def Draw(self, grid, attr, dc, rect, row, col, isSelected): renderer = grid.get_renderer() column_collection = grid.get_column_collection() # Draw Background renderer.draw_background(grid, dc, rect, row, col, isSelected) # Draw Column Highlight column_object = column_collection.column_order[col] node = grid.get_row_as_node(row) if node.repair(): # This node was in need of repair and was successfully repaired pass obj = node.get_data_obj() obj_val = column_object.get_value(node) #obj_locked = ( row in grid.locked_objects ) obj_locked = grid.is_node_read_only(node) isSortColumn = (column_object == column_collection.sort_column) # set the bullet color # moved the rest to the node if obj_val: color = self.loaded else: color = self.unloaded dc.SetBrush(wx.Brush(color)) dc.SetPen(wx.BLACK_PEN) x, y = ( (rect.left + rect.right) / 2.0, (rect.top + rect.bottom) / 2.0 ) #make this a float if you're using more fancy classes over DC dc.DrawCircle(x, y, 6)
def Draw( self, grid, attr, dc, rect, row, col, isSelected ): renderer = grid.get_renderer( ) column_collection = grid.get_column_collection( ) # Draw Background renderer.draw_background( grid, dc, rect, row, col, isSelected ) # Draw Column Highlight column_object = column_collection.column_order[ col ] node = grid.get_row_as_node( row ) if node.repair( ): # This node was in need of repair and was successfully repaired pass obj = node.get_data_obj( ) obj_val = column_object.get_value( node ) #obj_locked = ( row in grid.locked_objects ) obj_locked = grid.is_node_read_only( node ) isSortColumn = ( column_object == column_collection.sort_column ) # set the bullet color # moved the rest to the node if obj_val: color = self.loaded else: color = self.unloaded dc.SetBrush( wx.Brush( color ) ) dc.SetPen( wx.BLACK_PEN ) x, y = ((rect.left + rect.right) / 2.0, (rect.top + rect.bottom ) / 2.0 ) #make this a float if you're using more fancy classes over DC dc.DrawCircle( x, y, 6 )
def Draw(self, grid, attr, dc, rect, row, col, isSelected): # Get the column_collection column_collection = grid.get_column_collection() # Draw Background renderer = grid.get_renderer() renderer.draw_background(grid, dc, rect, row, col, isSelected) # Draw Column Highlight column_object = column_collection.column_order[col] # Get the node node = grid.get_row_as_node(row) if node.repair(): # This node was in need of repair and was successfully repaired pass obj = node.get_data_obj() obj_val = column_object.get_value(node) obj_locked = grid.is_node_read_only(node) isSortColumn = (column_object == column_collection.sort_column) # set the proper bitmap bitmap = None # if the object is a state machine or blendtree set the appropriate icon doc = AnimationEditor.get_active_document() if doc: if node.is_clip_valid: clip_name = obj.get_tag().get_clip_name() if clip_name: if doc.is_blend_tree(clip_name): bitmap = self.bmp_blendtree elif doc.is_state_machine(clip_name): bitmap = self.bmp_statemachine #clip_name = obj.get_tag( ).get_clip_name( ) #if clip_name: ## get the name lists #if clip_name.endswith( ' sm' ): #bitmap = self.bmp_statemachine #elif clip_name.endswith( ' bt' ): #bitmap = self.bmp_blendtree # see if the object has an error if it does override the icon with the error if not node.is_clip_valid or not node.is_tag_valid: bitmap = self.bmp_error if bitmap: image = wx.MemoryDC() image.SelectObject(bitmap) # set the bullet color if obj_val == True: color = wx.GREEN else: color = wx.LIGHT_GREY # set the colors dc.SetBrush(wx.Brush(wx.GREEN)) dc.SetPen(wx.BLACK_PEN) #dc.DrawRectangleRect( rect ) # copy the image but only to the size of the grid cell if bitmap: width, height = bitmap.GetWidth(), bitmap.GetHeight() if width > rect.width - 2: width = rect.width - 2 if height > rect.height - 2: height = rect.height - 2 dc.Blit(rect.x + 6, rect.y + 3, width, height, image, 0, 0, wx.COPY, True)
def Draw( self, grid, attr, dc, rect, row, col, isSelected ): # Get the column_collection column_collection = grid.get_column_collection( ) # Draw Background renderer = grid.get_renderer( ) renderer.draw_background( grid, dc, rect, row, col, isSelected ) # Draw Column Highlight column_object = column_collection.column_order[ col ] # Get the node node = grid.get_row_as_node( row ) if node.repair( ): # This node was in need of repair and was successfully repaired pass obj = node.get_data_obj( ) obj_val = column_object.get_value( node ) obj_locked = grid.is_node_read_only( node ) isSortColumn = ( column_object == column_collection.sort_column ) # set the proper bitmap bitmap = None # if the object is a state machine or blendtree set the appropriate icon doc = AnimationEditor.get_active_document( ) if doc: if node.is_clip_valid: clip_name = obj.get_tag( ).get_clip_name( ) if clip_name: if doc.is_blend_tree( clip_name ): bitmap = self.bmp_blendtree elif doc.is_state_machine( clip_name ): bitmap = self.bmp_statemachine #clip_name = obj.get_tag( ).get_clip_name( ) #if clip_name: ## get the name lists #if clip_name.endswith( ' sm' ): #bitmap = self.bmp_statemachine #elif clip_name.endswith( ' bt' ): #bitmap = self.bmp_blendtree # see if the object has an error if it does override the icon with the error if not node.is_clip_valid or not node.is_tag_valid: bitmap = self.bmp_error if bitmap: image = wx.MemoryDC( ) image.SelectObject( bitmap ) # set the bullet color if obj_val == True: color = wx.GREEN else: color = wx.LIGHT_GREY # set the colors dc.SetBrush( wx.Brush( wx.GREEN ) ) dc.SetPen( wx.BLACK_PEN ) #dc.DrawRectangleRect( rect ) # copy the image but only to the size of the grid cell if bitmap: width, height = bitmap.GetWidth(), bitmap.GetHeight() if width > rect.width-2: width = rect.width-2 if height > rect.height-2: height = rect.height-2 dc.Blit(rect.x+6, rect.y+3, width, height, image, 0, 0, wx.COPY, True)