Scrolling through a `wx.ScrolledPanel` with the mouse wheel and arrow keys - python

In my wxPython application I've created a wx.ScrolledPanel, in which there is a big wx.StaticBitmap that needs to be scrolled.
The scroll bars do appear and I can scroll with them, but I'd also like to be able to scroll with the mouse wheel and the arrow keys on the keyboard. It would be nice if the "Home", "Page Up", and those other keys would also function as expected.
How do I do this?
UPDATE:
I see the problem. The ScrolledPanel is able to scroll, but only when it is under focus. Problem is, how do I get to be under focus? Even clicking on it doesn't do it. Only if I put a text control inside of it I can focus on it and thus scroll with the wheel. But I don't want to have a text control in it. So how do I make it focus?
UPDATE 2:
Here is a code sample that shows this phenomena. Uncomment to see how a text control makes the mouse wheel work.
import wx, wx.lib.scrolledpanel
class MyFrame(wx.Frame):
def __init__(self, *args, **kwargs):
wx.Frame.__init__(self, *args, **kwargs)
scrolled_panel = \
wx.lib.scrolledpanel.ScrolledPanel(parent=self, id=-1)
scrolled_panel.SetupScrolling()
text = "Ooga booga\n" * 50
static_text=wx.StaticText(scrolled_panel, -1, text)
sizer=wx.BoxSizer(wx.VERTICAL)
sizer.Add(static_text, wx.EXPAND, 0)
# Uncomment the following 2 lines to see how adding
# a text control to the scrolled panel makes the
# mouse wheel work.
#
#text_control=wx.TextCtrl(scrolled_panel, -1)
#sizer.Add(text_control, wx.EXPAND, 0)
scrolled_panel.SetSizer(sizer)
self.Show()
if __name__=="__main__":
app = wx.PySimpleApp()
my_frame=MyFrame(None, -1)
#import cProfile; cProfile.run("app.MainLoop()")
app.MainLoop()

Problem is on window Frame gets the focus and child panel is not getting the Focus (on ubuntu linux it is working fine). Workaround can be as simple as to redirect Frame focus event to set focus to panel e.g.
import wx, wx.lib.scrolledpanel
class MyFrame(wx.Frame):
def __init__(self, *args, **kwargs):
wx.Frame.__init__(self, *args, **kwargs)
self.panel = scrolled_panel = \
wx.lib.scrolledpanel.ScrolledPanel(parent=self, id=-1)
scrolled_panel.SetupScrolling()
text = "Ooga booga\n" * 50
static_text=wx.StaticText(scrolled_panel, -1, text)
sizer=wx.BoxSizer(wx.VERTICAL)
sizer.Add(static_text, wx.EXPAND, 0)
scrolled_panel.SetSizer(sizer)
self.Show()
self.panel.SetFocus()
scrolled_panel.Bind(wx.EVT_SET_FOCUS, self.onFocus)
def onFocus(self, event):
self.panel.SetFocus()
if __name__=="__main__":
app = wx.PySimpleApp()
my_frame=MyFrame(None, -1)
app.MainLoop()
or onmouse move over panel, set focus to it, and all keys + mousewheeel will start working e.g.
import wx, wx.lib.scrolledpanel
class MyFrame(wx.Frame):
def __init__(self, *args, **kwargs):
wx.Frame.__init__(self, *args, **kwargs)
self.panel = scrolled_panel = \
wx.lib.scrolledpanel.ScrolledPanel(parent=self, id=-1)
scrolled_panel.SetupScrolling()
scrolled_panel.Bind(wx.EVT_MOTION, self.onMouseMove)
text = "Ooga booga\n" * 50
static_text=wx.StaticText(scrolled_panel, -1, text)
sizer=wx.BoxSizer(wx.VERTICAL)
sizer.Add(static_text, wx.EXPAND, 0)
scrolled_panel.SetSizer(sizer)
self.Show()
def onMouseMove(self, event):
self.panel.SetFocus()
if __name__=="__main__":
app = wx.PySimpleApp()
my_frame=MyFrame(None, -1)
app.MainLoop()

