Пример #1
0
    def fx():
        width = bge.render.getWindowWidth()
        height = bge.render.getWindowHeight()

        bgl.glMatrixMode(bgl.GL_PROJECTION)
        bgl.glLoadIdentity()
        bgl.gluOrtho2D(0, width, 0, height)
        bgl.glMatrixMode(bgl.GL_MODELVIEW)
        bgl.glLoadIdentity()


        bgl.glEnable(bgl.GL_BLEND)
        bgl.glColor4f(0.8, 0.0, 0.0, 0.1)
        bgl.glRecti(0, 0, width, height)
        # bgl.glBegin(bgl.GL_QUADS)
        # bgl.glVertex2i(0, 0)
        # bgl.glVertex2i(width, 0)
        # bgl.glVertex2i(width, height)
        # bgl.glVertex2i(0, height)

        # bgl.glVertex2f(0.0, 0.0)
        # bgl.glVertex2f(1.0, 0.0)
        # bgl.glVertex2f(1.0, 1.0)
        # bgl.glVertex2f(0.0, 1.0)



        # bgl.glEnd()
        bgl.glDisable(bgl.GL_BLEND)
Пример #2
0
 def draw(self):
     """a multiline output drawn"""
     #        super(Text,self).draw() #PKHG 7jul12 drawn by this draw
     tmp = self.bounds
     x = self.bounds.origin.x
     y = self.bounds.origin.y
     xx = self.bounds.corner.x
     yy = self.bounds.corner.y
     hei = yy - y
     nr = len(self.lines)
     lineHei = -1 + hei // nr
     # PKHG force a list?? background_color wat not changed it is OK
     bgcol = self.background_color
     # PKHG no transparency!(strange behavior if allowed)
     bgcol[3] = 1.0
     bgl.glColor4f(*bgcol)
     dime = self.get_extent().as_list()
     bgl.glRecti(
         self.get_position().x,
         self.get_position().y,
         self.get_position().x + dime[0],
         self.get_position().y + dime[1],
     )
     # PKHG  white color forced
     for el in range(nr):
         Morph.draw_string_to_viewport(
             self.lines[el], self, 24, (1, 1, 1, 1), self.font, x, yy - lineHei - el * lineHei
         )
     return
Пример #3
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    def fx():
        width = bge.render.getWindowWidth()
        height = bge.render.getWindowHeight()

        bgl.glMatrixMode(bgl.GL_PROJECTION)
        bgl.glLoadIdentity()
        bgl.gluOrtho2D(0, width, 0, height)
        bgl.glMatrixMode(bgl.GL_MODELVIEW)
        bgl.glLoadIdentity()

        bgl.glEnable(bgl.GL_BLEND)
        bgl.glColor4f(0.8, 0.0, 0.0, 0.1)
        bgl.glRecti(0, 0, width, height)
        # bgl.glBegin(bgl.GL_QUADS)
        # bgl.glVertex2i(0, 0)
        # bgl.glVertex2i(width, 0)
        # bgl.glVertex2i(width, height)
        # bgl.glVertex2i(0, height)

        # bgl.glVertex2f(0.0, 0.0)
        # bgl.glVertex2f(1.0, 0.0)
        # bgl.glVertex2f(1.0, 1.0)
        # bgl.glVertex2f(0.0, 1.0)

        # bgl.glEnd()
        bgl.glDisable(bgl.GL_BLEND)
Пример #4
0
 def draw_callback(self, context):
     region = context.region
     if region and region == self.region:
         bgl.glEnable(bgl.GL_BLEND)
         bgl.glColor4f(*self.color)
         bgl.glRecti(0, 0, region.width, region.height)
         bgl.glDisable(bgl.GL_BLEND)
         bgl.glColor4f(1.0, 1.0, 1.0, 1.0)  # 初期値ってこれだっけ?
Пример #5
0
 def draw_callback(self, context):
     region = context.region
     if region and region == self.region:
         bgl.glEnable(bgl.GL_BLEND)
         bgl.glColor4f(*self.color)
         bgl.glRecti(0, 0, region.width, region.height)
         bgl.glDisable(bgl.GL_BLEND)
         bgl.glColor4f(1.0, 1.0, 1.0, 1.0)  # 初期値ってこれだっけ?
Пример #6
0
 def draw_callback(self, context):
     region = context.region
     if region and region == self.mouseovered_region:
         bgl.glEnable(bgl.GL_BLEND)
         bgl.glColor4f(1.0, 0.0, 0.0, 0.3)
         bgl.glRecti(0, 0, region.width, region.height)
         bgl.glDisable(bgl.GL_BLEND)
         bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
Пример #7
0
def draw_bg(region):
    # Enable Opengl alpha
    bgl.glEnable(bgl.GL_BLEND)

