]> git.saurik.com Git - wxWidgets.git/blobdiff - wxPython/wx/lib/floatcanvas/FloatCanvas.py
Added a new version (0.8.3) of FloatCanvas from Chris Barker. It's
[wxWidgets.git] / wxPython / wx / lib / floatcanvas / FloatCanvas.py
diff --git a/wxPython/wx/lib/floatcanvas/FloatCanvas.py b/wxPython/wx/lib/floatcanvas/FloatCanvas.py
new file mode 100644 (file)
index 0000000..83865fb
--- /dev/null
@@ -0,0 +1,1962 @@
+
+try:
+    from Numeric import array,asarray,Float,cos,pi,sum,minimum,maximum,Int32,zeros
+except ImportError:
+    from numarray import array, asarray, Float, cos, pi, sum, minimum, maximum, Int32, zeros
+
+from time import clock, sleep
+
+import wx
+
+import types
+import os        
+
+import Resources
+
+## A global variable to hold the Pixels per inch that wxWindows thinks is in use
+## This is used for scaling fonts.
+## This can't be computed on module __init__, because a wx.App might not have iniitalized yet.
+global ScreenPPI 
+
+## a custom Exceptions:
+
+class FloatCanvasException(Exception):
+    pass
+
+## All the mouse events
+#EVT_FC_ENTER_WINDOW = wx.NewEventType()
+#EVT_FC_LEAVE_WINDOW = wx.NewEventType()
+EVT_FC_LEFT_DOWN = wx.NewEventType() 
+EVT_FC_LEFT_UP  = wx.NewEventType()
+EVT_FC_LEFT_DCLICK = wx.NewEventType() 
+EVT_FC_MIDDLE_DOWN = wx.NewEventType() 
+EVT_FC_MIDDLE_UP = wx.NewEventType() 
+EVT_FC_MIDDLE_DCLICK = wx.NewEventType() 
+EVT_FC_RIGHT_DOWN = wx.NewEventType() 
+EVT_FC_RIGHT_UP = wx.NewEventType() 
+EVT_FC_RIGHT_DCLICK = wx.NewEventType() 
+EVT_FC_MOTION = wx.NewEventType() 
+EVT_FC_MOUSEWHEEL = wx.NewEventType() 
+## these two are for the hit-test stuff, I never make them real Events
+EVT_FC_ENTER_OBJECT = wx.NewEventType()
+EVT_FC_LEAVE_OBJECT = wx.NewEventType()
+
+#def EVT_ENTER_WINDOW( window, function ):
+#    window.Connect( -1, -1, EVT_FC_ENTER_WINDOW, function ) 
+#def EVT_LEAVE_WINDOW( window, function ):
+#    window.Connect( -1, -1,EVT_FC_LEAVE_WINDOW , function ) 
+def EVT_LEFT_DOWN( window, function ):  
+    window.Connect( -1, -1,EVT_FC_LEFT_DOWN , function )
+def EVT_LEFT_UP( window, function ):
+    window.Connect( -1, -1,EVT_FC_LEFT_UP , function )
+def EVT_LEFT_DCLICK  ( window, function ):
+    window.Connect( -1, -1,EVT_FC_LEFT_DCLICK , function )
+def EVT_MIDDLE_DOWN  ( window, function ):
+    window.Connect( -1, -1,EVT_FC_MIDDLE_DOWN , function )
+def EVT_MIDDLE_UP  ( window, function ):
+    window.Connect( -1, -1,EVT_FC_MIDDLE_UP , function )
+def EVT_MIDDLE_DCLICK  ( window, function ):
+    window.Connect( -1, -1,EVT_FC_MIDDLE_DCLICK , function )
+def EVT_RIGHT_DOWN  ( window, function ):
+    window.Connect( -1, -1,EVT_FC_RIGHT_DOWN , function )
+def EVT_RIGHT_UP( window, function ):
+    window.Connect( -1, -1,EVT_FC_RIGHT_UP , function )
+def EVT_RIGHT_DCLICK( window, function ):
+    window.Connect( -1, -1,EVT_FC_RIGHT_DCLICK , function )
+def EVT_MOTION( window, function ):
+    window.Connect( -1, -1,EVT_FC_MOTION , function )
+def EVT_MOUSEWHEEL( window, function ):
+    window.Connect( -1, -1,EVT_FC_MOUSEWHEEL , function )
+
+class MouseEvent(wx.PyCommandEvent):
+
+    """
+
+    This event class takes a regular wxWindows mouse event as a parameter,
+    and wraps it so that there is access to all the original methods. This
+    is similar to subclassing, but you can't subclass a wxWindows event
+
+    The goal is to be able to it just like a regular mouse event.
+
+    It adds the method:
+
+    GetCoords() , which returns and (x,y) tuple in world coordinates.
+
+    Another differnce is that it is a CommandEvent, which propagates up
+    the window hierarchy until it is handled.
+
+    """
+
+    def __init__(self, EventType, NativeEvent, WinID, Coords = None):
+        wx.PyCommandEvent.__init__(self)
+
+        self.SetEventType( EventType )
+        self._NativeEvent = NativeEvent
+        self.Coords = Coords
+    
+    def SetCoords(self,Coords):
+        self.Coords = Coords
+        
+    def GetCoords(self):
+        return self.Coords
+
+    def __getattr__(self, name):
+        #return eval(self.NativeEvent.__getattr__(name) )
+        return getattr(self._NativeEvent, name)
+
+#### ColorGEnerator class is now obsolete. I'm using a python generator function instead.
+##class ColorGenerator:
+
+##    """
+
+##    An instance of this class generates a unique color each time
+##    GetNextColor() is called. Someday I will use a proper Python
+##    generator for this class.
+
+##    The point of this generator is for the hit-test bitmap, each object
+##    needs to be a unique color. Also, each system can be running a
+##    different number of colors, and it doesn't appear to be possible to
+##    have a wxMemDC with a different colordepth as the screen so this
+##    generates colors far enough apart that they can be distinguished on
+##    a 16bit screen. Anything less than 16bits won't work. It could, but
+##    I havn't written the code that way. You also wouldn't get many
+##    distict colors
+    
+##    """
+
+##    def __init__(self):
+##        import sys
+##        ## figure out the color depth of the screen
+##        ## for some bizare reason, thisdoesn't work on OS-X
+##        if sys.platform == 'darwin':
+##            depth = 24
+##        else:
+##            b = wx.EmptyBitmap(1,1)
+##            depth = b.GetDepth()
+##        self.r = 0
+##        self.g = 0
+##        self.b = 0
+##        if depth == 16:
+##            self.step = 8
+##        elif depth >= 24:
+##            self.step = 1
+##        else:
+##            raise FloatCanvasException("ColorGenerator does not work with depth = %s"%depth )
+
+##    def GetNextColor(self):
+##        step = self.step
+##        ##r,g,b = self.r,self.g,self.b
+##        self.r += step
+##        if self.r > 255:
+##            self.r = step
+##            self.g += step
+##            if self.g > 255:
+##                self.g = step
+##                self.b += step
+##                if self.b > 255:
+##                    ## fixme: this should be a derived exception
+##                    raise FloatCanvasException("Too many objects in colorgenerator for HitTest")
+##        return (self.r,self.g,self.b)
+
+##    def Reset(self):
+##        self.r = 0
+##        self.g = 0
+##        self.b = 0
+
+def cycleidxs(indexcount, maxvalue, step):
+    if indexcount == 0:
+        yield ()
+    else:
+        for idx in xrange(0, maxvalue, step):
+            for tail in cycleidxs(indexcount - 1, maxvalue, step):
+                yield (idx, ) + tail
+
+def colorGenerator():
+    import sys
+    if sys.platform == 'darwin':
+        depth = 24
+    else:
+        b = wx.EmptyBitmap(1,1)
+        depth = b.GetDepth()
+    if depth == 16:
+        step = 8
+    elif depth >= 24:
+        step = 1
+    else:
+        raise "ColorGenerator does not work with depth = %s" % depth
+    return cycleidxs(indexcount=3, maxvalue=256, step=step)
+
+
+#### I don't know if the Set objects are useful, beyond the pointset object
+#### The problem is that when zoomed in, the BB is checked to see whether to draw the object.
+#### A Set object can defeat this
+
+##class ObjectSetMixin:
+##    """
+##    A mix-in class for draw objects that are sets of objects
+
+##    It contains methods for setting lists of pens and brushes
+
+##    """
+##    def SetPens(self,LineColors,LineStyles,LineWidths):
+##        """
+##        This method used when an object could have a list of pens, rather than just one
+##        It is used for LineSet, and perhaps others in the future.
+
+##        fixme: this should be in a mixin
+
+##        fixme: this is really kludgy, there has got to be a better way!
+
+##        """
+
+##        length = 1
+##        if type(LineColors) == types.ListType:
+##            length = len(LineColors)
+##        else:
+##            LineColors = [LineColors]
+
+##        if type(LineStyles) == types.ListType:
+##            length = len(LineStyles)
+##        else:
+##            LineStyles = [LineStyles]
+
+##        if type(LineWidths) == types.ListType:
+##            length = len(LineWidths)
+##        else:
+##            LineWidths = [LineWidths]
+
+##        if length > 1:
+##            if len(LineColors) == 1:
+##                LineColors = LineColors*length
+##            if len(LineStyles) == 1:
+##                LineStyles = LineStyles*length
+##            if len(LineWidths) == 1:
+##                LineWidths = LineWidths*length
+
+##        self.Pens = []
+##        for (LineColor,LineStyle,LineWidth) in zip(LineColors,LineStyles,LineWidths):
+##            if LineColor is None or LineStyle is None:
+##                self.Pens.append(wx.TRANSPARENT_PEN)
+##                # what's this for?> self.LineStyle = 'Transparent'
+##            if not self.PenList.has_key((LineColor,LineStyle,LineWidth)):
+##                Pen = wx.Pen(LineColor,LineWidth,self.LineStyleList[LineStyle])
+##                self.Pens.append(Pen)
+##            else:
+##                self.Pens.append(self.PenList[(LineColor,LineStyle,LineWidth)])
+##        if length == 1:
+##            self.Pens = self.Pens[0]
+
+
+
+class DrawObject:
+    """
+    This is the base class for all the objects that can be drawn.