Here's an example that should do what you want, I hope. (Edit: In retrospect, this doesnt' quite work, for example, when there are two scrolled panels... I'll leave it up here though so peole can downvote it or whatever.) Basically I put everything in a panel inside the frame (generally a good idea), and then set the focus to this main panel.
import wx
import wx, wx.lib.scrolledpanel
class MyFrame(wx.Frame):
def __init__(self, *args, **kwargs):
wx.Frame.__init__(self, *args, **kwargs)
main_panel = wx.Panel(self, -1)
main_panel.SetBackgroundColour((150, 100, 100))
self.main_panel = main_panel
scrolled_panel = \
wx.lib.scrolledpanel.ScrolledPanel(parent=main_panel, id=-1)
scrolled_panel.SetupScrolling()
self.scrolled_panel = scrolled_panel
cpanel = wx.Panel(main_panel, -1)
cpanel.SetBackgroundColour((100, 150, 100))
b = wx.Button(cpanel, -1, size=(40,40))
self.Bind(wx.EVT_BUTTON, self.OnClick, b)
self.b = b
text = "Ooga booga\n" * 50
static_text=wx.StaticText(scrolled_panel, -1, text)
main_sizer=wx.BoxSizer(wx.VERTICAL)
main_sizer.Add(scrolled_panel, 1, wx.EXPAND)
main_sizer.Add(cpanel, 1, wx.EXPAND)
main_panel.SetSizer(main_sizer)
text_sizer=wx.BoxSizer(wx.VERTICAL)
text_sizer.Add(static_text, 1, wx.EXPAND)
scrolled_panel.SetSizer(text_sizer)
self.main_panel.SetFocus()
self.Show()
def OnClick(self, evt):
print "click"
if __name__=="__main__":
class MyApp(wx.App):
def OnInit(self):
frame = MyFrame(None, -1)
frame.Show(True)
self.SetTopWindow(frame)
return True
app = MyApp(0)
app.MainLoop()
For keyboard control, like setting action from the home key, I think you'll need to bind to those events, and respond appropriately, such as using mypanel.Scroll(0,0) for the home key (and remember to call evt.Skip() for the keyboard events you don't act on). (Edit: I don't think there are any default key bindings for scrolling. I'm not sure I'd want any either, for example, what should happen if there's a scrolled panel within a scrolled panel?)

Related

wxPython using a sizer with panels

I'm trying to make a GUI with on the left side a camera input with some data on the camera stream. On the right side I want some buttons and other widgets. The code a have so far: (the functions get_image() and pil_to_wx() work fine, they're just not shown in the code below)
class HUDPanel(wx.Panel):
def __init__(self, parent):
super(HUDPanel, self).__init__(parent, -1)
self.SetBackgroundStyle(wx.BG_STYLE_CUSTOM)
self.Bind(wx.EVT_PAINT, self.on_paint)
self.update()
def update(self):
self.Refresh()
self.Update()
wx.CallLater(15, self.update)
def create_bitmap(self):
image = get_image()
bitmap = pil_to_wx(image)
return bitmap
def on_paint(self, event):
bitmap = self.create_bitmap()
dc = wx.AutoBufferedPaintDC(self)
dc.DrawBitmap(bitmap, 0, 0)
class ExtraPanel(wx.Panel):
def __init__(self, parent):
super(ExtraPanel, self).__init__(parent, -1)
My_Button = wx.Button(self,label="TEST")
class Frame(wx.Frame):
def __init__(self):
style = wx.DEFAULT_FRAME_STYLE & ~wx.RESIZE_BORDER & ~wx.MAXIMIZE_BOX
super(Frame, self).__init__(None, -1, 'Camera Viewer', style=style)
my_sizer = wx.BoxSizer(wx.HORIZONTAL)
campanel = HUDPanel(self)
my_sizer.Add(campanel, 0, wx.ALL | wx.CENTER, 5)
widgetpanel = ExtraPanel(self)
my_sizer.Add(widgetpanel, 0, wx.ALL | wx.CENTER, 5)
self.SetSizer(my_sizer)
self.Fit()
def main():
app = wx.App()
frame = Frame()
frame.Show()
app.MainLoop()
if __name__ == '__main__':
main()
When I run this code, all I get is a small window with only a button named "TEST" (the panel that should be on the right side). The previous version with only the camera panel worked fine, so that's not the problem. What am I doing wrong?
UPDATE:
The sizes of the sub-panels are fixed, i see the panel with the camera show up but only a small line on the screen. The part with the button show perfectly.
First of all, you don't give any size to your HUDPanel, so I'm not sure how do you expect it to appear.
Second, you're recursively calling update all the time (well every 15ms), which is most definitely a bad idea as this will consume close to 100% of (one) CPU and may prevent your application from dispatching other events.

