Transparent widget background - python

I am new in pygtk. I am looking a way how to create custom widget which uses parent backgorund as its own background
something like this https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/31617_421363141269410_1875576801_n.jpg
How can I get parent bitmap and use it as its own bitmap?
class RoundRectPanel(gtk.DrawingArea, PanelBase):
"""
Panel That represents
"""
def __init__(self):
super(ProximityPanel, self).__init__()
def initialize(self):
super(RoundRectPanel, self).initialize()
self.set_size_request(340, 300)
self.connect('expose-event', self.expose)
def terminate(self):
pass
def rounded_rectangle(self, cr, x, y, w, h, r=20):
# A****BQ
# H C
# * *
# G D
# F****E
cr.move_to(x+r,y) # Move to A
cr.line_to(x+w-r,y) # Straight line to B
cr.curve_to(x+w,y,x+w,y,x+w,y+r) # Curve to C, Control points are both at Q
cr.line_to(x+w,y+h-r) # Move to D
cr.curve_to(x+w,y+h,x+w,y+h,x+w-r,y+h) # Curve to E
cr.line_to(x+r,y+h) # Line to F
cr.curve_to(x,y+h,x,y+h,x,y+h-r) # Curve to G
cr.line_to(x,y+r) # Line to H
cr.curve_to(x,y,x,y,x+r,y) # Curve to A
def expose(self, canvas, event):
# Create cairo context
cr = canvas.window.cairo_create()
# TODO: 1. GET PARENT background
# 2. set it as canvas background
# 3. draw on it
self.rounded_rectangle(cr, 0, 0, 340, 300)
cr.stroke_preserve()
cr.set_source_rgba(1.0, 1.0, 1.0, 0.5)
cr.fill()

Currently found the workaround, which requires custom widget to communicate with his parent window (where the background image is drawn).
CustomWidget requires from parent information about background image (filename and imge location on the window)
class CustomWidget(gtk.DrawingArea):
def __init__(self, parent):
super(CustomWidget, self).__init__()
self.set_size_request(340, 300)
self._parent = parent
self.connect('expose-event', self._expose_event)
def _expose_event(self, widget, event):
cr = widget.window.cairo_create()
self.draw_context(cr, widget)
def draw_context(self, cr, widget):
ctx = cr
x, y, width, height = widget.allocation
# parent window should have file name that is used as a background
pixbuf = gtk.gdk.pixbuf_new_from_file(self._parent.file)
ctx.save()
# copy particular image region where your custom widget is located
ctx.set_source_pixbuf(pixbuf, (-x) + self._parent.image.allocation.x, (-y) + self._parent.image.allocation.y)
# draw background for custom widget
ctx.paint()
ctx.restore()
# now draw what ever you want
self.rounded_rectangle(cr, 0, 0, width, height)
cr.set_line_width(1.0)
cr.set_source_color(gtk.gdk.color_parse('grey'))
cr.stroke_preserve()
gradient = cairo.LinearGradient(width/2, 0, width/2, height)
gradient.add_color_stop_rgba(0.00, 1, 1, 1, 0.9)
gradient.add_color_stop_rgba(1.00, 0.4, 0.4, 0.4, 0.5)
cr.set_source(gradient)
cr.fill()

Related

Catch events with QRectF

I have a QGraphicsScene where I add QRectF objects anchored to QWidget objects in order to move them. I'd need to capture events or signals from the QRectF but the mousePressEvent method never runs.
These objects have a sort of balance and it would be hard to replace the QRectF with a QRect or a QGraphicsRectItem, because drawing the base rect in the scene only that class is accepted.
I also tried to implement the mousePressEvent method is GraphicBlock class (which is a QWidget) but nothing happens.
This is my QRectF
class BlockRect(QRectF):
def __init__(self, x, y, dim1, dim2, block_type):
super(QRectF, self).__init__(x, y, dim1, dim2)
self.block_type = block_type
def contains(self, point):
if self.x() + self.width() \
> point.x() > self.x() - self.width()/2:
if self.y() + self.height() \
> point.y() > self.y() - self.height()/2:
return True
return False
# Never called
def mousePressEvent(self, event):
print("click!")
