From a80c0f4969a994655ccb18c55f8ce936abcc61f7 Mon Sep 17 00:00:00 2001
From: Ben Reynwar <ben@reynwar.net>
Date: Fri, 8 Mar 2013 20:30:47 -0700
Subject: wxgui: Enabling uninstalled python imports.

---
 gr-wxgui/python/wxgui/plotter/gltext.py | 503 ++++++++++++++++++++++++++++++++
 1 file changed, 503 insertions(+)
 create mode 100644 gr-wxgui/python/wxgui/plotter/gltext.py

(limited to 'gr-wxgui/python/wxgui/plotter/gltext.py')

diff --git a/gr-wxgui/python/wxgui/plotter/gltext.py b/gr-wxgui/python/wxgui/plotter/gltext.py
new file mode 100644
index 0000000000..0b6e3f55b3
--- /dev/null
+++ b/gr-wxgui/python/wxgui/plotter/gltext.py
@@ -0,0 +1,503 @@
+#!/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()
+
+        # 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
-- 
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