wxWidgets/wxPython/wx/lib/floatcanvas/FloatCanvas.py
David Surovell 2458faeb60 wxPython tab cleaning
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@37211 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2006-01-29 17:35:47 +00:00

2720 lines
102 KiB
Python

from __future__ import division
try:
from Numeric import array,asarray,Float,cos, sin, pi,sum,minimum,maximum,Int32,zeros, ones, concatenate, sqrt, argmin, power, absolute, matrixmultiply, transpose, sometrue, arange, hypot
except ImportError:
try:
from numarray import array, asarray, Float, cos, sin, pi, sum, minimum, maximum, Int32, zeros, concatenate, matrixmultiply, transpose, sometrue, arange, hypot
except ImportError:
raise ImportError("I could not import either Numeric or numarray")
from time import clock, sleep
import Resources # A file with icons, etc for FloatCanvas
import wx
import types
import os
## A global variable to hold the Pixels per inch that wxWindows thinks is in use
## This is used for scaling fonts.
## This can't be computed on module __init__, because a wx.App might not have initialized yet.
global ScreenPPI
## a custom Exceptions:
class FloatCanvasError(Exception):
pass
## Create all the mouse events
# I don't see a need for these two, but maybe some day!
#EVT_FC_ENTER_WINDOW = wx.NewEventType()
#EVT_FC_LEAVE_WINDOW = wx.NewEventType()
EVT_FC_LEFT_DOWN = wx.NewEventType()
EVT_FC_LEFT_UP = wx.NewEventType()
EVT_FC_LEFT_DCLICK = wx.NewEventType()
EVT_FC_MIDDLE_DOWN = wx.NewEventType()
EVT_FC_MIDDLE_UP = wx.NewEventType()
EVT_FC_MIDDLE_DCLICK = wx.NewEventType()
EVT_FC_RIGHT_DOWN = wx.NewEventType()
EVT_FC_RIGHT_UP = wx.NewEventType()
EVT_FC_RIGHT_DCLICK = wx.NewEventType()
EVT_FC_MOTION = wx.NewEventType()
EVT_FC_MOUSEWHEEL = wx.NewEventType()
## these two are for the hit-test stuff, I never make them real Events
EVT_FC_ENTER_OBJECT = wx.NewEventType()
EVT_FC_LEAVE_OBJECT = wx.NewEventType()
##Create all mouse event binding functions
#def EVT_ENTER_WINDOW( window, function ):
# window.Connect( -1, -1, EVT_FC_ENTER_WINDOW, function )
#def EVT_LEAVE_WINDOW( window, function ):
# window.Connect( -1, -1,EVT_FC_LEAVE_WINDOW , function )
def EVT_LEFT_DOWN( window, function ):
window.Connect( -1, -1,EVT_FC_LEFT_DOWN , function )
def EVT_LEFT_UP( window, function ):
window.Connect( -1, -1,EVT_FC_LEFT_UP , function )
def EVT_LEFT_DCLICK ( window, function ):
window.Connect( -1, -1,EVT_FC_LEFT_DCLICK , function )
def EVT_MIDDLE_DOWN ( window, function ):
window.Connect( -1, -1,EVT_FC_MIDDLE_DOWN , function )
def EVT_MIDDLE_UP ( window, function ):
window.Connect( -1, -1,EVT_FC_MIDDLE_UP , function )
def EVT_MIDDLE_DCLICK ( window, function ):
window.Connect( -1, -1,EVT_FC_MIDDLE_DCLICK , function )
def EVT_RIGHT_DOWN ( window, function ):
window.Connect( -1, -1,EVT_FC_RIGHT_DOWN , function )
def EVT_RIGHT_UP( window, function ):
window.Connect( -1, -1,EVT_FC_RIGHT_UP , function )
def EVT_RIGHT_DCLICK( window, function ):
window.Connect( -1, -1,EVT_FC_RIGHT_DCLICK , function )
def EVT_MOTION( window, function ):
window.Connect( -1, -1,EVT_FC_MOTION , function )
def EVT_MOUSEWHEEL( window, function ):
window.Connect( -1, -1,EVT_FC_MOUSEWHEEL , function )
class _MouseEvent(wx.PyCommandEvent):
"""
This event class takes a regular wxWindows mouse event as a parameter,
and wraps it so that there is access to all the original methods. This
is similar to subclassing, but you can't subclass a wxWindows event
The goal is to be able to it just like a regular mouse event.
It adds the method:
GetCoords() , which returns and (x,y) tuple in world coordinates.
Another difference is that it is a CommandEvent, which propagates up
the window hierarchy until it is handled.
"""
def __init__(self, EventType, NativeEvent, WinID, Coords = None):
wx.PyCommandEvent.__init__(self)
self.SetEventType( EventType )
self._NativeEvent = NativeEvent
self.Coords = Coords
# I don't think this is used.
# def SetCoords(self,Coords):
# self.Coords = Coords
def GetCoords(self):
return self.Coords
def __getattr__(self, name):
#return eval(self.NativeEvent.__getattr__(name) )
return getattr(self._NativeEvent, name)
def _cycleidxs(indexcount, maxvalue, step):
"""
Utility function used by _colorGenerator
"""
if indexcount == 0:
yield ()
else:
for idx in xrange(0, maxvalue, step):
for tail in _cycleidxs(indexcount - 1, maxvalue, step):
yield (idx, ) + tail
def _colorGenerator():
"""
Generates a seris of unique colors used to do hit-tests with the HIt
Test bitmap
"""
import sys
if sys.platform == 'darwin':
depth = 24
else:
b = wx.EmptyBitmap(1,1)
depth = b.GetDepth()
if depth == 16:
step = 8
elif depth >= 24:
step = 1
else:
raise "ColorGenerator does not work with depth = %s" % depth
return _cycleidxs(indexcount=3, maxvalue=256, step=step)
#### I don't know if the Set objects are useful, beyond the pointset
#### object. The problem is that when zoomed in, the BB is checked to see
#### whether to draw the object. A Set object can defeat this. One day
#### I plan to write some custon C++ code to draw sets of objects
##class ObjectSetMixin:
## """
## A mix-in class for draw objects that are sets of objects
## It contains methods for setting lists of pens and brushes
## """
## def SetPens(self,LineColors,LineStyles,LineWidths):
## """
## This method used when an object could have a list of pens, rather than just one
## It is used for LineSet, and perhaps others in the future.
## fixme: this should be in a mixin
## fixme: this is really kludgy, there has got to be a better way!
## """
## length = 1
## if type(LineColors) == types.ListType:
## length = len(LineColors)
## else:
## LineColors = [LineColors]
## if type(LineStyles) == types.ListType:
## length = len(LineStyles)
## else:
## LineStyles = [LineStyles]
## if type(LineWidths) == types.ListType:
## length = len(LineWidths)
## else:
## LineWidths = [LineWidths]
## if length > 1:
## if len(LineColors) == 1:
## LineColors = LineColors*length
## if len(LineStyles) == 1:
## LineStyles = LineStyles*length
## if len(LineWidths) == 1:
## LineWidths = LineWidths*length
## self.Pens = []
## for (LineColor,LineStyle,LineWidth) in zip(LineColors,LineStyles,LineWidths):
## if LineColor is None or LineStyle is None:
## self.Pens.append(wx.TRANSPARENT_PEN)
## # what's this for?> self.LineStyle = 'Transparent'
## if not self.PenList.has_key((LineColor,LineStyle,LineWidth)):
## Pen = wx.Pen(LineColor,LineWidth,self.LineStyleList[LineStyle])
## self.Pens.append(Pen)
## else:
## self.Pens.append(self.PenList[(LineColor,LineStyle,LineWidth)])
## if length == 1:
## self.Pens = self.Pens[0]
class DrawObject:
"""
This is the base class for all the objects that can be drawn.
One must subclass from this (and an assortment of Mixins) to create
a new DrawObject.
"""
def __init__(self, InForeground = False, IsVisible = True):
self.InForeground = InForeground
self._Canvas = None
self.HitColor = None
self.CallBackFuncs = {}
## these are the defaults
self.HitAble = False
self.HitLine = True
self.HitFill = True
self.MinHitLineWidth = 3
self.HitLineWidth = 3 ## this gets re-set by the subclasses if necessary
self.Brush = None
self.Pen = None
self.FillStyle = "Solid"
self.Visible = IsVisible
# I pre-define all these as class variables to provide an easier
# interface, and perhaps speed things up by caching all the Pens
# and Brushes, although that may not help, as I think wx now
# does that on it's own. Send me a note if you know!
BrushList = {
( None,"Transparent") : wx.TRANSPARENT_BRUSH,
("Blue","Solid") : wx.BLUE_BRUSH,
("Green","Solid") : wx.GREEN_BRUSH,
("White","Solid") : wx.WHITE_BRUSH,
("Black","Solid") : wx.BLACK_BRUSH,
("Grey","Solid") : wx.GREY_BRUSH,
("MediumGrey","Solid") : wx.MEDIUM_GREY_BRUSH,
("LightGrey","Solid") : wx.LIGHT_GREY_BRUSH,
("Cyan","Solid") : wx.CYAN_BRUSH,
("Red","Solid") : wx.RED_BRUSH
}
PenList = {
(None,"Transparent",1) : wx.TRANSPARENT_PEN,
("Green","Solid",1) : wx.GREEN_PEN,
("White","Solid",1) : wx.WHITE_PEN,
("Black","Solid",1) : wx.BLACK_PEN,
("Grey","Solid",1) : wx.GREY_PEN,
("MediumGrey","Solid",1) : wx.MEDIUM_GREY_PEN,
("LightGrey","Solid",1) : wx.LIGHT_GREY_PEN,
("Cyan","Solid",1) : wx.CYAN_PEN,
("Red","Solid",1) : wx.RED_PEN
}
FillStyleList = {
"Transparent" : wx.TRANSPARENT,
"Solid" : wx.SOLID,
"BiDiagonalHatch": wx.BDIAGONAL_HATCH,
"CrossDiagHatch" : wx.CROSSDIAG_HATCH,
"FDiagonal_Hatch": wx.FDIAGONAL_HATCH,
"CrossHatch" : wx.CROSS_HATCH,
"HorizontalHatch": wx.HORIZONTAL_HATCH,
"VerticalHatch" : wx.VERTICAL_HATCH
}
LineStyleList = {
"Solid" : wx.SOLID,
"Transparent": wx.TRANSPARENT,
"Dot" : wx.DOT,
"LongDash" : wx.LONG_DASH,
"ShortDash" : wx.SHORT_DASH,
"DotDash" : wx.DOT_DASH,
}
def Bind(self, Event, CallBackFun):
self.CallBackFuncs[Event] = CallBackFun
self.HitAble = True
self._Canvas.UseHitTest = True
if not self._Canvas._HTdc:
self._Canvas.MakeNewHTdc()
if not self.HitColor:
if not self._Canvas.HitColorGenerator:
self._Canvas.HitColorGenerator = _colorGenerator()
self._Canvas.HitColorGenerator.next() # first call to prevent the background color from being used.