wxPython - Setting a help string for a button in toolbar

I noticed I can have a help string appear in the status bar whenever I mouse over tools in my toolbar. I cannot find a way to accomplish this with text buttons.
My toolbar creation is similar to
# Make Tool Bar
toolbar = self.CreateToolBar()
# Make Tool Bar Items
# Play
self.addBasicTool(toolbar, "Play",
"This is my help string",
stuff.image_play,
self.OnPlay)
# My Button
btn = wx.Button(toolbar, wx.ID_OPEN, label="TEXT BUTTON ")
btn.Bind(wx.EVT_BUTTON, self.OnButtonPress)
toolbar.AddControl(btn)
addBasicTool just takes the image, scales it to a proper size, creates the tool with AddBasicTool, and binds the tool to the handler.
def addBasicTool(self, toolbar, label, desc, imgPath, handler):
icon_width=stuff.toolbar_icon_w
icon_height=stuff.toolbar_icon_h
size = (icon_width, icon_height)
img = wx.Image(imgPath, wx.BITMAP_TYPE_ANY).\
Scale(*size).ConvertToBitmap()
tool = toolbar.AddSimpleTool(-1, img, label, desc)
self.Bind(wx.EVT_MENU, handler, tool)
For the tool, the helper string is set pretty straight forward. I can't find anything to do the same with a button.
This button may just end up being a filler until I get an icon for it, but I'm still curious how helper strings can be done. I could have a handler that sets the statusBar when the mouse is over the button, but I feel like that is already done somewhere. Thanks the help
Basically you'll have to catch the mouse as it moves over your buttons and update the status bar accordingly. It's not very hard. You just need to bind to wx.EVT_MOTION. Here's a simple example:
import wx
########################################################################
class MyPanel(wx.Panel):
""""""
#----------------------------------------------------------------------
def __init__(self, parent):
"""Constructor"""
wx.Panel.__init__(self, parent)
self.frame = parent
test_btn = wx.Button(self, label='Test Button')
test_btn.Bind(wx.EVT_MOTION, self.updateStatusBar)
test_btn_2 = wx.Button(self, label='Test Button')
test_btn_2.Bind(wx.EVT_MOTION, self.updateStatusBar)
self.buttons = {test_btn: 'Test help string',
test_btn_2: 'Another string'}
main_sizer = wx.BoxSizer(wx.VERTICAL)
main_sizer.Add(test_btn, 0, wx.ALL, 5)
main_sizer.Add(test_btn_2, 0, wx.ALL, 5)
self.SetSizer(main_sizer)
#----------------------------------------------------------------------
def updateStatusBar(self, event):
""""""
btn = event.GetEventObject()
if btn in self.buttons:
status = self.buttons[btn]
self.frame.sb.SetStatusText(status)
########################################################################
class MyFrame(wx.Frame):
""""""
#----------------------------------------------------------------------
def __init__(self):
"""Constructor"""
wx.Frame.__init__(self, None, title='Test Help Strings')
panel = MyPanel(self)
self.sb = self.CreateStatusBar()
self.Show()
if __name__ == '__main__':
app = wx.App(False)
frame = MyFrame()
app.MainLoop()