+
+    """
+
+    def __init__(self,InForeground  = False):
+        self.InForeground = InForeground
+
+        self._Canvas = None
+
+        self.HitColor = None
+        self.CallBackFuncs = {}
+
+        ## these are the defaults
+        self.HitAble = False
+        self.HitLine = True
+        self.HitFill = True
+        self.MinHitLineWidth = 3
+        self.HitLineWidth = 3 ## this gets re-set by the subclasses if necessary
+        
+    # I pre-define all these as class variables to provide an easier
+    # interface, and perhaps speed things up by caching all the Pens
+    # and Brushes, although that may not help, as I think wx now
+    # does that on it's own. Send me a note if you know!
+
+    BrushList = {
+            ( None,"Transparent")  : wx.TRANSPARENT_BRUSH,
+            ("Blue","Solid")       : wx.BLUE_BRUSH,
+            ("Green","Solid")      : wx.GREEN_BRUSH,
+            ("White","Solid")      : wx.WHITE_BRUSH,
+            ("Black","Solid")      : wx.BLACK_BRUSH,
+            ("Grey","Solid")       : wx.GREY_BRUSH,
+            ("MediumGrey","Solid") : wx.MEDIUM_GREY_BRUSH,
+            ("LightGrey","Solid")  : wx.LIGHT_GREY_BRUSH,
+            ("Cyan","Solid")       : wx.CYAN_BRUSH,
+            ("Red","Solid")        : wx.RED_BRUSH
+                    }
+    PenList = {
+            (None,"Transparent",1)   : wx.TRANSPARENT_PEN,
+            ("Green","Solid",1)      : wx.GREEN_PEN,
+            ("White","Solid",1)      : wx.WHITE_PEN,
+            ("Black","Solid",1)      : wx.BLACK_PEN,
+            ("Grey","Solid",1)       : wx.GREY_PEN,
+            ("MediumGrey","Solid",1) : wx.MEDIUM_GREY_PEN,
+            ("LightGrey","Solid",1)  : wx.LIGHT_GREY_PEN,
+            ("Cyan","Solid",1)       : wx.CYAN_PEN,
+            ("Red","Solid",1)        : wx.RED_PEN
+            }
+
+    FillStyleList = {
+            "Transparent"    : wx.TRANSPARENT,
+            "Solid"          : wx.SOLID,
+            "BiDiagonalHatch": wx.BDIAGONAL_HATCH,
+            "CrossDiagHatch" : wx.CROSSDIAG_HATCH,
+            "FDiagonal_Hatch": wx.FDIAGONAL_HATCH,
+            "CrossHatch"     : wx.CROSS_HATCH,
+            "HorizontalHatch": wx.HORIZONTAL_HATCH,
+            "VerticalHatch"  : wx.VERTICAL_HATCH
+            }
+
+    LineStyleList = {
+            "Solid"      : wx.SOLID,
+            "Transparent": wx.TRANSPARENT,
+            "Dot"        : wx.DOT,
+            "LongDash"   : wx.LONG_DASH,
+            "ShortDash"  : wx.SHORT_DASH,
+            "DotDash"    : wx.DOT_DASH,
+            }
+
+    def Bind(self, Event, CallBackFun):
+        self.CallBackFuncs[Event] = CallBackFun
+        self.HitAble = True
+        self._Canvas.UseHitTest = True
+        if not self._Canvas._HTdc:
+            self._Canvas.MakeNewHTdc()
+        if not self.HitColor:
+            if not self._Canvas.HitColorGenerator:
+                self._Canvas.HitColorGenerator = colorGenerator()
+                self._Canvas.HitColorGenerator.next() # first call to prevent the background color from being used.
+            self.HitColor = self._Canvas.HitColorGenerator.next()
+            self.SetHitPen(self.HitColor,self.HitLineWidth)
+            self.SetHitBrush(self.HitColor)
+        # put the object in the hit dict, indexed by it's color
+        if not self._Canvas.HitDict:
+            self._Canvas.MakeHitDict()
+        self._Canvas.HitDict[Event][self.HitColor] = (self) # put the object in the hit dict, indexed by it's color
+
+
+    def UnBindAll(self):
+        ## fixme: this only removes one from each list, there could be more.
+        if self._Canvas.HitDict:
+            for List in self._Canvas.HitDict.itervalues():
+                try:
+                   List.remove(self)
+                except ValueError:
+                    pass
+        self.HitAble = False
+
+    def SetBrush(self,FillColor,FillStyle):
+        if FillColor is None or FillStyle is None:
+            self.Brush = wx.TRANSPARENT_BRUSH
+            self.FillStyle = "Transparent"
+        else:
+            self.Brush = self.BrushList.setdefault( (FillColor,FillStyle),  wx.Brush(FillColor,self.FillStyleList[FillStyle] ) )
+
+    def SetPen(self,LineColor,LineStyle,LineWidth):
+        if (LineColor is None) or (LineStyle is None):
+            self.Pen = wx.TRANSPARENT_PEN
+            self.LineStyle = 'Transparent'
+        else:
+             self.Pen = self.PenList.setdefault( (LineColor,LineStyle,LineWidth),  wx.Pen(LineColor,LineWidth,self.LineStyleList[LineStyle]) )
+
+    def SetHitBrush(self,HitColor):
+        if not self.HitFill:
+            self.HitBrush = wx.TRANSPARENT_BRUSH
+        else:
+            self.HitBrush = self.BrushList.setdefault( (HitColor,"solid"),  wx.Brush(HitColor,self.FillStyleList["Solid"] ) )
+
+    def SetHitPen(self,HitColor,LineWidth):
+        if not self.HitLine:
+            self.HitPen = wx.TRANSPARENT_PEN
+        else:
+             self.HitPen = self.PenList.setdefault( (HitColor, "solid", LineWidth),  wx.Pen(HitColor, LineWidth, self.LineStyleList["Solid"]) )
+
+    def PutInBackground(self):
+        if self._Canvas and self.InForeground:
+            self._Canvas._ForeDrawList.remove(self)
+            self._Canvas._DrawList.append(self)
+            self._Canvas._BackgroundDirty = True
+            self.InForeground = False
+
+    def PutInForeground(self):
+        if self._Canvas and (not self.InForeground):
+            self._Canvas._ForeDrawList.append(self)
+            self._Canvas._DrawList.remove(self)
+            self._Canvas._BackgroundDirty = True
+            self.InForeground = True
+
+class XYObjectMixin:
+    """
+
+    This is a mixin class that provides some methods suitable for use
+    with objects that have a single (x,y) coordinate pair.
+
+    """
+
+    def Move(self, Delta ):
+        """
+
+        Move(Delta): moves the object by delta, where delta is a
+        (dx,dy) pair. Ideally a Numpy array of shape (2,)
+
+        """
+        
+        Delta = asarray(Delta, Float)
+        self.XY += Delta
+        self.BoundingBox = self.BoundingBox + Delta
+        if self._Canvas:
+            self._Canvas.BoundingBoxDirty = True      
+
+class PointsObjectMixin:
+    """
+
+    This is a mixin class that provides some methods suitable for use
+    with objects that have a set of (x,y) coordinate pairs.
+
+    """
+
+## This is code for the XYMixin object, it needs to be adapeted and tested.
+##    def Move(self, Delta ):
+##        """
+
+##        Move(Delta): moves the object by delta, where delta is an (dx,
+##        dy) pair. Ideally a Numpy array or shape (2,)
+
+##        """
+        
+##        Delta = array(Delta, Float)
+##        self.XY += Delta
+##        self.BoundingBox = self.BoundingBox + Delta##array((self.XY, (self.XY + self.WH)), Float)
+##        if self._Canvas:
+##            self._Canvas.BoundingBoxDirty = True      
+
+    def SetPoints(self,Points):
+        self.Points = Points
+        self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
+        if self._Canvas:
+            self._Canvas.BoundingBoxDirty = True
+
+
+     
+class Polygon(DrawObject,PointsObjectMixin):
+
+    """
+
+    The Polygon class takes a list of 2-tuples, or a NX2 NumPy array of
+    point coordinates.  so that Points[N][0] is the x-coordinate of
+    point N and Points[N][1] is the y-coordinate or Points[N,0] is the
+    x-coordinate of point N and Points[N,1] is the y-coordinate for
+    arrays.
+
+    """
+    def __init__(self,
+                 Points,
+                 LineColor = "Black",
+                 LineStyle = "Solid",
+                 LineWidth    = 1,
+                 FillColor    = None,
+                 FillStyle    = "Solid",
+                 InForeground = False):
+        DrawObject.__init__(self,InForeground)
+        self.Points = array(Points,Float) # this DOES need to make a copy
+        self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
+
+        self.LineColor = LineColor
+        self.LineStyle = LineStyle
+        self.LineWidth = LineWidth
+        self.FillColor = FillColor
+        self.FillStyle = FillStyle
+
+        self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
+
+        self.SetPen(LineColor,LineStyle,LineWidth)
+        self.SetBrush(FillColor,FillStyle)
+
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel = None, HTdc=None):
+        Points = WorldToPixel(self.Points)
+        dc.SetPen(self.Pen)
+        dc.SetBrush(self.Brush)
+        dc.DrawPolygon(Points)
+        if HTdc and self.HitAble:
+            HTdc.SetPen(self.HitPen)
+            HTdc.SetBrush(self.HitBrush)
+            HTdc.DrawPolygon(Points)
+            
+##class PolygonSet(DrawObject):
+##    """
+##    The PolygonSet class takes a Geometry.Polygon object.
+##    so that Points[N] = (x1,y1) and Points[N+1] = (x2,y2). N must be an even number!
+    
+##    it creates a set of line segments, from (x1,y1) to (x2,y2)
+    
+##    """
+    
+##    def __init__(self,PolySet,LineColors,LineStyles,LineWidths,FillColors,FillStyles,InForeground = False):
+##        DrawObject.__init__(self, InForeground)
+
+##        ##fixme: there should be some error checking for everything being the right length.