dialog = MyDialog(self.block_type)
dialog.exec()
super(BlockRect, self).mouseDoubleClickEvent(event)
And this is the method where I draw it:
def draw_block(self, block_type):
"""Drawing a graphic clock with its properties"""
# Setting the visible scene
viewport_rect = QRect(0, 0, self.view.viewport().width(),
self.view.viewport().height())
viewport = self.view.mapToScene(viewport_rect).boundingRect()
start_x = viewport.x()
start_y = viewport.y()
# The initial point of each block is translated of 20px in order not to
# overlap them (always in the visible area)
point = QPoint(start_x + 20*(self.numBlocks % 20) + 20,
start_y + 20*(self.numBlocks % 20) + 20)
transparent = QColor(0, 0, 0, 0)
# Creation of the graphic block
block = GraphicBlock(self.numBlocks, block_type, 0, self.scene)
# Positioning the block
proxy = self.scene.addWidget(block)
proxy.setPos(point.x(), point.y())
# Creation of the rect that will be parent of the QWidget GraphicBlock
# in order to move it in the QGraphicsScene
rect = BlockRect(point.x() + 10, point.y() + 10,
block.width() - 20, block.height() - 20,
block_type)
# The rect is added to the scene and becomes the block's parent
proxy_control = self.scene.addRect(rect, QPen(transparent), QBrush(transparent))
proxy_control.setFlag(QGraphicsItem.ItemIsMovable, True)
proxy_control.setFlag(QGraphicsItem.ItemIsSelectable, True)
proxy.setParentItem(proxy_control)
block.set_rect(rect)
self.blocks[self.numBlocks] = block
self.numBlocks += 1
self.update()
I really don't know or understand how i could capture events in some way.
Here it is my QWidget class, i.e. GraphicBlock, which do have event methods but doesn't execute them. I think I should control events from the QGraphicsScene object.
class GraphicBlock(QWidget):
"""QWidget that carries both graphical and logical information about the
layer node
"""
def __init__(self, block_id, block_type, block_data, scene):
super(GraphicBlock, self).__init__()
self.block_id = block_id
self.block_type = block_type
self.block_data = block_data # Just to try
self.scene = scene
self.rect = None
# Setting style and transparent background for the rounded corners
self.setAttribute(Qt.WA_TranslucentBackground)
self.setStyleSheet(GRAPHIC_BLOCK_STYLE)
# Block title label
type_label = QLabel(block_type.name)
type_label.setStyleSheet(BLOCK_TITLE_STYLE)
# Main vertical layout: it contains the label title and grid
layout = QVBoxLayout()
layout.setSpacing(0)
layout.addWidget(type_label)
self.setLayout(layout)
if block_type.parameters:
# Creating the grid for parameters
grid = QWidget()
grid_layout = QGridLayout()
grid.setLayout(grid_layout)
layout.addWidget(grid)
# Iterating and displaying parameters
par_labels = dict()
count = 1
for par in block_type.parameters:
par_labels[par] = QLabel(par)
par_labels[par].setAlignment(Qt.AlignLeft)
par_labels[par].setStyleSheet(PAR_BLOCK_STYLE)
dim = QLabel("<dim>")
dim.setAlignment(Qt.AlignRight)
dim.setStyleSheet(DIM_BLOCK_STYLE)
grid_layout.addWidget(par_labels[par], count, 1)
grid_layout.addWidget(dim, count, 0)
count += 1
else:
type_label.setStyleSheet(ZERO_PARS_BLOCK_TITLE)
def set_rect(self, rect):
self.rect = rect

Point Cloud Distortion when Drawing with modern OpenGL

I found this nice tutorial of drawing and rotating a cube with PyQt and modern OpenGL. My objective was to adapt the script for point clouds, by doing the following (see also code below):
Load point cloud using Open3D and extract coordinates & colors as numpy arrays
Create Vertex Buffer Objects (VBOs) from the arrays
Change the drawing function to gl.glDrawElements(gl.GL_POINTS, ...)
Unfortunately then the point cloud is very distorted and thin (see screenshot). It should actually be a room with chairs and walls.
Do you see if I made a mistake with the VBOs or drawing? Or is there a better way of loading a point cloud?
