chiark / gitweb /
Change how the engine is interfaced from the python code. Put the GCode viewer in...
[cura.git] / Cura / gui / util / openglGui.py
index 1f5900ce83395cfbbc6e19956ea5f1cc99126c69..c9b0eeebe684408fc0d1573e2f3cf0e14a7879dd 100644 (file)
 from __future__ import absolute_import
 from __future__ import division
+__copyright__ = "Copyright (C) 2013 David Braam - Released under terms of the AGPLv3 License"
 
 import wx
+import traceback
+import sys
+import os
+import time
+
 from wx import glcanvas
 import OpenGL
-OpenGL.ERROR_CHECKING = False
+#OpenGL.ERROR_CHECKING = False
 from OpenGL.GL import *
 
+from Cura.util import version
 from Cura.gui.util import opengl
 
-glButtonsTexture = None
+class animation(object):
+       def __init__(self, gui, start, end, runTime):
+               self._start = start
+               self._end = end
+               self._startTime = time.time()
+               self._runTime = runTime
+               gui._animationList.append(self)
+
+       def isDone(self):
+               return time.time() > self._startTime + self._runTime
+
+       def getPosition(self):
+               if self.isDone():
+                       return self._end
+               f = (time.time() - self._startTime) / self._runTime
+               ts = f*f
+               tc = f*f*f
+               #f = 6*tc*ts + -15*ts*ts + 10*tc
+               f = tc + -3*ts + 3*f
+               return self._start + (self._end - self._start) * f
+
+class glGuiControl(object):
+       def __init__(self, parent, pos):
+               self._parent = parent
+               self._base = parent._base
+               self._pos = pos
+               self._size = (0,0, 1, 1)
+               self._parent.add(self)
+
+       def setSize(self, x, y, w, h):
+               self._size = (x, y, w, h)
+
+       def getSize(self):
+               return self._size
+
+       def getMinSize(self):
+               return 1, 1
+
+       def updateLayout(self):
+               pass
+
+       def focusNext(self):
+               for n in xrange(self._parent._glGuiControlList.index(self) + 1, len(self._parent._glGuiControlList)):
+                       if self._parent._glGuiControlList[n].setFocus():
+                               return
+               for n in xrange(0, self._parent._glGuiControlList.index(self)):
+                       if self._parent._glGuiControlList[n].setFocus():
+                               return
+
+       def focusPrevious(self):
+               for n in xrange(self._parent._glGuiControlList.index(self) -1, -1, -1):
+                       if self._parent._glGuiControlList[n].setFocus():
+                               return
+               for n in xrange(len(self._parent._glGuiControlList) - 1, self._parent._glGuiControlList.index(self), -1):
+                       if self._parent._glGuiControlList[n].setFocus():
+                               return
+
+       def setFocus(self):
+               return False
+
+       def hasFocus(self):
+               return self._base._focus == self
+
+       def OnMouseUp(self, x, y):
+               pass
+
+       def OnKeyChar(self, key):
+               pass
+
+class glGuiContainer(glGuiControl):
+       def __init__(self, parent, pos):
+               self._glGuiControlList = []
+               glGuiLayoutButtons(self)
+               super(glGuiContainer, self).__init__(parent, pos)
+
+       def add(self, ctrl):
+               self._glGuiControlList.append(ctrl)
+               self.updateLayout()
+
+       def OnMouseDown(self, x, y, button):
+               for ctrl in self._glGuiControlList:
+                       if ctrl.OnMouseDown(x, y, button):
+                               return True
+               return False
+
+       def OnMouseUp(self, x, y):
+               for ctrl in self._glGuiControlList:
+                       if ctrl.OnMouseUp(x, y):
+                               return True
+               return False
+
+       def OnMouseMotion(self, x, y):
+               handled = False
+               for ctrl in self._glGuiControlList:
+                       if ctrl.OnMouseMotion(x, y):
+                               handled = True
+               return handled
+
+       def draw(self):
+               for ctrl in self._glGuiControlList:
+                       ctrl.draw()
+
+       def updateLayout(self):
+               self._layout.update()
+               for ctrl in self._glGuiControlList:
+                       ctrl.updateLayout()
 
 class glGuiPanel(glcanvas.GLCanvas):
        def __init__(self, parent):
-               attribList = (glcanvas.WX_GL_RGBA, glcanvas.WX_GL_DOUBLEBUFFER, glcanvas.WX_GL_DEPTH_SIZE, 24, glcanvas.WX_GL_STENCIL_SIZE, 8)
-               glcanvas.GLCanvas.__init__(self, parent, attribList = attribList)
-               self._parent = parent
+               attribList = (glcanvas.WX_GL_RGBA, glcanvas.WX_GL_DOUBLEBUFFER, glcanvas.WX_GL_DEPTH_SIZE, 24, glcanvas.WX_GL_STENCIL_SIZE, 8, 0)
+               glcanvas.GLCanvas.__init__(self, parent, style=wx.WANTS_CHARS, attribList = attribList)
+               self._base = self
+               self._focus = None
+               self._container = None
+               self._container = glGuiContainer(self, (0,0))
+               self._shownError = False
+
                self._context = glcanvas.GLContext(self)
-               self._glGuiControlList = []
                self._glButtonsTexture = None
+               self._glRobotTexture = None
                self._buttonSize = 64
 
