def testFunctions(self):
        tf = Quartz.CGAffineTransformMake(1.5, 2.5, 3.5, 4.5, 5.5, 6.5)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)
        self.assertEqual(tf.a, 1.5)
        self.assertEqual(tf.b, 2.5)
        self.assertEqual(tf.c, 3.5)
        self.assertEqual(tf.d, 4.5)
        self.assertEqual(tf.tx, 5.5)
        self.assertEqual(tf.ty, 6.5)

        tf = Quartz.CGAffineTransformMakeTranslation(2.5, 3.5)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)
        self.assertEqual(tf.a, 1.0)
        self.assertEqual(tf.b, 0.0)
        self.assertEqual(tf.c, 0.0)
        self.assertEqual(tf.d, 1.0)
        self.assertEqual(tf.tx, 2.5)
        self.assertEqual(tf.ty, 3.5)

        tf = Quartz.CGAffineTransformMakeScale(2.5, 3.5)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)
        self.assertEqual(tf.a, 2.5)
        self.assertEqual(tf.b, 0.0)
        self.assertEqual(tf.c, 0.0)
        self.assertEqual(tf.d, 3.5)
        self.assertEqual(tf.tx, 0.0)
        self.assertEqual(tf.ty, 0.0)

        tf = Quartz.CGAffineTransformMakeRotation(3.4)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)

        self.assertResultHasType(Quartz.CGAffineTransformIsIdentity, objc._C_BOOL)
        self.assertTrue(Quartz.CGAffineTransformIsIdentity(tf) is False)
        self.assertTrue(
            Quartz.CGAffineTransformIsIdentity(Quartz.CGAffineTransformIdentity) is True
        )

        tf = Quartz.CGAffineTransformTranslate(tf, 2.5, 3.5)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)

        tf = Quartz.CGAffineTransformScale(tf, 5.5, 9.5)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)

        tf = Quartz.CGAffineTransformRotate(tf, 0.8)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)

        tf = Quartz.CGAffineTransformInvert(tf)
        self.assertIsInstance(tf, Quartz.CGAffineTransform)

        tf2 = Quartz.CGAffineTransformConcat(
            tf, Quartz.CGAffineTransformMake(1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
        )
        self.assertIsInstance(tf2, Quartz.CGAffineTransform)

        self.assertResultHasType(Quartz.CGAffineTransformEqualToTransform, objc._C_BOOL)
        self.assertTrue(Quartz.CGAffineTransformEqualToTransform(tf, tf2) is False)
        self.assertTrue(Quartz.CGAffineTransformEqualToTransform(tf2, tf2) is True)

        pt = Quartz.CGPointApplyAffineTransform((2.5, 3.5), tf)
        self.assertIsInstance(pt, Quartz.CGPoint)

        sz = Quartz.CGSizeApplyAffineTransform((2.5, 3.5), tf)
        self.assertIsInstance(sz, Quartz.CGSize)

        rct = Quartz.CGRectApplyAffineTransform(((2.5, 3.5), (4.5, 5.5)), tf)
        self.assertIsInstance(rct, Quartz.CGRect)
Exemplo n.º 2
0
    def drawRect_(self, rect):
        currentContext = Cocoa.NSGraphicsContext.currentContext().graphicsPort(
        )

        # Note that at this point the current context CTM is set up such
        # that the context size corresponds to the size of the view
        # i.e. one unit in the context == one pixel
        # Also, the origin is in the bottom left of the view with +y pointing up
        global getFunction

        bounds = self.bounds()

        angle = 0
        sx = sy = 1
        width = bounds.size.width
        height = bounds.size.height

        if getFunction is None:
            self.randomize_(self)

        m = Quartz.CGAffineTransformIdentity
        m = Quartz.CGAffineTransformRotate(m, angle)
        m = Quartz.CGAffineTransformScale(m, width, height)
        m = Quartz.CGAffineTransformScale(m, sx, sy)

        Quartz.CGContextBeginPage(currentContext, bounds)

        Quartz.CGContextTranslateCTM(currentContext, bounds.size.width / 2,
                                     bounds.size.height / 2)
        Quartz.CGContextConcatCTM(currentContext, m)
        Quartz.CGContextTranslateCTM(currentContext, -0.5, -0.5)

        Quartz.CGContextSaveGState(currentContext)

        Quartz.CGContextClipToRect(currentContext,
                                   Quartz.CGRectMake(0, 0, 1, 1))
        Quartz.CGContextSetRGBFillColor(currentContext, 0.7, 0.7, 0.9, 1)
        Quartz.CGContextFillRect(currentContext, Quartz.CGRectMake(0, 0, 1, 1))

        Quartz.CGContextDrawShading(currentContext, shading)

        Quartz.CGContextRestoreGState(currentContext)

        Quartz.CGContextSaveGState(currentContext)
        Quartz.CGContextClipToRect(currentContext,
                                   Quartz.CGRectMake(0, 0, 1, 1))
        Quartz.CGContextSetRGBStrokeColor(currentContext, 1, 0, 0, 1)

        if (getShading == getRadialShading):
            Quartz.CGContextAddArc(currentContext, startPoint.x, startPoint.y,
                                   startRadius, math.radians(0),
                                   math.radians(360), True)
            Quartz.CGContextClosePath(currentContext)
            Quartz.CGContextMoveToPoint(currentContext, endPoint.x + endRadius,
                                        endPoint.y)
            Quartz.CGContextAddArc(currentContext, endPoint.x,
                                   endPoint.y, endRadius, math.radians(0),
                                   math.radians(360), True)
            Quartz.CGContextClosePath(currentContext)