self.HitColor = self._Canvas.HitColorGenerator.next()
self.SetHitPen(self.HitColor,self.HitLineWidth)
self.SetHitBrush(self.HitColor)
# put the object in the hit dict, indexed by it's color
if not self._Canvas.HitDict:
self._Canvas.MakeHitDict()
self._Canvas.HitDict[Event][self.HitColor] = (self) # put the object in the hit dict, indexed by it's color
def UnBindAll(self):
## fixme: this only removes one from each list, there could be more.
if self._Canvas.HitDict:
for List in self._Canvas.HitDict.itervalues():
try:
List.remove(self)
except ValueError:
pass
self.HitAble = False
def SetBrush(self,FillColor,FillStyle):
if FillColor is None or FillStyle is None:
self.Brush = wx.TRANSPARENT_BRUSH
##fixme: should I really re-set the style?
self.FillStyle = "Transparent"
else:
self.Brush = self.BrushList.setdefault( (FillColor,FillStyle), wx.Brush(FillColor,self.FillStyleList[FillStyle] ) )
def SetPen(self,LineColor,LineStyle,LineWidth):
if (LineColor is None) or (LineStyle is None):
self.Pen = wx.TRANSPARENT_PEN
self.LineStyle = 'Transparent'
else:
self.Pen = self.PenList.setdefault( (LineColor,LineStyle,LineWidth), wx.Pen(LineColor,LineWidth,self.LineStyleList[LineStyle]) )
def SetHitBrush(self,HitColor):
if not self.HitFill:
self.HitBrush = wx.TRANSPARENT_BRUSH
else:
self.HitBrush = self.BrushList.setdefault( (HitColor,"solid"), wx.Brush(HitColor,self.FillStyleList["Solid"] ) )
def SetHitPen(self,HitColor,LineWidth):
if not self.HitLine:
self.HitPen = wx.TRANSPARENT_PEN
else:
self.HitPen = self.PenList.setdefault( (HitColor, "solid", self.HitLineWidth), wx.Pen(HitColor, self.HitLineWidth, self.LineStyleList["Solid"]) )
def PutInBackground(self):
if self._Canvas and self.InForeground:
self._Canvas._ForeDrawList.remove(self)
self._Canvas._DrawList.append(self)
self._Canvas._BackgroundDirty = True
self.InForeground = False
def PutInForeground(self):
if self._Canvas and (not self.InForeground):
self._Canvas._ForeDrawList.append(self)
self._Canvas._DrawList.remove(self)
self._Canvas._BackgroundDirty = True
self.InForeground = True
def Hide(self):
self.Visible = False
def Show(self):
self.Visible = True
class ColorOnlyMixin:
"""
Mixin class for objects that have just one color, rather than a fill
color and line color
"""
def SetColor(self, Color):
self.SetPen(Color,"Solid",1)
self.SetBrush(Color,"Solid")
SetFillColor = SetColor # Just to provide a consistant interface
class LineOnlyMixin:
"""
Mixin class for objects that have just one color, rather than a fill
color and line color
"""
def SetLineColor(self, LineColor):
self.LineColor = LineColor
self.SetPen(LineColor,self.LineStyle,self.LineWidth)
def SetLineStyle(self, LineStyle):
self.LineStyle = LineStyle
self.SetPen(self.LineColor,LineStyle,self.LineWidth)
def SetLineWidth(self, LineWidth):
self.LineWidth = LineWidth
self.SetPen(self.LineColor,self.LineStyle,LineWidth)
class LineAndFillMixin(LineOnlyMixin):
"""
Mixin class for objects that have both a line and a fill color and
style.
"""
def SetFillColor(self, FillColor):
self.FillColor = FillColor
self.SetBrush(FillColor, self.FillStyle)
def SetFillStyle(self, FillStyle):
self.FillStyle = FillStyle
self.SetBrush(self.FillColor,FillStyle)
class XYObjectMixin:
"""
This is a mixin class that provides some methods suitable for use
with objects that have a single (x,y) coordinate pair.
"""
def Move(self, Delta ):
"""
Move(Delta): moves the object by delta, where delta is a
(dx,dy) pair. Ideally a Numpy array of shape (2,)
"""
Delta = asarray(Delta, Float)
self.XY += Delta
self.BoundingBox = self.BoundingBox + Delta
if self._Canvas:
self._Canvas.BoundingBoxDirty = True
def CalcBoundingBox(self):
## This may get overwritten in some subclasses
self.BoundingBox = array( (self.XY, self.XY), Float )
def SetPoint(self, xy):
xy = array( xy, Float)
xy.shape = (2,)
Delta = xy - self.XY
self.XY = xy
self.BoundingBox = self.BoundingBox + Delta
#self.CalcBoundingBox()
if self._Canvas:
self._Canvas.BoundingBoxDirty = True
class PointsObjectMixin:
"""
This is a mixin class that provides some methods suitable for use
with objects that have a set of (x,y) coordinate pairs.
"""
## This is code for the PointsObjectMixin object, it needs to be adapted and tested.
## Is the neccesary at all: you can always do:
## Object.SetPoints( Object.Points + delta, copy = False)
## def Move(self, Delta ):
## """
## Move(Delta): moves the object by delta, where delta is an (dx,
## dy) pair. Ideally a Numpy array of shape (2,)
## """
## Delta = array(Delta, Float)
## self.XY += Delta
## self.BoundingBox = self.BoundingBox + Delta##array((self.XY, (self.XY + self.WH)), Float)
## if self._Canvas:
## self._Canvas.BoundingBoxDirty = True
def CalcBoundingBox(self):
self.BoundingBox = array(((min(self.Points[:,0]),
min(self.Points[:,1]) ),
(max(self.Points[:,0]),
max(self.Points[:,1]) ) ), Float )
if self._Canvas:
self._Canvas.BoundingBoxDirty = True
def SetPoints(self, Points, copy = True):
"""
Sets the coordinates of the points of the object to Points (NX2 array).
By default, a copy is made, if copy is set to False, a reference
is used, iff Points is a NumPy array of Floats. This allows you
to change some or all of the points without making any copies.
For example:
Points = Object.Points
Points += (5,10) # shifts the points 5 in the x dir, and 10 in the y dir.
Object.SetPoints(Points, False) # Sets the points to the same array as it was
"""
if copy:
self.Points = array(Points, Float)
self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point
else:
self.Points = asarray(Points, Float)
self.CalcBoundingBox()
class Polygon(DrawObject,PointsObjectMixin,LineAndFillMixin):
"""
The Polygon class takes a list of 2-tuples, or a NX2 NumPy array of
point coordinates. so that Points[N][0] is the x-coordinate of
point N and Points[N][1] is the y-coordinate or Points[N,0] is the
x-coordinate of point N and Points[N,1] is the y-coordinate for
arrays.
The other parameters specify various properties of the Polygon, and
should be self explanatory.
"""
def __init__(self,
Points,
LineColor = "Black",
LineStyle = "Solid",
LineWidth = 1,
FillColor = None,
FillStyle = "Solid",
InForeground = False):
DrawObject.__init__(self,InForeground)
self.Points = array(Points,Float) # this DOES need to make a copy
self.CalcBoundingBox()
self.LineColor = LineColor
self.LineStyle = LineStyle
self.LineWidth = LineWidth
self.FillColor = FillColor
self.FillStyle = FillStyle
self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
self.SetPen(LineColor,LineStyle,LineWidth)
self.SetBrush(FillColor,FillStyle)
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel = None, HTdc=None):
Points = WorldToPixel(self.Points)#.tolist()
dc.SetPen(self.Pen)
dc.SetBrush(self.Brush)
dc.DrawPolygon(Points)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
HTdc.DrawPolygon(Points)
##class PolygonSet(DrawObject):
## """
## The PolygonSet class takes a Geometry.Polygon object.
## so that Points[N] = (x1,y1) and Points[N+1] = (x2,y2). N must be an even number!
## it creates a set of line segments, from (x1,y1) to (x2,y2)
## """
## def __init__(self,PolySet,LineColors,LineStyles,LineWidths,FillColors,FillStyles,InForeground = False):
## DrawObject.__init__(self, InForeground)
## ##fixme: there should be some error checking for everything being the right length.
## self.Points = array(Points,Float)
## self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
## self.LineColors = LineColors
## self.LineStyles = LineStyles
## self.LineWidths = LineWidths
## self.FillColors = FillColors
## self.FillStyles = FillStyles
## self.SetPens(LineColors,LineStyles,LineWidths)
## #def _Draw(self,dc,WorldToPixel,ScaleWorldToPixel):
## def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
## Points = WorldToPixel(self.Points)
## Points.shape = (-1,4)
## dc.DrawLineList(Points,self.Pens)
class Line(DrawObject,PointsObjectMixin,LineOnlyMixin):
"""
The Line class takes a list of 2-tuples, or a NX2 NumPy Float array
of point coordinates.
It will draw a straight line if there are two points, and a polyline
if there are more than two.
"""
def __init__(self,Points,
LineColor = "Black",
LineStyle = "Solid",
LineWidth = 1,
InForeground = False):
DrawObject.__init__(self, InForeground)
self.Points = array(Points,Float)
self.CalcBoundingBox()
self.LineColor = LineColor
self.LineStyle = LineStyle
self.LineWidth = LineWidth
self.SetPen(LineColor,LineStyle,LineWidth)
self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
Points = WorldToPixel(self.Points)
dc.SetPen(self.Pen)
dc.DrawLines(Points)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.DrawLines(Points)
class Arrow(DrawObject,XYObjectMixin,LineOnlyMixin):
"""
Arrow(XY, # coords of origin of arrow (x,y)
Length, # length of arrow in pixels
theta, # angle of arrow in degrees: zero is straight up
# angle is to the right
LineColor = "Black",
LineStyle = "Solid",
LineWidth = 1,
ArrowHeadSize = 4,
ArrowHeadAngle = 45,
InForeground = False):
It will draw an arrow , starting at the point, (X,Y) pointing in
direction, theta.
"""
def __init__(self,
XY,
Length,
Direction,
LineColor = "Black",
LineStyle = "Solid",
LineWidth = 2, # pixels
ArrowHeadSize = 8, # pixels
ArrowHeadAngle = 30, # degrees
InForeground = False):
DrawObject.__init__(self, InForeground)
self.XY = array(XY, Float)
self.XY.shape = (2,) # Make sure it is a 1X2 array, even if there is only one point
self.Length = Length
self.Direction = float(Direction)
self.ArrowHeadSize = ArrowHeadSize
self.ArrowHeadAngle = float(ArrowHeadAngle)
self.CalcArrowPoints()
self.CalcBoundingBox()
self.LineColor = LineColor
self.LineStyle = LineStyle
self.LineWidth = LineWidth
self.SetPen(LineColor,LineStyle,LineWidth)
##fixme: How should the HitTest be drawn?
self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
def SetDirection(self, Direction):
self.Direction = float(Direction)
self.CalcArrowPoints()
def SetLength(self, Length):
self.Length = Length
self.CalcArrowPoints()
def SetLengthDirection(self, Length, Direction):
self.Direction = float(Direction)
self.Length = Length
self.CalcArrowPoints()
def SetLength(self, Length):
self.Length = Length
self.CalcArrowPoints()
## fixme: cache this?
def CalcArrowPoints(self):
L = self.Length
S = self.ArrowHeadSize
phi = self.ArrowHeadAngle * pi / 360
theta = (self.Direction-90.0) * pi / 180
ArrowPoints = array( ( (0, L, L - S*cos(phi),L, L - S*cos(phi) ),
(0, 0, S*sin(phi), 0, -S*sin(phi) ) ),
Float )
RotationMatrix = array( ( ( cos(theta), -sin(theta) ),
( sin(theta), cos(theta) ) ),
Float
)
ArrowPoints = matrixmultiply(RotationMatrix, ArrowPoints)
self.ArrowPoints = transpose(ArrowPoints)
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
dc.SetPen(self.Pen)
xy = WorldToPixel(self.XY)
ArrowPoints = xy + self.ArrowPoints
dc.DrawLines(ArrowPoints)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.DrawLines(ArrowPoints)
##class LineSet(DrawObject, ObjectSetMixin):
## """
## The LineSet class takes a list of 2-tuples, or a NX2 NumPy array of point coordinates.
## so that Points[N] = (x1,y1) and Points[N+1] = (x2,y2). N must be an even number!
## it creates a set of line segments, from (x1,y1) to (x2,y2)
## """
## def __init__(self,Points,LineColors,LineStyles,LineWidths,InForeground = False):
## DrawObject.__init__(self, InForeground)
## NumLines = len(Points) / 2
## ##fixme: there should be some error checking for everything being the right length.
## self.Points = array(Points,Float)
## self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
## self.LineColors = LineColors
## self.LineStyles = LineStyles
## self.LineWidths = LineWidths
## self.SetPens(LineColors,LineStyles,LineWidths)
## #def _Draw(self,dc,WorldToPixel,ScaleWorldToPixel):
## def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
## Points = WorldToPixel(self.Points)
## Points.shape = (-1,4)
## dc.DrawLineList(Points,self.Pens)
class PointSet(DrawObject,PointsObjectMixin, ColorOnlyMixin):
"""
The PointSet class takes a list of 2-tuples, or a NX2 NumPy array of
point coordinates.