+               self._animationList = []
+               self.glReleaseList = []
+               self._refreshQueued = False
+               self._idleCalled = False
+
                wx.EVT_PAINT(self, self._OnGuiPaint)
                wx.EVT_SIZE(self, self._OnSize)
                wx.EVT_ERASE_BACKGROUND(self, self._OnEraseBackground)
-               wx.EVT_LEFT_DOWN(self, self._OnGuiMouseLeftDown)
+               wx.EVT_LEFT_DOWN(self, self._OnGuiMouseDown)
+               wx.EVT_LEFT_DCLICK(self, self._OnGuiMouseDown)
+               wx.EVT_LEFT_UP(self, self._OnGuiMouseUp)
+               wx.EVT_RIGHT_DOWN(self, self._OnGuiMouseDown)
+               wx.EVT_RIGHT_DCLICK(self, self._OnGuiMouseDown)
+               wx.EVT_RIGHT_UP(self, self._OnGuiMouseUp)
+               wx.EVT_MIDDLE_DOWN(self, self._OnGuiMouseDown)
+               wx.EVT_MIDDLE_DCLICK(self, self._OnGuiMouseDown)
+               wx.EVT_MIDDLE_UP(self, self._OnGuiMouseUp)
                wx.EVT_MOTION(self, self._OnGuiMouseMotion)
+               wx.EVT_CHAR(self, self._OnGuiKeyChar)
+               wx.EVT_KILL_FOCUS(self, self.OnFocusLost)
+               wx.EVT_IDLE(self, self._OnIdle)
 
-       def _OnGuiMouseLeftDown(self,e):
-               for ctrl in self._glGuiControlList:
-                       if ctrl.OnMouseDown(e.GetX(), e.GetY()):
-                               return
-               self.OnMouseLeftDown(e)
+       def _OnIdle(self, e):
+               self._idleCalled = True
+               if len(self._animationList) > 0 or self._refreshQueued:
+                       self._refreshQueued = False
+                       for anim in self._animationList:
+                               if anim.isDone():
+                                       self._animationList.remove(anim)
+                       self.Refresh()
+
+       def _OnGuiKeyChar(self, e):
+               if self._focus is not None:
+                       self._focus.OnKeyChar(e.GetKeyCode())
+                       self.Refresh()
+               else:
+                       self.OnKeyChar(e.GetKeyCode())
+
+       def OnFocusLost(self, e):
+               self._focus = None
+               self.Refresh()
+
+       def _OnGuiMouseDown(self,e):
+               self.SetFocus()
+               if self._container.OnMouseDown(e.GetX(), e.GetY(), e.GetButton()):
+                       self.Refresh()
+                       return
+               self.OnMouseDown(e)
+
+       def _OnGuiMouseUp(self, e):
+               if self._container.OnMouseUp(e.GetX(), e.GetY()):
+                       self.Refresh()
+                       return
+               self.OnMouseUp(e)
 
        def _OnGuiMouseMotion(self,e):
                self.Refresh()
-               handled = False
-               for ctrl in self._glGuiControlList:
-                       if ctrl.OnMouseMotion(e.GetX(), e.GetY()):
-                               handled = True
-               if not handled:
+               if not self._container.OnMouseMotion(e.GetX(), e.GetY()):
                        self.OnMouseMotion(e)
 
        def _OnGuiPaint(self, e):
+               self._idleCalled = False
                h = self.GetSize().GetHeight()
                w = self.GetSize().GetWidth()
-               if h / 3 > w / 4:
+               oldButtonSize = self._buttonSize
+               if h / 3 < w / 4:
                        w = h * 4 / 3
-               if w < 64 * 10:
+               if w < 64 * 8:
+                       self._buttonSize = 32
+               elif w < 64 * 10:
                        self._buttonSize = 48
                elif w < 64 * 15:
                        self._buttonSize = 64
@@ -55,17 +215,48 @@ class glGuiPanel(glcanvas.GLCanvas):
                        self._buttonSize = 80
                else:
                        self._buttonSize = 96
+               if self._buttonSize != oldButtonSize:
+                       self._container.updateLayout()
 
                dc = wx.PaintDC(self)
-               self.SetCurrent(self._context)
-               self.OnPaint(e)
-               self._drawGui()
-               glFlush()
-               self.SwapBuffers()
+               try:
+                       self.SetCurrent(self._context)
+                       for obj in self.glReleaseList:
+                               obj.release()
+                       del self.glReleaseList[:]
+                       renderStartTime = time.time()
+                       self.OnPaint(e)
+                       self._drawGui()
+                       glFlush()
+                       if version.isDevVersion():
+                               renderTime = time.time() - renderStartTime
+                               if renderTime == 0:
+                                       renderTime = 0.001
+                               glLoadIdentity()
+                               glTranslate(10, self.GetSize().GetHeight() - 30, -1)
+                               glColor4f(0.2,0.2,0.2,0.5)
+                               opengl.glDrawStringLeft("fps:%d" % (1 / renderTime))
+                       self.SwapBuffers()
+               except:
+                       errStr = _("An error has occurred during the 3D view drawing.")
+                       tb = traceback.extract_tb(sys.exc_info()[2])
+                       errStr += "\n%s: '%s'" % (str(sys.exc_info()[0].__name__), str(sys.exc_info()[1]))
+                       for n in xrange(len(tb)-1, -1, -1):
+                               locationInfo = tb[n]
+                               errStr += "\n @ %s:%s:%d" % (os.path.basename(locationInfo[0]), locationInfo[2], locationInfo[1])
+                       if not self._shownError:
+                               traceback.print_exc()
+                               wx.CallAfter(wx.MessageBox, errStr, _("3D window error"), wx.OK | wx.ICON_EXCLAMATION)
+                               self._shownError = True
 
