#!/usr/bin/env python #---------------------------------------------------------------------------- # Name: FloatCanvas.py # Purpose: # # Author: # # Created: # Version: # Date: # Licence: # Tags: phoenix-port, unittest, documented, py3-port #---------------------------------------------------------------------------- """ This is the main module of the floatcanvas package, it contains the :class:`~lib.floatcanvas.FloatCanvas.FloatCanvas` and all the all the different objects which are sub-classed from :class:`~lib.floatcanvas.FloatCanvas.DrawObject`. In the following very simple sample ``self`` is a frame, but it could be another container type control:: from wx.lib.floatcanvas import FloatCanvas self.Canvas = FloatCanvas.FloatCanvas(self, -1, size=(500, 500), ProjectionFun=None, Debug=0, BackgroundColor="White", ) # add a circle cir = FloatCanvas.Circle((10, 10), 100) self.Canvas.AddObject(cir) # add a rectangle rect = FloatCanvas.Rectangle((110, 10), (100, 100), FillColor='Red') self.Canvas.AddObject(rect) self.Canvas.Draw() Many samples are available in the `wxPhoenix/samples/floatcanvas` folder. """ from __future__ import division import sys mac = sys.platform.startswith("darwin") import numpy as N from time import clock import wx from wx.lib import six from .FCObjects import * from .Utilities import BBox from . import GUIMode ## Custom Exceptions: class FloatCanvasError(Exception): """Custom FloatCanvas exception.""" pass ## Import all EVT_* event types and event binders from .FCEvents import * 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 an (x,y) tuple in world coordinates. Another difference is that it is a CommandEvent, which propagates up the window hierarchy until it is handled. """ def __init__(self, EventType, NativeEvent, WinID, Coords = None): super(_MouseEvent, self).__init__() self.SetEventType( EventType ) self._NativeEvent = NativeEvent self.Coords = Coords def GetCoords(self): return self.Coords def __getattr__(self, name): d = self._getAttrDict() if name in d: return d[name] return getattr(self._NativeEvent, name) class Group(DrawObject): """ A group of other FloatCanvas Objects Not all DrawObject methods may apply here. Note that if an object is in more than one group, it will get drawn more than once. """ def __init__(self, ObjectList=[], InForeground=False, IsVisible=True): """ Default class constructor. :param list `ObjectList`: a list of :class:`DrawObject` to be grouped :param boolean `InForeground`: keep in foreground :param boolean `IsVisible`: keep it visible """ self.ObjectList = list(ObjectList) DrawObject.__init__(self, InForeground, IsVisible) self.CalcBoundingBox() def AddObject(self, obj): """ Add an object to the group. :param DrawObject `obj`: object to add """ self.ObjectList.append(obj) self.BoundingBox.Merge(obj.BoundingBox) def AddObjects(self, Objects): """ Add objects to the group. :param list `Objects`: a list of :class:`DrawObject` to be grouped """ for o in Objects: self.AddObject(o) def CalcBoundingBox(self): """Calculate the bounding box.""" if self.ObjectList: BB = BBox.BBox(self.ObjectList[0].BoundingBox).copy() for obj in self.ObjectList[1:]: BB.Merge(obj.BoundingBox) else: BB = BBox.NullBBox() self.BoundingBox = BB def SetColor(self, Color): """ Set the Color :param `Color`: see :meth:`~lib.floatcanvas.FloatCanvas.DrawObject.SetColor` for valid values """ for o in self.ObjectList: o.SetColor(Color) def SetLineColor(self, Color): """ Set the LineColor :param `LineColor`: see :meth:`~lib.floatcanvas.FloatCanvas.DrawObject.SetColor` for valid values """ for o in self.ObjectList: o.SetLineColor(Color) def SetLineStyle(self, LineStyle): """ Set the LineStyle :param `LineStyle`: see :meth:`~lib.floatcanvas.FloatCanvas.DrawObject.SetLineStyle` for valid values """ for o in self.ObjectList: