self._selected = self.hasFocus()
super(glComboButton, self).draw()
- bs = self._base._buttonSize #/ 2
+ bs = self._base._buttonSize / 1.3
pos = self._getPixelPos()
if not self._selected:
return
glPushMatrix()
- glTranslatef(pos[0]+bs*0.1, pos[1] + bs*0.5, 0)
+ glTranslatef(pos[0]+bs*0.5, pos[1] + bs*0.5, 0)
glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture)
for n in xrange(0, len(self._imageIDs)):
glTranslatef(0, bs, 0)
glColor4ub(255,255,255,255)
- openglHelpers.glDrawTexturedQuad(-0.5*bs,-0.5*bs,bs,bs, 0)
- openglHelpers.glDrawTexturedQuad(-0.5*bs,-0.5*bs,bs,bs, self._imageIDs[n])
+ openglHelpers.glDrawTexturedQuad(-0.85*bs,-0.8*bs,bs,bs, 0)
+ openglHelpers.glDrawTexturedQuad(-0.85*bs,-0.8*bs,bs,bs, self._imageIDs[n])
glDisable(GL_TEXTURE_2D)
glPushMatrix()
glPushMatrix()
glColor4ub(60,60,60,255)
glTranslatef(-1, -1, 0)
- openglHelpers.glDrawStringRight(self._tooltips[n])
+ #openglHelpers.glDrawStringRight(self._tooltips[n])
glTranslatef(0, 2, 0)
- openglHelpers.glDrawStringRight(self._tooltips[n])
+ #openglHelpers.glDrawStringRight(self._tooltips[n])
glTranslatef(2, 0, 0)
- openglHelpers.glDrawStringRight(self._tooltips[n])
+ #openglHelpers.glDrawStringRight(self._tooltips[n])
glTranslatef(0, -2, 0)
- openglHelpers.glDrawStringRight(self._tooltips[n])
+ #openglHelpers.glDrawStringRight(self._tooltips[n])
glPopMatrix()
glColor4ub(255,255,255,255)
- openglHelpers.glDrawStringRight(self._tooltips[n])
+ #openglHelpers.glDrawStringRight(self._tooltips[n])
glPopMatrix()
glPopMatrix()
if self._hidden or self._disabled:
return False
if self.hasFocus():
- bs = self._base._buttonSize / 2
+ bs = self._base._buttonSize / 1.3
pos = self._getPixelPos()
if 0 <= x - pos[0] <= bs and 0 <= y - pos[1] - bs <= bs * len(self._imageIDs):
self._selection = int((y - pos[1] - bs) / bs)
pos = self._getPixelPos()
glPushMatrix()
- glTranslatef(pos[0], pos[1], 0)
+ glTranslatef(pos[0], pos[1]*1.05, 0)
glDisable(GL_TEXTURE_2D)
if self.hasFocus():
- glColor4ub(60,60,60,255)
+ glColor4ub(177,205,54,255)
else:
- glColor4ub(60,60,60,192)
+ glColor4ub(177,205,54,192)
glBegin(GL_QUADS)
glVertex2f( w/2,-h/2)
glVertex2f(-w/2,-h/2)
valueNormalized = 0
glTranslate(0.0,scrollLength/2,0)
if True: # self._focus:
- glColor4ub(0,0,0,255)
+ glColor4ub(90,104,27,255)
glPushMatrix()
glTranslate(-w/2,openglHelpers.glGetStringSize(str(self._minValue))[1]/2,0)
openglHelpers.glDrawStringRight(str(self._minValue))
glTranslate(w,scrollLength-scrollLength*valueNormalized,0)
openglHelpers.glDrawStringLeft(str(self.getValue()))
glPopMatrix()
- glColor4ub(255,255,255,240)
+ glColor4ub(90,104,27,255)
glTranslate(0.0,-scrollLength*valueNormalized,0)
glBegin(GL_QUADS)
glVertex2f( w/2,-w/2)
w, h = self.getMinSize()
scrollLength = h - w
pos = self._getPixelPos()
- self.setValue(int(self._minValue + (self._maxValue - self._minValue) * -(y - pos[1] - scrollLength/2) / scrollLength))
+ self.setValue(int(self._minValue + (self._maxValue - self._minValue) * -(y - pos[1]*1.05 - scrollLength/2) / scrollLength))
self._callback()
return True
if self._checkHit(x, y):