        def _drawGui(self):
+               if self._glButtonsTexture is None:
+                       self._glButtonsTexture = opengl.loadGLTexture('glButtons.png')
+                       self._glRobotTexture = opengl.loadGLTexture('UltimakerRobot.png')
+
                glDisable(GL_DEPTH_TEST)
                glEnable(GL_BLEND)
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
                glDisable(GL_LIGHTING)
                glColor4ub(255,255,255,255)
 
@@ -76,111 +267,824 @@ class glGuiPanel(glcanvas.GLCanvas):
                glMatrixMode(GL_MODELVIEW)
                glLoadIdentity()
 
-               for glButton in self._glGuiControlList:
-                       glButton.draw()
+               self._container.draw()
+
+               # glBindTexture(GL_TEXTURE_2D, self._glRobotTexture)
+               # glEnable(GL_TEXTURE_2D)
+               # glPushMatrix()
+               # glColor4f(1,1,1,1)
+               # glTranslate(size.GetWidth(),size.GetHeight(),0)
+               # s = self._buttonSize * 1
+               # glScale(s,s,s)
+               # glTranslate(-1.2,-0.2,0)
+               # glBegin(GL_QUADS)
+               # glTexCoord2f(1, 0)
+               # glVertex2f(0,-1)
+               # glTexCoord2f(0, 0)
+               # glVertex2f(-1,-1)
+               # glTexCoord2f(0, 1)
+               # glVertex2f(-1, 0)
+               # glTexCoord2f(1, 1)
+               # glVertex2f(0, 0)
+               # glEnd()
+               # glDisable(GL_TEXTURE_2D)
+               # glPopMatrix()
 
        def _OnEraseBackground(self,event):
                #Workaround for windows background redraw flicker.
                pass
 
        def _OnSize(self,e):
+               self._container.setSize(0, 0, self.GetSize().GetWidth(), self.GetSize().GetHeight())
+               self._container.updateLayout()
                self.Refresh()
 
-       def OnMouseLeftDown(self,e):
+       def OnMouseDown(self,e):
+               pass
+       def OnMouseUp(self,e):
                pass
        def OnMouseMotion(self, e):
                pass
+       def OnKeyChar(self, keyCode):
+               pass
        def OnPaint(self, e):
                pass
+       def OnKeyChar(self, keycode):
+               pass
+
+       def QueueRefresh(self):
+               wx.CallAfter(self._queueRefresh)
+
+       def _queueRefresh(self):
+               if self._idleCalled:
+                       wx.CallAfter(self.Refresh)
+               else:
+                       self._refreshQueued = True
+
+       def add(self, ctrl):
+               if self._container is not None:
+                       self._container.add(ctrl)
+
+class glGuiLayoutButtons(object):
+       def __init__(self, parent):
+               self._parent = parent
+               self._parent._layout = self
+
+       def update(self):
+               bs = self._parent._base._buttonSize
+               x0, y0, w, h = self._parent.getSize()
+               gridSize = bs * 1.0
+               for ctrl in self._parent._glGuiControlList:
+                       pos = ctrl._pos
+                       if pos[0] < 0:
+                               x = w + pos[0] * gridSize - bs * 0.2
+                       else:
+                               x = pos[0] * gridSize + bs * 0.2
+                       if pos[1] < 0:
+                               y = h + pos[1] * gridSize * 1.2 - bs * 0.0
+                       else:
+                               y = pos[1] * gridSize * 1.2 + bs * 0.2
+                       ctrl.setSize(x, y, gridSize, gridSize)
+
+       def getLayoutSize(self):
+               _, _, w, h = self._parent.getSize()
+               return w, h
+
+class glGuiLayoutGrid(object):
+       def __init__(self, parent):
+               self._parent = parent
+               self._parent._layout = self
+               self._size = 0,0
+               self._alignBottom = True
+
+       def update(self):
+               borderSize = self._parent._base._buttonSize * 0.2
+               x0, y0, w, h = self._parent.getSize()
+               x0 += borderSize
+               y0 += borderSize
+               widths = {}
+               heights = {}
+               for ctrl in self._parent._glGuiControlList:
+                       x, y = ctrl._pos
+                       w, h = ctrl.getMinSize()
+                       if not x in widths:
+                               widths[x] = w
+                       else:
+                               widths[x] = max(widths[x], w)
+                       if not y in heights:
+                               heights[y] = h
+                       else:
+                               heights[y] = max(heights[y], h)
+               self._size = sum(widths.values()) + borderSize * 2, sum(heights.values()) + borderSize * 2
+               if self._alignBottom:
+                       y0 -= self._size[1] - self._parent.getSize()[3]
+                       self._parent.setSize(x0 - borderSize, y0 - borderSize, self._size[0], self._size[1])
+               for ctrl in self._parent._glGuiControlList:
+                       x, y = ctrl._pos
+                       x1 = x0
+                       y1 = y0
+                       for n in xrange(0, x):
+                               if not n in widths:
+                                       widths[n] = 3
+                               x1 += widths[n]
+                       for n in xrange(0, y):
+                               if not n in heights:
+                                       heights[n] = 3
+                               y1 += heights[n]
+                       ctrl.setSize(x1, y1, widths[x], heights[y])
 