If Points is a sequence of tuples: Points[N][0] is the x-coordinate of
point N and Points[N][1] is the y-coordinate.
If Points is a NumPy array: Points[N,0] is the x-coordinate of point
N and Points[N,1] is the y-coordinate for arrays.
Each point will be drawn the same color and Diameter. The Diameter
is in screen pixels, not world coordinates.
The hit-test code does not distingish between the points, you will
only know that one of the points got hit, not which one. You can use
PointSet.FindClosestPoint(WorldPoint) to find out which one
In the case of points, the HitLineWidth is used as diameter.
"""
def __init__(self, Points, Color = "Black", Diameter = 1, InForeground = False):
DrawObject.__init__(self,InForeground)
self.Points = array(Points,Float)
self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point
self.CalcBoundingBox()
self.Diameter = Diameter
self.HitLineWidth = self.MinHitLineWidth
self.SetColor(Color)
def SetDiameter(self,Diameter):
self.Diameter = Diameter
def FindClosestPoint(self, XY):
"""
Returns the index of the closest point to the point, XY, given
in World coordinates. It's essentially random which you get if
there are more than one that are the same.
This can be used to figure out which point got hit in a mouse
binding callback, for instance. It's a lot faster that using a
lot of separate points.
"""
d = self.Points - XY
return argmin(hypot(d[:,0],d[:,1]))
def DrawD2(self, dc, Points):
# A Little optimization for a diameter2 - point
dc.DrawPointList(Points)
dc.DrawPointList(Points + (1,0))
dc.DrawPointList(Points + (0,1))
dc.DrawPointList(Points + (1,1))
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
dc.SetPen(self.Pen)
Points = WorldToPixel(self.Points)
if self.Diameter <= 1:
dc.DrawPointList(Points)
elif self.Diameter <= 2:
self.DrawD2(dc, Points)
else:
dc.SetBrush(self.Brush)
radius = int(round(self.Diameter/2))
##fixme: I really should add a DrawCircleList to wxPython
if len(Points) > 100:
xy = Points
xywh = concatenate((xy-radius, ones(xy.shape) * self.Diameter ), 1 )
dc.DrawEllipseList(xywh)
else:
for xy in Points:
dc.DrawCircle(xy[0],xy[1], radius)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
if self.Diameter <= 1:
HTdc.DrawPointList(Points)
elif self.Diameter <= 2:
self.DrawD2(HTdc, Points)
else:
if len(Points) > 100:
xy = Points
xywh = concatenate((xy-radius, ones(xy.shape) * self.Diameter ), 1 )
HTdc.DrawEllipseList(xywh)
else:
for xy in Points:
HTdc.DrawCircle(xy[0],xy[1], radius)
class Point(DrawObject,XYObjectMixin,ColorOnlyMixin):
"""
The Point class takes a 2-tuple, or a (2,) NumPy array of point
coordinates.
The Diameter is in screen points, not world coordinates, So the
Bounding box is just the point, and doesn't include the Diameter.
The HitLineWidth is used as diameter for the
Hit Test.
"""
def __init__(self, XY, Color = "Black", Diameter = 1, InForeground = False):
DrawObject.__init__(self, InForeground)
self.XY = array(XY, Float)
self.XY.shape = (2,) # Make sure it is a 1X2 array, even if there is only one point
self.CalcBoundingBox()
self.SetColor(Color)
self.Diameter = Diameter
self.HitLineWidth = self.MinHitLineWidth
def SetDiameter(self,Diameter):
self.Diameter = Diameter
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
dc.SetPen(self.Pen)
xy = WorldToPixel(self.XY)
if self.Diameter <= 1:
dc.DrawPoint(xy[0], xy[1])
else:
dc.SetBrush(self.Brush)
radius = int(round(self.Diameter/2))
dc.DrawCircle(xy[0],xy[1], radius)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
if self.Diameter <= 1:
HTdc.DrawPoint(xy[0], xy[1])
else:
HTdc.SetBrush(self.HitBrush)
HTdc.DrawCircle(xy[0],xy[1], radius)
class SquarePoint(DrawObject,XYObjectMixin,ColorOnlyMixin):
"""
The SquarePoint class takes a 2-tuple, or a (2,) NumPy array of point
coordinates. It produces a square dot, centered on Point
The Size is in screen points, not world coordinates, so the
Bounding box is just the point, and doesn't include the Size.
The HitLineWidth is used as diameter for the
Hit Test.
"""
def __init__(self, Point, Color = "Black", Size = 4, InForeground = False):
DrawObject.__init__(self, InForeground)
self.XY = array(Point, Float)
self.XY.shape = (2,) # Make sure it is a 1X2 array, even if there is only one point
self.CalcBoundingBox()
self.SetColor(Color)
self.Size = Size
self.HitLineWidth = self.MinHitLineWidth
def SetSize(self,Size):
self.Size = Size
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
Size = self.Size
dc.SetPen(self.Pen)
xc,yc = WorldToPixel(self.XY)
if self.Size <= 1:
dc.DrawPoint(xc, yc)
else:
x = xc - Size/2.0
y = yc - Size/2.0
dc.SetBrush(self.Brush)
dc.DrawRectangle(x, y, Size, Size)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
if self.Size <= 1:
HTdc.DrawPoint(xc, xc)
else:
HTdc.SetBrush(self.HitBrush)
HTdc.DrawRectangle(x, y, Size, Size)
class RectEllipse(DrawObject, XYObjectMixin, LineAndFillMixin):
def __init__(self, XY, WH,
LineColor = "Black",
LineStyle = "Solid",
LineWidth = 1,
FillColor = None,
FillStyle = "Solid",
InForeground = False):
DrawObject.__init__(self,InForeground)
self.XY = array( XY, Float)
self.XY.shape = (2,)
self.WH = array( WH, Float )
self.WH.shape = (2,)
self.BoundingBox = array((self.XY, (self.XY + self.WH)), Float)
self.LineColor = LineColor
self.LineStyle = LineStyle
self.LineWidth = LineWidth
self.FillColor = FillColor
self.FillStyle = FillStyle
self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
self.SetPen(LineColor,LineStyle,LineWidth)
self.SetBrush(FillColor,FillStyle)
def SetShape(self, XY, WH):
self.XY = array( XY, Float)
self.WH = array( WH, Float )
self.CalcBoundingBox()
def SetUpDraw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc):
dc.SetPen(self.Pen)
dc.SetBrush(self.Brush)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
return ( WorldToPixel(self.XY),
ScaleWorldToPixel(self.WH) )
def CalcBoundingBox(self):
self.BoundingBox = array((self.XY, (self.XY + self.WH) ), Float)
self._Canvas.BoundingBoxDirty = True
class Rectangle(RectEllipse):
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
( XY, WH ) = self.SetUpDraw(dc,
WorldToPixel,
ScaleWorldToPixel,
HTdc)
dc.DrawRectanglePointSize(XY, WH)
if HTdc and self.HitAble:
HTdc.DrawRectanglePointSize(XY, WH)
class Ellipse(RectEllipse):
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
( XY, WH ) = self.SetUpDraw(dc,
WorldToPixel,
ScaleWorldToPixel,
HTdc)
dc.DrawEllipsePointSize(XY, WH)
if HTdc and self.HitAble:
HTdc.DrawEllipsePointSize(XY, WH)
class Circle(Ellipse):
def __init__(self, XY, Diameter, **kwargs):
self.Center = array(XY, Float)
Diameter = float(Diameter)
RectEllipse.__init__(self ,
self.Center - Diameter/2.0,
(Diameter, Diameter),
**kwargs)
def SetDiameter(self, Diameter):
Diameter = float(Diameter)
XY = self.Center - (Diameter/2.0)
self.SetShape(XY,
(Diameter, Diameter)
)
class TextObjectMixin(XYObjectMixin):
"""
A mix in class that holds attributes and methods that are needed by
the Text objects
"""
## I'm caching fonts, because on GTK, getting a new font can take a
## while. However, it gets cleared after every full draw as hanging
## on to a bunch of large fonts takes a massive amount of memory.
FontList = {}
LayoutFontSize = 12 # font size used for calculating layout
def SetFont(self, Size, Family, Style, Weight, Underline, FaceName):
self.Font = self.FontList.setdefault( (Size,
Family,
Style,
Weight,
Underline,
FaceName),
wx.Font(Size,
Family,
Style,
Weight,
Underline,
FaceName) )
return self.Font
def SetColor(self, Color):
self.Color = Color
def SetBackgroundColor(self, BackgroundColor):
self.BackgroundColor = BackgroundColor
def SetText(self, String):
"""
Re-sets the text displayed by the object
In the case of the ScaledTextBox, it will re-do the layout as appropriate
Note: only tested with the ScaledTextBox
"""
self.String = String
self.LayoutText()
def LayoutText(self):
"""
A dummy method to re-do the layout of the text.
A derived object needs to override this if required.
"""
pass
## store the function that shift the coords for drawing text. The
## "c" parameter is the correction for world coordinates, rather
## than pixel coords as the y axis is reversed
## pad is the extra space around the text
## if world = 1, the vertical shift is done in y-up coordinates
ShiftFunDict = {'tl': lambda x, y, w, h, world=0, pad=0: (x + pad, y + pad - 2*world*pad),
'tc': lambda x, y, w, h, world=0, pad=0: (x - w/2, y + pad - 2*world*pad),
'tr': lambda x, y, w, h, world=0, pad=0: (x - w - pad, y + pad - 2*world*pad),
'cl': lambda x, y, w, h, world=0, pad=0: (x + pad, y - h/2 + world*h),
'cc': lambda x, y, w, h, world=0, pad=0: (x - w/2, y - h/2 + world*h),
'cr': lambda x, y, w, h, world=0, pad=0: (x - w - pad, y - h/2 + world*h),
'bl': lambda x, y, w, h, world=0, pad=0: (x + pad, y - h + 2*world*h - pad + world*2*pad) ,
'bc': lambda x, y, w, h, world=0, pad=0: (x - w/2, y - h + 2*world*h - pad + world*2*pad) ,
'br': lambda x, y, w, h, world=0, pad=0: (x - w - pad, y - h + 2*world*h - pad + world*2*pad)}
class Text(DrawObject, TextObjectMixin):
"""
This class creates a text object, placed at the coordinates,
x,y. the "Position" argument is a two charactor string, indicating
where in relation to the coordinates the string should be oriented.
