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-#!/usr/bin/env python
-# -*- coding: utf-8
-#
-# Provides some text display functions for wx + ogl
-# Copyright (C) 2007 Christian Brugger, Stefan Hacker
-#
-# This program is free software; you can redistribute it and/or modify
-# it under the terms of the GNU General Public License as published by
-# the Free Software Foundation; either version 2 of the License, or
-# (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License along
-# with this program; if not, write to the Free Software Foundation, Inc.,
-# 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-
-import wx
-from OpenGL.GL import *
-
-"""
-Optimize with psyco if possible, this gains us about 50% speed when
-creating our textures in trade for about 4MBytes of additional memory usage for
-psyco. If you don't like loosing the memory you have to turn the lines following
-"enable psyco" into a comment while uncommenting the line after "Disable psyco".
-"""
-#Try to enable psyco
-try:
- import psyco
- psyco_optimized = False
-except ImportError:
- psyco = None
-
-#Disable psyco
-#psyco = None
-
-class TextElement(object):
- """
- A simple class for using system Fonts to display
- text in an OpenGL scene
- """
- def __init__(self,
- text = '',
- font = None,
- foreground = wx.BLACK,
- centered = False):
- """
- text (String) - Text
- font (wx.Font) - Font to draw with (None = System default)
- foreground (wx.Color) - Color of the text
- or (wx.Bitmap)- Bitmap to overlay the text with
- centered (bool) - Center the text
-
- Initializes the TextElement
- """
- # save given variables
- self._text = text
- self._lines = text.split('\n')
- self._font = font
- self._foreground = foreground
- self._centered = centered
-
- # init own variables
- self._owner_cnt = 0 #refcounter
- self._texture = None #OpenGL texture ID
- self._text_size = None #x/y size tuple of the text
- self._texture_size= None #x/y Texture size tuple
-
- # create Texture
- self.createTexture()
-
-
- #---Internal helpers
-
- def _getUpper2Base(self, value):
- """
- Returns the lowest value with the power of
- 2 greater than 'value' (2^n>value)
- """
- base2 = 1
- while base2 < value:
- base2 *= 2
- return base2
-
- #---Functions
-
- def draw_text(self, position = wx.Point(0,0), scale = 1.0, rotation = 0):
- """
- position (wx.Point) - x/y Position to draw in scene
- scale (float) - Scale
- rotation (int) - Rotation in degree
-
- Draws the text to the scene
- """
- #Enable necessary functions
- glColor(1,1,1,1)
- glEnable(GL_TEXTURE_2D)
- glEnable(GL_ALPHA_TEST) #Enable alpha test
- glAlphaFunc(GL_GREATER, 0)
- glEnable(GL_BLEND) #Enable blending
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
- #Bind texture
- glBindTexture(GL_TEXTURE_2D, self._texture)
-
- ow, oh = self._text_size
- w , h = self._texture_size
- #Perform transformations
- glPushMatrix()
- glTranslated(position.x, position.y, 0)
- glRotate(-rotation, 0, 0, 1)
- glScaled(scale, scale, scale)
- if self._centered:
- glTranslate(-w/2, -oh/2, 0)
- #Draw vertices
- glBegin(GL_QUADS)
- glTexCoord2f(0,0); glVertex2f(0,0)
- glTexCoord2f(0,1); glVertex2f(0,h)
- glTexCoord2f(1,1); glVertex2f(w,h)
- glTexCoord2f(1,0); glVertex2f(w,0)
- glEnd()
- glPopMatrix()
-
- #Disable features
- glDisable(GL_BLEND)
- glDisable(GL_ALPHA_TEST)
- glDisable(GL_TEXTURE_2D)
-
- def createTexture(self):
- """
- Creates a texture from the settings saved in TextElement, to be able to use normal
- system fonts conviently a wx.MemoryDC is used to draw on a wx.Bitmap. As wxwidgets
- device contexts don't support alpha at all it is necessary to apply a little hack
- to preserve antialiasing without sticking to a fixed background color:
-
- We draw the bmp in b/w mode so we can use its data as a alpha channel for a solid
- color bitmap which after GL_ALPHA_TEST and GL_BLEND will show a nicely antialiased
- text on any surface.
-
- To access the raw pixel data the bmp gets converted to a wx.Image. Now we just have
- to merge our foreground color with the alpha data we just created and push it all
- into a OpenGL texture and we are DONE *inhalesdelpy*
-
- DRAWBACK of the whole conversion thing is a really long time for creating the
- texture. If you see any optimizations that could save time PLEASE CREATE A PATCH!!!