-class glButton(object):
-       def __init__(self, parent, imageID, tooltip, x, y, callback):
+       def getLayoutSize(self):
+               return self._size
+
+class glButton(glGuiControl):
+       def __init__(self, parent, imageID, tooltip, pos, callback, size = None):
+               self._buttonSize = size
+               self._hidden = False
+               super(glButton, self).__init__(parent, pos)
                self._tooltip = tooltip
                self._parent = parent
                self._imageID = imageID
-               self._x = x
-               self._y = y
                self._callback = callback
-               self._parent._glGuiControlList.append(self)
                self._selected = False
                self._focus = False
-               self._hidden = False
+               self._disabled = False
+               self._showExpandArrow = False
+               self._progressBar = None
+               self._altTooltip = ''
 
        def setSelected(self, value):
                self._selected = value
 
+       def setExpandArrow(self, value):
+               self._showExpandArrow = value
+
        def setHidden(self, value):
                self._hidden = value
 
+       def setDisabled(self, value):
+               self._disabled = value
+
+       def setProgressBar(self, value):
+               self._progressBar = value
+
+       def getProgressBar(self):
+               return self._progressBar
+
+       def setBottomText(self, value):
+               self._altTooltip = value
+
        def getSelected(self):
                return self._selected
 
-       def _getSize(self):
-               return self._parent._buttonSize
+       def getMinSize(self):
+               if self._hidden:
+                       return 0, 0
+               if self._buttonSize is not None:
+                       return self._buttonSize, self._buttonSize
+               return self._base._buttonSize, self._base._buttonSize
 
        def _getPixelPos(self):
-               bs = self._getSize()
-               x = self._x * bs * 1.3 + bs * 0.8
-               y = self._y * bs * 1.3 + bs * 0.8
-               if self._x < 0:
-                       x = self._parent.GetSize().GetWidth() + x - bs * 0.2
-               return x, y
+               x0, y0, w, h = self.getSize()
+               return x0 + w / 2, y0 + h / 2
 
        def draw(self):
                if self._hidden:
                        return
-               if self._parent._glButtonsTexture is None:
-                       self._parent._glButtonsTexture = opengl.loadGLTexture('glButtons.png')
 
                cx = (self._imageID % 4) / 4
                cy = int(self._imageID / 4) / 4
-               bs = self._parent._buttonSize
+               bs = self.getMinSize()[0]
                pos = self._getPixelPos()
 