o.SetLineStyle(LineStyle) def SetLineWidth(self, LineWidth): """ Set the LineWidth :param integer `LineWidth`: line width in pixels """ for o in self.ObjectList: o.SetLineWidth(LineWidth) def SetFillColor(self, Color): """ Set the FillColor :param `FillColor`: see :meth:`~lib.floatcanvas.FloatCanvas.DrawObject.SetColor` for valid values """ for o in self.ObjectList: o.SetFillColor(Color) def SetFillStyle(self, FillStyle): """ Set the FillStyle :param `FillStyle`: see :meth:`~lib.floatcanvas.FloatCanvas.DrawObject.SetFillStyle` for valid values """ for o in self.ObjectList: o.SetFillStyle(FillStyle) def Move(self, Delta): """ Moves the object by delta, where delta is a (dx, dy) pair. :param `Delta`: is a (dx, dy) pair ideally a `NumPy `_ array of shape (2, ) """ for obj in self.ObjectList: obj.Move(Delta) self.BoundingBox += Delta def Bind(self, Event, CallBackFun): """ Bind an event to the Group object :param `Event`: see below for supported event types - 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 :param `CallBackFun`: the call back function for the event """ ## slight variation on DrawObject Bind Method: ## fixme: There is a lot of repeated code from the DrawObject method, but ## it all needs a lot of cleaning up anyway. self.CallBackFuncs[Event] = CallBackFun self.HitAble = True self._Canvas.UseHitTest = True if self.InForeground and self._Canvas._ForegroundHTBitmap is None: self._Canvas.MakeNewForegroundHTBitmap() elif self._Canvas._HTBitmap is None: self._Canvas.MakeNewHTBitmap() 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. # Set all contained objects to the same Hit color: self.HitColor = self._Canvas.HitColorGenerator.next() self._ChangeChildrenHitColor(self.ObjectList) # 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) def _ChangeChildrenHitColor(self, objlist): for obj in objlist: obj.SetHitPen(self.HitColor, self.HitLineWidth) obj.SetHitBrush(self.HitColor) obj.HitAble = True if isinstance(obj, Group): self._ChangeChildrenHitColor(obj.ObjectList) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel = None, HTdc=None): for obj in self.ObjectList: obj._Draw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) #--------------------------------------------------------------------------- class FloatCanvas(wx.Panel): """ The main class of the floatcanvas package :class:`~lib.floatcanvas.FloatCanvas`. """ def __init__(self, parent, id = -1, size = wx.DefaultSize, ProjectionFun = None, BackgroundColor = "WHITE", Debug = False, **kwargs): """ Default class constructor. :param Window `parent`: parent window. Must not be ``None``; :param integer `id`: window identifier. A value of -1 indicates a default value; :param `size`: a tuple or :class:`Size` :param `ProjectionFun`: This allows you to change the transform from world to pixel coordinates. We can point to :meth:`~lib.floatcanvas.FloatCanvas.FloatCanvas.FlatEarthProjection` for an example -- though that should really be a class method, or even better, simply a function in the module. There is a tiny bit on info in the error message in FloatCanvas.SetProjectionFun() (Note: this really should get re-factored to allow more generic projections...) :param string `BackgroundColor`: any value accepted by :class:`Brush` :param `Debug`: activate debug, currently it prints some debugging information, could be improved. """ wx.Panel.