wxpython - Erase background erases non-background components

In wxpython, I want to have a window with a picture that changes based on use of toolbar buttons with text controls on top of the picture. When I click the toolbar buttons, I am posting an erase background event, then capturing the erase event, and redrawing the new background from there (base on this).
Mostly works well, except that the text controls cease to be drawn once I redraw the background. They're still there, just not drawn.
Here is a simplified code that demonstrates the problem. If you run this code and click the button to toggle drawing the background image or not, the text controls disappear.:
import wx
import wx.lib.inspection
class PanelWithDrawing(wx.Panel):
def __init__(self, parent):
super(PanelWithDrawing, self).__init__(parent, size=(100, 40))
self.showbmp = False
self.txt = wx.TextCtrl(self, pos=(10, 10))
def onErase(self, dc):
if self.showbmp:
# dc.DrawBitmap(wx.Bitmap('background.png', 0, 0)
dc.DrawRectangle(0, 0, 40, 40) # use a drawing instead so you don't have to find a png
class Toolbar(wx.ToolBar):
def __init__(self, parent):
super(Toolbar, self).__init__(parent, -1)
self.AddLabelTool(wx.ID_SAVE, "Record", wx.Bitmap("picture.png", wx.BITMAP_TYPE_ANY), wx.NullBitmap, wx.ITEM_NORMAL, "", "")
class Example(wx.Frame):
def __init__(self, parent, title):
super(Example, self).__init__(parent, title=title)
self.toolbar = Toolbar(self)
self.SetToolBar(self.toolbar)
self.toolbar.Realize()
self.panel = wx.Panel(self)
vbox = wx.BoxSizer(wx.VERTICAL)
self.panel1 = PanelWithDrawing(self.panel)
vbox.Add(self.panel1)
# self.panel2 = PanelWithText(self.panel)
# vbox.Add(self.panel2)
self.panel.SetSizer(vbox)
self.Centre()
self.Show()
self.toolbar.Bind(wx.EVT_TOOL, self.onButton)
self.panel1.Bind(wx.EVT_ERASE_BACKGROUND, self.onErase)
def onErase(self, evt):
try:
dc = evt.GetDC()
except:
dc = wx.ClientDC(self)
rect = self.GetUpdateRegion().GetBox()
dc.SetClippingRect(rect)
dc.Clear()
self.panel1.onErase(dc)
def onButton(self, evt):
self.panel1.showbmp = not self.panel1.showbmp
wx.PostEvent(self.panel1, wx.PyCommandEvent(wx.wxEVT_ERASE_BACKGROUND))
if __name__ == '__main__':
app = wx.App()
Example(None, title='Example')
wx.lib.inspection.InspectionTool().Show() # use this for debugging GUI design
app.MainLoop()
How do I tell wxpython to draw all the non-background stuff again? Alternatively, how do I not un-draw it in the first place?
After working on it for a few days, I got it! And the answer is trivially simple (as usual).
wx.PostEvent(self.panel1, wx.PyCommandEvent(wx.wxEVT_ERASE_BACKGROUND)) should be replaced with self.Refresh() to refresh the whole frame and not just force a specific (and apparently unsafe) redraw.

How can I add and remove controls in the page of a Notebook in wxPython?

Based on user interaction, I would like to dynamically add and remove controls to a panel in a wxPython notebook. The approach I've tried most thoroughly is to call .Clear() on the panel's sizer and add all new controls. However, on both Windows 7 and Linux desktops, rendering artifacts and stale controls remain visible under the new contents. How can I completely remove the old controls and add new controls without these artifacts?
Below is a sample program that reproduces the issue on Windows 7. Note the two different .update() methods of StaticPanel and DynamicPanel:
#!/usr/bin/python
import wx
import sys
class StaticPane(wx.Panel):
"""A panel that contains simple text that is updated
when the .update() method is called. The text is updated
