-
from wxPython.wx import *
try:
from wxPython.glcanvas import *
dlg.Destroy()
+
+
else:
- def runTest(frame, nb, log):
- win = wxFrame(frame, -1, "GL Demos", wxDefaultPosition, wxSize(300,300))
- CubeCanvas(win)
- #MySplitter(win)
- frame.otherWin = win
- win.Show(true)
- return None
+ buttonDefs = {
+ wxNewId() : ('CubeCanvas', 'Cube'),
+ wxNewId() : ('ConeCanvas', 'Cone'),
+ }
+ class ButtonPanel(wxPanel):
+ def __init__(self, parent, log):
+ wxPanel.__init__(self, parent, -1)
+ self.log = log
- class MySplitter(wxSplitterWindow):
- def __init__(self, parent):
- wxSplitterWindow.__init__(self, parent, -1)
- cube = CubeCanvas(self)
- cone = ConeCanvas(self)
+ box = wxBoxSizer(wxVERTICAL)
+ box.Add(20, 30)
+ keys = buttonDefs.keys()
+ keys.sort()
+ for k in keys:
+ text = buttonDefs[k][1]
+ btn = wxButton(self, k, text)
+ box.Add(btn, 0, wxALIGN_CENTER|wxALL, 15)
+ EVT_BUTTON(self, k, self.OnButton)
+
+ #** Enable this to show putting a wxGLCanvas on the wxPanel
+ if 0:
+ c = CubeCanvas(self)
+ c.SetSize((200, 200))
+ box.Add(c, 0, wxALIGN_CENTER|wxALL, 15)
- self.SplitVertically(cube, cone)
- self.SetSashPosition(300)
+ self.SetAutoLayout(true)
+ self.SetSizer(box)
+ def OnButton(self, evt):
+ canvasClassName = buttonDefs[evt.GetId()][0]
+ canvasClass = eval(canvasClassName)
+ frame = wxFrame(None, -1, canvasClassName, size=(400,400))
+ canvas = canvasClass(frame)
+ frame.Show(true)
+
+
+
+ def runTest(frame, nb, log):
+ win = ButtonPanel(nb, log)
+ return win
+
- class CubeCanvas(wxGLCanvas):
+
+
+ class MyCanvasBase(wxGLCanvas):
def __init__(self, parent):
- wxGLCanvas.__init__(self, parent, -1) #,
- #attribList=[GL_RED_BITS, 4, GL_DOUBLEBUFFER] )
+ wxGLCanvas.__init__(self, parent, -1)
+ self.init = false
+ # initial mouse position
+ self.lastx = self.x = 30
+ self.lasty = self.y = 30
EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
EVT_SIZE(self, self.OnSize)
EVT_PAINT(self, self.OnPaint)
- self.init = false
+ EVT_LEFT_DOWN(self, self.OnMouseDown) # needs fixing...
+ EVT_LEFT_UP(self, self.OnMouseUp)
+ EVT_MOTION(self, self.OnMouseMotion)
def OnEraseBackground(self, event):
- pass # Do nothing, to avoid flashing.
+ pass # Do nothing, to avoid flashing on MSW.
def OnSize(self, event):
size = self.GetClientSize()
self.SetCurrent()
glViewport(0, 0, size.width, size.height)
-
def OnPaint(self, event):
dc = wxPaintDC(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);
glVertex3f(-0.5, 0.5,-0.5)
glEnd()
- self.SwapBuffers()
+ 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()
- 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(30.0, 1.0, 0.0, 0.0);
- glRotatef(30.0, 0.0, 1.0, 0.0);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- class ConeCanvas(wxGLCanvas):
- def __init__(self, parent):
- wxGLCanvas.__init__(self, parent, -1)
- EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
- EVT_SIZE(self, self.OnSize)
- EVT_PAINT(self, self.OnPaint)
- self.init = false
- def OnEraseBackground(self, event):
- pass # Do nothing, to avoid flashing.
-
- def OnSize(self, event):
- size = self.GetClientSize()
- if self.GetContext():
- self.SetCurrent()
- glViewport(0, 0, size.width, size.height)
-
- def GLInit( self ):
+ 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);
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+ # position viewer
+ glMatrixMode(GL_MODELVIEW);
- def OnPaint( self, event ):
- dc = wxPaintDC(self)
- if not self.init:
- self.GLInit()
- self.init = true
-
- ### Tell system to use _this_ glcanvas for all commands
- self.SetCurrent()
+ def OnDraw(self):
# clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- # position viewer
- glMatrixMode(GL_MODELVIEW);
# use a fresh transformation matrix
glPushMatrix()
# position object
glRotate(30.0, 1.0, 0.0, 0.0);
glRotate(30.0, 0.0, 1.0, 0.0);
- ### From cone.py
glTranslate(0, -1, 0)
glRotate(250, 1, 0, 0)
- glutSolidCone(1, 2, 50, 10)
+ 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()
+
+
#----------------------------------------------------------------------
if __name__ == '__main__':
_test()
+