+
+        
+##        self.Points = array(Points,Float)
+##        self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
+
+##        self.LineColors = LineColors
+##        self.LineStyles = LineStyles
+##        self.LineWidths = LineWidths
+##        self.FillColors = FillColors
+##        self.FillStyles = FillStyles
+
+##        self.SetPens(LineColors,LineStyles,LineWidths)
+
+##    #def _Draw(self,dc,WorldToPixel,ScaleWorldToPixel):
+##    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+##        Points = WorldToPixel(self.Points)
+##        Points.shape = (-1,4)
+##        dc.DrawLineList(Points,self.Pens)
+
+class Line(DrawObject,PointsObjectMixin):
+    """
+    The Line class takes a list of 2-tuples, or a NX2 NumPy array of point coordinates.
+    so that Points[N][0] is the x-coordinate of point N and Points[N][1] is the y-coordinate
+    or  Points[N,0] is the x-coordinate of point N and Points[N,1] is the y-coordinate for arrays.
+
+    It will draw a straight line if there are two points, and a polyline if there are more than two.
+
+    """
+    def __init__(self,Points,
+                 LineColor = "Black",
+                 LineStyle = "Solid",
+                 LineWidth    = 1,
+                 InForeground = False):
+        DrawObject.__init__(self, InForeground)
+
+
+        self.Points = array(Points,Float)
+        self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
+
+        self.LineColor = LineColor
+        self.LineStyle = LineStyle
+        self.LineWidth = LineWidth
+
+        self.SetPen(LineColor,LineStyle,LineWidth)
+
+        self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
+
+            
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+        Points = WorldToPixel(self.Points)
+        dc.SetPen(self.Pen)
+        dc.DrawLines(Points)
+        if HTdc and self.HitAble:
+            HTdc.SetPen(self.HitPen)
+            HTdc.DrawLines(Points)
+
+##class LineSet(DrawObject, ObjectSetMixin):
+##    """
+##    The LineSet class takes a list of 2-tuples, or a NX2 NumPy array of point coordinates.
+##    so that Points[N] = (x1,y1) and Points[N+1] = (x2,y2). N must be an even number!
+    
+##    it creates a set of line segments, from (x1,y1) to (x2,y2)
+    
+##    """
+    
+##    def __init__(self,Points,LineColors,LineStyles,LineWidths,InForeground = False):
+##        DrawObject.__init__(self, InForeground)
+
+##        NumLines = len(Points) / 2
+##        ##fixme: there should be some error checking for everything being the right length.
+
+        
+##        self.Points = array(Points,Float)
+##        self.BoundingBox = array(((min(self.Points[:,0]),min(self.Points[:,1])),(max(self.Points[:,0]),max(self.Points[:,1]))),Float)
+
+##        self.LineColors = LineColors
+##        self.LineStyles = LineStyles
+##        self.LineWidths = LineWidths
+
+##        self.SetPens(LineColors,LineStyles,LineWidths)
+
+##    #def _Draw(self,dc,WorldToPixel,ScaleWorldToPixel):
+##    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+##        Points = WorldToPixel(self.Points)
+##        Points.shape = (-1,4)
+##        dc.DrawLineList(Points,self.Pens)
+
+class PointSet(DrawObject):
+    """
+    The PointSet class takes a list of 2-tuples, or a NX2 NumPy array of point coordinates.
+    so that Points[N][0] is the x-coordinate of point N and Points[N][1] is the y-coordinate
+    or  Points[N,0] is the x-coordinate of point N and Points[N,1] is the y-coordinate for arrays.
+
+    Each point will be drawn the same color and Diameter. The Diameter is in screen points,
+    not world coordinates.
+
+    At this point, the hit-test code does not distingish between the
+    points, you will only know that one of the poins got hit, not which
+    one.
+
+    In the case of points, the HitLineWidth is used as diameter.
+
+    """
+    def __init__(self, Points, Color = "Black", Diameter =  1, InForeground = False):
+        DrawObject.__init__(self,InForeground)
+
+        self.Points = array(Points,Float)
+        self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point
+        self.BoundingBox = array(((min(self.Points[:,0]),
+                                   min(self.Points[:,1])),
+                                  (max(self.Points[:,0]),
+                                   max(self.Points[:,1]))),Float)
+
+        self.Color = Color
+        self.Diameter = Diameter
+
+        self.HitLineWidth = self.MinHitLineWidth
+        self.SetPen(Color,"Solid",1)
+        self.SetBrush(Color,"Solid")
+
+    def SetPoints(self,Points):
+        self.Points = array(Points, Float)
+        self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point
+        self.BoundingBox = array(((min(self.Points[:,0]),
+                                   min(self.Points[:,1]) ),
+                                  (max(self.Points[:,0]),
+                                   max(self.Points[:,1]) ) ) )
+        if self._Canvas:
+            self._Canvas.BoundingBoxDirty = True
+
+    def DrawD2(self, dc, Points):
+        # A Little optimization for a diameter2 - point
+        dc.DrawPointList(Points)
+        dc.DrawPointList(Points + (1,0))
+        dc.DrawPointList(Points + (0,1))
+        dc.DrawPointList(Points + (1,1))
+
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+        dc.SetPen(self.Pen)
+        Points = WorldToPixel(self.Points)
+        if self.Diameter <= 1:
+            dc.DrawPointList(Points)
+        elif self.Diameter <= 2:
+            self.DrawD2(dc, Points)
+        else:
+            dc.SetBrush(self.Brush)
+            radius = int(round(self.Diameter/2))
+            for xy in Points:
+                dc.DrawEllipsePointSize( (xy - radius), (self.Diameter, self.Diameter) )
+        if HTdc and self.HitAble:
+            HTdc.SetPen(self.HitPen)
+            if self.Diameter <= 1:
+                HTdc.DrawPointList(Points)
+            elif self.Diameter <= 2:
+                self.DrawD2(HTdc, Points)
+            else:
+                HTdc.SetBrush(self.HitBrush)
+                radius = int(round(self.Diameter/2))
+                for xy in Points:
+                    HTdc.DrawEllipsePointSize(  (xy - radius), (self.Diameter, self.Diameter) )
+            
+#### Does anyone need this?                    
+##class Dot(DrawObject):
+##    """
+##    The Dot class takes an x.y coordinate pair, and the Diameter of the circle.
+##    The Diameter is in pixels, so it won't change with zoom.
+
+##    Also Fill and line data
+
+##    """
+##    def __init__(self,x,y,Diameter,LineColor,LineStyle,LineWidth,FillColor,FillStyle,InForeground = False):
+##        DrawObject.__init__(self,InForeground)
+
+##        self.X = x
+##        self.Y = y
+##        self.Diameter = Diameter
+##        # NOTE: the bounding box does not include the diameter of the dot, as that is in pixel coords.
+##        # If this is  a problem, perhaps you should use a circle, instead!
+##        self.BoundingBox = array(((x,y),(x,y)),Float)
+
+##        self.LineColor = LineColor
+##        self.LineStyle = LineStyle
+##        self.LineWidth = LineWidth
+##        self.FillColor = FillColor
+##        self.FillStyle = FillStyle
+
+##        self.SetPen(LineColor,LineStyle,LineWidth)
+##        self.SetBrush(FillColor,FillStyle)
+
+##    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+##    #def _Draw(self,dc,WorldToPixel,ScaleWorldToPixel):
+##        dc.SetPen(self.Pen)
+##        dc.SetBrush(self.Brush)
+##        radius = int(round(self.Diameter/2))
+##        (X,Y) = WorldToPixel((self.X,self.Y))
+##        dc.DrawEllipse((X - radius), (Y - radius), self.Diameter, self.Diameter)
+
+class RectEllipse(DrawObject, XYObjectMixin):
+    def __init__(self,x,y,width,height,
+                 LineColor = "Black",
+                 LineStyle = "Solid",
+                 LineWidth    = 1,
+                 FillColor    = None,
+                 FillStyle    = "Solid",
+                 InForeground = False):
+        
+        DrawObject.__init__(self,InForeground)
+
+        self.XY = array( (x, y), Float)
+        self.WH = array( (width, height), Float )
+        self.BoundingBox = array(((x,y), (self.XY + self.WH)), Float)
+        self.LineColor = LineColor
+        self.LineStyle = LineStyle
+        self.LineWidth = LineWidth
+        self.FillColor = FillColor
+        self.FillStyle = FillStyle
+
+        self.HitLineWidth = max(LineWidth,self.MinHitLineWidth)
+
+        self.SetPen(LineColor,LineStyle,LineWidth)
+        self.SetBrush(FillColor,FillStyle)
+
+
+    def SetUpDraw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc):
+        dc.SetPen(self.Pen)
+        dc.SetBrush(self.Brush)
+        if HTdc and self.HitAble:
+            HTdc.SetPen(self.HitPen)
+            HTdc.SetBrush(self.HitBrush)
+        return ( WorldToPixel(self.XY),
+                 ScaleWorldToPixel(self.WH) )
+
+    def SetXY(self, x, y):
+        self.XY = array( (x, y), Float)
+        self.BoundingBox = array((self.XY, (self.XY + self.WH) ), Float)
+        if self._Canvas:
+            self._Canvas.BoundingBoxDirty = True
+
+
+class Rectangle(RectEllipse):
+#    def __init__(*args, **kwargs):
+#        RectEllipse.__init__(*args, **kwargs)
+#        raise "an error"
+
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+        ( XY, WH ) = self.SetUpDraw(dc,
+                                    WorldToPixel,
+                                    ScaleWorldToPixel,
+                                    HTdc)
+        dc.DrawRectanglePointSize(XY, WH)
+        if HTdc and self.HitAble:
+            HTdc.DrawRectanglePointSize(XY, WH)
+
+class Ellipse(RectEllipse):
+#    def __init__(*args, **kwargs):
+#        RectEllipse.__init__(*args, **kwargs)
+
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+        ( XY, WH ) = self.SetUpDraw(dc,
+                                    WorldToPixel,
+                                    ScaleWorldToPixel,
+                                    HTdc)
+        dc.DrawEllipsePointSize(XY, WH)
+        if HTdc and self.HitAble:
+            HTdc.DrawEllipsePointSize(XY, WH)
+
+class Circle(Ellipse):
+    def __init__(self, x ,y, Diameter, **kwargs):
+        RectEllipse.__init__(self ,
+                             x-Diameter/2.,
+                             y-Diameter/2.,
+                             Diameter,
+                             Diameter,
+                             **kwargs)
+        
+class TextObjectMixin:
+    """
+
+    A mix in class that holds attributes and methods that are needed by
+    the Text objects
+
+    """
+    
+    ## I'm caching fonts, because on GTK, getting a new font can take a
+    ## while. However, it gets cleared after every full draw as hanging
+    ## on to a bunch of large fonts takes a massive amount of memory.