using .SetText(), and the text control sticks around
between calls to .update()."""
def __init__(self, *args, **kwargs):
super(StaticPane, self).__init__(*args, **kwargs)
self._sizer = wx.BoxSizer(wx.VERTICAL)
self.SetSizer(self._sizer)
self._counter = 0
self._base_text = "Some Text"
self._text = wx.TextCtrl(self, -1,
self._base_text + "!" * self._counter,
style=wx.TE_READONLY)
self._sizer.Add(self._text, -1, wx.EXPAND)
def update(self):
self._counter += 1
self._text.SetValue(self._base_text + "!" * self._counter)
class DynamicPane(wx.Panel):
"""A panel that contains simple text that is updated
when the .update() method is called. The text is updated
by removing the existing text control, and adding a new one
with the updated text string."""
def __init__(self, *args, **kwargs):
super(DynamicPane, self).__init__(*args, **kwargs)
self._sizer = wx.BoxSizer(wx.VERTICAL)
self.SetSizer(self._sizer)
self._counter = 0
self._base_text = "Some Text"
self._text = wx.TextCtrl(self, -1,
self._base_text + "!" * self._counter,
style=wx.TE_READONLY)
self._sizer.Add(self._text, -1, wx.EXPAND)
def update(self):
self._counter += 1
self._sizer.Clear()
self._text = wx.TextCtrl(self, -1,
self._base_text + "!" * self._counter,
style=wx.TE_READONLY)
self._sizer.Add(self._text, -1, wx.EXPAND)
self.Layout()
class TestViewer(wx.Frame):
"""A Frame with a button and a notebook. When the button is pressed,
each of the two pages in the notebook recieve a call to .update().
"""
def __init__(self, parent):
super(TestViewer, self).__init__(parent, -1, "Test Viewer")
self.Bind(wx.EVT_CLOSE, self.OnClose)
self._panel = wx.Panel(self)
vbox = wx.BoxSizer(wx.VERTICAL)
self._panel.SetSizer(vbox)
update_button = wx.Button(self._panel, wx.ID_CLOSE, "Update")
update_button.Bind(wx.EVT_BUTTON, self.update)
vbox.Add(update_button, 0, wx.EXPAND)
self._nb = wx.Notebook(self._panel)
self._view_one = StaticPane(self._nb, -1)
self._view_two = DynamicPane(self._nb, -1)
self._nb.AddPage(self._view_one, "One")
self._nb.AddPage(self._view_two, "Two")
vbox.Add(self._nb, 1, wx.EXPAND | wx.ALL)
self.Layout()
def update(self, e):
self._view_one.update()
self._view_two.update()
def OnClose(self, event):
sys.exit(0)
if __name__ == "__main__":
app = wx.App(False)
frame = TestViewer(None)
frame.Show()
app.MainLoop()
Click the button "Update" to update the text in the two panels. The first panel updates the text control by using .SetText(), while the second panel replaces the TextCtrl with a new one. Note that as you resize the window or mouseover the second panel after a few button clicks, there are overlapping controls and other artifacts.
Here are screenshots showing the stacked controls. Both images were taken after the same number of button clicks, they just show the two different panels at the same state. I expected the text to be exactly the same.
Simply clearing the sizer will only remove the references to its contents, not the widgets. When you create a widget, it will register with the parent window you supplied. Consider the following code:
class Frame(wx.Frame):
def __init__(self):
wx.Frame.__init__(self,None)
self.textCtrl = wx.TextCtrl(self) # create with Frame as parent
self.textCtrl = None # has no effect on the TextCtrl
The parent window (Frame in this example) will take ownership of the TextCtrl and even if you set it to None, the Frame will keep it alive until it's is destroyed. To remove the TextCtrl, you have to destroy it explicitly:
self.textCtrl.Destroy()
If you want to remove all child widgets at once, you can use:
self.DestroyChildren()