__init__( self, parent, id, wx.DefaultPosition, size, **kwargs) ComputeFontScale() self.InitAll() self.BackgroundBrush = wx.Brush(BackgroundColor, wx.SOLID) self.Debug = Debug self.Bind(wx.EVT_PAINT, self.OnPaint) self.Bind(wx.EVT_SIZE, self.OnSize) self.Bind(wx.EVT_LEFT_DOWN, self.LeftDownEvent) self.Bind(wx.EVT_LEFT_UP, self.LeftUpEvent) self.Bind(wx.EVT_LEFT_DCLICK, self.LeftDoubleClickEvent) self.Bind(wx.EVT_MIDDLE_DOWN, self.MiddleDownEvent) self.Bind(wx.EVT_MIDDLE_UP, self.MiddleUpEvent) self.Bind(wx.EVT_MIDDLE_DCLICK, self.MiddleDoubleClickEvent) self.Bind(wx.EVT_RIGHT_DOWN, self.RightDownEvent) self.Bind(wx.EVT_RIGHT_UP, self.RightUpEvent) self.Bind(wx.EVT_RIGHT_DCLICK, self.RightDoubleCLickEvent) self.Bind(wx.EVT_MOTION, self.MotionEvent) self.Bind(wx.EVT_MOUSEWHEEL, self.WheelEvent) self.Bind(wx.EVT_KEY_DOWN, self.KeyDownEvent) self.Bind(wx.EVT_KEY_UP, self.KeyUpEvent) ## CHB: I'm leaving these out for now. #self.Bind(wx.EVT_ENTER_WINDOW, self. ) #self.Bind(wx.EVT_LEAVE_WINDOW, self. ) self.SetProjectionFun(ProjectionFun) self.GUIMode = None # making sure the arrribute exists self.SetMode(GUIMode.GUIMouse()) # make the default Mouse Mode. # timer to give a delay when re-sizing so that buffers aren't re-built too many times. self.SizeTimer = wx.PyTimer(self.OnSizeTimer) # self.InitializePanel() # self.MakeNewBuffers() # self.CreateCursors() def InitAll(self): """ Sets everything in the Canvas to default state. It can be used to reset the Canvas """ self.HitColorGenerator = None self.UseHitTest = False self.NumBetweenBlits = 500 ## create the Hit Test Dicts: self.HitDict = None self._HTdc = None self._DrawList = [] self._ForeDrawList = [] self.InitializePanel() self.MakeNewBuffers() self.BoundingBox = BBox.NullBBox() self.BoundingBoxDirty = False self.MinScale = None self.MaxScale = None self.ViewPortCenter= N.array( (0,0), N.float) self.SetProjectionFun(None) self.MapProjectionVector = N.array( (1,1), N.float) # No Projection to start! self.TransformVector = N.array( (1,-1), N.float) # default Transformation self.Scale = 1 self.ObjectUnderMouse = None self.GridUnder = None self.GridOver = None self._BackgroundDirty = True def SetProjectionFun(self, ProjectionFun): """ Set a custom projection function :param `ProjectionFun`: valid entries are ``FlatEarth``, ``None`` or a callable object that takes the ``ViewPortCenter`` and returns ``MapProjectionVector`` """ if ProjectionFun == 'FlatEarth': self.ProjectionFun = self.FlatEarthProjection elif callable(ProjectionFun): self.ProjectionFun = ProjectionFun elif ProjectionFun is None: self.ProjectionFun = lambda x=None: N.array( (1,1), N.float) else: raise FloatCanvasError('Projectionfun must be either:' ' "FlatEarth", None, or a callable object ' '(function, for instance) that takes the ' 'ViewPortCenter and returns a MapProjectionVector') def FlatEarthProjection(self, CenterPoint): """ Compute the scaling array for the flat-earth projection :param `CenterPoint`: center point of viewport (lon, lat) -- the longitude is scaled to the latitude of this point. a 2-tuple, or a (2,) `NumPy `_ array of point coordinates :returns : a (2,) numpy array that scales world coordinates. This scaling is applied when converting to-from world to pixel coordinates. """ MaxLatitude = 75 # these were determined essentially arbitrarily MinLatitude = -75 Lat = min(CenterPoint[1],MaxLatitude) Lat = max(Lat,MinLatitude) return N.array((N.cos(N.pi*Lat/180),1),N.float) def SetMode(self, Mode): """ Set the GUImode to any of the available mode. :param `Mode`: a valid GUI Mode, out of the box valid modes are subclassed from :class:`~lib.floatcanvas.GUIMode.GUIBase` or a mode can also be user defined. """ # Set mode if self.GUIMode is not None: self.GUIMode.UnSet() # this lets the old mode clean up. Mode.Canvas = self # make sure the mode is linked to this canvas self.GUIMode = Mode self.SetCursor(self.GUIMode.Cursor) def MakeHitDict(self): """Initialize the Hit dictonary.""" ##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. """ pt = self.PixelToWorld( Event.GetPosition() ) evt = _MouseEvent(EventType, Event, self.GetId(), pt) self.GetEventHandler().ProcessEvent(evt) if wx.