I tested the example with the old fixed pipeline (glBegin(GL_POINTS) ... glEnd()) and there the point cloud is correctly drawn (but also the performance really bad!).
from PyQt5 import QtCore # core Qt functionality
from PyQt5 import QtGui # extends QtCore with GUI functionality
from PyQt5 import QtOpenGL # provides QGLWidget, a special OpenGL QWidget
from PyQt5 import QtWidgets
import OpenGL.GL as gl # python wrapping of OpenGL
from OpenGL import GLU # OpenGL Utility Library, extends OpenGL functionality
from OpenGL.arrays import vbo
import numpy as np
import open3d as o3d
import sys
# Loading the point cloud from file
def load_pointcloud():
pcd = o3d.io.read_point_cloud("../pointclouds/0004.ply")
print(pcd)
print("Pointcloud Center: " + str(pcd.get_center()))
points = np.asarray(pcd.points)
colors = np.asarray(pcd.colors)
return points, colors
#### here was only the GUI code (slider, ...) , which works fine! ####
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
def initializeGL(self):
self.qglClearColor(QtGui.QColor(250, 250, 250)) # initialize the screen to blue
gl.glEnable(gl.GL_DEPTH_TEST) # enable depth testing
self.initGeometryPC()
self.rotX = 0.0
self.rotY = 0.0
self.rotZ = 0.0
def setRotX(self, val):
self.rotX = val
def setRotY(self, val):
self.rotY = val
def setRotZ(self, val):
self.rotZ = val
def resizeGL(self, width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
aspect = width / float(height)
#GLU.gluPerspective(45.0, aspect, 1.0, 100.0) #GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
gl.glOrtho(-2.0, 2.0, -2.0, 2.0, 1.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix() # push the current matrix to the current stack
gl.glTranslate(0.0, 0.0, -5.0) # third, translate cube to specified depth
#gl.glScale(.5, .5, .5) # second, scale point cloud
gl.glRotate(self.rotX, 1.0, 0.0, 0.0)
gl.glRotate(self.rotY, 0.0, 1.0, 0.0)
gl.glRotate(self.rotZ, 0.0, 0.0, 1.0)
gl.glTranslate(-0.5, -0.5, -0.5) # first, translate point cloud center to origin
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
gl.glVertexPointer(3, gl.GL_FLOAT, 0, self.vertVBO)
gl.glColorPointer(3, gl.GL_FLOAT, 0, self.colorVBO)
gl.glPointSize(2)
gl.glDrawElements(gl.GL_POINTS, len(self.pointsIdxArray), gl.GL_UNSIGNED_INT, self.pointsIdxArray)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glPopMatrix() # restore the previous modelview matrix
# Push geometric data to GPU
def initGeometryPC(self):
points, colors = load_pointcloud()
self.pointsVtxArray = points
self.vertVBO = vbo.VBO(np.reshape(self.pointsVtxArray, (1, -1)).astype(np.float32))
self.vertVBO.bind()
self.pointsClrArray = colors
self.colorVBO = vbo.VBO(np.reshape(self.pointsClrArray, (1, -1)).astype(np.float32))
self.colorVBO.bind()
self.pointsIdxArray = np.arange(len(points))
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
win = MainWindow()
win.show()
sys.exit(app.exec_())
After a long search I came upon this stackoverflow-post. I adapted my code to that answer by storing point coordinates and colors together in one vbo-object (gl.glGenBuffers(1)). Then I define the vertex and color pointer with the specific stride and offset:
gl.glVertexPointer(3, gl.GL_FLOAT, 6*4, None)
Stride= 24 bytes: [x, y, z, r, g, b] * sizeof(float)
gl.glColorPointer(3, gl.GL_FLOAT, 6*4, ctypes.c_void_p(3*4))
Offset= 12 bytes: the rgb color starts after the 3 coordinates x, y, z
And finally I use gl.glDrawArrays(gl.GL_POINTS, 0, noOfVertices) for drawing the point cloud.