-               glPushMatrix()
-               glTranslatef(pos[0], pos[1], 0)
-               glBindTexture(GL_TEXTURE_2D, self._parent._glButtonsTexture)
-               glEnable(GL_TEXTURE_2D)
+               glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture)
                scale = 0.8
                if self._selected:
                        scale = 1.0
                elif self._focus:
                        scale = 0.9
-               glScalef(bs * scale, bs * scale, bs * scale)
+               if self._disabled:
+                       glColor4ub(128,128,128,128)
+               else:
+                       glColor4ub(255,255,255,255)
+               opengl.glDrawTexturedQuad(pos[0]-bs*scale/2, pos[1]-bs*scale/2, bs*scale, bs*scale, 0)
+               opengl.glDrawTexturedQuad(pos[0]-bs*scale/2, pos[1]-bs*scale/2, bs*scale, bs*scale, self._imageID)
+               if self._showExpandArrow:
+                       if self._selected:
+                               opengl.glDrawTexturedQuad(pos[0]+bs*scale/2-bs*scale/4*1.2, pos[1]-bs*scale/2*1.2, bs*scale/4, bs*scale/4, 1)
+                       else:
+                               opengl.glDrawTexturedQuad(pos[0]+bs*scale/2-bs*scale/4*1.2, pos[1]-bs*scale/2*1.2, bs*scale/4, bs*scale/4, 1, 2)
+               glPushMatrix()
+               glTranslatef(pos[0], pos[1], 0)
+               glDisable(GL_TEXTURE_2D)
+               if self._focus:
+                       glTranslatef(0, -0.55*bs*scale, 0)
+
+                       glPushMatrix()
+                       glColor4ub(60,60,60,255)
+                       glTranslatef(-1, -1, 0)
+                       opengl.glDrawStringCenter(self._tooltip)
+                       glTranslatef(0, 2, 0)
+                       opengl.glDrawStringCenter(self._tooltip)
+                       glTranslatef(2, 0, 0)
+                       opengl.glDrawStringCenter(self._tooltip)
+                       glTranslatef(0, -2, 0)
+                       opengl.glDrawStringCenter(self._tooltip)
+                       glPopMatrix()
+
+                       glColor4ub(255,255,255,255)
+                       opengl.glDrawStringCenter(self._tooltip)
+               glPopMatrix()
+               progress = self._progressBar
+               if progress is not None:
+                       glColor4ub(60,60,60,255)
+                       opengl.glDrawQuad(pos[0]-bs/2, pos[1]+bs/2, bs, bs / 4)
+                       glColor4ub(255,255,255,255)
+                       opengl.glDrawQuad(pos[0]-bs/2+2, pos[1]+bs/2+2, (bs - 5) * progress + 1, bs / 4 - 4)
+               elif len(self._altTooltip) > 0:
+                       glPushMatrix()
+                       glTranslatef(pos[0], pos[1], 0)
+                       glTranslatef(0, 0.6*bs, 0)
+                       glTranslatef(0, 6, 0)
+                       #glTranslatef(0.6*bs*scale, 0, 0)
+
+                       for line in self._altTooltip.split('\n'):
+                               glPushMatrix()
+                               glColor4ub(60,60,60,255)
+                               glTranslatef(-1, -1, 0)
+                               opengl.glDrawStringCenter(line)
+                               glTranslatef(0, 2, 0)
+                               opengl.glDrawStringCenter(line)
+                               glTranslatef(2, 0, 0)
+                               opengl.glDrawStringCenter(line)
+                               glTranslatef(0, -2, 0)
+                               opengl.glDrawStringCenter(line)
+                               glPopMatrix()
+
+                               glColor4ub(255,255,255,255)
+                               opengl.glDrawStringCenter(line)
+                               glTranslatef(0, 18, 0)
+                       glPopMatrix()
+
+       def _checkHit(self, x, y):
+               if self._hidden or self._disabled:
+                       return False
+               bs = self.getMinSize()[0]
+               pos = self._getPixelPos()
+               return -bs * 0.5 <= x - pos[0] <= bs * 0.5 and -bs * 0.5 <= y - pos[1] <= bs * 0.5
+
+       def OnMouseMotion(self, x, y):
+               if self._checkHit(x, y):
+                       self._focus = True
+                       return True
+               self._focus = False
+               return False
+
+       def OnMouseDown(self, x, y, button):
+               if self._checkHit(x, y):
+                       self._callback(button)
+                       return True
+               return False
+
+class glRadioButton(glButton):
+       def __init__(self, parent, imageID, tooltip, pos, group, callback):
+               super(glRadioButton, self).__init__(parent, imageID, tooltip, pos, self._onRadioSelect)
+               self._group = group
+               self._radioCallback = callback
+               self._group.append(self)
+
+       def setSelected(self, value):
+               self._selected = value
+
+       def _onRadioSelect(self, button):
+               self._base._focus = None
+               for ctrl in self._group:
+                       if ctrl != self:
+                               ctrl.setSelected(False)
+               if self.getSelected():
+                       self.setSelected(False)
+               else:
+                       self.setSelected(True)
+               self._radioCallback(button)
+
+class glComboButton(glButton):
+       def __init__(self, parent, tooltip, imageIDs, tooltips, pos, callback):
+               super(glComboButton, self).__init__(parent, imageIDs[0], tooltip, pos, self._onComboOpenSelect)
+               self._imageIDs = imageIDs
+               self._tooltips = tooltips
+               self._comboCallback = callback
+               self._selection = 0
+
+       def _onComboOpenSelect(self, button):
+               if self.hasFocus():
+                       self._base._focus = None
+               else:
+                       self._base._focus = self
+
+       def draw(self):
+               if self._hidden:
+                       return
+               self._selected = self.hasFocus()
+               super(glComboButton, self).draw()
+
+               bs = self._base._buttonSize / 2
+               pos = self._getPixelPos()
+
+               if not self._selected:
+                       return
+
+               glPushMatrix()