+
+    FontList = {}
+
+    def SetFont(self, Size, Family, Style, Weight, Underline, FaceName):
+        self.Font = self.FontList.setdefault( (Size,
+                                               Family,
+                                               Style,
+                                               Weight,
+                                               Underline,
+                                               FaceName),
+                                               wx.Font(Size,
+                                                       Family,
+                                                       Style, 
+                                                       Weight,
+                                                       Underline,
+                                                       FaceName) )
+        return self.Font
+
+    ## store the function that shift the coords for drawing text. The
+    ## "c" parameter is the correction for world coordinates, rather
+    ## than pixel coords as the y axis is reversed
+    ShiftFunDict = {'tl': lambda x, y, w, h, world=0: (x, y) ,
+                    'tc': lambda x, y, w, h, world=0: (x - w/2, y) , 
+                    'tr': lambda x, y, w, h, world=0: (x - w, y) , 
+                    'cl': lambda x, y, w, h, world=0: (x, y - h/2 + world*h) , 
+                    'cc': lambda x, y, w, h, world=0: (x - w/2, y - h/2 + world*h) , 
+                    'cr': lambda x, y, w, h, world=0: (x - w, y - h/2 + world*h) ,
+                    'bl': lambda x, y, w, h, world=0: (x, y - h + 2*world*h) ,
+                    'bc': lambda x, y, w, h, world=0: (x - w/2, y - h + 2*world*h) , 
+                    'br': lambda x, y, w, h, world=0: (x - w, y - h + 2*world*h)}
+
+class Text(DrawObject, TextObjectMixin):
+    """
+    This class creates a text object, placed at the coordinates,
+    x,y. the "Position" argument is a two charactor string, indicating
+    where in relation to the coordinates the string should be oriented.
+
+    The first letter is: t, c, or b, for top, center and bottom The
+    second letter is: l, c, or r, for left, center and right The
+    position refers to the position relative to the text itself. It
+    defaults to "tl" (top left).
+
+    Size is the size of the font in pixels, or in points for printing
+    (if it ever gets implimented). Those will be the same, If you assume
+    72 PPI.
+
+    Family:
+        Font family, a generic way of referring to fonts without
+        specifying actual facename. One of:
+            wx.DEFAULT:  Chooses a default font. 
+            wx.DECORATIVE: A decorative font. 
+            wx.ROMAN: A formal, serif font. 
+            wx.SCRIPT: A handwriting font. 
+            wx.SWISS: A sans-serif font. 
+            wx.MODERN: A fixed pitch font.
+        NOTE: these are only as good as the wxWindows defaults, which aren't so good.
+    Style:
+        One of wx.NORMAL, wx.SLANT and wx.ITALIC.
+    Weight:
+        One of wx.NORMAL, wx.LIGHT and wx.BOLD.
+    Underline:
+        The value can be True or False. At present this may have an an
+        effect on Windows only.
+
+    Alternatively, you can set the kw arg: Font, to a wx.Font, and the above will be ignored.
+    
+    The size is fixed, and does not scale with the drawing.
+
+    The hit-test is done on the entire text extent
+
+    """
+    
+    def __init__(self,String,x,y,
+                 Size =  12,
+                 Color = "Black",
+                 BackgroundColor = None,
+                 Family = wx.MODERN,
+                 Style = wx.NORMAL,
+                 Weight = wx.NORMAL,
+                 Underline = False,
+                 Position = 'tl',
+                 InForeground = False,
+                 Font = None):
+        
+        DrawObject.__init__(self,InForeground)
+
+        self.String = String
+        # Input size in in Pixels, compute points size from PPI info.
+        # fixme: for printing, we'll have to do something a little different
+        self.Size = int(round(72.0 * Size / ScreenPPI))
+
+        self.Color = Color
+        self.BackgroundColor = BackgroundColor
+
+        if not Font:
+            FaceName = ''
+        else:
+            FaceName           =  Font.GetFaceName()           
+            Family             =  Font.GetFamily()
+            Size               =  Font.GetPointSize()          
+            Style              =  Font.GetStyle()
+            Underlined         =  Font.GetUnderlined()         
+            Weight             =  Font.GetWeight()
+        self.SetFont(Size, Family, Style, Weight, Underline, FaceName)
+
+        self.BoundingBox = array(((x,y),(x,y)),Float)
+
+        self.XY = ( x,y )
+
+       # use a memDC --  ScreenDC doesn't work with 2.5.1 and GTK2
+        #dc = wx.MemoryDC()
+        #bitmap = wx.EmptyBitmap(1, 1)
+        #dc.SelectObject(bitmap)               
+        #dc.SetFont(self.Font)
+        #(self.TextWidth, self.TextHeight) = dc.GetTextExtent(self.String)
+        (self.TextWidth, self.TextHeight) = (None, None)
+        self.ShiftFun = self.ShiftFunDict[Position]
+
+    def SetXY(self, x, y):
+        self.XY = ( x,y )
+        self.BoundingBox = array((self.XY, self.XY),Float)
+        if self._Canvas:
+            self._Canvas.BoundingBoxDirty = True
+
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+        XY = WorldToPixel(self.XY)
+        dc.SetFont(self.Font)
+        dc.SetTextForeground(self.Color)
+        if self.BackgroundColor:
+            dc.SetBackgroundMode(wx.SOLID)
+            dc.SetTextBackground(self.BackgroundColor)
+        else:
+            dc.SetBackgroundMode(wx.TRANSPARENT)
+        if self.TextWidth is None or self.TextHeight is None:
+            (self.TextWidth, self.TextHeight) = dc.GetTextExtent(self.String)
+        XY = self.ShiftFun(XY[0], XY[1], self.TextWidth, self.TextHeight)
+        dc.DrawTextPoint(self.String, XY)
+        if HTdc and self.HitAble:
+            HTdc.SetPen(self.HitPen)
+            HTdc.SetBrush(self.HitBrush)
+            HTdc.DrawRectanglePointSize(XY, (self.TextWidth, self.TextHeight) )
+
+class ScaledText(DrawObject, TextObjectMixin, XYObjectMixin):
+    """
+    This class creates a text object that is scaled when zoomed.  It is
+    placed at the coordinates, x,y. the "Position" argument is a two
+    charactor string, indicating where in relation to the coordinates
+    the string should be oriented.
+
+    The first letter is: t, c, or b, for top, center and bottom The
+    second letter is: l, c, or r, for left, center and right The
+    position refers to the position relative to the text itself. It
+    defaults to "tl" (top left).
+
+    Size is the size of the font in world coordinates.
+
+    Family:
+        Font family, a generic way of referring to fonts without
+        specifying actual facename. One of:
+            wx.DEFAULT:  Chooses a default font. 
+            wx.DECORATI: A decorative font. 
+            wx.ROMAN: A formal, serif font. 
+            wx.SCRIPT: A handwriting font. 
+            wx.SWISS: A sans-serif font. 
+            wx.MODERN: A fixed pitch font.
+        NOTE: these are only as good as the wxWindows defaults, which aren't so good.
+    Style:
+        One of wx.NORMAL, wx.SLANT and wx.ITALIC.
+    Weight:
+        One of wx.NORMAL, wx.LIGHT and wx.BOLD.
+    Underline:
+        The value can be True or False. At present this may have an an
+        effect on Windows only.
+
+    Alternatively, you can set the kw arg: Font, to a wx.Font, and the
+    above will be ignored. The size of the font you specify will be
+    ignored, but the rest of it's attributes will be preserved.
+    
+    The size will scale as the drawing is zoomed.
+
+    Bugs/Limitations:
+
+    As fonts are scaled, the do end up a little different, so you don't
+    get exactly the same picture as you scale up and doen, but it's
+    pretty darn close.
+    
+    On wxGTK1 on my Linux system, at least, using a font of over about
+    3000 pts. brings the system to a halt. It's the Font Server using
+    huge amounts of memory. My work around is to max the font size to
+    3000 points, so it won't scale past there. GTK2 uses smarter font
+    drawing, so that may not be an issue in future versions, so feel
+    free to test. Another smarter way to do it would be to set a global
+    zoom limit at that point.
+
+    The hit-test is done on the entire text extent. This could be made
+    optional, but I havn't gotten around to it.
+
+    """
+    
+    def __init__(self, String, x, y , Size,
+                 Color = "Black",
+                 BackgroundColor = None,
+                 Family = wx.MODERN,
+                 Style = wx.NORMAL,
+                 Weight = wx.NORMAL,
+                 Underline = False,
+                 Position = 'tl',
+                 Font = None,
+                 InForeground = False):
+        
+        DrawObject.__init__(self,InForeground)
+
+        self.String = String
+        self.XY = array( (x, y), Float)
+        self.Size = Size     
+        self.Color = Color
+        self.BackgroundColor = BackgroundColor
+        self.Family = Family   
+        self.Style = Style    
+        self.Weight = Weight   
+        self.Underline = Underline
+        if not Font:
+            self.FaceName = ''
+        else:
+            self.FaceName           =  Font.GetFaceName()           
+            self.Family             =  Font.GetFamily()    
+            self.Style              =  Font.GetStyle()     
+            self.Underlined         =  Font.GetUnderlined()         
+            self.Weight             =  Font.GetWeight()    
+
+        # Experimental max font size value on wxGTK2: this works OK on
+        # my system If it's any larger, there is a crash, with the
+        # message: The application 'FloatCanvasDemo.py' lost its
+        # connection to the display :0.0; most likely the X server was
+        # shut down or you killed/destroyed the application.
+        self.MaxSize = 2750
+        
+        self.ShiftFun = self.ShiftFunDict[Position]
+
+        ## Compute the BB
+        ## this isn't exact, as fonts don't scale exactly.
+        dc = wx.MemoryDC()
+        bitmap = wx.EmptyBitmap(1, 1)
+        dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work.