The first letter is: t, c, or b, for top, center and bottom The
second letter is: l, c, or r, for left, center and right The
position refers to the position relative to the text itself. It
defaults to "tl" (top left).
Size is the size of the font in pixels, or in points for printing
(if it ever gets implimented). Those will be the same, If you assume
72 PPI.
Family:
Font family, a generic way of referring to fonts without
specifying actual facename. One of:
wx.DEFAULT: Chooses a default font.
wx.DECORATIVE: A decorative font.
wx.ROMAN: A formal, serif font.
wx.SCRIPT: A handwriting font.
wx.SWISS: A sans-serif font.
wx.MODERN: A fixed pitch font.
NOTE: these are only as good as the wxWindows defaults, which aren't so good.
Style:
One of wx.NORMAL, wx.SLANT and wx.ITALIC.
Weight:
One of wx.NORMAL, wx.LIGHT and wx.BOLD.
Underline:
The value can be True or False. At present this may have an an
effect on Windows only.
Alternatively, you can set the kw arg: Font, to a wx.Font, and the
above will be ignored.
The size is fixed, and does not scale with the drawing.
The hit-test is done on the entire text extent
"""
def __init__(self,String, xy,
Size = 12,
Color = "Black",
BackgroundColor = None,
Family = wx.MODERN,
Style = wx.NORMAL,
Weight = wx.NORMAL,
Underline = False,
Position = 'tl',
InForeground = False,
Font = None):
DrawObject.__init__(self,InForeground)
self.String = String
# Input size in in Pixels, compute points size from PPI info.
# fixme: for printing, we'll have to do something a little different
self.Size = int(round(72.0 * Size / ScreenPPI))
self.Color = Color
self.BackgroundColor = BackgroundColor
if not Font:
FaceName = ''
else:
FaceName = Font.GetFaceName()
Family = Font.GetFamily()
Size = Font.GetPointSize()
Style = Font.GetStyle()
Underlined = Font.GetUnderlined()
Weight = Font.GetWeight()
self.SetFont(Size, Family, Style, Weight, Underline, FaceName)
self.BoundingBox = array((xy, xy),Float)
self.XY = asarray(xy)
self.XY.shape = (2,)
(self.TextWidth, self.TextHeight) = (None, None)
self.ShiftFun = self.ShiftFunDict[Position]
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
XY = WorldToPixel(self.XY)
dc.SetFont(self.Font)
dc.SetTextForeground(self.Color)
if self.BackgroundColor:
dc.SetBackgroundMode(wx.SOLID)
dc.SetTextBackground(self.BackgroundColor)
else:
dc.SetBackgroundMode(wx.TRANSPARENT)
if self.TextWidth is None or self.TextHeight is None:
(self.TextWidth, self.TextHeight) = dc.GetTextExtent(self.String)
XY = self.ShiftFun(XY[0], XY[1], self.TextWidth, self.TextHeight)
dc.DrawTextPoint(self.String, XY)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
HTdc.DrawRectanglePointSize(XY, (self.TextWidth, self.TextHeight) )
class ScaledText(DrawObject, TextObjectMixin):
"""
This class creates a text object that is scaled when zoomed. It is
placed at the coordinates, x,y. the "Position" argument is a two
charactor string, indicating where in relation to the coordinates
the string should be oriented.
The first letter is: t, c, or b, for top, center and bottom The
second letter is: l, c, or r, for left, center and right The
position refers to the position relative to the text itself. It
defaults to "tl" (top left).
Size is the size of the font in world coordinates.
Family:
Font family, a generic way of referring to fonts without
specifying actual facename. One of:
wx.DEFAULT: Chooses a default font.
wx.DECORATI: A decorative font.
wx.ROMAN: A formal, serif font.
wx.SCRIPT: A handwriting font.
wx.SWISS: A sans-serif font.
wx.MODERN: A fixed pitch font.
NOTE: these are only as good as the wxWindows defaults, which aren't so good.
Style:
One of wx.NORMAL, wx.SLANT and wx.ITALIC.
Weight:
One of wx.NORMAL, wx.LIGHT and wx.BOLD.
Underline:
The value can be True or False. At present this may have an an
effect on Windows only.
Alternatively, you can set the kw arg: Font, to a wx.Font, and the
above will be ignored. The size of the font you specify will be
ignored, but the rest of its attributes will be preserved.
The size will scale as the drawing is zoomed.
Bugs/Limitations:
As fonts are scaled, the do end up a little different, so you don't
get exactly the same picture as you scale up and doen, but it's
pretty darn close.
On wxGTK1 on my Linux system, at least, using a font of over about
3000 pts. brings the system to a halt. It's the Font Server using
huge amounts of memory. My work around is to max the font size to
3000 points, so it won't scale past there. GTK2 uses smarter font
drawing, so that may not be an issue in future versions, so feel
free to test. Another smarter way to do it would be to set a global
zoom limit at that point.
The hit-test is done on the entire text extent. This could be made
optional, but I haven't gotten around to it.
"""
def __init__(self, String, XY , Size,
Color = "Black",
BackgroundColor = None,
Family = wx.MODERN,
Style = wx.NORMAL,
Weight = wx.NORMAL,
Underline = False,
Position = 'tl',
Font = None,
InForeground = False):
DrawObject.__init__(self,InForeground)
self.String = String
self.XY = array( XY, Float)
self.XY.shape = (2,)
self.Size = Size
self.Color = Color
self.BackgroundColor = BackgroundColor
self.Family = Family
self.Style = Style
self.Weight = Weight
self.Underline = Underline
if not Font:
self.FaceName = ''
else:
self.FaceName = Font.GetFaceName()
self.Family = Font.GetFamily()
self.Style = Font.GetStyle()
self.Underlined = Font.GetUnderlined()
self.Weight = Font.GetWeight()
# Experimental max font size value on wxGTK2: this works OK on
# my system. If it's a lot larger, there is a crash, with the
# message:
#
# The application 'FloatCanvasDemo.py' lost its
# connection to the display :0.0; most likely the X server was
# shut down or you killed/destroyed the application.
#
# Windows and OS-X seem to be better behaved in this regard.
# They may not draw it, but they don't crash either!
self.MaxFontSize = 1000
self.ShiftFun = self.ShiftFunDict[Position]
self.CalcBoundingBox()
def LayoutText(self):
# This will be called when the text is re-set
# nothing much to be done here
self.CalcBoundingBox()
def CalcBoundingBox(self):
## this isn't exact, as fonts don't scale exactly.
dc = wx.MemoryDC()
bitmap = wx.EmptyBitmap(1, 1)
dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work.
DrawingSize = 40 # pts This effectively determines the resolution that the BB is computed to.
ScaleFactor = float(self.Size) / DrawingSize
dc.SetFont(self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underline, self.FaceName) )
(w,h) = dc.GetTextExtent(self.String)
w = w * ScaleFactor
h = h * ScaleFactor
x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world = 1)
self.BoundingBox = array(((x, y-h ),(x + w, y)),Float)
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
(X,Y) = WorldToPixel( (self.XY) )
# compute the font size:
Size = abs( ScaleWorldToPixel( (self.Size, self.Size) )[1] ) # only need a y coordinate length
## Check to see if the font size is large enough to blow up the X font server
## If so, limit it. Would it be better just to not draw it?
## note that this limit is dependent on how much memory you have, etc.
Size = min(Size, self.MaxFontSize)
dc.SetFont(self.SetFont(Size, self.Family, self.Style, self.Weight, self.Underline, self.FaceName))
dc.SetTextForeground(self.Color)
if self.BackgroundColor:
dc.SetBackgroundMode(wx.SOLID)
dc.SetTextBackground(self.BackgroundColor)
else:
dc.SetBackgroundMode(wx.TRANSPARENT)
(w,h) = dc.GetTextExtent(self.String)
# compute the shift, and adjust the coordinates, if neccesary
# This had to be put in here, because it changes with Zoom, as
# fonts don't scale exactly.
xy = self.ShiftFun(X, Y, w, h)
dc.DrawTextPoint(self.String, xy)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
HTdc.DrawRectanglePointSize(xy, (w, h) )
class ScaledTextBox(DrawObject, TextObjectMixin):
"""
This class creates a TextBox object that is scaled when zoomed. It is
placed at the coordinates, x,y.
If the Width parameter is defined, the text will be wrapped to the width given.
A Box can be drawn around the text, be specifying:
LineWidth and/or FillColor
A space(margin) can be put all the way around the text, be specifying:
the PadSize argument in world coordinates.
The spacing between lines can be adjusted with the:
LineSpacing argument.
The "Position" argument is a two character string, indicating where
in relation to the coordinates the Box should be oriented.
-The first letter is: t, c, or b, for top, center and bottom.
-The second letter is: l, c, or r, for left, center and right The
position refers to the position relative to the text itself. It
defaults to "tl" (top left).
Size is the size of the font in world coordinates.
Family:
Font family, a generic way of referring to fonts without
specifying actual facename. One of:
wx.DEFAULT: Chooses a default font.
wx.DECORATIVE: A decorative font.
wx.ROMAN: A formal, serif font.
wx.SCRIPT: A handwriting font.
wx.SWISS: A sans-serif font.
wx.MODERN: A fixed pitch font.
NOTE: these are only as good as the wxWindows defaults, which aren't so good.
Style:
One of wx.NORMAL, wx.SLANT and wx.ITALIC.
Weight:
One of wx.NORMAL, wx.LIGHT and wx.BOLD.
Underline:
The value can be True or False. At present this may have an an
effect on Windows only.
Alternatively, you can set the kw arg: Font, to a wx.Font, and the
above will be ignored. The size of the font you specify will be
ignored, but the rest of its attributes will be preserved.
The size will scale as the drawing is zoomed.
Bugs/Limitations:
As fonts are scaled, they do end up a little different, so you don't
get exactly the same picture as you scale up and down, but it's
pretty darn close.
On wxGTK1 on my Linux system, at least, using a font of over about
1000 pts. brings the system to a halt. It's the Font Server using
huge amounts of memory. My work around is to max the font size to
1000 points, so it won't scale past there. GTK2 uses smarter font
drawing, so that may not be an issue in future versions, so feel
free to test. Another smarter way to do it would be to set a global
zoom limit at that point.
The hit-test is done on the entire box. This could be made
optional, but I haven't gotten around to it.
