]> git.saurik.com Git - wxWidgets.git/blobdiff - wxPython/demo/GLCanvas.py
Add IsValid()
[wxWidgets.git] / wxPython / demo / GLCanvas.py
index 6757931c2f3ff749ef8d4e6c14a5090b40b51608..5601305da895b36c9931ef5343a157f967ed1d0c 100644 (file)
@@ -18,57 +18,54 @@ except ImportError:
 
 #----------------------------------------------------------------------
 
-if not haveGLCanvas:
-    def runTest(frame, nb, log):
-        dlg = wx.MessageDialog(frame, '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:
-    def runTest(frame, nb, log):
-        dlg = wx.MessageDialog(frame,
-                              '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:
-    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):
+
+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_WARNING)
+            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_WARNING)
+            dlg.ShowModal()
+            dlg.Destroy()
+
+        else:
             canvasClassName = buttonDefs[evt.GetId()][0]
             canvasClass = eval(canvasClassName)
             frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
@@ -76,184 +73,183 @@ else:
             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 runTest(frame, nb, log):
-        win = ButtonPanel(nb, log)
-        return win
 
+    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()
 
-    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 OnPaint(self, event):
+        dc = wx.PaintDC(self)
+        self.SetCurrent()
+        if not self.init:
+            self.InitGL()
+            self.init = True
+        self.OnDraw()
 
-        def OnEraseBackground(self, event):
-            pass # Do nothing, to avoid flashing on MSW.
 
+    def OnMouseDown(self, evt):
+        self.CaptureMouse()
 
-        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 OnMouseUp(self, evt):
+        self.ReleaseMouse()
 
 
-        def OnMouseDown(self, evt):
-            self.CaptureMouse()
+    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)
 
 
-        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)
 
-    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);
+        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)
 
-        def OnDraw(self):
-            # clear color and depth buffers
-            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+        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)
 
-            # 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( 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( 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(-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()
 
-            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)
+        glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
+        glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
 
-            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)
+        self.SwapBuffers()
 
-            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()
 
 
 
 
-    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
 
 
-#----------------------------------------------------------------------