The full code can be seen below (marked with ### NEW ### comments):
from PyQt5 import QtCore # core Qt functionality
from PyQt5 import QtGui # extends QtCore with GUI functionality
from PyQt5 import QtOpenGL # provides QGLWidget, a special OpenGL QWidget
from PyQt5 import QtWidgets
import OpenGL.GL as gl # python wrapping of OpenGL
from OpenGL import GLU # OpenGL Utility Library, extends OpenGL functionality
from OpenGL.arrays import vbo
import numpy as np
import open3d as o3d
import ctypes
import sys # we'll need this later to run our Qt application
class MainWindow(QtWidgets.QMainWindow):
def __init__(self):
QtWidgets.QMainWindow.__init__(self) # call the init for the parent class
self.resize(300, 300)
self.setWindowTitle('Hello OpenGL App')
self.glWidget = GLWidget(self)
self.initGUI()
timer = QtCore.QTimer(self)
timer.setInterval(20) # period, in milliseconds
timer.timeout.connect(self.glWidget.updateGL)
timer.start()
def initGUI(self):
central_widget = QtWidgets.QWidget()
gui_layout = QtWidgets.QVBoxLayout()
central_widget.setLayout(gui_layout)
self.setCentralWidget(central_widget)
gui_layout.addWidget(self.glWidget)
sliderX = QtWidgets.QSlider(QtCore.Qt.Horizontal)
sliderX.valueChanged.connect(lambda val: self.glWidget.setRotX(val))
sliderY = QtWidgets.QSlider(QtCore.Qt.Horizontal)
sliderY.valueChanged.connect(lambda val: self.glWidget.setRotY(val))
sliderZ = QtWidgets.QSlider(QtCore.Qt.Horizontal)
sliderZ.valueChanged.connect(lambda val: self.glWidget.setRotZ(val))
gui_layout.addWidget(sliderX)
gui_layout.addWidget(sliderY)
gui_layout.addWidget(sliderZ)
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
def initializeGL(self):
self.qglClearColor(QtGui.QColor(100, 100, 100)) # initialize the screen to blue
gl.glEnable(gl.GL_DEPTH_TEST) # enable depth testing
self.initGeometry()
self.rotX = 0.0
self.rotY = 0.0
self.rotZ = 0.0
def setRotX(self, val):
self.rotX = val
def setRotY(self, val):
self.rotY = val
def setRotZ(self, val):
self.rotZ = val
def resizeGL(self, width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
aspect = width / float(height)
GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix() # push the current matrix to the current stack
gl.glTranslate(0.0, 0.0, -3.0) # third, translate cube to specified depth
#gl.glScale(20.0, 20.0, 20.0) # second, scale cube
gl.glRotate(self.rotX, 1.0, 0.0, 0.0)
gl.glRotate(self.rotY, 0.0, 1.0, 0.0)
gl.glRotate(self.rotZ, 0.0, 0.0, 1.0)
gl.glTranslate(-0.5, -0.5, -0.5) # first, translate cube center to origin
# Point size
gl.glPointSize(3)
### NEW ###
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vbo)
stride = 6*4 # (24 bates) : [x, y, z, r, g, b] * sizeof(float)
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glVertexPointer(3, gl.GL_FLOAT, stride, None)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
offset = 3*4 # (12 bytes) : the rgb color starts after the 3 coordinates x, y, z
gl.glColorPointer(3, gl.GL_FLOAT, stride, ctypes.c_void_p(offset))
noOfVertices = self.noPoints
gl.glDrawArrays(gl.GL_POINTS, 0, noOfVertices)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
### NEW ###
gl.glPopMatrix() # restore the previous modelview matrix
def initGeometry(self):
vArray = self.LoadVertices()
self.noPoints = len(vArray) // 6
print("No. of Points: %s" % self.noPoints)
self.vbo = self.CreateBuffer(vArray)
### NEW ###
def LoadVertices(self):
pcd = o3d.io.read_point_cloud("../pointclouds/0004.ply")
print(pcd)
print("Pointcloud Center: " + str(pcd.get_center()))
points = np.asarray(pcd.points).astype('float32')
colors = np.asarray(pcd.colors).astype('float32')
attributes = np.concatenate((points, colors),axis=1)
print("Attributes shape: " + str(attributes.shape))
return attributes.flatten()
def CreateBuffer(self, attributes):
bufferdata = (ctypes.c_float*len(attributes))(*attributes) # float buffer
buffersize = len(attributes)*4 # buffer size in bytes
vbo = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, buffersize, bufferdata, gl.GL_STATIC_DRAW)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
return vbo
### NEW ###
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
win = MainWindow()
win.show()
sys.exit(app.exec_())
However, I still did not find the correct parameters for initial approach above with two separate VBOs for coordinate and color. So I am happy for further comments.

Need help working with self.MemoryDC in wxPython

I'm trying to make a custom text widget that is double buffered (In order to avoid flicker).
However, I'd like to be able to do a few things. Yet, I'm unsure of the exact methods I should use.
The first two are easy I simply want to change the background and foreground color.
So more or less I want to be able to change the text color for self.Text in self.Draw().
Snippet:
self.Text = mdc.DrawText(self.TextString, 10, 0)
As sell as the Background (fill) color for self.MemoryDC.
Next, does anyone know how I could center self.Text? Finally, how do I configure self.Text after it has been created?