    # set color: red, green, blue, alpha
    bgl.glColor4f(1.0, 0.0, 0.0, 0.1)

    # draw rectangle
    # x0, y0, x1, y1
    bgl.glRecti(1, 100, region.width, 0)
Пример #8
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def draw_callback_mode(self, context):
    # draw mode_title
    mode_title(True, "Object Assembler Mode")
    
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.img.bindcode)
    
    bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
    bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)

    bgl.glLineWidth(1)

    # draw frame
    for icon in self.menu:
        bgl.glColor3f(0.1, 0.1, 0.1)
        bgl.glRecti(
            icon[2][0],icon[2][1],icon[2][2],icon[2][3]
            )

    # icon zeichnen
    for icon in self.menu:
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV,bgl.GL_TEXTURE_ENV_MODE, bgl.GL_REPLACE)

        bgl.glBegin(bgl.GL_QUADS)

        bgl.glTexCoord2f(icon[4][0][0], icon[4][0][1])
        bgl.glVertex2f(icon[1][0], icon[1][1])
        
        bgl.glTexCoord2f(icon[4][1][0], icon[4][1][1])
        bgl.glVertex2f(icon[1][0], icon[1][3])
        
        bgl.glTexCoord2f(icon[4][2][0], icon[4][2][1])
        bgl.glVertex2f(icon[1][2], icon[1][3])

        bgl.glTexCoord2f(icon[4][3][0], icon[4][3][1])
        bgl.glVertex2f(icon[1][2], icon[1][1])

        bgl.glEnd()

        bgl.glDisable(bgl.GL_TEXTURE_2D)

    # draw hover effekt
    for icon in self.menu:
        # mouse hover icon
        if mouse_hover_icon(icon[1], self.mouse):
            bgl.glColor3f(0.4, 0.4, 0.4)
            bgl.glLineWidth(2)
            rect_round_corners(icon[3][0], icon[3][1], icon[3][2], icon[3][3])

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Пример #9
0
    def draw_untextured(self):
        """ call this draw function only if morph does not use texture"""
        global debug_color
#        print("morph", self, "visibility = ", self.is_visible)
#        if not self.is_visible:
#            return

#        print(">>>>>>>>>>> self and color = ",self, self.color)
        bgl.glColor4f(*self.color)
        dimensions = self.get_extent().as_list()
        if self.rounded:
            Morph.draw_rounded_morph(self, 0.3, self.color, rectangle = False)
        else:
            bgl.glRecti(self.get_position().x, self.get_position().y, self.get_position().x+dimensions[0], self.get_position().y+dimensions[1])
#PKHG.TODO font stuff
#        font_id = blf.load("c:/Windows/Fonts/arialbd.ttf")
        font_id = self.font_id
        size = 16
        blf.size(font_id, size, 72)
        dims_x,dims_y = blf.dimensions(font_id, self.name)
#PKHG should be done elsewhere!        self.my_name_size = int(dims_x) + 2
        x = self.bounds.origin.x
        xx = self.bounds.corner.x
        difx = xx - x
        if dims_x > difx:
            quot = difx/dims_x
            size = int(size * quot)
        y = self.bounds.corner.y - size

