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
+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._glGuiControlList.append(ctrl)
self.updateLayout()
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
for ctrl in self._glGuiControlList:
- if ctrl.OnMouseDown(x, y):
+ if ctrl.OnMouseDown(x, y, button):
return True
return False
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)
+ 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._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_MOTION(self, self._OnGuiMouseMotion)
wx.EVT_CHAR(self, self._OnGuiKeyChar)
wx.EVT_KILL_FOCUS(self, self.OnFocusLost)
+ wx.EVT_IDLE(self, self._OnIdle)
+
+ 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:
def _OnGuiMouseDown(self,e):
self.SetFocus()
- if self._container.OnMouseDown(e.GetX(), e.GetY()):
+ if self._container.OnMouseDown(e.GetX(), e.GetY(), e.GetButton()):
self.Refresh()
return
self.OnMouseDown(e)
self.OnMouseMotion(e)
def _OnGuiPaint(self, e):
+ self._idleCalled = False
h = self.GetSize().GetHeight()
w = self.GetSize().GetWidth()
oldButtonSize = self._buttonSize
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.'
+ 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:
- wx.CallAfter(wx.MessageBox, errStr, '3D window error', wx.OK | wx.ICON_EXCLAMATION)
+ traceback.print_exc()
+ wx.CallAfter(wx.MessageBox, errStr, _("3D window error"), wx.OK | wx.ICON_EXCLAMATION)
self._shownError = True
def _drawGui(self):
glLoadIdentity()
self._container.draw()
- glBindTexture(GL_TEXTURE_2D, self._glRobotTexture)
- glEnable(GL_TEXTURE_2D)
- glPushMatrix()
- glColor4f(1,1,1,1)
- glTranslate(size.GetWidth() - 8,size.GetHeight() - 16,0)
- s = self._buttonSize * 1.4
- glScale(s,s,s)
- 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()
+
+ # 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 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:
else:
x = pos[0] * gridSize + bs * 0.2
if pos[1] < 0:
- y = h + pos[1] * gridSize * 1.2 - bs * 0.2
+ 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)
return self._size
class glButton(glGuiControl):
- def __init__(self, parent, imageID, tooltip, pos, callback):
+ 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._callback = callback
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 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 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):
cx = (self._imageID % 4) / 4
cy = int(self._imageID / 4) / 4
- bs = self._base._buttonSize
+ bs = self.getMinSize()[0]
pos = self._getPixelPos()
glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture)
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:
self._focus = False
return False
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
if self._checkHit(x, y):
- self._callback()
+ self._callback(button)
return True
return False
def setSelected(self, value):
self._selected = value
- def _onRadioSelect(self):
+ def _onRadioSelect(self, button):
self._base._focus = None
for ctrl in self._group:
if ctrl != self:
self.setSelected(False)
else:
self.setSelected(True)
- self._radioCallback()
+ self._radioCallback(button)
class glComboButton(glButton):
def __init__(self, parent, tooltip, imageIDs, tooltips, pos, callback):
self._comboCallback = callback
self._selection = 0
- def _onComboOpenSelect(self):
+ def _onComboOpenSelect(self, button):
if self.hasFocus():
self._base._focus = None
else:
self._imageID = self._imageIDs[self._selection]
self._comboCallback()
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
if self._hidden or self._disabled:
return False
if self.hasFocus():
self._base._focus = None
self._comboCallback()
return True
- return super(glComboButton, self).OnMouseDown(x, y)
+ return super(glComboButton, self).OnMouseDown(x, y, button)
class glFrame(glGuiContainer):
def __init__(self, parent, pos):
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
bs = self._parent._buttonSize
pos = self._getPixelPos()
- glPushMatrix()
- glTranslatef(pos[0], pos[1], 0)
- glBindTexture(GL_TEXTURE_2D, self._base._glButtonsTexture)
- glEnable(GL_TEXTURE_2D)
-
size = self._layout.getLayoutSize()
glColor4ub(255,255,255,255)
- glBegin(GL_QUADS)
- bs /= 2
- tc = 1 / 4 / 2
-
-# glTexCoord2f(1, 0)
-# glVertex2f( size[0], 0)
-# glTexCoord2f(0, 0)
-# glVertex2f( 0, 0)
-# glTexCoord2f(0, 1)
-# glVertex2f( 0, size[1])
