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@ -15,8 +15,8 @@ Probably even into it's own module folder.
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from enum import Enum |
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from OpenGL.GL import (glBegin, glClearColor, glColor4f, glEnable, |
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glEnd, GL_LIGHT0, GL_LIGHTING, GL_LINE_LOOP, GL_POINTS, |
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from OpenGL.GL import (glBegin, glClearColor, glColor3f, glEnable, |
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glEnd, GL_LINE_LOOP, GL_POINTS, |
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glPointSize, glVertex3f, glViewport) |
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from .exceptions import handle_exceptions, InvalidModeError, InvalidStateError |
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@ -26,12 +26,14 @@ from .points import PointSet
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class Color(Enum): |
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BLUE = 0 |
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BLACK = 1 |
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GREY = 2 |
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# A simple map from Color -> RGBA 4-Tuple |
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# Note: The color values in the tuple are not RGB, but |
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# rather OpenGL percentage values for RGB. |
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COLOR_TO_RGBA = { |
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Color.BLUE: (0, 0.5, 1.0, 0.0), |
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Color.GREY: (0.827, 0.827, 0.826, 0.0), |
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Color.BLUE: (0.118, 0.565, 1.0, 0.0), |
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Color.BLACK: (0.0, 0.0, 0.0, 0.0) |
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} |
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@ -151,6 +153,14 @@ def set_move_bb_bottom_right(x, y):
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__move_bb_bottom_right = (x, y) |
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def get_bb_top_left(): |
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return __move_bb_top_left |
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def get_bb_bottom_right(): |
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return __move_bb_bottom_right |
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def reset_move_bbs(): |
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global __move_bb_top_left |
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global __move_bb_bottom_right |
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@ -163,10 +173,6 @@ def initialize_gl():
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""" |
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Initializes the OpenGL context on the Window. |
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""" |
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# Since we aren't using shaders lighting needs to be |
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# enabled. |
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glEnable(GL_LIGHTING); |
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glEnable(GL_LIGHT0); |
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# Set white background |
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glClearColor(255, 255, 255, 0) |
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@ -208,7 +214,7 @@ def paint_gl():
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# the point set, which will be redrawn here. This action |
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# is the same as adding a point since we just draw what is in |
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# the point set. |
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draw_points(__current_points, Color.BLUE) |
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draw_points(__current_points, Color.GREY) |
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elif __current_mode is Mode.EDIT: |
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raise NotImplementedError("Drawing for EDIT not implemented.") |
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@ -217,16 +223,21 @@ def paint_gl():
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# We have to repeatedly draw the points while we are showing the |
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# move box. |
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if __current_points is not None: |
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draw_points(__current_points, Color.BLUE) |
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draw_points(__current_points, Color.GREY) |
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draw_selection_box(Color.BLACK) |
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if (__move_bb_top_left is not None and |
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__move_bb_bottom_right is not None): |
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highlight_selection() |
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if __move_bb_top_left is None and __move_bb_bottom_right is None: |
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# Currently this fires all the time - not great. Needs to only fire |
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# when, additionally, we have a selection chosen based on the box |
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# calculated in the mode handlers. |
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None |
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print("FIRE THE MOVE STUFF") |
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# Once the selection boxes go to None begin the highlight selected |
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# points procedure. This will store a point list of selected points |
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# highlight them, etc. |
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@ -260,6 +271,63 @@ def __clamp_y(y):
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return y_w |
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def box_hit(tx, ty, x1, y1, x2, y2): |
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""" |
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Calculates whether or not a given point collides with the given bounding |
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box. |
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@param tx The target x. |
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@param ty The target y. |
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@param x1 The top left x. |
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@param y1 The top left y. |
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@param x2 The bottom left x. |
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@param y2 The bottom left y. |
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""" |
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return (tx >= x1 and |
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tx <= x2 and |
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ty >= y1 and |
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ty <= y2) |
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def highlight_selection(): |
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""" |
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Given the current move bounding box, highlights any points inside it. |
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""" |
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# TODO: There's an edge case here |
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# The edge case is that if you click and drag up top_left becomes |
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# bottom right so there must be a condition where they should be |
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# swapped. |
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top_left = get_bb_top_left() |
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bottom_right = get_bb_bottom_right() |
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ct = COLOR_TO_RGBA[Color.BLUE] |
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glBegin(GL_POINTS) |
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glColor3f(ct[0], ct[1], ct[2]) |
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for point in __current_points.points: |
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if box_hit(point.x, point.y, top_left[0], top_left[1], |
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bottom_right[0], bottom_right[1]): |
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# Paint the point and draw over it. |
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# TODO: After the mouse drag drop these highlighted points should be |
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# stored in a move set. Make sure to update these in a set |
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# dropping each as it doesn't make the hit condition anymore. |
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# |
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# |
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# TODO: Demonstrating movement might be difficult... come up with a |
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# good way on paper. |
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# |
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# |
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# TODO: The highlight any direction bug needs to be fixed but it |
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# works, you need an algorithm for storing points selected, |
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# painting them permanently, and then moving them as the |
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# mouse drags. |
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glVertex3f(__clamp_x(point.x), |
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__clamp_y(point.y), |
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0.0) |
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glEnd() |
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def draw_selection_box(color): |
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""" |
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When the move bounding box state is populated and the mode is set |
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@ -294,7 +362,7 @@ def draw_selection_box(color):
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glBegin(GL_LINE_LOOP) |
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glColor4f(ct[0], ct[1], ct[2], ct[3]) |
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glColor3f(ct[0], ct[1], ct[2]) |
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glVertex3f(__clamp_x(__move_bb_top_left[0]), |
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__clamp_y(__move_bb_top_left[1]), |
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@ -341,11 +409,9 @@ def draw_points(point_set, color):
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glBegin(GL_POINTS) |
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glColor4f(ct[0], ct[1], ct[2], ct[3]) |
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glColor3f(ct[0], ct[1], ct[2]) |
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for point in point_set.points: |
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glVertex3f(__clamp_x(point.x), |
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__clamp_y(point.y), |
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0.0) # Z is currently fixed to 0 |
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glEnd() |
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