+        DrawingSize = 40 # pts This effectively determines the resolution that the BB is computed to.
+        ScaleFactor = float(Size) / DrawingSize
+        dc.SetFont(self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underline, self.FaceName) )
+        (w,h) = dc.GetTextExtent(self.String)
+        w = w * ScaleFactor
+        h = h * ScaleFactor
+        x, y = self.ShiftFun(x, y, w, h, world = 1)
+        self.BoundingBox = array(((x, y-h ),(x + w, y)),Float)
+
+        # the new coords are set to the corner of the BB:
+        #self.X = self.BoundingBox[0,0]
+        #self.Y = self.BoundingBox[1,1]
+    def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None):
+        (X,Y) = WorldToPixel( (self.XY) )
+
+        # compute the font size:
+        Size = abs( ScaleWorldToPixel( (self.Size, self.Size) )[1] ) # only need a y coordinate length
+        ## Check to see if the font size is large enough to blow up the X font server
+        ## If so, limit it. Would it be better just to not draw it?
+        ## note that this limit is dependent on how much memory you have, etc.
+        if Size > self.MaxSize:
+            Size = self.MaxSize
+        dc.SetFont(self.SetFont(Size, self.Family, self.Style, self.Weight, self.Underline, self.FaceName))
+        dc.SetTextForeground(self.Color)
+        if self.BackgroundColor:
+            dc.SetBackgroundMode(wx.SOLID)
+            dc.SetTextBackground(self.BackgroundColor)
+        else:
+            dc.SetBackgroundMode(wx.TRANSPARENT)
+        (w,h) = dc.GetTextExtent(self.String)
+        # compute the shift, and adjust the coordinates, if neccesary
+        # This had to be put in here, because it changes with Zoom, as
+        # fonts don't scale exactly.
+        xy = self.ShiftFun(X, Y, w, h)
+
+        dc.DrawTextPoint(self.String, xy)
+        if HTdc and self.HitAble:
+            HTdc.SetPen(self.HitPen)
+            HTdc.SetBrush(self.HitBrush)
+            HTdc.DrawRectanglePointSize(xy, (w, h) )
+
+
+#---------------------------------------------------------------------------
+class FloatCanvas(wx.Panel):
+    """
+    FloatCanvas.py
+
+    This is a high level window for drawing maps and anything else in an
+    arbitrary coordinate system.
+
+    The goal is to provide a convenient way to draw stuff on the screen
+    without having to deal with handling OnPaint events, converting to pixel
+    coordinates, knowing about wxWindows brushes, pens, and colors, etc. It
+    also provides virtually unlimited zooming and scrolling
+
+    I am using it for two things:
+    1) general purpose drawing in floating point coordinates
+    2) displaying map data in Lat-long coordinates
+
+    If the projection is set to None, it will draw in general purpose
+    floating point coordinates. If the projection is set to 'FlatEarth', it
+    will draw a FlatEarth projection, centered on the part of the map that
+    you are viewing. You can also pass in your own projection function.
+
+    It is double buffered, so re-draws after the window is uncovered by something
+    else are very quick.
+
+    It relies on NumPy, which is needed for speed (maybe, I havn't profiled it)
+
+    Bugs and Limitations:
+        Lots: patches, fixes welcome
+
+    For Map drawing: It ignores the fact that the world is, in fact, a
+    sphere, so it will do strange things if you are looking at stuff near
+    the poles or the date line. so far I don't have a need to do that, so I
+    havn't bothered to add any checks for that yet.
+
+    Zooming:
+    I have set no zoom limits. What this means is that if you zoom in really 
+    far, you can get integer overflows, and get wierd results. It
+    doesn't seem to actually cause any problems other than wierd output, at
+    least when I have run it.
+
+    Speed:
+    I have done a couple of things to improve speed in this app. The one
+    thing I have done is used NumPy Arrays to store the coordinates of the
+    points of the objects. This allowed me to use array oriented functions
+    when doing transformations, and should provide some speed improvement
+    for objects with a lot of points (big polygons, polylines, pointsets).
+
+    The real slowdown comes when you have to draw a lot of objects, because
+    you have to call the wx.DC.DrawSomething call each time. This is plenty
+    fast for tens of objects, OK for hundreds of objects, but pretty darn
+    slow for thousands of objects.
+
+    The solution is to be able to pass some sort of object set to the DC
+    directly. I've used DC.DrawPointList(Points), and it helped a lot with
+    drawing lots of points. I havn't got a LineSet type object, so I havn't
+    used DC.DrawLineList yet. I'd like to get a full set of DrawStuffList()
+    methods implimented, and then I'd also have a full set of Object sets
+    that could take advantage of them. I hope to get to it some day.
+
+    Mouse Events:
+
+    At this point, there are a full set of custom mouse events. They are
+    just like the rebulsr mouse events, but include an extra attribute:
+    Event.GetCoords(), that returns the (x,y) position in world
+    coordinates, as a length-2 NumPy vector of Floats.
+    
+    Copyright: Christopher Barker
+
+    License: Same as the version of wxPython you are using it with
+
+    Please let me know if you're using this!!!
+
+    Contact me at:
+
+    Chris.Barker@noaa.gov
+
+    """ 
+    
+    def __init__(self, parent, id = -1,
+                 size = wx.DefaultSize,
+                 ProjectionFun = None,
+                 BackgroundColor = "WHITE",
+                 Debug = False):
+
+        wx.Panel.__init__( self, parent, id, wx.DefaultPosition, size)
+        
+        global ScreenPPI ## A global variable to hold the Pixels per inch that wxWindows thinks is in use.
+        dc = wx.ScreenDC()
+        ScreenPPI = dc.GetPPI()[0] # Assume square pixels
+        del dc
+
+        self.HitColorGenerator = None
+        self.UseHitTest = None
+
+        self.NumBetweenBlits = 500
+
+        self.BackgroundBrush = wx.Brush(BackgroundColor,wx.SOLID)
+
+        self.Debug = Debug
+
+        wx.EVT_PAINT(self, self.OnPaint)
+        wx.EVT_SIZE(self, self.OnSize)
+        
+        wx.EVT_LEFT_DOWN(self, self.LeftDownEvent ) 
+        wx.EVT_LEFT_UP(self, self.LeftUpEvent ) 
+        wx.EVT_LEFT_DCLICK(self, self.LeftDoubleClickEvent ) 
+        wx.EVT_MIDDLE_DOWN(self, self.MiddleDownEvent ) 
+        wx.EVT_MIDDLE_UP(self, self.MiddleUpEvent ) 
+        wx.EVT_MIDDLE_DCLICK(self, self.MiddleDoubleClickEvent ) 
+        wx.EVT_RIGHT_DOWN(self, self.RightDownEvent)
+        wx.EVT_RIGHT_UP(self, self.RightUpEvent ) 
+        wx.EVT_RIGHT_DCLICK(self, self.RightDoubleCLickEvent ) 
+        wx.EVT_MOTION(self, self.MotionEvent ) 
+        wx.EVT_MOUSEWHEEL(self, self.WheelEvent ) 
+
+        ## CHB: I'm leaving these out for now.
+        #wx.EVT_ENTER_WINDOW(self, self. ) 
+        #wx.EVT_LEAVE_WINDOW(self, self. ) 
+
+        ## create the Hit Test Dicts:
+        self.HitDict = None
+
+
+        self._DrawList = []
+        self._ForeDrawList = []
+        self._ForegroundBuffer = None
+        self.BoundingBox = None
+        self.BoundingBoxDirty = False
+        self.ViewPortCenter= array( (0,0), Float)
+
+        self.SetProjectionFun(ProjectionFun)
+        
+        self.MapProjectionVector = array( (1,1), Float) # No Projection to start!
+        self.TransformVector = array( (1,-1), Float) # default Transformation
+        
+        self.Scale = 1
+
+        self.GUIMode = None
+        self.StartRBBox = None
+        self.PrevRBBox = None
+        self.StartMove = None
+        self.PrevMoveXY = None
+        self.ObjectUnderMouse = None
+        
+        # called just to make sure everything is initialized
+        self.OnSize(None)
+
+        self.InHereNum = 0
+
+    def SetProjectionFun(self,ProjectionFun):
+        if ProjectionFun == 'FlatEarth':
+            self.ProjectionFun = self.FlatEarthProjection 
+        elif type(ProjectionFun) == types.FunctionType:
+            self.ProjectionFun = ProjectionFun 
+        elif ProjectionFun is None:
+            self.ProjectionFun = lambda x=None: array( (1,1), Float)
+        else:
+            raise FloatCanvasException('Projectionfun must be either: "FlatEarth", None, or a function that takes the ViewPortCenter and returns a MapProjectionVector')
+
+    def FlatEarthProjection(self,CenterPoint):
+        return array((cos(pi*CenterPoint[1]/180),1),Float)
+
+    def SetMode(self,Mode):
+        if Mode in ["ZoomIn","ZoomOut","Move","Mouse",None]:
+            self.GUIMode = Mode
+        else:
+            raise FloatCanvasException('"%s" is Not a valid Mode'%Mode)
+
+    def MakeHitDict(self):
+        ##fixme: Should this just be None if nothing has been bound? 
+        self.HitDict = {EVT_FC_LEFT_DOWN: {},
+                        EVT_FC_LEFT_UP: {},
+                        EVT_FC_LEFT_DCLICK: {},
+                        EVT_FC_MIDDLE_DOWN: {},
+                        EVT_FC_MIDDLE_UP: {},
+                        EVT_FC_MIDDLE_DCLICK: {},
+                        EVT_FC_RIGHT_DOWN: {},
+                        EVT_FC_RIGHT_UP: {},
+                        EVT_FC_RIGHT_DCLICK: {},
+                        EVT_FC_ENTER_OBJECT: {},
+                        EVT_FC_LEAVE_OBJECT: {},
+                        }        
+            
+    def RaiseMouseEvent(self, Event, EventType):
+        """
+        This is called in various other places to raise a Mouse Event
+        """
+        #print "in Raise Mouse Event", Event
+        pt = self.PixelToWorld( Event.GetPosition() )
+        evt = MouseEvent(EventType, Event, self.GetId(), pt)
+        self.GetEventHandler().ProcessEvent(evt)       
+
+    def HitTest(self, event, HitEvent):
+        if self.HitDict:
+            # check if there are any objects in the dict for this event
+            if self.HitDict[ HitEvent ]:
+                xy = event.GetPosition()
+                if self._ForegroundHTdc:
+                    hitcolor = self._ForegroundHTdc.GetPixelPoint( xy )
+                else:
+                    hitcolor = self._HTdc.GetPixelPoint( xy )
+                color = ( hitcolor.Red(), hitcolor.Green(), hitcolor.Blue() )
+                if color in self.HitDict[ HitEvent ]:
+                    Object = self.HitDict[ HitEvent ][color]
+                    ## Add the hit coords to the Object
+                    Object.HitCoords = self.PixelToWorld( xy )
+                    Object.CallBackFuncs[HitEvent](Object)
+                    return True
+            return False
+
+    def MouseOverTest(self, event):
+        ##fixme: Can this be cleaned up?