The widget thus far:
class DynamicText (wx.Panel):
def __init__(self, par):
self.Par = par
wx.Panel.__init__(self, self.Par)
self.Time = Time(self, func=self.SetTime)
self.Dim = self.Par.GetClientSize()
self.SetSize(self.Dim)
self.Bind(wx.EVT_SIZE, self.Resize)
self.Bind(wx.EVT_ERASE_BACKGROUND, self.Erase)
self.Bind(wx.EVT_PAINT, self.Paint)
def Set (self, text) :
self.TextString = text
def SetTime (self, time) :
self.Set(str(time))
self.Resize(None)
def Resize(self, event):
self.Width, self.Height = self.GetSize()
bitmap = wx.EmptyBitmap(self.Width, self.Height)
self.MemoryDC = wx.MemoryDC(bitmap)
''' Redraws **self.MemoryDC** '''
mdc = self.MemoryDC
''' Deletes everything from widget. '''
mdc.Clear()
fs = 11
font = wx.Font( fs, wx.DEFAULT, wx.NORMAL, wx.NORMAL)
mdc.SetFont(font)
self.Draw()
self.Refresh()
def Draw (self) :
mdc = self.MemoryDC
self.Text = mdc.DrawText(self.TextString, 10, 0)
def Erase(self, event):
''' Does nothing, as to avoid flicker. '''
pass
def Paint(self, event):
pdc = wx.PaintDC(self)
w, h = self.MemoryDC.GetSize()
pdc.Blit(0, 0, w, h, self.MemoryDC, 0, 0)
I don't understand what you mean by configuring self.Text after it was created. If you want to change the text after you've drawn it - you can't. Once you've drawn it to the DC it's there, and the only way to change it would be to clear the DC and repaint it. In your case, it seems all you need to do when the text is updated is to call Resize() again, forcing a redraw. Note that DrawText() retruns nothing, so the value of your self.Text would be None. You definitely can't use that to refer to the drawn text. :D
As for the rest, here's an example of a Draw() method that centers the text and paints it blue:
def Draw(self) :
mdc = self.MemoryDC
dc_width, dc_height = mdc.GetSizeTuple()
text_width, text_height, descent, externalLeading = mdc.GetFullTextExtent(self.TextString)
x = (dc_width - text_width) / 2
y = (dc_height - text_height) / 2
mdc.SetTextForeground('Blue')
mdc.DrawText(self.TextString, x, y)

wxpython - resize image without flicker?

I'm new to wxPython and GUI in general. Right now the application just displays a toolbar, statusbar, and the following panel. The panel contains a boxSizer with a staticBitmap in it. I'm trying to have an image resize itself to fit its container whenever the window is resized, but I'm running into a lot of flickering.
Summary
resizeImage() is called when the window is resized (EVT_SIZE fires)
resizeImage() resizes the panel to fit the new dimensions and then scales the image with scaleImage() and it is placed into the staticBitmap
resizeImage() basically grabs the image object, resizes it, sets it to a bitmap, and then sets it to the staticbitmap to be displayed.
Code
class Canvas(wx.Panel):
"""Panel used to display selected images"""
#---------------------------------------------------------------------------
def __init__(self, parent):
"""Constructor"""
wx.Panel.__init__(self, parent)
# Globals
self.image = wx.EmptyImage(1,1)
self.control = wx.StaticBitmap(self, wx.ID_ANY,
wx.BitmapFromImage(self.image))
self.background = wx.BLACK
self.padding = 5
self.imageList = []
self.current = 0
self.total = 0
# Register Events
Publisher().subscribe(self.onLoadDirectory, ("load directory"))
Publisher().subscribe(self.resizeImage, ("resize window"))
# Set Layout
self.mainSizer = wx.BoxSizer(wx.VERTICAL)
self.mainSizer.Add(self.control, 1, wx.ALL|wx.CENTER|wx.EXPAND,
self.padding)
self.SetSizer(self.mainSizer)
self.SetBackgroundColour(self.background)
#---------------------------------------------------------------------------
def scaleImage(self, image, maxWidth, maxHeight):
"""asd"""
width = image.GetWidth()
height = image.GetHeight()
ratio = min( maxWidth / width, maxHeight/ height );
image = image.Scale(ratio*width, ratio*height, wx.IMAGE_QUALITY_HIGH)
result = wx.BitmapFromImage(image)
return result
#---------------------------------------------------------------------------
def loadImage(self, image):
"""Load image"""
self.image = wx.Image(image, wx.BITMAP_TYPE_ANY)
bmp = wx.BitmapFromImage(self.image)
w, h = self.mainSizer.GetSize()
w = w - self.padding*2
h = h - self.padding*2
bmp = self.scaleImage(self.image, w, h)
self.control.SetBitmap(bmp)
#---------------------------------------------------------------------------
def getImageIndex(self, path):
"""Retrieve index of image from imagePaths"""
i = 0
for image in self.imagePaths:
if image == path:
return i
i += 1
return -1
#---------------------------------------------------------------------------
def resizeImage(self, event):
self.SetSize(event.data)
if self.total:
w = event.data[0] - self.padding*2
h = event.data[1] - self.padding*2
bmp = self.scaleImage(self.image, w, h)
self.control.SetBitmap(bmp)
#---------------------------------------------------------------------------
def onLoadDirectory(self, event):
"""Load the image and compile a list of image files from directory"""
self.folderPath = os.path.dirname(event.data)
self.imagePaths = glob.glob(self.folderPath + "\\*.jpg")
self.total = len(self.imagePaths)
self.current = self.getImageIndex(event.data)
self.SetSize(self.GetSize())
self.loadImage(self.imagePaths[self.current])
Try drawing on a double buffered DC instead of using a StaticBitmap.