__version__ >= "2.8": HitTestBitmapDepth = 32 #print("Using hit test code for 2.8") def GetHitTestColor(self, xy): """ Get the hit test colour :param `xy`: the position to get the hit test colour for """ if self._ForegroundHTBitmap: pdata = wx.AlphaPixelData(self._ForegroundHTBitmap) else: pdata = wx.AlphaPixelData(self._HTBitmap) if not pdata: raise RuntimeError("Trouble Accessing Hit Test bitmap") pacc = pdata.GetPixels() pacc.MoveTo(pdata, xy[0], xy[1]) return pacc.Get()[:3] else: HitTestBitmapDepth = 24 #print("using pre-2.8 hit test code") def GetHitTestColor(self, xy ): """ Get the hit test colour :param `xy`: the position to get the hit test colour for """ dc = wx.MemoryDC() if self._ForegroundHTBitmap: dc.SelectObject(self._ForegroundHTBitmap) else: dc.SelectObject(self._HTBitmap) hitcolor = dc.GetPixel( xy ) return hitcolor.Get() def UnBindAll(self): """Removes all bindings to Objects.""" self.HitDict = None def _CallHitCallback(self, Object, xy, HitEvent): """ A little book keeping to be done when a callback is called. """ Object.HitCoords = self.PixelToWorld( xy ) Object.HitCoordsPixel = xy Object.CallBackFuncs[HitEvent](Object) def HitTest(self, event, HitEvent): """Check if any objects in the dict for this event.""" if self.HitDict: if self.HitDict[ HitEvent ]: xy = event.GetPosition() color = self.GetHitTestColor( xy ) if color in self.HitDict[ HitEvent ]: Object = self.HitDict[ HitEvent ][color] self._CallHitCallback(Object, xy, HitEvent) return True return False def MouseOverTest(self, event): """Check if mouse is over an object.""" ##fixme: Can this be cleaned up? if (self.HitDict and (self.HitDict[EVT_FC_ENTER_OBJECT ] or self.HitDict[EVT_FC_LEAVE_OBJECT ] ) ): xy = event.GetPosition() color = self.GetHitTestColor( xy ) 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: self._CallHitCallback(Object, xy, EVT_FC_ENTER_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 different object as it was... elif not (Object == OldObject): # call the leave object callback try: self._CallHitCallback(OldObject, xy, EVT_FC_LEAVE_OBJECT) ObjectCallbackCalled = True except KeyError: pass # this means the leave event isn't bound for that object try: self._CallHitCallback(Object, xy, EVT_FC_ENTER_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: ## Add the hit coords to the Object self._CallHitCallback(OldObject, xy, EVT_FC_LEAVE_OBJECT) ObjectCallbackCalled = True except KeyError: pass # this means the leave event isn't bound for that object return ObjectCallbackCalled return False ## fixme: There is a lot of repeated code here ## Is there a better way? ## probably -- shouldn't there always be a GUIMode? ## there could be a null GUI Mode, and use that instead of None def LeftDoubleClickEvent(self, event): """Left double click event.""" if self.GUIMode: self.GUIMode.OnLeftDouble(event) event.Skip() def MiddleDownEvent(self, event): """Middle down event.""" if self.GUIMode: self.GUIMode.OnMiddleDown(event) event.Skip() def MiddleUpEvent(self, event): """Middle up event.""" if self.GUIMode: self.GUIMode.OnMiddleUp(event) event.Skip() def MiddleDoubleClickEvent(self, event): """Middle double click event.""" if self.GUIMode: self.GUIMode.OnMiddleDouble(event) event.Skip() def RightDoubleCLickEvent(self, event): """Right double click event.""" if self.GUIMode: self.GUIMode.OnRightDouble(event) event.Skip() def WheelEvent(self, event): """Wheel event.""" if self.GUIMode: self.GUIMode.OnWheel(event) event.Skip() def LeftDownEvent(self, event): """Left down event.""" if self.GUIMode: self.GUIMode.OnLeftDown(event) event.Skip() def LeftUpEvent(self, event): """Left up event.""" if self.HasCapture(): self.ReleaseMouse() if self.GUIMode: self.GUIMode.OnLeftUp(event) event.Skip() def MotionEvent(self, event): """Motion event.""" if self.GUIMode: self.GUIMode.OnMove(event) event.Skip() def RightDownEvent(self, event): """Right down event.""" if