#PKHG. bounds should include name of morph
#PKHG 040612 does not work???!           self.bounds = Rectangle(self.bounds.origin,Point(int(dims_x) + 2,\
#                                    self.bounds.corner.y))
#PKHG.1jun12 the foregoing line causes strange behavior!
        if self.with_name:
            Morph.draw_string_to_viewport(self.name, self, size , (1,1,1,1), font_id, x , y)
        if debug_color and self.name == "toggle editing: LM-click!":
            tmp = [self]
            tmp.extend(self.children[:])
            print(">....color debug draw in morph\nself and chidren",tmp)
            tmpcol = [el.color for el in tmp]
            print("their color = ", tmpcol)
            print(debug_color)
            debug_color -=1
    def open(self, x, y):

        if len(self.items) == 0:
            return

        width = self.max * self.width

        # menu background
        bgl.glColor4f(self.color[0], self.color[1], self.color[2], self.color[3])
        bgl.glRecti(
            x - self.margin,
            y - (self.height + self.margin) * (len(self.items) - 1) - self.margin,
            x + width + self.margin,
            y + self.height + self.margin - self.shift,
        )

        if self.highlighted != "":
            ir = self.itemRects[self.highlighted]
            bgl.glColor4f(self.hColor[0], self.hColor[1], self.hColor[2], self.hColor[3])
            bgl.glRecti(ir[0], ir[1] - self.shift, ir[2], ir[3] - 2 * self.shift)
            # bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

        font_id = 0  # XXX, need to find out how best to get this.
        bgl.glColor4f(self.textColor[0], self.textColor[1], self.textColor[2], self.textColor[3])

        for it in self.items:
            rect = self.itemRects[it]

            # if it == self.highlighted:
            #    bgl.glColor4f(self.color[0], self.color[1], self.color[2], self.color[3])

            blf.position(font_id, float(rect[0] + self.margin), float(rect[1]), 0)  # check for boundaries ?
            blf.size(font_id, self.height, 72)
            blf.draw(font_id, it)

            # if it == self.highlighted:
            #   bgl.glColor4f(self.textColor[0], self.textColor[1], self.textColor[2], self.textColor[3])

        # restore opengl defaults
        bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Пример #11
0
def draw_callback_mode(self, context):
    settings = context.scene.OASettings
    if self.ctrl and not settings.shift:
        mode_title(context, "Replace")
    bgl.glLineWidth(1)

    tool_shelf_width = get_tool_shelf_width(bpy.context)
    # add the offset-width and offset-height for the first time
    if self.menu_offset['first_iteration']:
        for icon in self.menu:
            # iterate over icon, frame and hover
            for i in (1, 2, 3):
                # iterate over lower left and upper right corner
                for j in (0, 2):
                    icon[i][0 + j] += tool_shelf_width
                    icon[i][1 + j] += bpy.context.region.height
        self.menu_offset['first_iteration'] = False

    # add current offset-region-height and offset-tool-shelf-width
    # when the user altered the size of the 3d-view or toggled region_overlap
    elif any((
            self.menu_offset['width'] != tool_shelf_width,
            self.menu_offset['height'] != bpy.context.region.height,
            self.menu_offset['region_overlap'] != bool(
                bpy.context.user_preferences.system.use_region_overlap),
    )):
        for icon in self.menu:
            # iterate over icon, frame and hover
            for i in (1, 2, 3):
                # iterate over lower left and upper right corner
                for j in (0, 2):
                    icon[i][0 + j] += (tool_shelf_width -
                                       self.menu_offset['width'])
                    icon[i][1 + j] += (bpy.context.region.height -
                                       self.menu_offset['height'])

        self.menu_offset['width'] = tool_shelf_width
        self.menu_offset['height'] = bpy.context.region.height
        self.menu_offset['region_overlap'] = bool(
            bpy.context.user_preferences.system.use_region_overlap)

    # draw frame
    bgl.glColor3f(0.1, 0.1, 0.1)
    for icon in self.menu:
        bgl.glRecti(icon[2][0], icon[2][1], icon[2][2], icon[2][3])

    # draw icons
    if settings.valid_icon_file:
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.img.bindcode)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_NEAREST)

        for icon in self.menu:
            bgl.glEnable(bgl.GL_TEXTURE_2D)
            bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE,
                          bgl.GL_REPLACE)

            bgl.glBegin(bgl.GL_QUADS)

            bgl.glTexCoord2f(icon[4][0][0], icon[4][0][1])
            bgl.glVertex2f(icon[1][0], icon[1][1])

            bgl.glTexCoord2f(icon[4][1][0], icon[4][1][1])
            bgl.glVertex2f(icon[1][0], icon[1][3])

            bgl.glTexCoord2f(icon[4][2][0], icon[4][2][1])
            bgl.glVertex2f(icon[1][2], icon[1][3])

