Main() self.cant_clients = 0 self.layout_add(self.main) self.state_has_changed(self.STATE) thread = threading.Thread(target=self.upd_ui) thread.setName('Frame') thread.setDaemon(True) thread.start() self.connect(self, SIGNAL("state_changed"), self.state_has_changed) self.connect(self.trayIcon, SIGNAL("messageClicked()"), self.message_clicked) # self.connect(self.trayIcon, SIGNAL("activated(QString)"), self.icon_activated)NO BORRAR # todo no encuentro la forma de conectar trayIcon a activated usando el nuevo estilo(ver comentario de arriba) self.trayIcon.activated.connect(self.icon_activated)
def next(self): if self._closed: raise ValueError('I/O operation on closed file') nfi = self._nfi if nfi < self._n_csets: traj = self._trajectory while traj._nfi == traj._n_csets: self._nextFile() traj = self._trajectory unitcell = traj._nextUnitcell() coords = traj._nextCoordset() if self._ag is None: frame = Frame(self, nfi, coords, unitcell) else: frame = self._frame Frame.__init__(frame, self, nfi, None, unitcell) self._ag.setACSLabel(self._title + ' frame ' + str(self._nfi)) self._nfi += 1 return frame
def __init__(self, root_console_width, root_console_height, frame_manager=None): Frame.__init__(self, root_console_width, root_console_height, frame_manager) self.text_base = root_console_width/2, root_console_height/4 self.title_text = "ROGUEP: A Game of Viruses" self.option_one_text = "Play" self.option_two_text = "Quit"
def __init__(self, screen, x, y, width, height): log.debug("TabbedFrame.__init__") Frame.__init__(self, screen, x, y, width, height) self.tabs = Tabs(self)
def __init__( self, screen, x, y, width, height ): log.debug( "TabbedFrame.__init__" ) Frame.__init__( self, screen, x, y, width, height ) self.tabs = Tabs( self )