self.GUIMode: self.GUIMode.OnRightDown(event) event.Skip() def RightUpEvent(self, event): """Right up event.""" if self.GUIMode: self.GUIMode.OnRightUp(event) event.Skip() def KeyDownEvent(self, event): """Key down event.""" if self.GUIMode: self.GUIMode.OnKeyDown(event) event.Skip() def KeyUpEvent(self, event): """Key up event.""" if self.GUIMode: self.GUIMode.OnKeyUp(event) event.Skip() def MakeNewBuffers(self): """Make a new buffer.""" ##fixme: this looks like tortured logic! self._BackgroundDirty = True # Make new offscreen bitmap: self._Buffer = wx.Bitmap(*self.PanelSize) if self._ForeDrawList: self._ForegroundBuffer = wx.Bitmap(*self.PanelSize) if self.UseHitTest: self.MakeNewForegroundHTBitmap() else: self._ForegroundHTBitmap = None else: self._ForegroundBuffer = None self._ForegroundHTBitmap = None if self.UseHitTest: self.MakeNewHTBitmap() else: self._HTBitmap = None self._ForegroundHTBitmap = None def MakeNewHTBitmap(self): """ Off screen Bitmap used for Hit tests on background objects """ self._HTBitmap = wx.Bitmap(self.PanelSize[0], self.PanelSize[1], depth=self.HitTestBitmapDepth) def MakeNewForegroundHTBitmap(self): ## Note: the foreground and backround HT bitmaps are in separate functions ## so that they can be created separate --i.e. when a foreground is ## added after the backgound is drawn """ Off screen Bitmap used for Hit tests on foreground objects """ self._ForegroundHTBitmap = wx.Bitmap(self.PanelSize[0], self.PanelSize[1], depth=self.HitTestBitmapDepth) def OnSize(self, event=None): """On size handler.""" self.InitializePanel() self.SizeTimer.Start(50, oneShot=True) def OnSizeTimer(self, event=None): """On size timer handler.""" self.MakeNewBuffers() self.Draw() def InitializePanel(self): """Intialize the panel.""" PanelSize = N.array(self.GetClientSize(), N.int32) self.PanelSize = N.maximum(PanelSize, (2,2)) ## OS-X sometimes gives a Size event when the panel is size (0,0) self.HalfPanelSize = self.PanelSize / 2 # lrk: added for speed in WorldToPixel self.AspectRatio = float(self.PanelSize[0]) / self.PanelSize[1] def OnPaint(self, event): """On paint handler.""" dc = wx.PaintDC(self) if self._ForegroundBuffer: dc.DrawBitmap(self._ForegroundBuffer,0,0) else: dc.DrawBitmap(self._Buffer,0,0) ## this was so that rubber band boxes and the like could get drawn here ## but it looks like a wx.ClientDC is a better bet still. #try: # self.GUIMode.DrawOnTop(dc) #except AttributeError: # pass def Draw(self, Force=False): """ Canvas.Draw(Force=False) Re-draws the canvas. Note that the buffer will not be re-drawn unless something has changed. If you change a DrawObject directly, then the canvas will not know anything has changed. In this case, you can force a re-draw by passing int True for the Force flag: Canvas.Draw(Force=True) 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. """ if N.sometrue(self.PanelSize <= 2 ): # it's possible for this to get called before being properly initialized. return if self.Debug: start = clock() ScreenDC = wx.ClientDC(self) ViewPortWorld = N.array(( self.PixelToWorld((0,0)), self.PixelToWorld(self.PanelSize) ) ) self.ViewPortBB = N.array( ( N.minimum.reduce(ViewPortWorld), N.maximum.reduce(ViewPortWorld) ) ) dc = wx.MemoryDC() dc.SelectObject(self._Buffer) if self._BackgroundDirty or Force: dc.SetBackground(self.BackgroundBrush) dc.Clear() if self._HTBitmap is not None: HTdc = wx.MemoryDC() HTdc.SelectObject(self._HTBitmap) HTdc.Clear() else: HTdc = None if self.GridUnder is not None: self.GridUnder._Draw(dc, self) self._DrawObjects(dc, self._DrawList, ScreenDC, self.ViewPortBB, HTdc) self._BackgroundDirty = False del HTdc 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.Bitmap(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._ForegroundHTBitmap is not None: ForegroundHTdc = wx.MemoryDC() ForegroundHTdc.SelectObject( self._ForegroundHTBitmap) ForegroundHTdc.Clear() if self._HTBitmap is not None: #Draw the background HT buffer to the foreground HT buffer ForegroundHTdc.DrawBitmap(self._HTBitmap, 0, 0) else: ForegroundHTdc = None self._DrawObjects(dc, self._ForeDrawList, ScreenDC, self.ViewPortBB, ForegroundHTdc) if self.GridOver is not None: self.GridOver._Draw(dc, self) ScreenDC.Blit(0, 0, self.PanelSize[0],self.PanelSize[1], dc, 0, 0) # If the canvas is in the middle of a zoom or move, # the Rubber Band box needs to be re-drawn ##fixme: maybe GUIModes should never be None, and rather have a Do-nothing GUI-Mode. if self.GUIMode is not None: self.GUIMode.UpdateScreen() if self.Debug: print("Drawing took %f seconds of CPU time"%(clock()-start)) if self._HTBitmap is not None: self._HTBitmap.SaveFile('junk.png', wx.BITMAP_TYPE_PNG) ## 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: Returns the objects that should be redrawn ## fixme: should this check be moved into the object? BB2 = ViewPortBB redrawlist = [] for Object in DrawList: if Object.BoundingBox.Overlaps(BB2): redrawlist.append(Object) return redrawlist _ShouldRedraw = staticmethod(_ShouldRedraw) def MoveImage(self, shift, CoordType, ReDraw=True): """ Move the image in the window. :param tuple `shift`: is an (x, y) tuple defining amount to shift in each direction :param string `CoordType`: defines what coordinates to use, valid entries are: ============== ====================================================== Coordtype Description ============== ====================================================== `Panel` shift the image by some fraction of the size of the displayed image `Pixel` shift the image by some number of pixels `World` shift the image by an amount of floating point world coordinates ============== ====================================================== """ shift = N.asarray(shift,N.float) if CoordType == 'Panel':# convert from panel coordinates shift = shift * N.array((-1,1),N.float) *self.PanelSize/self.TransformVector elif CoordType == 'Pixel': # convert from pixel coordinates shift = shift/self.TransformVector elif CoordType == 'World': # No conversion pass else: raise FloatCanvasError('CoordType must be either "Panel", "Pixel", or "World"') self.ViewPortCenter = self.ViewPortCenter + shift self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter) self.TransformVector = N.array((self.Scale,-self.Scale),N.float) * self.MapProjectionVector self._BackgroundDirty = True if ReDraw: self.Draw() def Zoom(self, factor, center = None, centerCoords="world"): """ 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. centerCoords is a flag indicating whether the center given is in pixel or world coords. Options are: "world" or "pixel" """ self.Scale = self.Scale*factor if not center is None: if centerCoords == "pixel": center = self.PixelToWorld( center ) else: center = N.array(center,N.float) self.ViewPortCenter = center self.SetToNewScale() 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 NewBB is not None: BoundingBox = NewBB else: if self.BoundingBoxDirty: self._ResetBoundingBox() BoundingBox = self.BoundingBox if (BoundingBox is not None) and (not BoundingBox.IsNull()): self.ViewPortCenter = N.array(((BoundingBox[0,0]+BoundingBox[1,0])/2, (BoundingBox[0,1]+BoundingBox[1,1])/2 ),N.float_) self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter) # Compute the new Scale BoundingBox = BoundingBox*self.MapProjectionVector # this does need to make a copy! 