"""
def __init__(self, String,
Point,
Size,
Color = "Black",
BackgroundColor = None,
LineColor = 'Black',
LineStyle = 'Solid',
LineWidth = 1,
Width = None,
PadSize = None,
Family = wx.MODERN,
Style = wx.NORMAL,
Weight = wx.NORMAL,
Underline = False,
Position = 'tl',
Alignment = "left",
Font = None,
LineSpacing = 1.0,
InForeground = False):
DrawObject.__init__(self,InForeground)
self.XY = array(Point, Float)
self.Size = Size
self.Color = Color
self.BackgroundColor = BackgroundColor
self.LineColor = LineColor
self.LineStyle = LineStyle
self.LineWidth = LineWidth
self.Width = Width
if PadSize is None: # the default is just a little bit of padding
self.PadSize = Size/10.0
else:
self.PadSize = float(PadSize)
self.Family = Family
self.Style = Style
self.Weight = Weight
self.Underline = Underline
self.Alignment = Alignment.lower()
self.LineSpacing = float(LineSpacing)
self.Position = Position
if not Font:
self.FaceName = ''
else:
self.FaceName = Font.GetFaceName()
self.Family = Font.GetFamily()
self.Style = Font.GetStyle()
self.Underlined = Font.GetUnderlined()
self.Weight = Font.GetWeight()
# Experimental max font size value on wxGTK2: this works OK on
# my system. If it's a lot larger, there is a crash, with the
# message:
#
# The application 'FloatCanvasDemo.py' lost its
# connection to the display :0.0; most likely the X server was
# shut down or you killed/destroyed the application.
#
# Windows and OS-X seem to be better behaved in this regard.
# They may not draw it, but they don't crash either!
self.MaxFontSize = 1000
self.ShiftFun = self.ShiftFunDict[Position]
self.String = String
self.LayoutText()
self.CalcBoundingBox()
self.SetPen(LineColor,LineStyle,LineWidth)
self.SetBrush(BackgroundColor, "Solid")
def WrapToWidth(self):
dc = wx.MemoryDC()
bitmap = wx.EmptyBitmap(1, 1)
dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work.
DrawingSize = self.LayoutFontSize # pts This effectively determines the resolution that the BB is computed to.
ScaleFactor = float(self.Size) / DrawingSize
Width = (self.Width - 2*self.PadSize) / ScaleFactor #Width to wrap to
dc.SetFont(self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underline, self.FaceName) )
NewStrings = []
for s in self.Strings:
#beginning = True
text = s.split(" ")
text.reverse()
LineLength = 0
NewText = text[-1]
del text[-1]
while text:
w = dc.GetTextExtent(' ' + text[-1])[0]
if LineLength + w <= Width:
NewText += ' '
NewText += text[-1]
LineLength = dc.GetTextExtent(NewText)[0]
else:
NewStrings.append(NewText)
NewText = text[-1]
LineLength = dc.GetTextExtent(text[-1])[0]
del text[-1]
NewStrings.append(NewText)
self.Strings = NewStrings
def ReWrap(self, Width):
self.Width = Width
self.LayoutText()
def LayoutText(self):
"""
Calculates the positions of the words of text.
This isn't exact, as fonts don't scale exactly.
To help this, the position of each individual word
is stored separately, so that the general layout stays
the same in world coordinates, as the fonts scale.
"""
self.Strings = self.String.split("\n")
if self.Width:
self.WrapToWidth()
dc = wx.MemoryDC()
bitmap = wx.EmptyBitmap(1, 1)
dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work.
DrawingSize = self.LayoutFontSize # pts This effectively determines the resolution that the BB is computed to.
ScaleFactor = float(self.Size) / DrawingSize
dc.SetFont(self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underline, self.FaceName) )
TextHeight = dc.GetTextExtent("X")[1]
SpaceWidth = dc.GetTextExtent(" ")[0]
LineHeight = TextHeight * self.LineSpacing
LineWidths = zeros((len(self.Strings),), Float)
y = 0
Words = []
AllLinePoints = []
for i, s in enumerate(self.Strings):
LineWidths[i] = 0
LineWords = s.split(" ")
LinePoints = zeros((len(LineWords),2), Float)
for j, word in enumerate(LineWords):
if j > 0:
LineWidths[i] += SpaceWidth
Words.append(word)
LinePoints[j] = (LineWidths[i], y)
w = dc.GetTextExtent(word)[0]
LineWidths[i] += w
y -= LineHeight
AllLinePoints.append(LinePoints)
TextWidth = maximum.reduce(LineWidths)
self.Words = Words
if self.Width is None:
BoxWidth = TextWidth * ScaleFactor + 2*self.PadSize
else: # use the defined Width
BoxWidth = self.Width
Points = zeros((0,2), Float)
for i, LinePoints in enumerate(AllLinePoints):
## Scale to World Coords.
LinePoints *= (ScaleFactor, ScaleFactor)
if self.Alignment == 'left':
LinePoints[:,0] += self.PadSize
elif self.Alignment == 'center':
LinePoints[:,0] += (BoxWidth - LineWidths[i]*ScaleFactor)/2.0
elif self.Alignment == 'right':
LinePoints[:,0] += (BoxWidth - LineWidths[i]*ScaleFactor-self.PadSize)
Points = concatenate((Points, LinePoints))
BoxHeight = -(Points[-1,1] - (TextHeight * ScaleFactor)) + 2*self.PadSize
(x,y) = self.ShiftFun(self.XY[0], self.XY[1], BoxWidth, BoxHeight, world=1)
Points += (0, -self.PadSize)
self.Points = Points
self.BoxWidth = BoxWidth
self.BoxHeight = BoxHeight
self.CalcBoundingBox()
def CalcBoundingBox(self):
"""
Calculates the Bounding Box
"""
w, h = self.BoxWidth, self.BoxHeight
x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world=1)
self.BoundingBox = array(((x, y-h ),(x + w, y)),Float)
def GetBoxRect(self):
wh = (self.BoxWidth, self.BoxHeight)
xy = (self.BoundingBox[0,0], self.BoundingBox[1,1])
return (xy, wh)
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
xy, wh = self.GetBoxRect()
Points = self.Points + xy
Points = WorldToPixel(Points)
xy = WorldToPixel(xy)
wh = ScaleWorldToPixel(wh) * (1,-1)
# compute the font size:
Size = abs( ScaleWorldToPixel( (self.Size, self.Size) )[1] ) # only need a y coordinate length
## Check to see if the font size is large enough to blow up the X font server
## If so, limit it. Would it be better just to not draw it?
## note that this limit is dependent on how much memory you have, etc.
Size = min(Size, self.MaxFontSize)
font = self.SetFont(Size, self.Family, self.Style, self.Weight, self.Underline, self.FaceName)
dc.SetFont(font)
dc.SetTextForeground(self.Color)
dc.SetBackgroundMode(wx.TRANSPARENT)
# Draw The Box
if (self.LineStyle and self.LineColor) or self.BackgroundColor:
dc.SetBrush(self.Brush)
dc.SetPen(self.Pen)
dc.DrawRectanglePointSize(xy , wh)
# Draw the Text
dc.DrawTextList(self.Words, Points)
# Draw the hit box.
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
HTdc.DrawRectanglePointSize(xy, wh)
class Bitmap(DrawObject, TextObjectMixin):
"""
This class creates a bitmap object, placed at the coordinates,
x,y. the "Position" argument is a two charactor string, indicating
where in relation to the coordinates the bitmap should be oriented.
The first letter is: t, c, or b, for top, center and bottom The
second letter is: l, c, or r, for left, center and right The
position refers to the position relative to the text itself. It
defaults to "tl" (top left).
The size is fixed, and does not scale with the drawing.
"""
def __init__(self,Bitmap,XY,
Position = 'tl',
InForeground = False):
DrawObject.__init__(self,InForeground)
if type(Bitmap) == wx._gdi.Bitmap:
self.Bitmap = Bitmap
elif type(Bitmap) == wx._core.Image:
self.Bitmap = wx.BitmapFromImage(Bitmap)
# Note the BB is just the point, as the size in World coordinates is not fixed
self.BoundingBox = array((XY,XY),Float)
self.XY = XY
(self.Width, self.Height) = self.Bitmap.GetWidth(), self.Bitmap.GetHeight()
self.ShiftFun = self.ShiftFunDict[Position]
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
XY = WorldToPixel(self.XY)
XY = self.ShiftFun(XY[0], XY[1], self.Width, self.Height)
dc.DrawBitmapPoint(self.Bitmap, XY, True)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
HTdc.DrawRectanglePointSize(XY, (self.Width, self.Height) )
class ScaledBitmap(DrawObject, TextObjectMixin):
"""
This class creates a bitmap object, placed at the coordinates, XY,
of Height, H, in World coorsinates. The width is calculated from the
aspect ratio of the bitmap.
the "Position" argument is a two charactor string, indicating
where in relation to the coordinates the bitmap should be oriented.
The first letter is: t, c, or b, for top, center and bottom The
second letter is: l, c, or r, for left, center and right The
position refers to the position relative to the text itself. It
defaults to "tl" (top left).
The size scales with the drawing
"""
def __init__(self,
Bitmap,
XY,
Height,
Position = 'tl',
InForeground = False):
DrawObject.__init__(self,InForeground)
if type(Bitmap) == wx._gdi.Bitmap:
self.Image = Bitmap.ConvertToImage()
elif type(Bitmap) == wx._core.Image:
self.Image = Bitmap
self.XY = XY
self.Height = Height
(self.bmpWidth, self.bmpHeight) = self.Image.GetWidth(), self.Image.GetHeight()
self.Width = self.bmpWidth / self.bmpHeight * Height
self.ShiftFun = self.ShiftFunDict[Position]
self.CalcBoundingBox()
self.ScaledBitmap = None
self.ScaledHeight = None
def CalcBoundingBox(self):
## this isn't exact, as fonts don't scale exactly.
w,h = self.Width, self.Height
x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world = 1)
self.BoundingBox = array(((x, y-h ),(x + w, y)),Float)
def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
XY = WorldToPixel(self.XY)
H = ScaleWorldToPixel(self.Height)[0]
W = H * (self.bmpWidth / self.bmpHeight)
if (self.ScaledBitmap is None) or (H <> self.ScaledHeight) :
self.ScaledHeight = H
Img = self.Image.Scale(W, H)
self.ScaledBitmap = wx.BitmapFromImage(Img)
XY = self.ShiftFun(XY[0], XY[1], W, H)
dc.DrawBitmapPoint(self.ScaledBitmap, XY, True)
if HTdc and self.HitAble:
HTdc.SetPen(self.HitPen)
HTdc.SetBrush(self.HitBrush)
HTdc.DrawRectanglePointSize(XY, (W, H) )
#---------------------------------------------------------------------------
class FloatCanvas(wx.Panel):
## fixme: could this be a wx.Window?
"""
FloatCanvas.py
This is a high level window for drawing maps and anything else in an
arbitrary coordinate system.
The goal is to provide a convenient way to draw stuff on the screen
without having to deal with handling OnPaint events, converting to pixel
coordinates, knowing about wxWindows brushes, pens, and colors, etc. It
also provides virtually unlimited zooming and scrolling
I am using it for two things:
1) general purpose drawing in floating point coordinates
2) displaying map data in Lat-long coordinates
If the projection is set to None, it will draw in general purpose
floating point coordinates. If the projection is set to 'FlatEarth', it
will draw a FlatEarth projection, centered on the part of the map that
you are viewing. You can also pass in your own projection function.
It is double buffered, so re-draws after the window is uncovered by something
else are very quick.
It relies on NumPy, which is needed for speed (maybe, I havn't profiled it)
Bugs and Limitations:
Lots: patches, fixes welcome
For Map drawing: It ignores the fact that the world is, in fact, a
sphere, so it will do strange things if you are looking at stuff near
the poles or the date line. so far I don't have a need to do that, so I
havn't bothered to add any checks for that yet.
