def render(self): c = Circle(self.a[0], self.a[1], width=10, color=(0., .9, 0., 1.)) c.render() c = Circle(self.ac[0], self.ac[1], width=10, color=(0., .9, 0.5, 1.)) c.render() l = Line(self.a, self.ac, stroke=2, color=(0, 1., 1., 1.)) l.render() c = Circle(self.b[0], self.b[1], width=10, color=(0., .9, 1., 1.)) c.render() c = Circle(self.bc[0], self.bc[1], width=10, color=(0., .9, 1., 0.5)) c.render() l = Line(self.b, self.bc, stroke=2, color=(0, 1., 1., 1.)) l.render() steps = 100.0 bz = self.bezier() last = self.a for i in range(int(steps)): t = (i + 1) / steps val = bz.at(t) val = val[0] + self.a.x, val[1] + self.a.y glBegin(GL_LINES) glVertex2f(last[0], last[1]) glVertex2f(val[0], val[1]) glEnd() last = val
def render(self): c = Circle(self.a[0], self.a[1], width=10, color=(0.0, 0.9, 0.0, 1.0)) c.render() c = Circle(self.ac[0], self.ac[1], width=10, color=(0.0, 0.9, 0.5, 1.0)) c.render() l = Line(self.a, self.ac, stroke=2, color=(0, 1.0, 1.0, 1.0)) l.render() c = Circle(self.b[0], self.b[1], width=10, color=(0.0, 0.9, 1.0, 1.0)) c.render() c = Circle(self.bc[0], self.bc[1], width=10, color=(0.0, 0.9, 1.0, 0.5)) c.render() l = Line(self.b, self.bc, stroke=2, color=(0, 1.0, 1.0, 1.0)) l.render() steps = 100.0 bz = self.bezier() last = self.a for i in range(int(steps)): t = (i + 1) / steps val = bz.at(t) val = val[0] + self.a.x, val[1] + self.a.y glBegin(GL_LINES) glVertex2f(last[0], last[1]) glVertex2f(val[0], val[1]) glEnd() last = val
def drawX(self, posXY): [px, py] = self.boardPositionToPixelCenter(posXY) for x in [-1, 1]: for y in [-1, 1]: L = self.cell_size / 2 * 0.8 line = Line(a=(px + x * L, py + y * L), b=(px, py), z=1, color=self.colorX, stroke=5) line.render()
def drawBoard(self): n = self.board.n for i in range(n - 1): x = (i + 1) * (self.cell_size) y = n * (self.cell_size) liney = Line(a=(x, 0), b=(x, y), z=1, color=self.colorFrame, stroke=self.frameWidth) liney.render() linex = Line(a=(0, x), b=(y, x), z=1, color=self.colorFrame, stroke=self.frameWidth) linex.render()
def render(self): c = Circle( self.a[0],self.a[1], width=10,color=(0.,.9,0.,1.) ) c.render() c = Circle( self.ac[0],self.ac[1], width=10,color=(0.,.9,0.5,1.) ) c.render() l = Line(self.a,self.ac,stroke=2,color=(0,1.,1.,1.)) l.render() c = Circle( self.b[0],self.b[1], width=10,color=(0.,.9,1.,1.) ) c.render() c = Circle( self.bc[0],self.bc[1], width=10,color=(0.,.9,1.,0.5) ) c.render() l = Line(self.b,self.bc,stroke=2,color=(0,1.,1.,1.)) l.render() steps=100.0 bz = self.bezier() last = self.a for i in range(steps): t = (i+1)/steps next = bz.at( t ) next = next[0] + self.a.x, next[1] + self.a.y glBegin(GL_LINES); glVertex2f(last[0], last[1]); glVertex2f(next[0], next[1]); glEnd( ); last = next
def render(self, batch): if self.title: self.vertex_lists = [] label = pyglet.text.Label(self.title) t_x, t_y = self.calc_title_position(label) label = pyglet.text.Label(self.title, x=t_x, y=t_y, batch=batch) sep_y = self.y + self.height - 2 * self.title_y_pad - label.content_height print self.x, sep_y, self.x + self.width separator = Line(self.x, sep_y, self.x + self.width, sep_y) batch.add(*separator.render()) batch.add(*self.frame.render()) self.vertex_lists.append(separator.render()) self.vertex_lists.append(self.frame.render()) # def click(self, x, y, button): # # pass # #