        Quartz.CGContextMoveToPoint(currentContext, startPoint.x + 0.01,
                                    startPoint.y)
        Quartz.CGContextAddArc(currentContext, startPoint.x, startPoint.y,
                               0.01, math.radians(0), math.radians(360), True)
        Quartz.CGContextClosePath(currentContext)
        Quartz.CGContextMoveToPoint(currentContext, startPoint.x, startPoint.y)
        Quartz.CGContextAddLineToPoint(currentContext, endPoint.x, endPoint.y)

        ctm = Quartz.CGContextGetCTM(currentContext)
        Quartz.CGContextConcatCTM(currentContext,
                                  Quartz.CGAffineTransformInvert(ctm))
        Quartz.CGContextStrokePath(currentContext)
        Quartz.CGContextRestoreGState(currentContext)

        Quartz.CGContextSaveGState(currentContext)
        Quartz.CGContextSetGrayStrokeColor(currentContext, 0, 1)
        Quartz.CGContextAddRect(currentContext, Quartz.CGRectMake(0, 0, 1, 1))
        ctm = Quartz.CGContextGetCTM(currentContext)
        Quartz.CGContextConcatCTM(currentContext,
                                  Quartz.CGAffineTransformInvert(ctm))
        Quartz.CGContextStrokePath(currentContext)
        Quartz.CGContextRestoreGState(currentContext)

        Quartz.CGContextEndPage(currentContext)

        Quartz.CGContextFlush(currentContext)
Exemplo n.º 3
0
def doEllipseShading(context):
    black = [0, 0, 0]
    red = [1, 0, 0]

    # This function describes a color ramp where the starting color
    # is red, the ending color is black.
    redBlackFunction = createFunctionWithStartEndColorRamp(red, black)
    if redBlackFunction is None:
        print("Couldn't create the red-black function!")
        return

    Quartz.CGContextTranslateCTM(context, 100, 300)
    # Shading 1.
    #   To obtain an elliptical shading requires that user space
    #   at the time the shading is painted is transformed so that
    #   the circles which define the radial shading geometry are
    #   rotated and elliptical. User space will be rotated
    #   by 45 degrees, then scaled by 1 in x and 2 in y to produce
    #   the ellipses.

    # Compute the transform needed to create the rotated ellipses.
    t = Quartz.CGAffineTransformMakeRotation(Utilities.DEGREES_TO_RADIANS(45))
    t = Quartz.CGAffineTransformScale(t, 1, 2)

    circleACenter = Quartz.CGPoint(x=0, y=0)
    circleBCenter = Quartz.CGPoint(x=circleACenter.x + 144, y=circleACenter.y)
    circleARadius = 45
    circleBRadius = 45

    # Don't extend this shading.
    extendStart = extendEnd = False

    shading = Quartz.CGShadingCreateRadial(
        Utilities.getTheCalibratedRGBColorSpace(), circleACenter,
        circleARadius, circleBCenter, circleBRadius, redBlackFunction,
        extendStart, extendEnd)
    if shading is None:
        # Couldn't create the shading so release
        # the function before returning.
        print("Couldn't create the shading!")
        return

    Quartz.CGContextSaveGState(context)
    if 1:
        # Transform coordinates for the drawing of the shading.
        # This transform produces the rotated elliptical shading.
        # This produces the left shading in the figure, the
        # one where both the ellipses and the shading are
        # rotated relative to default user space.
        Quartz.CGContextConcatCTM(context, t)

        Quartz.CGContextDrawShading(context, shading)
        del shading
    Quartz.CGContextRestoreGState(context)

    Quartz.CGContextTranslateCTM(context, 300, 10)

    # Shading 2.
    #    Now draw the shading where the shading ellipses are
    #    rotated but the axis between the origins of
    #    the ellipses lies parallel to the x axis in default
    #    user space. This is similar to the shading drawn
    #    manually in Chapter 5.
    #
    #    To compute the correct origins for the shading,
    #    the code needs to compute the points that,
    #    transformed by the matrix t used to paint the shading,
    #    produce the desired coordinates. We want coordinates
    #    that are transformed as follows:
    #
    #            P' = P x t
    #
    #    where P' is the point in untransformed user space that
    #    we want as the origin, P is the point in transformed
    #    user space that will be transformed by t, the matrix
    #    which transforms the circles into rotated ellipses.
    #
    #    So we want to calculate P such that P' = P x t .
    #
    #    Notice that if P = P' x Inverse(t) then:
    #
    #    P' = P' x Inverse(t) x t = P' x Identity = P'.
    #
    #    This means that we can calculate the point P
    #    by computing P' x Inverse(t).

    inverseT = Quartz.CGAffineTransformInvert(t)
    # Now the code can transform the coordinates through the
    # inverse transform to compute the new coordinates. These
    # coordinates, when transformed with the transform t,
    # produce the original coordinate.
    circleACenter = Quartz.CGPointApplyAffineTransform(circleACenter, inverseT)
    circleBCenter = Quartz.CGPointApplyAffineTransform(circleBCenter, inverseT)

    shading = Quartz.CGShadingCreateRadial(
        Utilities.getTheCalibratedRGBColorSpace(), circleACenter,
        circleARadius, circleBCenter, circleBRadius, redBlackFunction,
        extendStart, extendEnd)
    # The code is finished with the function so release it.
    del redBlackFunction
    if shading is None:
        print("Couldn't create the shading!")
        return

    # Transform coordinates for the drawing of the shading.
    # This transform produces the rotated elliptical shading.
    Quartz.CGContextConcatCTM(context, t)

    Quartz.CGContextDrawShading(context, shading)