Zooming:
I have set no zoom limits. What this means is that if you zoom in really
far, you can get integer overflows, and get wierd results. It
doesn't seem to actually cause any problems other than wierd output, at
least when I have run it.
Speed:
I have done a couple of things to improve speed in this app. The one
thing I have done is used NumPy Arrays to store the coordinates of the
points of the objects. This allowed me to use array oriented functions
when doing transformations, and should provide some speed improvement
for objects with a lot of points (big polygons, polylines, pointsets).
The real slowdown comes when you have to draw a lot of objects, because
you have to call the wx.DC.DrawSomething call each time. This is plenty
fast for tens of objects, OK for hundreds of objects, but pretty darn
slow for thousands of objects.
The solution is to be able to pass some sort of object set to the DC
directly. I've used DC.DrawPointList(Points), and it helped a lot with
drawing lots of points. I havn't got a LineSet type object, so I havn't
used DC.DrawLineList yet. I'd like to get a full set of DrawStuffList()
methods implimented, and then I'd also have a full set of Object sets
that could take advantage of them. I hope to get to it some day.
Mouse Events:
At this point, there are a full set of custom mouse events. They are
just like the rebulsr mouse events, but include an extra attribute:
Event.GetCoords(), that returns the (x,y) position in world
coordinates, as a length-2 NumPy vector of Floats.
Copyright: Christopher Barker
License: Same as the version of wxPython you are using it with
Please let me know if you're using this!!!
Contact me at:
Chris.Barker@noaa.gov
"""
def __init__(self, parent, id = -1,
size = wx.DefaultSize,
ProjectionFun = None,
BackgroundColor = "WHITE",
Debug = False):
wx.Panel.__init__( self, parent, id, wx.DefaultPosition, size)
global ScreenPPI ## A global variable to hold the Pixels per inch that wxWindows thinks is in use.
dc = wx.ScreenDC()
ScreenPPI = dc.GetPPI()[1] # Pixel height
del dc
self.HitColorGenerator = None
self.UseHitTest = None
self.NumBetweenBlits = 500
self.BackgroundBrush = wx.Brush(BackgroundColor,wx.SOLID)
self.Debug = Debug
wx.EVT_PAINT(self, self.OnPaint)
wx.EVT_SIZE(self, self.OnSize)
wx.EVT_LEFT_DOWN(self, self.LeftDownEvent )
wx.EVT_LEFT_UP(self, self.LeftUpEvent )
wx.EVT_LEFT_DCLICK(self, self.LeftDoubleClickEvent )
wx.EVT_MIDDLE_DOWN(self, self.MiddleDownEvent )
wx.EVT_MIDDLE_UP(self, self.MiddleUpEvent )
wx.EVT_MIDDLE_DCLICK(self, self.MiddleDoubleClickEvent )
wx.EVT_RIGHT_DOWN(self, self.RightDownEvent)
wx.EVT_RIGHT_UP(self, self.RightUpEvent )
wx.EVT_RIGHT_DCLICK(self, self.RightDoubleCLickEvent )
wx.EVT_MOTION(self, self.MotionEvent )
wx.EVT_MOUSEWHEEL(self, self.WheelEvent )
## CHB: I'm leaving these out for now.
#wx.EVT_ENTER_WINDOW(self, self. )
#wx.EVT_LEAVE_WINDOW(self, self. )
## create the Hit Test Dicts:
self.HitDict = None
self._HTdc = None
self._DrawList = []
self._ForeDrawList = []
self._ForegroundBuffer = None
self.BoundingBox = None
self.BoundingBoxDirty = False
self.ViewPortCenter= array( (0,0), Float)
self.SetProjectionFun(ProjectionFun)
self.MapProjectionVector = array( (1,1), Float) # No Projection to start!
self.TransformVector = array( (1,-1), Float) # default Transformation
self.Scale = 1
self.GUIMode = None
self.StartRBBox = None
self.PrevRBBox = None
self.StartMove = None
self.PrevMoveXY = None
self.ObjectUnderMouse = None
# called just to make sure everything is initialized
# this is a bug on OS-X, maybe it's not required?
self.SizeTimer = wx.PyTimer(self.OnSizeTimer) # timer to give a delay when re-sizing so that bufferes aren't re-built too many times.
self.InitializePanel()
self.MakeNewBuffers()
self.InHereNum = 0
self.CreateCursors()
def CreateCursors(self):
## create all the Cursors, so they don't need to be created each time.
##
if "wxMac" in wx.PlatformInfo: # use 16X16 cursors for wxMac
self.HandCursor = wx.CursorFromImage(Resources.getHand16Image())
self.GrabHandCursor = wx.CursorFromImage(Resources.getGrabHand16Image())
img = Resources.getMagPlus16Image()
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_X, 6)
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_Y, 6)
self.MagPlusCursor = wx.CursorFromImage(img)
img = Resources.getMagMinus16Image()
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_X, 6)
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_Y, 6)
self.MagMinusCursor = wx.CursorFromImage(img)
else: # use 24X24 cursors for GTK and Windows
self.HandCursor = wx.CursorFromImage(Resources.getHandImage())
self.GrabHandCursor = wx.CursorFromImage(Resources.getGrabHandImage())
img = Resources.getMagPlusImage()
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_X, 9)
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_Y, 9)
self.MagPlusCursor = wx.CursorFromImage(img)
img = Resources.getMagMinusImage()
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_X, 9)
img.SetOptionInt(wx.IMAGE_OPTION_CUR_HOTSPOT_Y, 9)
self.MagMinusCursor = wx.CursorFromImage(img)
def SetProjectionFun(self,ProjectionFun):
if ProjectionFun == 'FlatEarth':
self.ProjectionFun = self.FlatEarthProjection
elif callable(ProjectionFun):
self.ProjectionFun = ProjectionFun
elif ProjectionFun is None:
self.ProjectionFun = lambda x=None: array( (1,1), Float)
else:
raise FloatCanvasError('Projectionfun must be either: "FlatEarth", None, or a callable object (function, for instance) that takes the ViewPortCenter and returns a MapProjectionVector')
def FlatEarthProjection(self, CenterPoint):
return array((cos(pi*CenterPoint[1]/180),1),Float)
def SetMode(self,Mode):
if Mode in ["ZoomIn","ZoomOut","Move","Mouse", None]:
if Mode == "Move":
self.SetCursor(self.HandCursor)
elif Mode == "ZoomIn":
self.SetCursor(self.MagPlusCursor)
elif Mode == "ZoomOut":
self.SetCursor(self.MagMinusCursor)
else:
self.SetCursor(wx.NullCursor)
self.GUIMode = Mode
else:
raise FloatCanvasError('"%s" is Not a valid Mode'%Mode)
def MakeHitDict(self):
##fixme: Should this just be None if nothing has been bound?
self.HitDict = {EVT_FC_LEFT_DOWN: {},
EVT_FC_LEFT_UP: {},
EVT_FC_LEFT_DCLICK: {},
EVT_FC_MIDDLE_DOWN: {},
EVT_FC_MIDDLE_UP: {},
EVT_FC_MIDDLE_DCLICK: {},
EVT_FC_RIGHT_DOWN: {},
EVT_FC_RIGHT_UP: {},
EVT_FC_RIGHT_DCLICK: {},
EVT_FC_ENTER_OBJECT: {},
EVT_FC_LEAVE_OBJECT: {},
}
def _RaiseMouseEvent(self, Event, EventType):
"""
This is called in various other places to raise a Mouse Event
"""
#print "in Raise Mouse Event", Event
pt = self.PixelToWorld( Event.GetPosition() )
evt = _MouseEvent(EventType, Event, self.GetId(), pt)
self.GetEventHandler().ProcessEvent(evt)
def HitTest(self, event, HitEvent):
if self.HitDict:
# check if there are any objects in the dict for this event
if self.HitDict[ HitEvent ]:
xy = event.GetPosition()
if self._ForegroundHTdc:
hitcolor = self._ForegroundHTdc.GetPixelPoint( xy )
else:
hitcolor = self._HTdc.GetPixelPoint( xy )
color = ( hitcolor.Red(), hitcolor.Green(), hitcolor.Blue() )
if color in self.HitDict[ HitEvent ]:
Object = self.HitDict[ HitEvent ][color]
## Add the hit coords to the Object
Object.HitCoords = self.PixelToWorld( xy )
Object.HitCoordsPixel = xy
Object.CallBackFuncs[HitEvent](Object)
return True
return False
def MouseOverTest(self, event):
##fixme: Can this be cleaned up?
if self.HitDict:
xy = event.GetPosition()
if self._ForegroundHTdc:
hitcolor = self._ForegroundHTdc.GetPixelPoint( xy )
else:
hitcolor = self._HTdc.GetPixelPoint( xy )
color = ( hitcolor.Red(), hitcolor.Green(), hitcolor.Blue() )
OldObject = self.ObjectUnderMouse
ObjectCallbackCalled = False
if color in self.HitDict[ EVT_FC_ENTER_OBJECT ]:
Object = self.HitDict[ EVT_FC_ENTER_OBJECT][color]
if (OldObject is None):
try:
Object.CallBackFuncs[EVT_FC_ENTER_OBJECT](Object)
ObjectCallbackCalled = True
except KeyError:
pass # this means the enter event isn't bound for that object
elif OldObject == Object: # the mouse is still on the same object
pass
## Is the mouse on a differnt object as it was...
elif not (Object == OldObject):
# call the leave object callback
try:
OldObject.CallBackFuncs[EVT_FC_LEAVE_OBJECT](OldObject)
ObjectCallbackCalled = True
except KeyError:
pass # this means the leave event isn't bound for that object
try:
Object.CallBackFuncs[EVT_FC_ENTER_OBJECT](Object)
ObjectCallbackCalled = True
except KeyError:
pass # this means the enter event isn't bound for that object
## set the new object under mouse
self.ObjectUnderMouse = Object
elif color in self.HitDict[ EVT_FC_LEAVE_OBJECT ]:
Object = self.HitDict[ EVT_FC_LEAVE_OBJECT][color]
self.ObjectUnderMouse = Object
else:
# no objects under mouse bound to mouse-over events
self.ObjectUnderMouse = None
if OldObject:
try:
OldObject.CallBackFuncs[EVT_FC_LEAVE_OBJECT](OldObject)
ObjectCallbackCalled = True
except KeyError:
pass # this means the leave event isn't bound for that object
return ObjectCallbackCalled
## fixme: There is a lot of repeated code here
## Is there a better way?
def LeftDoubleClickEvent(self,event):
if self.GUIMode == "Mouse":
EventType = EVT_FC_LEFT_DCLICK
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
def MiddleDownEvent(self,event):
if self.GUIMode == "Mouse":
EventType = EVT_FC_MIDDLE_DOWN
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
def MiddleUpEvent(self,event):
if self.GUIMode == "Mouse":
EventType = EVT_FC_MIDDLE_UP
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
def MiddleDoubleClickEvent(self,event):
if self.GUIMode == "Mouse":
EventType = EVT_FC_MIDDLE_DCLICK
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
def RightUpEvent(self,event):
if self.GUIMode == "Mouse":
EventType = EVT_FC_RIGHT_UP
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
def RightDoubleCLickEvent(self,event):
if self.GUIMode == "Mouse":
EventType = EVT_FC_RIGHT_DCLICK
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
def WheelEvent(self,event):
##if self.GUIMode == "Mouse":