+        if self.HitDict:
+            xy = event.GetPosition()
+            if self._ForegroundHTdc:
+                hitcolor = self._ForegroundHTdc.GetPixelPoint( xy )
+            else:
+                hitcolor = self._HTdc.GetPixelPoint( xy )
+            color = ( hitcolor.Red(), hitcolor.Green(), hitcolor.Blue() )
+            OldObject = self.ObjectUnderMouse
+            ObjectCallbackCalled = False
+            if color in self.HitDict[ EVT_FC_ENTER_OBJECT ]:
+                Object = self.HitDict[ EVT_FC_ENTER_OBJECT][color]
+                if (OldObject is None):
+                    try:
+                        Object.CallBackFuncs[EVT_FC_ENTER_OBJECT](Object)
+                        ObjectCallbackCalled =  True
+                    except KeyError:
+                        pass # this means the enter event isn't bound for that object
+                elif OldObject == Object: # the mouse is still on the same object
+                    pass
+                    ## Is the mouse on a differnt object as it was...
+                elif not (Object == OldObject):
+                    # call the leave object callback
+                    try:
+                        OldObject.CallBackFuncs[EVT_FC_LEAVE_OBJECT](OldObject)
+                        ObjectCallbackCalled =  True
+                    except KeyError:
+                        pass # this means the leave event isn't bound for that object
+                    try:
+                        Object.CallBackFuncs[EVT_FC_ENTER_OBJECT](Object)
+                        ObjectCallbackCalled =  True
+                    except KeyError:
+                        pass # this means the enter event isn't bound for that object
+                    ## set the new object under mouse
+                self.ObjectUnderMouse = Object
+            elif color in self.HitDict[ EVT_FC_LEAVE_OBJECT ]:
+                Object = self.HitDict[ EVT_FC_LEAVE_OBJECT][color]
+                self.ObjectUnderMouse = Object
+            else:
+                # no objects under mouse bound to mouse-over events
+                self.ObjectUnderMouse = None
+                if OldObject:
+                    try:
+                        OldObject.CallBackFuncs[EVT_FC_LEAVE_OBJECT](OldObject)
+                        ObjectCallbackCalled =  True
+                    except KeyError:
+                        pass # this means the leave event isn't bound for that object
+            return ObjectCallbackCalled
+
+
+    ## fixme: There is a lot of repeated code here
+    ##        Is there a better way?            
+    def LeftDoubleClickEvent(self,event):
+        if self.GUIMode == "Mouse":
+            EventType = EVT_FC_LEFT_DCLICK
+            if not self.HitTest(event, EventType):
+                self.RaiseMouseEvent(event, EventType)
+
+
+    def MiddleDownEvent(self,event):
+        if self.GUIMode == "Mouse":
+            EventType = EVT_FC_MIDDLE_DOWN
+            if not self.HitTest(event, EventType):
+                self.RaiseMouseEvent(event, EventType)
+
+    def MiddleUpEvent(self,event):
+        if self.GUIMode == "Mouse":
+            EventType = EVT_FC_MIDDLE_UP
+            if not self.HitTest(event, EventType):
+                self.RaiseMouseEvent(event, EventType)
+
+    def MiddleDoubleClickEvent(self,event):
+        if self.GUIMode == "Mouse":
+            EventType = EVT_FC_MIDDLE_DCLICK
+            if not self.HitTest(event, EventType):
+                self.RaiseMouseEvent(event, EventType)
+
+    def RightUpEvent(self,event):
+        if self.GUIMode == "Mouse":
+            EventType = EVT_FC_RIGHT_UP
+            if not self.HitTest(event, EventType):
+                self.RaiseMouseEvent(event, EventType)
+
+    def RightDoubleCLickEvent(self,event):
+        if self.GUIMode == "Mouse":
+            EventType = EVT_FC_RIGHT_DCLICK
+            if not self.HitTest(event, EventType):
+                self.RaiseMouseEvent(event, EventType)
+
+    def WheelEvent(self,event):
+        if self.GUIMode == "Mouse":
+            self.RaiseMouseEvent(event, EVT_FC_MOUSEWHEEL)
+
+
+    def LeftDownEvent(self,event):
+        if self.GUIMode:
+            if self.GUIMode == "ZoomIn":
+                self.StartRBBox = array( event.GetPosition() )
+                self.PrevRBBox = None
+                self.CaptureMouse()
+            elif self.GUIMode == "ZoomOut":
+                Center = self.PixelToWorld( event.GetPosition() )
+                self.Zoom(1/1.5,Center)
+            elif self.GUIMode == "Move":
+                self.StartMove = array( event.GetPosition() )
+                self.PrevMoveXY = (0,0)
+            elif self.GUIMode == "Mouse":
+                ## check for a hit
+                if not self.HitTest(event, EVT_FC_LEFT_DOWN):
+                   self.RaiseMouseEvent(event,EVT_FC_LEFT_DOWN)
+        else: 
+            pass
+
+    def LeftUpEvent(self,event):
+       if self.HasCapture():
+            self.ReleaseMouse()
+        if self.GUIMode:
+            if self.GUIMode == "ZoomIn":
+                if event.LeftUp() and not self.StartRBBox is None:
+                    self.PrevRBBox = None
+                    EndRBBox = event.GetPosition()
+                    StartRBBox = self.StartRBBox
+                    # if mouse has moved less that ten pixels, don't use the box.
+                    if ( abs(StartRBBox[0] - EndRBBox[0]) > 10
+                         and abs(StartRBBox[1] - EndRBBox[1]) > 10 ):
+                        EndRBBox = self.PixelToWorld(EndRBBox)
+                        StartRBBox = self.PixelToWorld(StartRBBox)
+                        BB = array(((min(EndRBBox[0],StartRBBox[0]),
+                                     min(EndRBBox[1],StartRBBox[1])),
+                                    (max(EndRBBox[0],StartRBBox[0]),
+                                     max(EndRBBox[1],StartRBBox[1]))),Float)
+                        self.ZoomToBB(BB)
+                    else:
+                        Center = self.PixelToWorld(StartRBBox)
+                        self.Zoom(1.5,Center)
+                    self.StartRBBox = None
+            elif self.GUIMode == "Move":
+                if not self.StartMove is None:
+                    StartMove = self.StartMove
+                    EndMove = array((event.GetX(),event.GetY()))
+                    if sum((StartMove-EndMove)**2) > 16:
+                        self.Move(StartMove-EndMove,'Pixel')
+                    self.StartMove = None
+            elif self.GUIMode == "Mouse":
+                EventType = EVT_FC_LEFT_UP
+                if not self.HitTest(event, EventType):
+                   self.RaiseMouseEvent(event, EventType)
+        else:
+            pass
+
+    def MotionEvent(self,event):
+        if self.GUIMode:
+            if self.GUIMode == "ZoomIn":
+                if event.Dragging() and event.LeftIsDown() and not (self.StartRBBox is None):
+                    xy0 = self.StartRBBox
+                    xy1 = array( event.GetPosition() )
+                    wh  = abs(xy1 - xy0)
+                    wh[0] = max(wh[0], int(wh[1]*self.AspectRatio))
+                    wh[1] = int(wh[0] / self.AspectRatio)
+                    xy_c = (xy0 + xy1) / 2
+                    dc = wx.ClientDC(self)
+                    dc.BeginDrawing()
+                    dc.SetPen(wx.Pen('WHITE', 2, wx.SHORT_DASH))
+                    dc.SetBrush(wx.TRANSPARENT_BRUSH)
+                    dc.SetLogicalFunction(wx.XOR)
+                    if self.PrevRBBox:
+                        dc.DrawRectanglePointSize(*self.PrevRBBox)
+                    self.PrevRBBox = ( xy_c - wh/2, wh )
+                    dc.DrawRectanglePointSize( *self.PrevRBBox )
+                    dc.EndDrawing()
+            elif self.GUIMode == "Move":
+                if event.Dragging() and event.LeftIsDown() and not self.StartMove is None:
+                    xy1 = array( event.GetPosition() )
+                    wh = self.PanelSize
+                    xy_tl = xy1 - self.StartMove
+                    dc = wx.ClientDC(self)
+                    dc.BeginDrawing()
+                    x1,y1 = self.PrevMoveXY
+                    x2,y2 = xy_tl
+                    w,h = self.PanelSize
+                    if x2 > x1 and y2 > y1:
+                        xa = xb = x1
+                        ya = yb = y1
+                        wa = w
+                        ha = y2 - y1
+                        wb = x2-  x1
+                        hb = h
+                    elif x2 > x1 and y2 <= y1:
+                        xa = x1
+                        ya = y1
+                        wa = x2 - x1
+                        ha = h
+                        xb = x1
+                        yb = y2 + h
+                        wb = w
+                        hb = y1 - y2
+                    elif x2 <= x1 and y2 > y1:
+                        xa = x1
+                        ya = y1
+                        wa = w
+                        ha = y2 - y1
+                        xb = x2 + w
+                        yb = y1
+                        wb = x1 - x2
+                        hb = h - y2 + y1 
+                    elif x2 <= x1 and y2 <= y1:
+                        xa = x2 + w
+                        ya = y1
+                        wa = x1 - x2
+                        ha = h
+                        xb = x1
+                        yb = y2 + h
+                        wb = w
+                        hb = y1 - y2
+                    
+                    dc.SetPen(wx.TRANSPARENT_PEN)
+                    dc.SetBrush(self.BackgroundBrush)
+                    dc.DrawRectangle(xa, ya, wa, ha)
+                    dc.DrawRectangle(xb, yb, wb, hb)