- """
- # get a memory dc
- dc = wx.MemoryDC()
-
- # Select an empty bitmap into the MemoryDC - otherwise the call to
- # GetMultiLineTextExtent() may fail below
- dc.SelectObject(wx.EmptyBitmap(1,1))
-
- # set our font
- dc.SetFont(self._font)
-
- # Approximate extend to next power of 2 and create our bitmap
- # REMARK: You wouldn't believe how much fucking speed this little
- # sucker gains compared to sizes not of the power of 2. It's like
- # 500ms --> 0.5ms (on my ATI-GPU powered Notebook). On Sams nvidia
- # machine there don't seem to occur any losses...bad drivers?
- ow, oh = dc.GetMultiLineTextExtent(self._text)[:2]
- w, h = self._getUpper2Base(ow), self._getUpper2Base(oh)
-
- self._text_size = wx.Size(ow,oh)
- self._texture_size = wx.Size(w,h)
- bmp = wx.EmptyBitmap(w,h)
-
-
- #Draw in b/w mode to bmp so we can use it as alpha channel
- dc.SelectObject(bmp)
- dc.SetBackground(wx.BLACK_BRUSH)
- dc.Clear()
- dc.SetTextForeground(wx.WHITE)
- x,y = 0,0
- centered = self.centered
- for line in self._lines:
- if not line: line = ' '
- tw, th = dc.GetTextExtent(line)
- if centered:
- x = int(round((w-tw)/2))
- dc.DrawText(line, x, y)
- x = 0
- y += th
- #Release the dc
- dc.SelectObject(wx.NullBitmap)
- del dc
-
- #Generate a correct RGBA data string from our bmp
- """
- NOTE: You could also use wx.AlphaPixelData to access the pixel data
- in 'bmp' directly, but the iterator given by it is much slower than
- first converting to an image and using wx.Image.GetData().
- """
- img = wx.ImageFromBitmap(bmp)
- alpha = img.GetData()
-
- if isinstance(self._foreground, wx.Colour):
- """
- If we have a static color...
- """
- r,g,b = self._foreground.Get()
- color = "%c%c%c" % (chr(r), chr(g), chr(b))
-
- data = ''
- for i in xrange(0, len(alpha)-1, 3):
- data += color + alpha[i]
-
- elif isinstance(self._foreground, wx.Bitmap):
- """
- If we have a bitmap...
- """
- bg_img = wx.ImageFromBitmap(self._foreground)
- bg = bg_img.GetData()
- bg_width = self._foreground.GetWidth()
- bg_height = self._foreground.GetHeight()
-
- data = ''
-
- for y in xrange(0, h):
- for x in xrange(0, w):
- if (y > (bg_height-1)) or (x > (bg_width-1)):
- color = "%c%c%c" % (chr(0),chr(0),chr(0))
- else:
- pos = (x+y*bg_width) * 3
- color = bg[pos:pos+3]
- data += color + alpha[(x+y*w)*3]
-
-
- # now convert it to ogl texture
- self._texture = glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, self._texture)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)
- glPixelStorei(GL_UNPACK_ALIGNMENT, 2)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)
-
- def deleteTexture(self):
- """
- Deletes the OpenGL texture object
- """
- if self._texture:
- if glIsTexture(self._texture):
- glDeleteTextures(self._texture)
- else:
- self._texture = None
-
- def bind(self):
- """
- Increase refcount
- """
- self._owner_cnt += 1
-
- def release(self):
- """
- Decrease refcount
- """
- self._owner_cnt -= 1
-
- def isBound(self):
- """
- Return refcount
- """
- return self._owner_cnt
-
- def __del__(self):
- """
- Destructor
- """
- self.deleteTexture()
-
- #---Getters/Setters
-
- def getText(self): return self._text
- def getFont(self): return self._font
- def getForeground(self): return self._foreground
- def getCentered(self): return self._centered
- def getTexture(self): return self._texture
- def getTexture_size(self): return self._texture_size
-
- def getOwner_cnt(self): return self._owner_cnt
- def setOwner_cnt(self, value):
- self._owner_cnt = value
-
- #---Properties
-
- text = property(getText, None, None, "Text of the object")
- font = property(getFont, None, None, "Font of the object")
- foreground = property(getForeground, None, None, "Color of the text")
- centered = property(getCentered, None, None, "Is text centered")
- owner_cnt = property(getOwner_cnt, setOwner_cnt, None, "Owner count")
- texture = property(getTexture, None, None, "Used texture")
- texture_size = property(getTexture_size, None, None, "Size of the used texture")
-
-
-class Text(object):
- """
- A simple class for using System Fonts to display text in
- an OpenGL scene. The Text adds a global Cache of already
- created text elements to TextElement's base functionality
- so you can save some memory and increase speed
- """
- _texts = [] #Global cache for TextElements
-
- def __init__(self,
- text = 'Text',
- font = None,
- font_size = 8,
- foreground = wx.BLACK,
- centered = False,
- bold = False):
- """
- text (string) - displayed text
- font (wx.Font) - if None, system default font will be used with font_size
- font_size (int) - font size in points
- foreground (wx.Color) - Color of the text
- or (wx.Bitmap) - Bitmap to overlay the text with
- centered (bool) - should the text drawn centered towards position?