In your resizeImage method, it might help to add a Freeze and a Thaw, like this:
def resizeImage(self, event):
self.SetSize(event.data)
if self.total:
w = event.data[0] - self.padding*2
h = event.data[1] - self.padding*2
self.Freeze()
bmp = self.scaleImage(self.image, w, h)
self.control.SetBitmap(bmp)
self.Thaw()

How do you draw a grid and rectangles in Python?

What Python-related code (PyGTK, Glade, Tkinter, PyQT, wxPython, Cairo, ...) could you easily use to create a GUI to do some or all of the following?
Part of the GUI has an immovable square grid.
The user can press a button to create a resizable rectangle.
The user can drag the rectangle anywhere on the grid, and it will snap to the grid.
The DiagramScene Eaxmple that comes with PyQt implements much of the functionality you want. It has a fixed background grid, you can create a rectangle object but it's not resizable and doesn't snap to grid.
This SO article has advice on resizing graphical objects with the mouse. It's for C++ Qt but the technique should be easy to replicate in PyQt.
For snap-to-grid I don't think there is any built-in functionality. You would probably need to reimplement the itemChange(GraphicsItemChange change, const QVariant &value) function. Pseudocode:
if (object not possitioned exactly on the grid):
(possition the item on the grid)
Repossitioning the item will cause itemChange to get called again, but that's ok because the item will be possitioned correctly and won't be moved again, so you'll not be stuck in an endless loop.
I was looking for a while for something like this, and finally managed to cook up a "minimal" working example with Python wx, utilizing wx.lib.ogl and its Diagram and ShapeCanvas classes. The code (below) results with something like this:
Note:
The app starts with the circle added; press SPACE to add rectangles at random position
Click an object to select it (to show handles); to deselect it, click the object again (clicking the background has no effect) - this is functionality of ogl
The grid is drawn "manually"; however the snapping-to-grid is functionality of ogl
Snap-to-grid only works automatically when moving shapes with mouse drag; for other purposes you must manually call it
Snap-to-grid - as well as resizing of shape by handles - works in respect to the center of each shape (not sure if ogl allows for changing that anchor to, say, bottom left corner)
The example uses a MyPanel class that does its own drawing, and inherits both from ogl.ShapeCanvas and from wx.Panel (though the mixin with wx.Panel can be dropped, and the code will still work the same) - which is then added to a wx.Frame. Note the code comments for some caveats (such as the use of ogl.ShapeCanvas blocking all key events, unless a SetFocus is performed on that widget first).