## Why not always raise this?
self._RaiseMouseEvent(event, EVT_FC_MOUSEWHEEL)
def LeftDownEvent(self,event):
if self.GUIMode:
if self.GUIMode == "ZoomIn":
self.StartRBBox = array( event.GetPosition() )
self.PrevRBBox = None
self.CaptureMouse()
elif self.GUIMode == "ZoomOut":
Center = self.PixelToWorld( event.GetPosition() )
self.Zoom(1/1.5,Center)
elif self.GUIMode == "Move":
self.SetCursor(self.GrabHandCursor)
self.StartMove = array( event.GetPosition() )
self.PrevMoveXY = (0,0)
elif self.GUIMode == "Mouse":
## check for a hit
if not self.HitTest(event, EVT_FC_LEFT_DOWN):
self._RaiseMouseEvent(event,EVT_FC_LEFT_DOWN)
else:
pass
def LeftUpEvent(self,event):
if self.HasCapture():
self.ReleaseMouse()
if self.GUIMode:
if self.GUIMode == "ZoomIn":
if event.LeftUp() and not self.StartRBBox is None:
self.PrevRBBox = None
EndRBBox = event.GetPosition()
StartRBBox = self.StartRBBox
# if mouse has moved less that ten pixels, don't use the box.
if ( abs(StartRBBox[0] - EndRBBox[0]) > 10
and abs(StartRBBox[1] - EndRBBox[1]) > 10 ):
EndRBBox = self.PixelToWorld(EndRBBox)
StartRBBox = self.PixelToWorld(StartRBBox)
BB = array(((min(EndRBBox[0],StartRBBox[0]),
min(EndRBBox[1],StartRBBox[1])),
(max(EndRBBox[0],StartRBBox[0]),
max(EndRBBox[1],StartRBBox[1]))),Float)
self.ZoomToBB(BB)
else:
Center = self.PixelToWorld(StartRBBox)
self.Zoom(1.5,Center)
self.StartRBBox = None
elif self.GUIMode == "Move":
self.SetCursor(self.HandCursor)
if self.StartMove is not None:
StartMove = self.StartMove
EndMove = array((event.GetX(),event.GetY()))
if sum((StartMove-EndMove)**2) > 16:
self.MoveImage(StartMove-EndMove,'Pixel')
self.StartMove = None
elif self.GUIMode == "Mouse":
EventType = EVT_FC_LEFT_UP
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
else:
pass
def MotionEvent(self,event):
if self.GUIMode:
if self.GUIMode == "ZoomIn":
if event.Dragging() and event.LeftIsDown() and not (self.StartRBBox is None):
xy0 = self.StartRBBox
xy1 = array( event.GetPosition() )
wh = abs(xy1 - xy0)
wh[0] = max(wh[0], int(wh[1]*self.AspectRatio))
wh[1] = int(wh[0] / self.AspectRatio)
xy_c = (xy0 + xy1) / 2
dc = wx.ClientDC(self)
dc.BeginDrawing()
dc.SetPen(wx.Pen('WHITE', 2, wx.SHORT_DASH))
dc.SetBrush(wx.TRANSPARENT_BRUSH)
dc.SetLogicalFunction(wx.XOR)
if self.PrevRBBox:
dc.DrawRectanglePointSize(*self.PrevRBBox)
self.PrevRBBox = ( xy_c - wh/2, wh )
dc.DrawRectanglePointSize( *self.PrevRBBox )
dc.EndDrawing()
elif self.GUIMode == "Move":
if event.Dragging() and event.LeftIsDown() and not self.StartMove is None:
xy1 = array( event.GetPosition() )
wh = self.PanelSize
xy_tl = xy1 - self.StartMove
dc = wx.ClientDC(self)
dc.BeginDrawing()
x1,y1 = self.PrevMoveXY
x2,y2 = xy_tl
w,h = self.PanelSize
##fixme: This sure could be cleaner!
if x2 > x1 and y2 > y1:
xa = xb = x1
ya = yb = y1
wa = w
ha = y2 - y1
wb = x2- x1
hb = h
elif x2 > x1 and y2 <= y1:
xa = x1
ya = y1
wa = x2 - x1
ha = h
xb = x1
yb = y2 + h
wb = w
hb = y1 - y2
elif x2 <= x1 and y2 > y1:
xa = x1
ya = y1
wa = w
ha = y2 - y1
xb = x2 + w
yb = y1
wb = x1 - x2
hb = h - y2 + y1
elif x2 <= x1 and y2 <= y1:
xa = x2 + w
ya = y1
wa = x1 - x2
ha = h
xb = x1
yb = y2 + h
wb = w
hb = y1 - y2
dc.SetPen(wx.TRANSPARENT_PEN)
dc.SetBrush(self.BackgroundBrush)
dc.DrawRectangle(xa, ya, wa, ha)
dc.DrawRectangle(xb, yb, wb, hb)
self.PrevMoveXY = xy_tl
if self._ForeDrawList:
##if self._ForegroundBuffer:
dc.DrawBitmapPoint(self._ForegroundBuffer,xy_tl)
else:
dc.DrawBitmapPoint(self._Buffer,xy_tl)
dc.EndDrawing()
elif self.GUIMode == "Mouse":
## Only do something if there are mouse over events bound
if self.HitDict and (self.HitDict[ EVT_FC_ENTER_OBJECT ] or self.HitDict[ EVT_FC_LEAVE_OBJECT ] ):
if not self.MouseOverTest(event):
self._RaiseMouseEvent(event,EVT_FC_MOTION)
else:
pass
self._RaiseMouseEvent(event,EVT_FC_MOTION)
else:
pass
def RightDownEvent(self,event):
if self.GUIMode:
if self.GUIMode == "ZoomIn":
Center = self.PixelToWorld((event.GetX(),event.GetY()))
self.Zoom(1/1.5,Center)
elif self.GUIMode == "ZoomOut":
Center = self.PixelToWorld((event.GetX(),event.GetY()))
self.Zoom(1.5,Center)
elif self.GUIMode == "Mouse":
EventType = EVT_FC_RIGHT_DOWN
if not self.HitTest(event, EventType):
self._RaiseMouseEvent(event, EventType)
else:
pass
def MakeNewBuffers(self):
self._BackgroundDirty = True
# Make new offscreen bitmap:
self._Buffer = wx.EmptyBitmap(*self.PanelSize)
#dc = wx.MemoryDC()
#dc.SelectObject(self._Buffer)
#dc.Clear()
if self._ForeDrawList:
self._ForegroundBuffer = wx.EmptyBitmap(*self.PanelSize)
else:
self._ForegroundBuffer = None
if self.UseHitTest:
self.MakeNewHTdc()
else:
self._HTdc = None
self._ForegroundHTdc = None
def MakeNewHTdc(self):
## Note: While it's considered a "bad idea" to keep a
## MemoryDC around I'm doing it here because a wx.Bitmap
## doesn't have a GetPixel method so a DC is needed to do
## the hit-test. It didn't seem like a good idea to re-create
## a wx.MemoryDC on every single mouse event, so I keep it
## around instead
self._HTdc = wx.MemoryDC()
self._HTBitmap = wx.EmptyBitmap(*self.PanelSize)
self._HTdc.SelectObject( self._HTBitmap )
self._HTdc.SetBackground(wx.BLACK_BRUSH)
if self._ForeDrawList:
self._ForegroundHTdc = wx.MemoryDC()
self._ForegroundHTBitmap = wx.EmptyBitmap(*self.PanelSize)
self._ForegroundHTdc.SelectObject( self._ForegroundHTBitmap )
self._ForegroundHTdc.SetBackground(wx.BLACK_BRUSH)
else:
self._ForegroundHTdc = None
def OnSize(self, event=None):
self.InitializePanel()
self.SizeTimer.Start(50, oneShot=True)
def OnSizeTimer(self, event=None):
self.MakeNewBuffers()
self.Draw()
def InitializePanel(self):
self.PanelSize = self.GetClientSizeTuple()
if self.PanelSize == (0,0):
## OS-X sometimes gives a Size event when the panel is size (0,0)
self.PanelSize = (2,2)
self.PanelSize = array(self.PanelSize, Int32)
self.HalfPanelSize = self.PanelSize / 2 # lrk: added for speed in WorldToPixel
if self.PanelSize[0] == 0 or self.PanelSize[1] == 0:
self.AspectRatio = 1.0
else:
self.AspectRatio = float(self.PanelSize[0]) / self.PanelSize[1]
def OnPaint(self, event):
dc = wx.PaintDC(self)
if self._ForegroundBuffer:
dc.DrawBitmap(self._ForegroundBuffer,0,0)
else:
dc.DrawBitmap(self._Buffer,0,0)
def Draw(self, Force=False):
"""
There is a main buffer set up to double buffer the screen, so
you can get quick re-draws when the window gets uncovered.
If there are any objects in self._ForeDrawList, then the
background gets drawn to a new buffer, and the foreground
objects get drawn on top of it. The final result if blitted to
the screen, and stored for future Paint events. This is done so
that you can have a complicated background, but have something
changing on the foreground, without having to wait for the
background to get re-drawn. This can be used to support simple
animation, for instance.
"""
if sometrue(self.PanelSize <= 2 ): # it's possible for this to get called before being properly initialized.
return
if self.Debug: start = clock()
ScreenDC = wx.ClientDC(self)
ViewPortWorld = ( self.PixelToWorld((0,0)),
self.PixelToWorld(self.PanelSize) )
ViewPortBB = array( ( minimum.reduce(ViewPortWorld),
maximum.reduce(ViewPortWorld) ) )
dc = wx.MemoryDC()
dc.SelectObject(self._Buffer)
if self._BackgroundDirty or Force:
#print "Background is Dirty"
dc.SetBackground(self.BackgroundBrush)
dc.Clear()
if self._HTdc:
self._HTdc.Clear()
self._DrawObjects(dc, self._DrawList, ScreenDC, ViewPortBB, self._HTdc)
self._BackgroundDirty = False
if self._ForeDrawList:
## If an object was just added to the Foreground, there might not yet be a buffer
if self._ForegroundBuffer is None:
self._ForegroundBuffer = wx.EmptyBitmap(self.PanelSize[0],
self.PanelSize[1])
dc = wx.MemoryDC() ## I got some strange errors (linewidths wrong) if I didn't make a new DC here
dc.SelectObject(self._ForegroundBuffer)
dc.DrawBitmap(self._Buffer,0,0)
if self._ForegroundHTdc is None:
self._ForegroundHTdc = wx.MemoryDC()
self._ForegroundHTdc.SelectObject( wx.EmptyBitmap(
self.PanelSize[0],
self.PanelSize[1]) )
if self._HTdc:
## blit the background HT buffer to the foreground HT buffer
self._ForegroundHTdc.Blit(0, 0,
self.PanelSize[0], self.PanelSize[1],
self._HTdc, 0, 0)
self._DrawObjects(dc,
self._ForeDrawList,
ScreenDC,
ViewPortBB,
self._ForegroundHTdc)
ScreenDC.Blit(0, 0, self.PanelSize[0],self.PanelSize[1], dc, 0, 0)
# If the canvas is in the middle of a zoom or move, the Rubber Band box needs to be re-drawn
# This seeems out of place, but it works.
if self.PrevRBBox:
ScreenDC.SetPen(wx.Pen('WHITE', 2,wx.SHORT_DASH))
ScreenDC.SetBrush(wx.TRANSPARENT_BRUSH)
ScreenDC.SetLogicalFunction(wx.XOR)
ScreenDC.DrawRectanglePointSize(*self.PrevRBBox)
if self.Debug: print "Drawing took %f seconds of CPU time"%(clock()-start)
## Clear the font cache
## IF you don't do this, the X font server starts to take up Massive amounts of memory
## This is mostly a problem with very large fonts, that you get with scaled text when zoomed in.
DrawObject.FontList = {}
def _ShouldRedraw(DrawList, ViewPortBB): # lrk: adapted code from BBCheck
# lrk: Returns the objects that should be redrawn
BB2 = ViewPortBB
redrawlist = []
for Object in DrawList:
BB1 = Object.BoundingBox
if (BB1[1,0] > BB2[0,0] and BB1[0,0] < BB2[1,0] and
BB1[1,1] > BB2[0,1] and BB1[0,1] < BB2[1,1]):
redrawlist.append(Object)
return redrawlist
_ShouldRedraw = staticmethod(_ShouldRedraw)
## def BBCheck(self, BB1, BB2):
## """
## BBCheck(BB1, BB2) returns True is the Bounding boxes intesect, False otherwise
## """
## if ( (BB1[1,0] > BB2[0,0]) and (BB1[0,0] < BB2[1,0]) and
## (BB1[1,1] > BB2[0,1]) and (BB1[0,1] < BB2[1,1]) ):
## return True
## else:
## return False
def MoveImage(self,shift,CoordType):
"""
move the image in the window.