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 if DrawFlag: self._BackgroundDirty = True else: # Reset the shifting and scaling to defaults when there is no BB self.ViewPortCenter= N.array( (0,0), N.float) self.Scale= 1 self.SetToNewScale(DrawFlag=DrawFlag) def SetToNewScale(self, DrawFlag=True): """ Set to the new scale :param boolean `DrawFlag`: draw the canvas """ Scale = self.Scale if self.MinScale is not None: Scale = max(Scale, self.MinScale) if self.MaxScale is not None: Scale = min(Scale, self.MaxScale) self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter) self.TransformVector = N.array((Scale,-Scale),N.float) * self.MapProjectionVector self.Scale = Scale self._BackgroundDirty = True if DrawFlag: self.Draw() def RemoveObjects(self, Objects): """" Remove objects from canvas :param list `Objects`: a list of :class:`DrawObjects` to remove """ for Object in Objects: self.RemoveObject(Object, ResetBB=False) self.BoundingBoxDirty = True def RemoveObject(self, Object, ResetBB=True): """" Remove object from canvas :param DrawObject `Object`: a :class:`DrawObjects` to remove :param boolean `ResetBB`: reset the bounding box """ ##fixme: Using the list.remove method is kind of slow if Object.InForeground: self._ForeDrawList.remove(Object) if not self._ForeDrawList: self._ForegroundBuffer = None self._ForegroundHTdc = None else: self._DrawList.remove(Object) self._BackgroundDirty = True if ResetBB: self.BoundingBoxDirty = True def ClearAll(self, ResetBB=True): """ ClearAll(ResetBB=True) Removes all DrawObjects from the Canvas If ResetBB is set to False, the original bounding box will remain """ self._DrawList = [] self._ForeDrawList = [] self._BackgroundDirty = True self.HitColorGenerator = None self.UseHitTest = False if ResetBB: self._ResetBoundingBox() self.MakeNewBuffers() self.HitDict = None def _ResetBoundingBox(self): SetToNull=False if self._DrawList or self._ForeDrawList: bblist = [] for obj in self._DrawList + self._ForeDrawList: if not obj.BoundingBox.IsNull(): bblist.append(obj.BoundingBox) if bblist: # if there are only NullBBoxes in DrawLists self.BoundingBox = BBox.fromBBArray(bblist) else: SetToNull = True if self.BoundingBox.Width == 0 or self.BoundingBox.Height == 0: SetToNull=True else: SetToNull=True if SetToNull: self.BoundingBox = BBox.NullBBox() self.ViewPortCenter= N.array( (0,0), N.float) self.TransformVector = N.array( (1,-1), N.float) self.MapProjectionVector = N.array( (1,1), N.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 (((N.asarray(Points, N.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 N.asarray is needed. return (((N.asarray(Coordinates,N.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 ( (N.asarray(Lengths, N.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 (N.asarray(Lengths,N.float) / self.TransformVector) def AddObject(self, obj): """ Add an object to the canvas :param DrawObject `obj`: the object to add :return: DrawObject """ # 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 obj def AddObjects(self, Objects): """ Add objects to the canvas :param list `Objects`: a list of :class:`DrawObject` """ for Object in Objects: self.AddObject(Object) 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) #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)): if Object.Visible: Object._Draw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) if (i+1) % NumBetweenBlits == 0: Blit(0, 0, PanelSize0, PanelSize1, dc, 0, 0) def SaveAsImage(self, filename, ImageType=wx.BITMAP_TYPE_PNG): """ Saves the current image as an image file. :param string `filename`: the name of the image file :param `ImageType`: format to use, see :ref:`BitmapType` and the note in :meth:`Bitmap.SaveFile` """ self._Buffer.SaveFile(filename, ImageType) def _makeFloatCanvasAddMethods(): ## lrk's code for doing this in module __init__ classnames = ["Circle", "Ellipse", "Arc", "Rectangle", "ScaledText", "Polygon", "Line", "Text", "PointSet","Point", "Arrow", "ArrowLine", "ScaledTextBox", "SquarePoint","Bitmap", "ScaledBitmap", "Spline", "Group"] 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()