The code:
import wx
import wx.lib.ogl as ogl
import random
# tested on wxPython 2.8.11.0, Python 2.7.1+, Ubuntu 11.04
# started from:
# http://stackoverflow.com/questions/25756896/drawing-to-panel-inside-of-frame-in-wxpython/27804975#27804975
# see also:
# wxPython-2.8.11.0-demo/demo/OGL.py
# https://www.daniweb.com/software-development/python/threads/186203/creating-editable-drawing-objects-in-wxpython
# http://gscept.com/svn/Docs/PSE/Milestone%203/code/trunk/python_test/src/oglEditor.py
# http://nullege.com/codes/search/wx.lib.ogl.Diagram
# http://nullege.com/codes/show/src%40w%40e%40web2cms-HEAD%40web2py%40gluon%40contrib%40pyfpdf%40designer.py/465/wx.lib.ogl.Diagram/python
# https://www.daniweb.com/software-development/python/threads/204969/setfocus-on-canvas-not-working
# http://stackoverflow.com/questions/3538769/how-do-you-draw-a-grid-and-rectangles-in-python
# http://stackoverflow.com/questions/7794496/snapping-to-pixels-in-wxpython
# ogl.ShapeCanvas must go first, else TypeError: Cannot create a consistent method resolution
class MyPanel(ogl.ShapeCanvas, wx.Panel):#(wx.PyPanel): #PyPanel also works
def __init__(self, parent, id=wx.ID_ANY, pos=wx.DefaultPosition, size=wx.DefaultSize, style=0, name="MyPanel"):
super(MyPanel, self).__init__(parent, id, pos, size, style, name)
self.gridsize = 20 # in pixels
# must have these (w. Diagram) if using ogl.ShapeCanvas:
self.diagram = ogl.Diagram()
self.SetDiagram(self.diagram)
self.diagram.SetCanvas(self)
# set up snap to grid - note, like this it works only for drag (relative to shape center), not for resize via handles!
self.diagram.SetGridSpacing( self.gridsize )
self.diagram.SetSnapToGrid( True )
# initialize array of shapes with one element
self.shapes = []
self.MyAddShape(
ogl.CircleShape(85), # diameter - drag marquee will not be visible if (diameter mod gridsize == 0), as it will overlap with the grid lines
60, 60, wx.Pen(wx.BLUE, 3), wx.GREEN_BRUSH, "Circle"
)
self.Bind(wx.EVT_SIZE, self.OnSize)
self.Bind(wx.EVT_PAINT, self.OnPaint)
wx.EVT_KEY_DOWN(self, self.OnKeyPressedM)
def OnKeyPressedM(self, event):
keyCode = event.GetKeyCode()
print("MyPanel.OnKeyPressedM: %d"%(keyCode) )
# insert a rectangle here on [SPACE]:
if keyCode == wx.WXK_SPACE:
randx = random.randint(1, 300)
randy = random.randint(1, 200)
if self.diagram.GetSnapToGrid():
randx, randy = self.Snap(randx, randy) # must do snapping (if desired) manually, here at insertion!
self.MyAddShape(
ogl.RectangleShape(60, 20),
randx, randy, wx.BLACK_PEN, wx.LIGHT_GREY_BRUSH, "Rect %d"%(len(self.shapes))
)
self.Refresh(False)
event.Skip() # must have this, to have the MyFrame.OnKeyPressed trigger as well!
def OnSize(self, event):
#print("OnSize" +str(event))
self.Refresh() # must have here!
event.Skip()
def DrawBackgroundGrid(self):
dc = wx.PaintDC(self)
#print(dc)
rect = self.GetClientRect()
rx, ry, rw, rh = rect
dc.SetBrush(wx.Brush(self.GetForegroundColour()))
dc.SetPen(wx.Pen(self.GetForegroundColour()))
# draw ("tile") the grid
x = rx
while x < rx+rw:
y = ry
dc.DrawLine(x, ry, x, ry+rh) # long (vertical) lines
while y < ry+rh:
dc.DrawLine(x, y, x+self.gridsize, y) # short (horizontal) lines
y = y + self.gridsize
x = x + self.gridsize
def OnPaint(self, event):
dc = wx.PaintDC(self) # works
self.DrawBackgroundGrid()