+               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)
+                       opengl.glDrawTexturedQuad(-0.5*bs,-0.5*bs,bs,bs, 0)
+                       opengl.glDrawTexturedQuad(-0.5*bs,-0.5*bs,bs,bs, self._imageIDs[n])
+                       glDisable(GL_TEXTURE_2D)
+
+                       glPushMatrix()
+                       glTranslatef(-0.55*bs, 0.1*bs, 0)
+
+                       glPushMatrix()
+                       glColor4ub(60,60,60,255)
+                       glTranslatef(-1, -1, 0)
+                       opengl.glDrawStringRight(self._tooltips[n])
+                       glTranslatef(0, 2, 0)
+                       opengl.glDrawStringRight(self._tooltips[n])
+                       glTranslatef(2, 0, 0)
+                       opengl.glDrawStringRight(self._tooltips[n])
+                       glTranslatef(0, -2, 0)
+                       opengl.glDrawStringRight(self._tooltips[n])
+                       glPopMatrix()
+
+                       glColor4ub(255,255,255,255)
+                       opengl.glDrawStringRight(self._tooltips[n])
+                       glPopMatrix()
+               glPopMatrix()
+
+       def getValue(self):
+               return self._selection
+
+       def setValue(self, value):
+               self._selection = value
+               self._imageID = self._imageIDs[self._selection]
+               self._comboCallback()
+
+       def OnMouseDown(self, x, y, button):
+               if self._hidden or self._disabled:
+                       return False
+               if self.hasFocus():
+                       bs = self._base._buttonSize / 2
+                       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)
+                               self._imageID = self._imageIDs[self._selection]
+                               self._base._focus = None
+                               self._comboCallback()
+                               return True
+               return super(glComboButton, self).OnMouseDown(x, y, button)
+
+class glFrame(glGuiContainer):
+       def __init__(self, parent, pos):
+               super(glFrame, self).__init__(parent, pos)
+               self._selected = False
+               self._focus = False
+               self._hidden = False
+
+       def setSelected(self, value):
+               self._selected = value
+
+       def setHidden(self, value):
+               self._hidden = value
+               for child in self._glGuiControlList:
+                       if self._base._focus == child:
+                               self._base._focus = None
+
+       def getSelected(self):
+               return self._selected
+
+       def getMinSize(self):
+               return self._base._buttonSize, self._base._buttonSize
+
+       def _getPixelPos(self):
+               x0, y0, w, h = self.getSize()
+               return x0, y0
+
+       def draw(self):
+               if self._hidden:
+                       return
+
+               bs = self._parent._buttonSize
+               pos = self._getPixelPos()
+
+               size = self._layout.getLayoutSize()
                glColor4ub(255,255,255,255)
+               opengl.glDrawStretchedQuad(pos[0], pos[1], size[0], size[1], bs*0.75, 0)
+               #Draw the controls on the frame
+               super(glFrame, self).draw()
+
+       def _checkHit(self, x, y):
+               if self._hidden:
+                       return False
+               pos = self._getPixelPos()
+               w, h = self._layout.getLayoutSize()
+               return 0 <= x - pos[0] <= w and 0 <= y - pos[1] <= h
+
+       def OnMouseMotion(self, x, y):
+               super(glFrame, self).OnMouseMotion(x, y)
+               if self._checkHit(x, y):
+                       self._focus = True
+                       return True
+               self._focus = False
+               return False
+
+       def OnMouseDown(self, x, y, button):
+               if self._checkHit(x, y):
+                       super(glFrame, self).OnMouseDown(x, y, button)
+                       return True
+               return False
+
+class glNotification(glFrame):
+       def __init__(self, parent, pos):
+               self._anim = None
+               super(glNotification, self).__init__(parent, pos)
+               glGuiLayoutGrid(self)._alignBottom = False
+               self._label = glLabel(self, "Notification", (0, 0))
+               self._buttonExtra = glButton(self, 31, "???", (1, 0), self.onExtraButton, 25)
+               self._button = glButton(self, 30, "", (2, 0), self.onClose, 25)
+               self._padding = glLabel(self, "", (0, 1))
+               self.setHidden(True)
+
+       def setSize(self, x, y, w, h):
+               w, h = self._layout.getLayoutSize()
+               baseSize = self._base.GetSizeTuple()
+               if self._anim is not None:
+                       super(glNotification, self).setSize(baseSize[0] / 2 - w / 2, baseSize[1] - self._anim.getPosition() - self._base._buttonSize * 0.2, 1, 1)
+               else:
+                       super(glNotification, self).setSize(baseSize[0] / 2 - w / 2, baseSize[1] - self._base._buttonSize * 0.2, 1, 1)
+
+       def draw(self):
+               self.setSize(0,0,0,0)
+               self.updateLayout()
+               super(glNotification, self).draw()
+
+       def message(self, text, extraButtonCallback = None, extraButtonIcon = None, extraButtonTooltip = None):
+               self._anim = animation(self._base, -20, 25, 1)
+               self.setHidden(False)
+               self._label.setLabel(text)
+               self._buttonExtra.setHidden(extraButtonCallback is None)
+               self._buttonExtra._imageID = extraButtonIcon
+               self._buttonExtra._tooltip = extraButtonTooltip
+               self._extraButtonCallback = extraButtonCallback
+               self._base._queueRefresh()
+               self.updateLayout()
+
+       def onExtraButton(self, button):
+               self.onClose(button)
+               self._extraButtonCallback()
+
+       def onClose(self, button):
+               if self._anim is not None:
+                       self._anim = animation(self._base, self._anim.getPosition(), -20, 1)
+               else:
+                       self._anim = animation(self._base, 25, -20, 1)
+
+class glLabel(glGuiControl):
+       def __init__(self, parent, label, pos):
