]> git.saurik.com Git - wxWidgets.git/blobdiff - wxPython/demo/wxGLCanvas.py
Renamed demo modules to be wx-less.
[wxWidgets.git] / wxPython / demo / wxGLCanvas.py
diff --git a/wxPython/demo/wxGLCanvas.py b/wxPython/demo/wxGLCanvas.py
deleted file mode 100644 (file)
index 51c231e..0000000
+++ /dev/null
@@ -1,283 +0,0 @@
-# 11/18/2003 - Jeff Grimmett (grimmtooth@softhome.net)
-#
-# o Updated for wx namespace
-# o Note: unable to install PyOpenGL on my system as I am running Python 2.3
-#   and PyOpenGL does not support anything above Python 2.2. Did what I could,
-#   but odds are good there are problems.
-#
-
-import  wx
-
-try:
-    import  wx.glcanvas as  glcanvas
-    haveGLCanvas = True
-except ImportError:
-    haveGLCanvas = False
-
-try:
-    # The Python OpenGL package can be found at
-    # http://PyOpenGL.sourceforge.net/
-
-    import  OpenGL.GL   as  gl
-    import  OpenGL.GLUT as  glut
-    haveOpenGL = True
-except ImportError:
-    haveOpenGL = False
-
-#----------------------------------------------------------------------
-
-if not haveGLCanvas:
-    def runTest(frame, nb, log):
-        dlg = wx.MessageDialog(
-            frame, 'The wxGLCanvas 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, id=k)
-
-            #** Enable this to show putting a wxGLCanvas on the wxPanel
-            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):
-            canvasClassName = buttonDefs[evt.GetId()][0]
-            canvasClass = eval(canvasClassName)
-            frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
-            canvas = canvasClass(frame)
-            frame.Show(True)
-
-
-
-    def runTest(frame, nb, log):
-        win = ButtonPanel(nb, log)
-        return win
-
-
-
-
-    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)  # needs fixing...
-            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()
-                glcanvas.glViewport(0, 0, size.width, size.height)
-
-        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
-            glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
-            glcanvas.glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
-
-            # position viewer
-            glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
-            glcanvas.glTranslatef(0.0, 0.0, -2.0);
-
-            # position object
-            glcanvas.glRotatef(self.y, 1.0, 0.0, 0.0);
-            glcanvas.glRotatef(self.x, 0.0, 1.0, 0.0);
-
-            glcanvas.glEnable(glcanvas.GL_DEPTH_TEST);
-            glcanvas.glEnable(glcanvas.GL_LIGHTING);
-            glcanvas.glEnable(glcanvas.GL_LIGHT0);
-
-
-        def OnDraw(self):
-            # clear color and depth buffers
-            glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT)
-
-            # draw six faces of a cube
-            glcanvas.glBegin(glcanvas.GL_QUADS)
-            glcanvas.glNormal3f( 0.0, 0.0, 1.0)
-            glcanvas.glVertex3f( 0.5, 0.5, 0.5)
-            glcanvas.glVertex3f(-0.5, 0.5, 0.5)
-            glcanvas.glVertex3f(-0.5,-0.5, 0.5)
-            glcanvas.glVertex3f( 0.5,-0.5, 0.5)
-
-            glcanvas.glNormal3f( 0.0, 0.0,-1.0)
-            glcanvas.glVertex3f(-0.5,-0.5,-0.5)
-            glcanvas.glVertex3f(-0.5, 0.5,-0.5)
-            glcanvas.glVertex3f( 0.5, 0.5,-0.5)
-            glcanvas.glVertex3f( 0.5,-0.5,-0.5)
-
-            glcanvas.glNormal3f( 0.0, 1.0, 0.0)
-            glcanvas.glVertex3f( 0.5, 0.5, 0.5)
-            glcanvas.glVertex3f( 0.5, 0.5,-0.5)
-            glcanvas.glVertex3f(-0.5, 0.5,-0.5)
-            glcanvas.glVertex3f(-0.5, 0.5, 0.5)
-
-            glcanvas.glNormal3f( 0.0,-1.0, 0.0)
-            glcanvas.glVertex3f(-0.5,-0.5,-0.5)
-            glcanvas.glVertex3f( 0.5,-0.5,-0.5)
-            glcanvas.glVertex3f( 0.5,-0.5, 0.5)
-            glcanvas.glVertex3f(-0.5,-0.5, 0.5)
-
-            glcanvas.glNormal3f( 1.0, 0.0, 0.0)
-            glcanvas.glVertex3f( 0.5, 0.5, 0.5)
-            glcanvas.glVertex3f( 0.5,-0.5, 0.5)
-            glcanvas.glVertex3f( 0.5,-0.5,-0.5)
-            glcanvas.glVertex3f( 0.5, 0.5,-0.5)
-
-            glcanvas.glNormal3f(-1.0, 0.0, 0.0)
-            glcanvas.glVertex3f(-0.5,-0.5,-0.5)
-            glcanvas.glVertex3f(-0.5,-0.5, 0.5)
-            glcanvas.glVertex3f(-0.5, 0.5, 0.5)
-            glcanvas.glVertex3f(-0.5, 0.5,-0.5)
-            glcanvas.glEnd()
-
-            glcanvas.glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
-            glcanvas.glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
-
-            self.SwapBuffers()
-
-
-    class ConeCanvas(MyCanvasBase):
-        def InitGL( self ):
-            glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
-            # camera frustrum setup
-            glcanvas.glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
-            glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
-            glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
-            glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
-            glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_SHININESS, 50.0)
-            glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
-            glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
-            glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
-            glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
-            glcanvas.glLightModel(glcanvas.GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
-            glcanvas.glEnable(glcanvas.GL_LIGHTING)
-            glcanvas.glEnable(glcanvas.GL_LIGHT0)
-            glcanvas.glDepthFunc(glcanvas.GL_LESS)
-            glcanvas.glEnable(glcanvas.GL_DEPTH_TEST)
-            glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT)
-            # position viewer
-            glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
-
-
-        def OnDraw(self):
-            # clear color and depth buffers
-            glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT);
-            # use a fresh transformation matrix
-            glcanvas.glPushMatrix()
-            # position object
-            glcanvas.glTranslate(0.0, 0.0, -2.0);
-            glcanvas.glRotate(30.0, 1.0, 0.0, 0.0);
-            glcanvas.glRotate(30.0, 0.0, 1.0, 0.0);
-
-            glcanvas.glTranslate(0, -1, 0)
-            glcanvas.glRotate(250, 1, 0, 0)
-            glcanvas.glutSolidCone(0.5, 1, 30, 5)
-            glcanvas.glPopMatrix()
-            glcanvas.glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
-            glcanvas.glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
-            # push into visible buffer
-            self.SwapBuffers()
-
-
-
-
-#----------------------------------------------------------------------
-
-
-
-overview = """\
-"""
-
-
-#----------------------------------------------------------------------
-
-def _test():
-    class MyApp(wxApp):
-        def OnInit(self):
-            frame = wx.Frame(None, -1, "GL Demos", wx.DefaultPosition, (600,300))
-            #win = ConeCanvas(frame)
-            MySplitter(frame)
-            frame.Show(True)
-            self.SetTopWindow(frame)
-            return True
-
-    app = MyApp(0)
-    app.MainLoop()
-
-if __name__ == '__main__':
-    _test()
-