+                    self.PrevMoveXY = xy_tl
+                    if self._ForegroundBuffer:
+                        dc.DrawBitmapPoint(self._ForegroundBuffer,xy_tl)
+                    else:
+                        dc.DrawBitmapPoint(self._Buffer,xy_tl)
+                    dc.EndDrawing()
+            elif self.GUIMode == "Mouse":
+                ## Only do something if there are mouse over events bound
+                if self.HitDict and (self.HitDict[ EVT_FC_ENTER_OBJECT ] or self.HitDict[ EVT_FC_LEAVE_OBJECT ] ):
+                    if not self.MouseOverTest(event):
+                        self.RaiseMouseEvent(event,EVT_FC_MOTION)
+            else:
+                    pass
+            self.RaiseMouseEvent(event,EVT_FC_MOTION)
+        else:
+            pass
+
+    def RightDownEvent(self,event):
+        if self.GUIMode:
+            if self.GUIMode == "ZoomIn":
+                Center = self.PixelToWorld((event.GetX(),event.GetY()))
+                self.Zoom(1/1.5,Center)
+            elif self.GUIMode == "ZoomOut":
+                Center = self.PixelToWorld((event.GetX(),event.GetY()))
+                self.Zoom(1.5,Center)
+            elif self.GUIMode == "Mouse":
+                EventType = EVT_FC_RIGHT_DOWN
+                if not self.HitTest(event, EventType):
+                   self.RaiseMouseEvent(event, EventType)
+        else:
+            pass
+        
+    def MakeNewBuffers(self):
+        self._BackgroundDirty = True
+        # Make new offscreen bitmap:
+        self._Buffer = wx.EmptyBitmap(*self.PanelSize)
+        #dc = wx.MemoryDC()
+        #dc.SelectObject(self._Buffer)
+        #dc.Clear()
+        if self._ForeDrawList:
+            self._ForegroundBuffer = wx.EmptyBitmap(*self.PanelSize)
+        else:
+            self._ForegroundBuffer = None
+        if self.UseHitTest:
+            self.MakeNewHTdc()
+        else:
+            self._HTdc = None
+            self._ForegroundHTdc = None
+
+    def MakeNewHTdc(self):
+        ## Note: While it's considered a "bad idea" to keep a
+        ## MemoryDC around I'm doing it here because a wx.Bitmap
+        ## doesn't have a GetPixel method so a DC is needed to do
+        ## the hit-test. It didn't seem like a good idea to re-create
+        ## a wx.MemoryDC on every single mouse event, so I keep it
+        ## around instead
+        self._HTdc = wx.MemoryDC()
+        self._HTBitmap = wx.EmptyBitmap(*self.PanelSize) 
+        self._HTdc.SelectObject( self._HTBitmap )
+        self._HTdc.SetBackground(wx.BLACK_BRUSH)
+        if self._ForeDrawList:
+            self._ForegroundHTdc = wx.MemoryDC()
+            self._ForegroundHTBitmap = wx.EmptyBitmap(*self.PanelSize) 
+            self._ForegroundHTdc.SelectObject( self._ForegroundHTBitmap )
+            self._ForegroundHTdc.SetBackground(wx.BLACK_BRUSH)
+        else:
+           self._ForegroundHTdc = None 
+    
+    def OnSize(self,event):
+        self.PanelSize  = array(self.GetClientSizeTuple(),Int32)
+        self.HalfPanelSize = self.PanelSize / 2 # lrk: added for speed in WorldToPixel
+        if self.PanelSize[0] == 0 or self.PanelSize[1] == 0:
+            self.AspectRatio = 1.0
+        else:
+            self.AspectRatio = float(self.PanelSize[0]) / self.PanelSize[1]
+        self.MakeNewBuffers()
+        self.Draw()
+        
+    def OnPaint(self, event):
+        dc = wx.PaintDC(self)
+        if self._ForegroundBuffer:
+            dc.DrawBitmap(self._ForegroundBuffer,0,0)
+        else:
+            dc.DrawBitmap(self._Buffer,0,0)
+
+    def Draw(self, Force=False):
+        """
+        There is a main buffer set up to double buffer the screen, so
+        you can get quick re-draws when the window gets uncovered.
+
+        If there are any objects in self._ForeDrawList, then the
+        background gets drawn to a new buffer, and the foreground
+        objects get drawn on top of it. The final result if blitted to
+        the screen, and stored for future Paint events.  This is done so
+        that you can have a complicated background, but have something
+        changing on the foreground, without having to wait for the
+        background to get re-drawn. This can be used to support simple
+        animation, for instance.
+        
+        """
+        #print "In Draw"
+        if self.Debug: start = clock()
+        ScreenDC =  wx.ClientDC(self)
+        ViewPortWorld = ( self.PixelToWorld((0,0)),
+                          self.PixelToWorld(self.PanelSize) )
+        ViewPortBB = array( ( minimum.reduce(ViewPortWorld),
+                              maximum.reduce(ViewPortWorld) ) )
+        dc = wx.MemoryDC()
+        dc.SelectObject(self._Buffer)
+        if self._BackgroundDirty or Force:
+            #print "Background is Dirty"
+            dc.SetBackground(self.BackgroundBrush)
+            dc.Clear()
+            if self._HTdc:
+                self._HTdc.Clear()
+            self._DrawObjects(dc, self._DrawList, ScreenDC, ViewPortBB, self._HTdc)
+            self._BackgroundDirty = False
+
+        if self._ForeDrawList:
+            ## If an object was just added to the Foreground, there might not yet be a buffer
+            if self._ForegroundBuffer is None:
+                self._ForegroundBuffer = wx.EmptyBitmap(self.PanelSize[0],
+                                                        self.PanelSize[1])
+
+            dc = wx.MemoryDC() ## I got some strange errors (linewidths wrong) if I didn't make a new DC here
+            dc.SelectObject(self._ForegroundBuffer)
+            dc.DrawBitmap(self._Buffer,0,0)
+            if self._ForegroundHTdc is None:
+                self._ForegroundHTdc = wx.MemoryDC()
+                self._ForegroundHTdc.SelectObject( wx.EmptyBitmap(
+                                                   self.PanelSize[0],
+                                                   self.PanelSize[1]) )
+            if self._HTdc:
+                ## blit the background HT buffer to the foreground HT buffer
+                self._ForegroundHTdc.Blit(0, 0,
+                                          self.PanelSize[0], self.PanelSize[1],
+                                          self._HTdc, 0, 0)
+            self._DrawObjects(dc,
+                              self._ForeDrawList,
+                              ScreenDC,
+                              ViewPortBB,
+                              self._ForegroundHTdc)
+        ScreenDC.Blit(0, 0, self.PanelSize[0],self.PanelSize[1], dc, 0, 0)
+##        wx.GetApp().Yield(True)
+        # If the canvas is in the middle of a zoom or move, the Rubber Band box needs to be re-drawn
+        # This seeems out of place, but it works.
+        if self.PrevRBBox:
+            ScreenDC.SetPen(wx.Pen('WHITE', 2,wx.SHORT_DASH))
+            ScreenDC.SetBrush(wx.TRANSPARENT_BRUSH)
+            ScreenDC.SetLogicalFunction(wx.XOR)
+            ScreenDC.DrawRectanglePointSize(*self.PrevRBBox)
+        if self.Debug: print "Drawing took %f seconds of CPU time"%(clock()-start)
+
+        ## Clear the font cache
+        ## IF you don't do this, the X font server starts to take up Massive amounts of memory
+        ## This is mostly a problem with very large fonts, that you get with scaled text when zoomed in.
+        DrawObject.FontList = {}
+
+    def _ShouldRedraw(DrawList, ViewPortBB): # lrk: adapted code from BBCheck
+        # lrk: Returns the objects that should be redrawn
+
+        BB2 = ViewPortBB
+        redrawlist = []
+        for Object in DrawList:
+            BB1 = Object.BoundingBox
+            if (BB1[1,0] > BB2[0,0] and BB1[0,0] < BB2[1,0] and
+                 BB1[1,1] > BB2[0,1] and BB1[0,1] < BB2[1,1]):
+                redrawlist.append(Object)
+        return redrawlist       
+    _ShouldRedraw = staticmethod(_ShouldRedraw)
+
+
+##    def BBCheck(self, BB1, BB2):
+##        """
+
+##        BBCheck(BB1, BB2) returns True is the Bounding boxes intesect, False otherwise
+
+##        """
+##        if ( (BB1[1,0] > BB2[0,0]) and (BB1[0,0] < BB2[1,0]) and
+##             (BB1[1,1] > BB2[0,1]) and (BB1[0,1] < BB2[1,1]) ):
+##            return True
+##        else:
+##            return False
+
+    def Move(self,shift,CoordType):
+        """
+        move the image in the window.
+
+        shift is an (x,y) tuple, specifying the amount to shift in each direction
+
+        It can be in any of three coordinates: Panel, Pixel, World,
+        specified by the CoordType parameter
+
+        Panel coordinates means you want to shift the image by some
+        fraction of the size of the displaed image
+
+        Pixel coordinates means you want to shift the image by some number of pixels
+
+        World coordinates mean you want to shift the image by an amount
+        in Floating point world coordinates
+
+        """
+        
+        shift = array(shift,Float)
+        if CoordType == 'Panel':# convert from panel coordinates
+            shift = shift * array((-1,1),Float) *self.PanelSize/self.TransformVector
+        elif CoordType == 'Pixel': # convert from pixel coordinates
+            shift = shift/self.TransformVector
+        elif CoordType == 'World': # No conversion
+            pass
+        else:
+            raise FloatCanvasException('CoordType must be either "Panel", "Pixel", or "World"')
+            
+        self.ViewPortCenter = self.ViewPortCenter + shift 
+        self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter)
+        self.TransformVector = array((self.Scale,-self.Scale),Float) * self.MapProjectionVector
+        self._BackgroundDirty = True
+        self.Draw()
+
+    def Zoom(self,factor,center = None):
+    
+        """
+        Zoom(factor, center) changes the amount of zoom of the image by factor.