            bgl.glTexCoord2f(icon[4][3][0], icon[4][3][1])
            bgl.glVertex2f(icon[1][2], icon[1][1])

            bgl.glEnd()

            bgl.glDisable(bgl.GL_TEXTURE_2D)

    else:
        # draw category and model_id if no icon file is provided
        # draw background
        bgl.glColor3f(0.2, 0.2, 0.2)
        for icon in self.menu:
            bgl.glRecti(icon[2][0] + 2, icon[2][1] + 2, icon[2][2] - 2,
                        icon[2][3] - 2)

        font_id = 0
        bgl.glColor4f(1, 1, 1, 1)
        for icon in self.menu:
            blf.position(font_id, icon[1][0] + 1, icon[1][1] + 8, 0)
            blf.size(font_id, int(settings.menu_icon_display_size / 3), 72)
            blf.draw(
                font_id, "{0: >2}".format(icon[0][1]) + "," +
                "{0: >2}".format(icon[0][2]))

    # draw hover effekt
    for icon in self.menu:
        # mouse hover icon
        if mouse_over_icon(icon[1], self.mouse):
            bgl.glColor3f(0.6, 0.6, 0.6)
            bgl.glLineWidth(2)
            rect_round_corners(icon[3][0], icon[3][1], icon[3][2], icon[3][3])

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Пример #12
0
    def on_draw(self):

        bgl.glColor4f(1.0, 1.0, 1.0, 0.5*self.a)

        #draw button backgrounds
        if self.lmb == True:
            #bgl.glColor4f(1.0, 0.5, 0.5, 0.5*self.a)
            bgl.glRecti(
                self.left(),
                self.top()-self.bdy,
                self.left() + self.bdx,
                self.top())
            
        if self.mmb == True:
            #bgl.glColor4f(0.5, 0.5, 1.0, 0.5*self.a)
            bgl.glRecti(
                self.ox + self.bdx,
                self.oy + self.dy - self.bdy,
                self.ox + self.dx - self.bdx,
                self.oy + self.dy)
            
        if self.rmb == True:
            #bgl.glColor4f(0.5, 1.0, 0.5, 0.5*self.a)
            bgl.glRecti(
                self.ox + self.dx-self.bdx,
                self.oy + self.dy - self.bdy,
                self.ox + self.dx,
                self.oy + self.dy)
                            
        #draw button dividers
        bgl.glColor4f(1.0, 1.0, 1.0, 0.5*self.a)

        if self._scroll!='':
            mx=self.left() + int(self.bdx*1.5)
            my=self.top() - int(self.bdy*0.5)
            dx=4
            dy=0
            #flip
            if self._scroll=='WHEELUPMOUSE':
                dy+=4
            elif self._scroll=='WHEELDOWNMOUSE':
                dy-=4
            #line
            bgl.glLineWidth(3)
            bgl.glBegin(bgl.GL_LINES)
            bgl.glVertex2i(mx, my)
            bgl.glVertex2i(mx, my - dy)
            bgl.glEnd()
            # arrow
            bgl.glLineWidth(1)
            bgl.glBegin(bgl.GL_TRIANGLES)
            bgl.glVertex2i(mx - dx, my)
            bgl.glVertex2i(mx, my + dy)
            bgl.glVertex2i(mx + dx, my)
            bgl.glEnd()
                                
        bgl.glLineWidth(1)
        bgl.glBegin(bgl.GL_LINES)
        #left-middle
        bgl.glVertex2i(self.ox+self.bdx, self.oy+self.dy)
        bgl.glVertex2i(self.ox+self.bdx, self.oy+self.dy-self.bdy)
        
        #middle-right
        bgl.glVertex2i(self.ox+self.dx-self.bdx, self.oy+self.dy)
        bgl.glVertex2i(self.ox+self.dx-self.bdx, self.oy+self.dy-self.bdy)
        
        #bottom
        bgl.glVertex2i(self.ox, self.oy+self.dy-self.bdy)
        bgl.glVertex2i(self.ox+self.dx, self.oy+self.dy-self.bdy)   
        
        bgl.glEnd()
        pass
Пример #13
0
 def draw_background(self):
     # background 50% alpha, black
     self.on_set_background()
     bgl.glRecti(self.ox, self.oy, self.ox + self.dx, self.oy + self.dy)