-# glTexCoord2f(1, 1)
-# glVertex2f( size[0], size[1])
- #TopLeft
- glTexCoord2f(tc, 0)
- glVertex2f( bs, 0)
- glTexCoord2f(0, 0)
- glVertex2f( 0, 0)
- glTexCoord2f(0, tc/2)
- glVertex2f( 0, bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, bs)
- #TopRight
- glTexCoord2f(tc+tc, 0)
- glVertex2f( size[0], 0)
- glTexCoord2f(tc, 0)
- glVertex2f( size[0] - bs, 0)
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0] - bs, bs)
- glTexCoord2f(tc+tc, tc/2)
- glVertex2f( size[0], bs)
- #BottomLeft
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, size[1] - bs)
- glTexCoord2f(0, tc/2)
- glVertex2f( 0, size[1] - bs)
- glTexCoord2f(0, tc/2+tc/2)
- glVertex2f( 0, size[1])
- glTexCoord2f(tc, tc/2+tc/2)
- glVertex2f( bs, size[1])
- #BottomRight
- glTexCoord2f(tc+tc, tc/2)
- glVertex2f( size[0], size[1] - bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0] - bs, size[1] - bs)
- glTexCoord2f(tc, tc/2+tc/2)
- glVertex2f( size[0] - bs, size[1])
- glTexCoord2f(tc+tc, tc/2+tc/2)
- glVertex2f( size[0], size[1])
-
- #Center
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0]-bs, bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, size[1]-bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0]-bs, size[1]-bs)
-
- #Right
- glTexCoord2f(tc+tc, tc/2)
- glVertex2f( size[0], bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0]-bs, bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0]-bs, size[1]-bs)
- glTexCoord2f(tc+tc, tc/2)
- glVertex2f( size[0], size[1]-bs)
-
- #Left
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, bs)
- glTexCoord2f(0, tc/2)
- glVertex2f( 0, bs)
- glTexCoord2f(0, tc/2)
- glVertex2f( 0, size[1]-bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, size[1]-bs)
-
- #Top
- glTexCoord2f(tc, 0)
- glVertex2f( size[0]-bs, 0)
- glTexCoord2f(tc, 0)
- glVertex2f( bs, 0)
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0]-bs, bs)
-
- #Bottom
- glTexCoord2f(tc, tc/2)
- glVertex2f( size[0]-bs, size[1]-bs)
- glTexCoord2f(tc, tc/2)
- glVertex2f( bs, size[1]-bs)
- glTexCoord2f(tc, tc/2+tc/2)
- glVertex2f( bs, size[1])
- glTexCoord2f(tc, tc/2+tc/2)
- glVertex2f( size[0]-bs, size[1])
-
- glEnd()
- glDisable(GL_TEXTURE_2D)
- glPopMatrix()
+ opengl.glDrawStretchedQuad(pos[0], pos[1], size[0], size[1], bs*0.75, 0)
#Draw the controls on the frame
super(glFrame, self).draw()
self._focus = False
return False
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
if self._checkHit(x, y):
- super(glFrame, self).OnMouseDown(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 OnMouseMotion(self, x, y):
return False
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
return False
class glNumberCtrl(glGuiControl):
def OnMouseMotion(self, x, y):
return False
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
if self._checkHit(x, y):
self.setFocus()
return True
def OnMouseMotion(self, x, y):
return False
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
if self._checkHit(x, y):
self._value = not self._value
return True
def setValue(self, value):
self._value = value
- self._value = max(self._minValue, self._value)
- self._value = min(self._maxValue, self._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):
maxValue = minValue
self._minValue = minValue
self._maxValue = maxValue
- self._value = max(minValue, self._value)
- self._value = min(maxValue, self._value)
def getMinValue(self):
return self._minValue
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 self._focus:
+ if True: # self._focus:
glColor4ub(0,0,0,255)
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))
- if self._maxValue-self._minValue > 0:
- glTranslate(w,scrollLength-scrollLength*((self._value-self._minValue)/(self._maxValue-self._minValue)),0)
- opengl.glDrawStringLeft(str(self._value))
+ glTranslate(w,scrollLength-scrollLength*valueNormalized,0)
+ opengl.glDrawStringLeft(str(self.getValue()))
glPopMatrix()
glColor4ub(255,255,255,240)
- if self._maxValue - self._minValue != 0:
- glTranslate(0.0,-scrollLength*((self._value-self._minValue)/(self._maxValue-self._minValue)),0)
+ glTranslate(0.0,-scrollLength*valueNormalized,0)
glBegin(GL_QUADS)
glVertex2f( w/2,-w/2)
glVertex2f(-w/2,-w/2)
self._focus = False
return False
- def OnMouseDown(self, x, y):
+ def OnMouseDown(self, x, y, button):
if self._checkHit(x, y):
self.setFocus()
self.OnMouseMotion(x, y)