+               self._label = label
+               super(glLabel, self).__init__(parent, pos)
+
+       def setLabel(self, label):
+               self._label = label
+
+       def getMinSize(self):
+               w, h = opengl.glGetStringSize(self._label)
+               return w + 10, h + 4
+
+       def _getPixelPos(self):
+               x0, y0, w, h = self.getSize()
+               return x0, y0
+
+       def draw(self):
+               x, y, w, h = self.getSize()
+
+               glPushMatrix()
+               glTranslatef(x, y, 0)
+
+#              glColor4ub(255,255,255,128)
+#              glBegin(GL_QUADS)
+#              glTexCoord2f(1, 0)
+#              glVertex2f( w, 0)
+#              glTexCoord2f(0, 0)
+#              glVertex2f( 0, 0)
+#              glTexCoord2f(0, 1)
+#              glVertex2f( 0, h)
+#              glTexCoord2f(1, 1)
+#              glVertex2f( w, h)
+#              glEnd()
+
+               glTranslate(5, h - 5, 0)
+               glColor4ub(255,255,255,255)
+               opengl.glDrawStringLeft(self._label)
+               glPopMatrix()
+
+       def _checkHit(self, x, y):
+               return False
+
+       def OnMouseMotion(self, x, y):
+               return False
+
+       def OnMouseDown(self, x, y, button):
+               return False
+
+class glNumberCtrl(glGuiControl):
+       def __init__(self, parent, value, pos, callback):
+               self._callback = callback
+               self._value = str(value)
+               self._selectPos = 0
+               self._maxLen = 6
+               self._inCallback = False
+               super(glNumberCtrl, self).__init__(parent, pos)
+
+       def setValue(self, value):
+               if self._inCallback:
+                       return
+               self._value = str(value)
+
+       def getMinSize(self):
+               w, h = opengl.glGetStringSize("VALUES")
+               return w + 10, h + 4
+
+       def _getPixelPos(self):
+               x0, y0, w, h = self.getSize()
+               return x0, y0
+
+       def draw(self):
+               x, y, w, h = self.getSize()
+
+               glPushMatrix()
+               glTranslatef(x, y, 0)
+
+               if self.hasFocus():
+                       glColor4ub(255,255,255,255)
+               else:
+                       glColor4ub(255,255,255,192)
                glBegin(GL_QUADS)
-               glTexCoord2f(cx+0.25, cy)
-               glVertex2f( 0.5,-0.5)
-               glTexCoord2f(cx, cy)
-               glVertex2f(-0.5,-0.5)
-               glTexCoord2f(cx, cy+0.25)
-               glVertex2f(-0.5, 0.5)
-               glTexCoord2f(cx+0.25, cy+0.25)
-               glVertex2f( 0.5, 0.5)
+               glTexCoord2f(1, 0)
+               glVertex2f( w, 0)
+               glTexCoord2f(0, 0)
+               glVertex2f( 0, 0)
+               glTexCoord2f(0, 1)
+               glVertex2f( 0, h-1)
+               glTexCoord2f(1, 1)
+               glVertex2f( w, h-1)
                glEnd()
+
+               glTranslate(5, h - 5, 0)
+               glColor4ub(0,0,0,255)
+               opengl.glDrawStringLeft(self._value)
+               if self.hasFocus():
+                       glTranslate(opengl.glGetStringSize(self._value[0:self._selectPos])[0] - 2, -1, 0)
+                       opengl.glDrawStringLeft('|')
+               glPopMatrix()
+
+       def _checkHit(self, x, y):
+               x1, y1, w, h = self.getSize()
+               return 0 <= x - x1 <= w and 0 <= y - y1 <= h
+
+       def OnMouseMotion(self, x, y):
+               return False
+
+       def OnMouseDown(self, x, y, button):
+               if self._checkHit(x, y):
+                       self.setFocus()
+                       return True
+               return False
+
+       def OnKeyChar(self, c):
+               self._inCallback = True
+               if c == wx.WXK_LEFT:
+                       self._selectPos -= 1
+                       self._selectPos = max(0, self._selectPos)
+               if c == wx.WXK_RIGHT:
+                       self._selectPos += 1
+                       self._selectPos = min(self._selectPos, len(self._value))
+               if c == wx.WXK_UP:
+                       try:
+                               value = float(self._value)
+                       except:
+                               pass
+                       else:
+                               value += 0.1
+                               self._value = str(value)
+                               self._callback(self._value)
+               if c == wx.WXK_DOWN:
+                       try:
+                               value = float(self._value)
+                       except:
+                               pass
+                       else:
+                               value -= 0.1
+                               if value > 0:
+                                       self._value = str(value)
+                                       self._callback(self._value)
+               if c == wx.WXK_BACK and self._selectPos > 0:
+                       self._value = self._value[0:self._selectPos - 1] + self._value[self._selectPos:]
+                       self._selectPos -= 1
+                       self._callback(self._value)
+               if c == wx.WXK_DELETE:
+                       self._value = self._value[0:self._selectPos] + self._value[self._selectPos + 1:]
+                       self._callback(self._value)
+               if c == wx.WXK_TAB or c == wx.WXK_NUMPAD_ENTER or c == wx.WXK_RETURN:
+                       if wx.GetKeyState(wx.WXK_SHIFT):
+                               self.focusPrevious()
+                       else:
+                               self.focusNext()
+               if (ord('0') <= c <= ord('9') or c == ord('.')) and len(self._value) < self._maxLen:
+                       self._value = self._value[0:self._selectPos] + chr(c) + self._value[self._selectPos:]
+                       self._selectPos += 1
+                       self._callback(self._value)
+               self._inCallback = False
+
+       def setFocus(self):
+               self._base._focus = self
+               self._selectPos = len(self._value)
+               return True
+
+class glCheckbox(glGuiControl):
+       def __init__(self, parent, value, pos, callback):
+               self._callback = callback