shift is an (x,y) tuple, specifying the amount to shift in each direction
It can be in any of three coordinates: Panel, Pixel, World,
specified by the CoordType parameter
Panel coordinates means you want to shift the image by some
fraction of the size of the displaed image
Pixel coordinates means you want to shift the image by some number of pixels
World coordinates mean you want to shift the image by an amount
in Floating point world coordinates
"""
shift = asarray(shift,Float)
#print "shifting by:", shift
if CoordType == 'Panel':# convert from panel coordinates
shift = shift * array((-1,1),Float) *self.PanelSize/self.TransformVector
elif CoordType == 'Pixel': # convert from pixel coordinates
shift = shift/self.TransformVector
elif CoordType == 'World': # No conversion
pass
else:
raise FloatCanvasError('CoordType must be either "Panel", "Pixel", or "World"')
self.ViewPortCenter = self.ViewPortCenter + shift
self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter)
self.TransformVector = array((self.Scale,-self.Scale),Float) * self.MapProjectionVector
self._BackgroundDirty = True
self.Draw()
def Zoom(self,factor,center = None):
"""
Zoom(factor, center) changes the amount of zoom of the image by factor.
If factor is greater than one, the image gets larger.
If factor is less than one, the image gets smaller.
Center is a tuple of (x,y) coordinates of the center of the viewport, after zooming.
If center is not given, the center will stay the same.
"""
self.Scale = self.Scale*factor
if not center is None:
self.ViewPortCenter = array(center,Float)
self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter)
self.TransformVector = array((self.Scale,-self.Scale),Float) * self.MapProjectionVector
self._BackgroundDirty = True
self.Draw()
def ZoomToBB(self, NewBB = None, DrawFlag = True):
"""
Zooms the image to the bounding box given, or to the bounding
box of all the objects on the canvas, if none is given.
"""
if not NewBB is None:
BoundingBox = NewBB
else:
if self.BoundingBoxDirty:
self._ResetBoundingBox()
BoundingBox = self.BoundingBox
if not BoundingBox is None:
self.ViewPortCenter = array(((BoundingBox[0,0]+BoundingBox[1,0])/2,
(BoundingBox[0,1]+BoundingBox[1,1])/2 ),Float)
self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter)
# Compute the new Scale
BoundingBox = BoundingBox * self.MapProjectionVector
try:
self.Scale = min(abs(self.PanelSize[0] / (BoundingBox[1,0]-BoundingBox[0,0])),
abs(self.PanelSize[1] / (BoundingBox[1,1]-BoundingBox[0,1])) )*0.95
except ZeroDivisionError: # this will happen if the BB has zero width or height
try: #width == 0
self.Scale = (self.PanelSize[0] / (BoundingBox[1,0]-BoundingBox[0,0]))*0.95
except ZeroDivisionError:
try: # height == 0
self.Scale = (self.PanelSize[1] / (BoundingBox[1,1]-BoundingBox[0,1]))*0.95
except ZeroDivisionError: #zero size! (must be a single point)
self.Scale = 1
self.TransformVector = array((self.Scale,-self.Scale),Float)* self.MapProjectionVector
if DrawFlag:
self._BackgroundDirty = True
self.Draw()
else:
# Reset the shifting and scaling to defaults when there is no BB
self.ViewPortCenter= array( (0,0), Float)
self.MapProjectionVector = array( (1,1), Float) # No Projection to start!
self.TransformVector = array( (1,-1), Float) # default Transformation
self.Scale = 1
def RemoveObjects(self, Objects):
for Object in Objects:
self.RemoveObject(Object, ResetBB = False)
self.BoundingBoxDirty = True
def RemoveObject(self, Object, ResetBB = True):
##fixme: Using the list.remove method is kind of slow
if Object.InForeground:
self._ForeDrawList.remove(Object)
if not self._ForeDrawList:
self._ForegroundBuffer = None
self._ForegroundHTdc = None
else:
self._DrawList.remove(Object)
self._BackgroundDirty = True
if ResetBB:
self.BoundingBoxDirty = True
def ClearAll(self, ResetBB = True):
self._DrawList = []
self._ForeDrawList = []
self._BackgroundDirty = True
self.HitColorGenerator = None
self.UseHitTest = False
if ResetBB:
self._ResetBoundingBox()
self.MakeNewBuffers()
self.HitDict = None
## No longer called
## def _AddBoundingBox(self,NewBB):
## if self.BoundingBox is None:
## self.BoundingBox = NewBB
## self.ZoomToBB(NewBB,DrawFlag = False)
## else:
## self.BoundingBox = array( ( (min(self.BoundingBox[0,0],NewBB[0,0]),
## min(self.BoundingBox[0,1],NewBB[0,1])),
## (max(self.BoundingBox[1,0],NewBB[1,0]),
## max(self.BoundingBox[1,1],NewBB[1,1]))),
## Float)
def _getboundingbox(bboxarray): # lrk: added this
upperleft = minimum.reduce(bboxarray[:,0])
lowerright = maximum.reduce(bboxarray[:,1])
return array((upperleft, lowerright), Float)
_getboundingbox = staticmethod(_getboundingbox)
def _ResetBoundingBox(self):
if self._DrawList or self._ForeDrawList:
bboxarray = zeros((len(self._DrawList)+len(self._ForeDrawList), 2, 2),Float)
i = -1 # just in case _DrawList is empty
for (i, BB) in enumerate(self._DrawList):
bboxarray[i] = BB.BoundingBox
for (j, BB) in enumerate(self._ForeDrawList):
bboxarray[i+j+1] = BB.BoundingBox
self.BoundingBox = self._getboundingbox(bboxarray)
else:
self.BoundingBox = None
self.ViewPortCenter= array( (0,0), Float)
self.TransformVector = array( (1,-1), Float)
self.MapProjectionVector = array( (1,1), Float)
self.Scale = 1
self.BoundingBoxDirty = False
def PixelToWorld(self,Points):
"""
Converts coordinates from Pixel coordinates to world coordinates.
Points is a tuple of (x,y) coordinates, or a list of such tuples, or a NX2 Numpy array of x,y coordinates.
"""
return (((asarray(Points,Float) - (self.PanelSize/2))/self.TransformVector) + self.ViewPortCenter)
def WorldToPixel(self,Coordinates):
"""
This function will get passed to the drawing functions of the objects,
to transform from world to pixel coordinates.
Coordinates should be a NX2 array of (x,y) coordinates, or
a 2-tuple, or sequence of 2-tuples.
"""
#Note: this can be called by users code for various reasons, so asarray is needed.
return (((asarray(Coordinates,Float) -
self.ViewPortCenter)*self.TransformVector)+
(self.HalfPanelSize)).astype('i')
def ScaleWorldToPixel(self,Lengths):
"""
This function will get passed to the drawing functions of the objects,
to Change a length from world to pixel coordinates.
Lengths should be a NX2 array of (x,y) coordinates, or
a 2-tuple, or sequence of 2-tuples.
"""
return ( (asarray(Lengths,Float)*self.TransformVector) ).astype('i')
def ScalePixelToWorld(self,Lengths):
"""
This function computes a pair of x.y lengths,
to change then from pixel to world coordinates.
Lengths should be a NX2 array of (x,y) coordinates, or
a 2-tuple, or sequence of 2-tuples.
"""
return (asarray(Lengths,Float) / self.TransformVector)
def AddObject(self,obj):
# put in a reference to the Canvas, so remove and other stuff can work
obj._Canvas = self
if obj.InForeground:
self._ForeDrawList.append(obj)
self.UseForeground = True
else:
self._DrawList.append(obj)
self._BackgroundDirty = True
self.BoundingBoxDirty = True
return True
def _DrawObjects(self, dc, DrawList, ScreenDC, ViewPortBB, HTdc = None):
"""
This is a convenience function;
This function takes the list of objects and draws them to specified
device context.
"""
dc.SetBackground(self.BackgroundBrush)
dc.BeginDrawing()
#i = 0
PanelSize0, PanelSize1 = self.PanelSize # for speed
WorldToPixel = self.WorldToPixel # for speed
ScaleWorldToPixel = self.ScaleWorldToPixel # for speed
Blit = ScreenDC.Blit # for speed
NumBetweenBlits = self.NumBetweenBlits # for speed
for i, Object in enumerate(self._ShouldRedraw(DrawList, ViewPortBB)):
if Object.Visible:
Object._Draw(dc, WorldToPixel, ScaleWorldToPixel, HTdc)
if (i+1) % NumBetweenBlits == 0:
Blit(0, 0, PanelSize0, PanelSize1, dc, 0, 0)
dc.EndDrawing()
def SaveAsImage(self, filename, ImageType=wx.BITMAP_TYPE_PNG):
"""
Saves the current image as an image file. The default is in the
PNG format. Other formats can be spcified using the wx flags:
wx.BITMAP_TYPE_BMP
wx.BITMAP_TYPE_XBM
wx.BITMAP_TYPE_XPM
etc. (see the wx docs for the complete list)
"""
self._Buffer.SaveFile(filename, ImageType)
def _makeFloatCanvasAddMethods(): ## lrk's code for doing this in module __init__
classnames = ["Circle", "Ellipse", "Rectangle", "ScaledText", "Polygon",
"Line", "Text", "PointSet","Point", "Arrow","ScaledTextBox",
"SquarePoint","Bitmap", "ScaledBitmap"]
for classname in classnames:
klass = globals()[classname]
def getaddshapemethod(klass=klass):
def addshape(self, *args, **kwargs):
Object = klass(*args, **kwargs)
self.AddObject(Object)
return Object
return addshape
addshapemethod = getaddshapemethod()
methodname = "Add" + classname
setattr(FloatCanvas, methodname, addshapemethod)
docstring = "Creates %s and adds its reference to the canvas.\n" % classname
docstring += "Argument protocol same as %s class" % classname
if klass.__doc__:
docstring += ", whose docstring is:\n%s" % klass.__doc__
FloatCanvas.__dict__[methodname].__doc__ = docstring
_makeFloatCanvasAddMethods()