+        If factor is greater than one, the image gets larger.
+        If factor is less than one, the image gets smaller.
+        
+        Center is a tuple of (x,y) coordinates of the center of the viewport, after zooming.
+        If center is not given, the center will stay the same.
+        
+        """
+        self.Scale = self.Scale*factor
+        if not center is None:
+            self.ViewPortCenter = array(center,Float)
+        self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter)
+        self.TransformVector = array((self.Scale,-self.Scale),Float) * self.MapProjectionVector
+        self._BackgroundDirty = True
+        self.Draw()
+        
+    def ZoomToBB(self, NewBB = None, DrawFlag = True):
+
+        """
+
+        Zooms the image to the bounding box given, or to the bounding
+        box of all the objects on the canvas, if none is given.
+
+        """
+        
+        if not  NewBB is None:
+            BoundingBox = NewBB
+        else:
+            if self.BoundingBoxDirty:
+                self._ResetBoundingBox()
+            BoundingBox = self.BoundingBox
+        if not BoundingBox is None:
+            self.ViewPortCenter = array(((BoundingBox[0,0]+BoundingBox[1,0])/2,
+                                         (BoundingBox[0,1]+BoundingBox[1,1])/2 ),Float)
+            self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter)
+            # Compute the new Scale
+            BoundingBox = BoundingBox * self.MapProjectionVector
+            try:
+                self.Scale = min(abs(self.PanelSize[0] / (BoundingBox[1,0]-BoundingBox[0,0])),
+                                 abs(self.PanelSize[1] / (BoundingBox[1,1]-BoundingBox[0,1])) )*0.95
+            except ZeroDivisionError: # this will happen if the BB has zero width or height
+                try: #width == 0
+                    self.Scale = (self.PanelSize[0]  / (BoundingBox[1,0]-BoundingBox[0,0]))*0.95
+                except ZeroDivisionError:
+                    try: # height == 0
+                        self.Scale = (self.PanelSize[1]  / (BoundingBox[1,1]-BoundingBox[0,1]))*0.95
+                    except ZeroDivisionError: #zero size! (must be a single point)
+                        self.Scale = 1
+                     
+            self.TransformVector = array((self.Scale,-self.Scale),Float)* self.MapProjectionVector
+            if DrawFlag:
+                self._BackgroundDirty = True
+                self.Draw()
+        else:
+            # Reset the shifting and scaling to defaults when there is no BB
+            self.ViewPortCenter= array( (0,0), Float)
+            self.MapProjectionVector = array( (1,1), Float) # No Projection to start!
+            self.TransformVector = array( (1,-1), Float) # default Transformation
+            self.Scale = 1
+            
+    def RemoveObjects(self, Objects):
+        for Object in Objects:
+            self.RemoveObject(Object, ResetBB = False)
+        self.BoundingBoxDirty = True
+        
+    def RemoveObject(self, Object, ResetBB = True):
+        ##fixme: Using the list.remove method is kind of slow
+        if Object.InForeground:
+            self._ForeDrawList.remove(Object)
+        else:
+            self._DrawList.remove(Object)
+            self._BackgroundDirty = True
+        if ResetBB:
+            self.BoundingBoxDirty = True
+
+    def ClearAll(self, ResetBB = True):
+        self._DrawList = []
+        self._ForeDrawList = []
+        self._BackgroundDirty = True
+        self.HitColorGenerator = None
+        self.UseHitTest = False
+        if ResetBB:
+            self._ResetBoundingBox()
+        self.MakeNewBuffers()
+        self.HitDict = None
+
+##    No longer called
+##    def _AddBoundingBox(self,NewBB):
+##        if self.BoundingBox is None:
+##            self.BoundingBox = NewBB
+##            self.ZoomToBB(NewBB,DrawFlag = False)
+##        else:
+##            self.BoundingBox = array( ( (min(self.BoundingBox[0,0],NewBB[0,0]),
+##                                         min(self.BoundingBox[0,1],NewBB[0,1])),
+##                                        (max(self.BoundingBox[1,0],NewBB[1,0]),
+##                                         max(self.BoundingBox[1,1],NewBB[1,1]))),
+##                                      Float)
+
+    def _getboundingbox(bboxarray): # lrk: added this
+
+        upperleft = minimum.reduce(bboxarray[:,0])
+        lowerright = maximum.reduce(bboxarray[:,1])
+        return array((upperleft, lowerright), Float)
+
+    _getboundingbox = staticmethod(_getboundingbox)
+
+    def _ResetBoundingBox(self):
+        if self._DrawList or self._ForeDrawList:
+            bboxarray = zeros((len(self._DrawList)+len(self._ForeDrawList), 2, 2),Float) 
+            i = -1 # just in case _DrawList is empty
+            for (i, BB) in enumerate(self._DrawList):
+                bboxarray[i] = BB.BoundingBox
+            for (j, BB) in enumerate(self._ForeDrawList):
+                bboxarray[i+j+1] = BB.BoundingBox
+            self.BoundingBox = self._getboundingbox(bboxarray)
+        else:
+            self.BoundingBox = None
+            self.ViewPortCenter= array( (0,0), Float)
+            self.TransformVector = array( (1,-1), Float)
+            self.MapProjectionVector = array( (1,1), Float)                    
+            self.Scale = 1        
+        self.BoundingBoxDirty = False
+
+    def PixelToWorld(self,Points):
+        """
+        Converts coordinates from Pixel coordinates to world coordinates.
+        
+        Points is a tuple of (x,y) coordinates, or a list of such tuples, or a NX2 Numpy array of x,y coordinates.
+        
+        """
+        return  (((asarray(Points,Float) - (self.PanelSize/2))/self.TransformVector) + self.ViewPortCenter)
+        
+    def WorldToPixel(self,Coordinates):
+        """
+        This function will get passed to the drawing functions of the objects,
+        to transform from world to pixel coordinates.
+        Coordinates should be a NX2 array of (x,y) coordinates, or
+        a 2-tuple, or sequence of 2-tuples.
+        """
+        #Note: this can be called by users code for various reasons, so asarray is needed.
+        return  (((asarray(Coordinates,Float) - self.ViewPortCenter)*self.TransformVector)+(self.HalfPanelSize)).astype('i')
+
+    def ScaleWorldToPixel(self,Lengths):
+        """
+        This function will get passed to the drawing functions of the objects,
+        to Change a length from world to pixel coordinates.
+        
+        Lengths should be a NX2 array of (x,y) coordinates, or
+        a 2-tuple, or sequence of 2-tuples.
+        """
+        return  ( (asarray(Lengths,Float)*self.TransformVector) ).astype('i')
+
+    def ScalePixelToWorld(self,Lengths):
+        """
+        This function computes a pair of x.y lengths,
+        to change then from pixel to world coordinates.
+        
+        Lengths should be a NX2 array of (x,y) coordinates, or
+        a 2-tuple, or sequence of 2-tuples.
+        """
+
+        return  (asarray(Lengths,Float) / self.TransformVector)
+    
+    def AddObject(self,obj):
+        # put in a reference to the Canvas, so remove and other stuff can work
+        obj._Canvas = self
+        if  obj.InForeground:
+            self._ForeDrawList.append(obj)
+            self.UseForeground = True
+        else:
+            self._DrawList.append(obj)
+            self._BackgroundDirty = True
+        self.BoundingBoxDirty = True
+        return True
+
+    def _DrawObjects(self, dc, DrawList, ScreenDC, ViewPortBB, HTdc = None):
+        """
+        This is a convenience function;
+        This function takes the list of objects and draws them to specified
+        device context.  
+        """
+        dc.SetBackground(self.BackgroundBrush)
+        dc.BeginDrawing()
+        #i = 0
+        PanelSize0, PanelSize1 = self.PanelSize # for speed
+        WorldToPixel = self.WorldToPixel # for speed
+        ScaleWorldToPixel = self.ScaleWorldToPixel # for speed
+        Blit = ScreenDC.Blit # for speed
+        NumBetweenBlits = self.NumBetweenBlits # for speed
+        for i, Object in enumerate(self._ShouldRedraw(DrawList, ViewPortBB)):
+            Object._Draw(dc, WorldToPixel, ScaleWorldToPixel, HTdc)
+            if i % NumBetweenBlits == 0:
+                Blit(0, 0, PanelSize0, PanelSize1, dc, 0, 0)
+        dc.EndDrawing()
+
+##    ## This is a way to automatically add a AddObject method for each
+##    ## object type This code has been replaced by Leo's code above, so
+##    ## that it happens at module init, rather than as needed. The
+##    ## primary advantage of this is that dir(FloatCanvas) will have
+##    ## them, and docstrings are preserved. Probably more useful
+##    ## exceptions if there is a problem, as well.
+##    def __getattr__(self, name):
+##        if name[:3] == "Add":
+##            func=globals()[name[3:]]
+##            def AddFun(*args, **kwargs):
+##                Object = func(*args, **kwargs)
+##                self.AddObject(Object)
+##                return Object
+##            ## add it to FloatCanvas' dict for future calls.
+##            self.__dict__[name] = AddFun
+##            return AddFun
+##        else:
+##            raise AttributeError("FloatCanvas has no attribute '%s'"%name)
+
+def _makeFloatCanvasAddMethods(): ## lrk's code for doing this in module __init__
+    classnames = ["Circle", "Ellipse", "Rectangle", "ScaledText", "Polygon",
+               "Line", "Text", "PointSet"]
+    for classname in classnames:
+        klass = globals()[classname]
+        def getaddshapemethod(klass=klass):
+            def addshape(self, *args, **kwargs):
+                Object = klass(*args, **kwargs)
+                self.AddObject(Object)
+                return Object
+            return addshape
+        addshapemethod = getaddshapemethod()
+        methodname = "Add" + classname
+        setattr(FloatCanvas, methodname, addshapemethod)
+        docstring = "Creates %s and adds its reference to the canvas.\n" % classname
+        docstring += "Argument protocol same as %s class" % classname
+        if klass.__doc__:
+            docstring += ", whose docstring is:\n%s" % klass.__doc__
+        FloatCanvas.__dict__[methodname].__doc__ = docstring
+
+_makeFloatCanvasAddMethods()    
+
+