+               self._value = value
+               self._selectPos = 0
+               self._maxLen = 6
+               self._inCallback = False
+               super(glCheckbox, self).__init__(parent, pos)
+
+       def setValue(self, value):
+               if self._inCallback:
+                       return
+               self._value = str(value)
+
+       def getValue(self):
+               return self._value
+
+       def getMinSize(self):
+               return 20, 20
+
+       def _getPixelPos(self):
+               x0, y0, w, h = self.getSize()
+               return x0, y0
+
+       def draw(self):
+               x, y, w, h = self.getSize()
+
+               glPushMatrix()
+               glTranslatef(x, y, 0)
+
+               glColor3ub(255,255,255)
+               if self._value:
+                       opengl.glDrawTexturedQuad(w/2-h/2,0, h, h, 28)
+               else:
+                       opengl.glDrawTexturedQuad(w/2-h/2,0, h, h, 29)
+
+               glPopMatrix()
+
+       def _checkHit(self, x, y):
+               x1, y1, w, h = self.getSize()
+               return 0 <= x - x1 <= w and 0 <= y - y1 <= h
+
+       def OnMouseMotion(self, x, y):
+               return False
+
+       def OnMouseDown(self, x, y, button):
+               if self._checkHit(x, y):
+                       self._value = not self._value
+                       return True
+               return False
+
+class glSlider(glGuiControl):
+       def __init__(self, parent, value, minValue, maxValue, pos, callback):
+               super(glSlider, self).__init__(parent, pos)
+               self._callback = callback
+               self._focus = False
+               self._hidden = False
+               self._value = value
+               self._minValue = minValue
+               self._maxValue = maxValue
+
+       def setValue(self, value):
+               self._value = value
+
+       def getValue(self):
+               if self._value < self._minValue:
+                       return self._minValue
+               if self._value > self._maxValue:
+                       return self._maxValue
+               return self._value
+
+       def setRange(self, minValue, maxValue):
+               if maxValue < minValue:
+                       maxValue = minValue
+               self._minValue = minValue
+               self._maxValue = maxValue
+
+       def getMinValue(self):
+               return self._minValue
+
+       def getMaxValue(self):
+               return self._maxValue
+
+       def setHidden(self, value):
+               self._hidden = value
+
+       def getMinSize(self):
+               return self._base._buttonSize * 0.2, self._base._buttonSize * 4
+
+       def _getPixelPos(self):
+               x0, y0, w, h = self.getSize()
+               minSize = self.getMinSize()
+               return x0 + w / 2 - minSize[0] / 2, y0 + h / 2 - minSize[1] / 2
+
+       def draw(self):
+               if self._hidden:
+                       return
+
+               w, h = self.getMinSize()
+               pos = self._getPixelPos()
+
+               glPushMatrix()
+               glTranslatef(pos[0], pos[1], 0)
                glDisable(GL_TEXTURE_2D)
-               if self._focus:
+               if self.hasFocus():
+                       glColor4ub(60,60,60,255)
+               else:
+                       glColor4ub(60,60,60,192)
+               glBegin(GL_QUADS)
+               glVertex2f( w/2,-h/2)
+               glVertex2f(-w/2,-h/2)
+               glVertex2f(-w/2, h/2)
+               glVertex2f( w/2, h/2)
+               glEnd()
+               scrollLength = h - w
+               if self._maxValue-self._minValue != 0:
+                       valueNormalized = ((self.getValue()-self._minValue)/(self._maxValue-self._minValue))
+               else:
+                       valueNormalized = 0
+               glTranslate(0.0,scrollLength/2,0)
+               if True:  # self._focus:
                        glColor4ub(0,0,0,255)
-                       glTranslatef(0, -0.55, 0)
-                       opengl.glDrawStringCenter(self._tooltip)
+                       glPushMatrix()
+                       glTranslate(-w/2,opengl.glGetStringSize(str(self._minValue))[1]/2,0)
+                       opengl.glDrawStringRight(str(self._minValue))
+                       glTranslate(0,-scrollLength,0)
+                       opengl.glDrawStringRight(str(self._maxValue))
+                       glTranslate(w,scrollLength-scrollLength*valueNormalized,0)
+                       opengl.glDrawStringLeft(str(self.getValue()))
+                       glPopMatrix()
+               glColor4ub(255,255,255,240)
+               glTranslate(0.0,-scrollLength*valueNormalized,0)
+               glBegin(GL_QUADS)
+               glVertex2f( w/2,-w/2)
+               glVertex2f(-w/2,-w/2)
+               glVertex2f(-w/2, w/2)
+               glVertex2f( w/2, w/2)
+               glEnd()
                glPopMatrix()
 
        def _checkHit(self, x, y):
                if self._hidden:
                        return False
-               bs = self._getSize()
                pos = self._getPixelPos()
-               return -bs * 0.5 <= x - pos[0] <= bs * 0.5 and -bs * 0.5 <= y - pos[1] <= bs * 0.5
+               w, h = self.getMinSize()
+               return -w/2 <= x - pos[0] <= w/2 and -h/2 <= y - pos[1] <= h/2
+
+       def setFocus(self):
+               self._base._focus = self
+               return True
 
        def OnMouseMotion(self, x, y):
+               if self.hasFocus():
+                       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._callback()
+                       return True
                if self._checkHit(x, y):
                        self._focus = True
                        return True
                self._focus = False
                return False
 
-       def OnMouseDown(self, x, y):
+       def OnMouseDown(self, x, y, button):
                if self._checkHit(x, y):
-                       self._callback()
+                       self.setFocus()
+                       self.OnMouseMotion(x, y)
+                       return True
+               return False
+
+       def OnMouseUp(self, x, y):
+               if self.hasFocus():
+                       self._base._focus = None
                        return True
                return False