-
- Initializes the text object
- """
- #Init/save variables
- self._aloc_text = None
- self._text = text
- self._font_size = font_size
- self._foreground= foreground
- self._centered = centered
-
- #Check if we are offered a font
- if not font:
- #if not use the system default
- self._font = wx.SystemSettings.GetFont(wx.SYS_DEFAULT_GUI_FONT)
- else:
- #save it
- self._font = font
-
- if bold: self._font.SetWeight(wx.FONTWEIGHT_BOLD)
-
- #Bind us to our texture
- self._initText()
-
- #---Internal helpers
-
- def _initText(self):
- """
- Initializes/Reinitializes the Text object by binding it
- to a TextElement suitable for its current settings
- """
- #Check if we already bound to a texture
- if self._aloc_text:
- #if so release it
- self._aloc_text.release()
- if not self._aloc_text.isBound():
- self._texts.remove(self._aloc_text)
- self._aloc_text = None
-
- #Adjust our font
- self._font.SetPointSize(self._font_size)
-
- #Search for existing element in our global buffer
- for element in self._texts:
- if element.text == self._text and\
- element.font == self._font and\
- element.foreground == self._foreground and\
- element.centered == self._centered:
- # We already exist in global buffer ;-)
- element.bind()
- self._aloc_text = element
- break
-
- if not self._aloc_text:
- # We are not in the global buffer, let's create ourselves
- aloc_text = self._aloc_text = TextElement(self._text,
- self._font,
- self._foreground,
- self._centered)
- aloc_text.bind()
- self._texts.append(aloc_text)
-
- def __del__(self):
- """
- Destructor
- """
- aloc_text = self._aloc_text
- aloc_text.release()
- if not aloc_text.isBound():
- self._texts.remove(aloc_text)
-
- #---Functions
-
- def draw_text(self, position = wx.Point(0,0), scale = 1.0, rotation = 0):
- """
- position (wx.Point) - x/y Position to draw in scene
- scale (float) - Scale
- rotation (int) - Rotation in degree
-
- Draws the text to the scene
- """
-
- self._aloc_text.draw_text(position, scale, rotation)
-
- #---Setter/Getter
-
- def getText(self): return self._text
- def setText(self, value, reinit = True):
- """
- value (bool) - New Text
- reinit (bool) - Create a new texture
-
- Sets a new text
- """
- self._text = value
- if reinit:
- self._initText()
-
- def getFont(self): return self._font
- def setFont(self, value, reinit = True):
- """
- value (bool) - New Font
- reinit (bool) - Create a new texture
-
- Sets a new font
- """
- self._font = value
- if reinit:
- self._initText()
-
- def getFont_size(self): return self._font_size
- def setFont_size(self, value, reinit = True):
- """
- value (bool) - New font size
- reinit (bool) - Create a new texture
-
- Sets a new font size
- """
- self._font_size = value
- if reinit:
- self._initText()
-
- def getForeground(self): return self._foreground
- def setForeground(self, value, reinit = True):
- """
- value (bool) - New centered value
- reinit (bool) - Create a new texture
-
- Sets a new value for 'centered'
- """
- self._foreground = value
- if reinit:
- self._initText()
-
- def getCentered(self): return self._centered
- def setCentered(self, value, reinit = True):
- """
- value (bool) - New centered value
- reinit (bool) - Create a new texture
-
- Sets a new value for 'centered'
- """
- self._centered = value
- if reinit:
- self._initText()
-
- def get_size(self):
- """
- Returns a text size tuple
- """
- return self._aloc_text._text_size
-
- def getTexture_size(self):
- """
- Returns a texture size tuple
- """
- return self._aloc_text.texture_size
-
- def getTextElement(self):
- """
- Returns the text element bound to the Text class
- """
- return self._aloc_text
-
- def getTexture(self):
- """
- Returns the texture of the bound TextElement
- """
- return self._aloc_text.texture
-
-
- #---Properties
-
- text = property(getText, setText, None, "Text of the object")
- font = property(getFont, setFont, None, "Font of the object")
- font_size = property(getFont_size, setFont_size, None, "Font size")
- foreground = property(getForeground, setForeground, None, "Color/Overlay bitmap of the text")
- centered = property(getCentered, setCentered, None, "Display the text centered")
- texture_size = property(getTexture_size, None, None, "Size of the used texture")
- texture = property(getTexture, None, None, "Texture of bound TextElement")
- text_element = property(getTextElement,None , None, "TextElement bound to this class")
-
-#Optimize critical functions
-if psyco and not psyco_optimized:
- psyco.bind(TextElement.createTexture)
- psyco_optimized = True