# self.Refresh() # recurses here - don't use!
# self.diagram.GetCanvas().Refresh() # blocks here - don't use!
self.diagram.GetCanvas().Redraw(dc) # this to redraw the elements on top of the grid, drawn just before
# MyAddShape is from OGL.py:
def MyAddShape(self, shape, x, y, pen, brush, text):
# Composites have to be moved for all children to get in place
if isinstance(shape, ogl.CompositeShape):
dc = wx.ClientDC(self)
self.PrepareDC(dc)
shape.Move(dc, x, y)
else:
shape.SetDraggable(True, True)
shape.SetCanvas(self)
shape.SetX(x)
shape.SetY(y)
if pen: shape.SetPen(pen)
if brush: shape.SetBrush(brush)
if text:
for line in text.split('\n'):
shape.AddText(line)
#shape.SetShadowMode(ogl.SHADOW_RIGHT)
self.diagram.AddShape(shape)
shape.Show(True)
evthandler = MyEvtHandler(self)
evthandler.SetShape(shape)
evthandler.SetPreviousHandler(shape.GetEventHandler())
shape.SetEventHandler(evthandler)
self.shapes.append(shape)
return shape
# copyfrom OGL.pyl; modded
class MyEvtHandler(ogl.ShapeEvtHandler):
def __init__(self, parent): #
ogl.ShapeEvtHandler.__init__(self)
self.parent = parent
def UpdateStatusBar(self, shape):
x, y = shape.GetX(), shape.GetY()
width, height = shape.GetBoundingBoxMax()
self.parent.Refresh(False) # do here, to redraw the background after a drag move, or scale of shape
print("Pos: (%d, %d) Size: (%d, %d)" % (x, y, width, height))
def OnLeftClick(self, x, y, keys=0, attachment=0):
# note: to deselect a selected shape, don't click the background, but click the shape again
shape = self.GetShape()
canvas = shape.GetCanvas()
dc = wx.ClientDC(canvas)
canvas.PrepareDC(dc)
if shape.Selected():
shape.Select(False, dc)
#canvas.Redraw(dc)
canvas.Refresh(False)
else:
redraw = False
shapeList = canvas.GetDiagram().GetShapeList()
toUnselect = []
for s in shapeList:
if s.Selected():
# If we unselect it now then some of the objects in
# shapeList will become invalid (the control points are
# shapes too!) and bad things will happen...
toUnselect.append(s)
shape.Select(True, dc)
if toUnselect:
for s in toUnselect:
s.Select(False, dc)
##canvas.Redraw(dc)
canvas.Refresh(False)
self.UpdateStatusBar(shape)
def OnEndDragLeft(self, x, y, keys=0, attachment=0):
shape = self.GetShape()
ogl.ShapeEvtHandler.OnEndDragLeft(self, x, y, keys, attachment)
if not shape.Selected():
self.OnLeftClick(x, y, keys, attachment)
self.UpdateStatusBar(shape)
def OnSizingEndDragLeft(self, pt, x, y, keys, attch):
ogl.ShapeEvtHandler.OnSizingEndDragLeft(self, pt, x, y, keys, attch)
self.UpdateStatusBar(self.GetShape())
def OnMovePost(self, dc, x, y, oldX, oldY, display):
shape = self.GetShape()
ogl.ShapeEvtHandler.OnMovePost(self, dc, x, y, oldX, oldY, display)
self.UpdateStatusBar(shape)
if "wxMac" in wx.PlatformInfo:
shape.GetCanvas().Refresh(False)
def OnRightClick(self, *dontcare):
#self.log.WriteText("%s\n" % self.GetShape())
print("OnRightClick")
class MyFrame(wx.Frame):
def __init__(self, parent):
wx.Frame.__init__(self, parent, -1, "Custom Panel Grid Demo")
# This creates some pens and brushes that the OGL library uses.
# (else "global name 'BlackForegroundPen' is not defined")
# It should be called after the app object has been created, but
# before OGL is used.
ogl.OGLInitialize()
self.SetSize((300, 200))
self.panel = MyPanel(self) #wx.Panel(self)
self.panel.SetBackgroundColour(wx.Colour(250,250,250))
self.panel.SetForegroundColour(wx.Colour(127,127,127))
sizer_1 = wx.BoxSizer(wx.HORIZONTAL)
sizer_1.Add(self.panel, 1, wx.EXPAND | wx.ALL, 0)
self.SetSizer(sizer_1)
self.SetAutoLayout(1)
self.Layout()
self.Show(1)
# NOTE: on my dev versions, using ogl.Diagram causes _all_
# key press events, from *anywhere*, to stop propagating!
# Doing a .SetFocus on the ogl.ShapeCanvas panel,
# finally makes the Key events propagate!
# (troubleshoot via run.py from wx python demo)
self.panel.SetFocus()
self.Bind(wx.EVT_CHAR_HOOK, self.OnKeyPressed) # EVT_CHAR_HOOK EVT_KEY_DOWN
def OnKeyPressed(self, event):
print("MyFrame.OnKeyPressed (just testing)")
app = wx.App(0)
frame = MyFrame(None)
app.SetTopWindow(frame)
frame.Show()
app.MainLoop()
Those actions are not that difficult. All you really need for that is hit detection, which is not hard (is the cursor over the correct area? Okay, perform the operation then). The harder part is finding an appropriate canvas widget for the toolkit in use.

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