
import wx

try:
    from wx import glcanvas
    haveGLCanvas = True
except ImportError:
    haveGLCanvas = False

try:
    # The Python OpenGL package can be found at
    # http://PyOpenGL.sourceforge.net/
    from OpenGL.GL import *
    from OpenGL.GLUT import *
    haveOpenGL = True
except ImportError:
    haveOpenGL = False

#----------------------------------------------------------------------


buttonDefs = {
    wx.NewId() : ('CubeCanvas',      'Cube'),
    wx.NewId() : ('ConeCanvas',      'Cone'),
    }

class ButtonPanel(wx.Panel):
    def __init__(self, parent, log):
        wx.Panel.__init__(self, parent, -1)
        self.log = log

        box = wx.BoxSizer(wx.VERTICAL)
        box.Add((20, 30))
        keys = buttonDefs.keys()
        keys.sort()
        for k in keys:
            text = buttonDefs[k][1]
            btn = wx.Button(self, k, text)
            box.Add(btn, 0, wx.ALIGN_CENTER|wx.ALL, 15)
            self.Bind(wx.EVT_BUTTON, self.OnButton, btn)

        #** Enable this to show putting a GLCanvas on the wx.Panel
        if 0:
            c = CubeCanvas(self)
            c.SetSize((200, 200))
            box.Add(c, 0, wx.ALIGN_CENTER|wx.ALL, 15)

        self.SetAutoLayout(True)
        self.SetSizer(box)


    def OnButton(self, evt):
        if not haveGLCanvas:
            dlg = wx.MessageDialog(self,
                                   'The GLCanvas class has not been included with this build of wxPython!',
                                   'Sorry', wx.OK | wx.ICON_INFORMATION)
            dlg.ShowModal()
            dlg.Destroy()

        elif not haveOpenGL:
            dlg = wx.MessageDialog(self,
                                   'The OpenGL package was not found.  You can get it at\n'
                                   'http://PyOpenGL.sourceforge.net/',
                                   'Sorry', wx.OK | wx.ICON_INFORMATION)
            dlg.ShowModal()
            dlg.Destroy()

        else:
            canvasClassName = buttonDefs[evt.GetId()][0]
            canvasClass = eval(canvasClassName)
            frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
            canvas = canvasClass(frame)
            frame.Show(True)


class MyCanvasBase(glcanvas.GLCanvas):
    def __init__(self, parent):
        glcanvas.GLCanvas.__init__(self, parent, -1)
        self.init = False
        # initial mouse position
        self.lastx = self.x = 30
        self.lasty = self.y = 30
        self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground)
        self.Bind(wx.EVT_SIZE, self.OnSize)
        self.Bind(wx.EVT_PAINT, self.OnPaint)
        self.Bind(wx.EVT_LEFT_DOWN, self.OnMouseDown)
        self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
        self.Bind(wx.EVT_MOTION, self.OnMouseMotion)


    def OnEraseBackground(self, event):
        pass # Do nothing, to avoid flashing on MSW.


    def OnSize(self, event):
        size = self.GetClientSize()
        if self.GetContext():
            self.SetCurrent()
            glViewport(0, 0, size.width, size.height)
        event.Skip()


    def OnPaint(self, event):
        dc = wx.PaintDC(self)
        self.SetCurrent()
        if not self.init:
            self.InitGL()
            self.init = True
        self.OnDraw()


    def OnMouseDown(self, evt):
        self.CaptureMouse()


    def OnMouseUp(self, evt):
        self.ReleaseMouse()


    def OnMouseMotion(self, evt):
        if evt.Dragging() and evt.LeftIsDown():
            self.x, self.y = self.lastx, self.lasty
            self.x, self.y = evt.GetPosition()
            self.Refresh(False)




class CubeCanvas(MyCanvasBase):
    def InitGL(self):
        # set viewing projection
        glMatrixMode(GL_PROJECTION);
        glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);

        # position viewer
        glMatrixMode(GL_MODELVIEW);
        glTranslatef(0.0, 0.0, -2.0);

        # position object
        glRotatef(self.y, 1.0, 0.0, 0.0);
        glRotatef(self.x, 0.0, 1.0, 0.0);

        glEnable(GL_DEPTH_TEST);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);


    def OnDraw(self):
        # clear color and depth buffers
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        # draw six faces of a cube
        glBegin(GL_QUADS)
        glNormal3f( 0.0, 0.0, 1.0)
        glVertex3f( 0.5, 0.5, 0.5)
        glVertex3f(-0.5, 0.5, 0.5)
        glVertex3f(-0.5,-0.5, 0.5)
        glVertex3f( 0.5,-0.5, 0.5)

        glNormal3f( 0.0, 0.0,-1.0)
        glVertex3f(-0.5,-0.5,-0.5)
        glVertex3f(-0.5, 0.5,-0.5)
        glVertex3f( 0.5, 0.5,-0.5)
        glVertex3f( 0.5,-0.5,-0.5)

        glNormal3f( 0.0, 1.0, 0.0)
        glVertex3f( 0.5, 0.5, 0.5)
        glVertex3f( 0.5, 0.5,-0.5)
        glVertex3f(-0.5, 0.5,-0.5)
        glVertex3f(-0.5, 0.5, 0.5)

        glNormal3f( 0.0,-1.0, 0.0)
        glVertex3f(-0.5,-0.5,-0.5)
        glVertex3f( 0.5,-0.5,-0.5)
        glVertex3f( 0.5,-0.5, 0.5)
        glVertex3f(-0.5,-0.5, 0.5)

        glNormal3f( 1.0, 0.0, 0.0)
        glVertex3f( 0.5, 0.5, 0.5)
        glVertex3f( 0.5,-0.5, 0.5)
        glVertex3f( 0.5,-0.5,-0.5)
        glVertex3f( 0.5, 0.5,-0.5)

        glNormal3f(-1.0, 0.0, 0.0)
        glVertex3f(-0.5,-0.5,-0.5)
        glVertex3f(-0.5,-0.5, 0.5)
        glVertex3f(-0.5, 0.5, 0.5)
        glVertex3f(-0.5, 0.5,-0.5)
        glEnd()

        glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
        glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);

        self.SwapBuffers()





class ConeCanvas(MyCanvasBase):
    def InitGL( self ):
        glMatrixMode(GL_PROJECTION);
        # camera frustrum setup
        glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
        glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
        glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
        glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
        glMaterial(GL_FRONT, GL_SHININESS, 50.0)
        glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
        glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
        glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
        glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
        glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glDepthFunc(GL_LESS)
        glEnable(GL_DEPTH_TEST)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        # position viewer
        glMatrixMode(GL_MODELVIEW);


    def OnDraw(self):
        # clear color and depth buffers
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        # use a fresh transformation matrix
        glPushMatrix()
        # position object
        glTranslate(0.0, 0.0, -2.0);
        glRotate(30.0, 1.0, 0.0, 0.0);
        glRotate(30.0, 0.0, 1.0, 0.0);

        glTranslate(0, -1, 0)
        glRotate(250, 1, 0, 0)
        glutSolidCone(0.5, 1, 30, 5)
        glPopMatrix()
        glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
        glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
        # push into visible buffer
        self.SwapBuffers()




#----------------------------------------------------------------------


def runTest(frame, nb, log):
    win = ButtonPanel(nb, log)
    return win






overview = """\
"""



if __name__ == '__main__':
    import sys,os
    import run
    run.main(['', os.path.basename(sys.argv[0])] + sys.argv[1:])




#----------------------------------------------------------------------