How to link multiple wx.Dialogs in wxPython

I want to make a game in wxPython (no other modules) and I want to make it so that you can enter some values in popup screens before the game starts, and then the game will be drawn on a canvas which in turn is drawn on a panel, which is bound to the main game.
I made the gamescreen with all fancy stuff (works solo)
I made the input screens
But I cannot link them.
How do I start the game so it will open a dialog box, then on the closure of it open another one, and then open the game ?
I tried the following, but it will not open my canvas:
# makes a game by showing 2 dialogs
# after dialogs have been answered, starts the game by drawing the canvas.
# imports
import wx
import Speelveld3
# globals
SCRWIDTH = 950
SCRHEIGHT = 700
# dialogbox class
class MyDialog1(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent)
self.username = wx.TextCtrl(self)
self.okButton = wx.Button(self, wx.ID_OK, "OK")
class MyDialog2(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent)
self.canvasWidth = wx.TextCtrl(self)
self.okButton = wx.Button(self, wx.ID_OK, "OK")
# main class
class Game(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, -1, title='My game', size=(SCRWIDTH, SCRHEIGHT))
self.username = ""
self.canvasWidth = 10
# hide the frame for now
self.Hide()
def OnInit(self):
#Make your dialogs
dlg1 = MyDialog1(self)
#if the user pressed "OK" (i.e. NOT "Cancel" or any other button you might add)
if dlg1.ShowModal() == wx.ID_OK:
#get the username from the dialog
self.username = dlg1.username.GetValue()
#clean up the dialog (AFTER you get the username)
dlg1.Destroy()
dlg2 = MyDialog2(self)
#if the user pressed "OK" (i.e. NOT "Cancel" or any other button you might add)
if dlg2.ShowModal() == wx.ID_OK:
#get the username from the dialog
self.canvasWidth = dlg2.canvasWidth.GetValue()
#clean up the dialog (AFTER you get the username)
dlg2.Destroy()
# Now that you have your settings, Make the gameboard
# THIS PART IS STILL BROKEN!
# I can paste the whole board class (structure of it is taken from the tetris tutorial)
# but that seems a bit much tbh...
self.gameBoard = Board.Board(self)
self.gameBoard = SetFocus()
self.gameBoard.start()
self.Centre()
self.Show(True) #show the frame
if __name__ == '__main__':
# how can I start the game here?
app = wx.App()
frame = Game()
board = Speelveld3.Speelveld(frame)
board.start()
frame.Show()
app.MainLoop()
You've double posted, and the lack of any wx.Dialog in your sample code suggests to me that you haven't even looked at a tutorial yet, but I will give you the benefit of the doubt.
First, if you want to return information from a dialog, the easiest way is to define a custom dialog. Define a new class that inherits from wx.Dialog and then set it up just like you would a normal panel or a frame. It seems to me that you will need two of these. They'll look something like this:
class MyDialog1(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent)
self.username = wx.TextCtrl(self) #this is where users will enter their username
self.okButton = wx.Button(self, wx.ID_OK, "OK") #Note that I'm using wx.ID_OK. This is important
Now, for the logic you want. Pretty much every object in wxPython that you actually see has the functions Show() and Hide() (API here). You don't want to show your frame until AFTER the dialogs are finished, so in your __init__(), call Hide(). I'm also initializing a variable, username, which is where I will store the data from my dialog.
class Game(wx.Frame):
def __init__(self, parent, id, title):
wx.Frame.__init__(self, parent, id, title, size=(SCRWIDTH, SCRHEIGHT))
self.username = ""
self.Hide() #don't show the frame just yet
#self.Hide() is the exact same as self.Show(False)
Now, for your dialogs. Like Mike Driscoll suggested, you call your dialogs BEFORE making your canvas. wx.Dialogs are launched using ShowModal(). By setting the ID of self.okButton to the constant wx.ID_OK, wxPython recognizes that the dialog should be closed after the button in clicked. You should also be aware of wx.ID_CANCEL.
def OnInit(self):
#Make your dialogs
dlg1 = MyDialog1(self)
if dlg1.ShowModal() == wx.ID_OK:
#if the user pressed "OK" (i.e. NOT "Cancel" or any other button you might add)
self.username = dlg1.username.GetValue() #get the username from the dialog
dlg1.Destroy() #clean up the dialog (AFTER you get the username)
#do this again for your second dialog
#Now that you have your settings, Make the gameboard
self.gameBoard = Board.Board(self)
self.gameBoard = SetFocus()
self.gameBoard.start()
self.Centre()
self.Show(True) #show the frame
In your OnInit you just need to call your dialogs and show them modally BEFORE you create your Board instance. Then it should work correctly.
EDIT (6-28-12): Here's some code:
import wx
########################################################################
class MyDlg(wx.Dialog):
""""""
#----------------------------------------------------------------------
def __init__(self):
"""Constructor"""
wx.Dialog.__init__(self, None, title="I'm a dialog!")
lbl = wx.StaticText(self, label="Hi from the panel's init!")
btn = wx.Button(self, id=wx.ID_OK, label="Close me")
sizer = wx.BoxSizer(wx.VERTICAL)
sizer.Add(lbl, 0, wx.ALL, 5)
sizer.Add(btn, 0, wx.ALL, 5)
self.SetSizer(sizer)
########################################################################
class MyPanel(wx.Panel):
""""""
#----------------------------------------------------------------------
def __init__(self, parent):
"""Constructor"""
wx.Panel.__init__(self, parent)
# show a custom dialog
dlg = MyDlg()
dlg.ShowModal()
dlg.Destroy()
self.Bind(wx.EVT_PAINT, self.OnPaint)
def OnPaint(self, evt):
pdc = wx.PaintDC(self)
try:
dc = wx.GCDC(pdc)
except:
dc = pdc
rect = wx.Rect(0,0, 100, 100)
for RGB, pos in [((178, 34, 34), ( 50, 90)),
(( 35, 142, 35), (110, 150)),
(( 0, 0, 139), (170, 90))
]:
r, g, b = RGB
penclr = wx.Colour(r, g, b, wx.ALPHA_OPAQUE)
brushclr = wx.Colour(r, g, b, 128) # half transparent
dc.SetPen(wx.Pen(penclr))
dc.SetBrush(wx.Brush(brushclr))
rect.SetPosition(pos)
dc.DrawRoundedRectangleRect(rect, 8)
########################################################################
class MyFrame(wx.Frame):
""""""
#----------------------------------------------------------------------
def __init__(self):
"""Constructor"""
wx.Frame.__init__(self, None, title="Example frame")
# show a MessageDialog
style = wx.OK|wx.ICON_INFORMATION
dlg = wx.MessageDialog(parent=None,
message="Hello from the frame's init",
caption="Information", style=style)
dlg.ShowModal()
dlg.Destroy()
# create panel
panel = MyPanel(self)
if __name__ == "__main__":
app = wx.App(False)
frame = MyFrame()
frame.Show()
app.MainLoop()

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