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"""A `SceneEditor` for the `SceneModel`.
"""
# Authors: Prabhu Ramachandran <prabhu [at] aero.iitb.ac.in>
# Robert Kern <robert.kern [at] gmail.com>
#
# Copyright (c) 2007, Enthought, Inc.
# License: BSD Style.
import wx
# Enthought library imports.
from enthought.traits.api import Any, Bool, Callable
from enthought.traits.ui.wx.editor import Editor
from enthought.traits.ui.wx.basic_editor_factory import BasicEditorFactory
from enthought.pyface.tvtk.decorated_scene import DecoratedScene
#####################################################################
# `_SceneEditor` class
#####################################################################
class _SceneEditor(Editor):
""" An editor for SceneModels.
"""
# The editor is scrollable, so override the default.
scrollable = Bool(True)
# Internal GUI traits.
_sizer = Any()
_scene = Any()
#### Public 'Editor' interface #############################################
def init(self, parent):
""" Finishes initializing the editor by creating the underlying toolkit
widget.
"""
factory = self.factory
self.control = wx.Panel(parent, -1)
self._sizer = wx.BoxSizer(wx.VERTICAL)
self.control.SetSizer(self._sizer)
assert self.value.scene_editor is None, \
"The SceneModel may only have one active editor!"
self._create_scene()
self.value.activated = True
def update_editor(self):
""" Updates the editor when the object trait changes external to the
editor.
"""
# Everything should really be handled elsewhere in trait notifications.
# Just pass here.
pass
def dispose(self):
""" Disposes of the contents of an editor.
"""
# Remove notifications.
self.value.closing = True
self.value.scene_editor = None
self._setup_scene_notifications(remove=True)
# Remove the current scene.
if self._scene is not None:
self._scene = None
self._sizer = None
# This will destroy self.control and all of its children, including the
# scene's control.
super(_SceneEditor, self).dispose()
#### Private '_SceneEditor' interface ##################################
def _create_scene(self):
""" Create the TVTK scene widget.
"""
factory = self.factory
self._scene = factory.scene_class(self.control)
scene = self._scene
self.value.scene_editor = scene
# Disable rendering on the scene until we're finished.
scene.disable_render = True
# Add all of the actors in the current actor map.
for obj, actors in self.value.actor_map.items():
self._add_actors_widgets(actors)
# Add all of the actors in the current actor map.
self._add_actors_widgets(self.value.actor_list)
# Set up Traits notifications.
self._setup_scene_notifications()
# Re-enable rendering.
scene.disable_render = False
# Ensure the scene's wx control is sized to fill our view's area. Note
# that the sizer doesn't automatically layout its contents upon adding
# a new child so we have to force it to do a layout.
self._sizer.Add(scene.control, 1, wx.EXPAND)
self._sizer.Layout()
wx.EVT_IDLE(scene.control, None)
# Force a render.
scene.render()
def _setup_scene_notifications(self, remove=False):
""" Set up or remove all of the Trait notifications that control the
scene widget.
"""
traits_to_sync = ['foreground', 'anti_aliasing_frames',
'stereo', 'background', 'off_screen_rendering',
'polygon_smoothing', 'jpeg_progressive',
'point_smoothing', 'busy', 'disable_render',
'magnification', 'jpeg_quality',
'parallel_projection', 'line_smoothing']
model = self.value
scene = self._scene
if not remove:
scene.set(model.get(traits_to_sync))
for trait in traits_to_sync:
scene.sync_trait(trait, model, mutual=True, remove=remove)
model.on_trait_change(
scene.render,
name='do_render',
remove=remove,
)
model.on_trait_change(
self._actors_changed,
name='actor_map_items',
remove=remove,
)
model.on_trait_change(
self._actor_map_changed,
name='actor_map',
remove=remove,
)
model.on_trait_change(
self._actor_list_items_changed,
name='actor_list_items',
remove=remove,
)
model.on_trait_change(
self._actor_list_changed,
name='actor_list',
remove=remove,
)
def _actors_changed(self, event):
""" Handle the event of the actors in the actor map changing.
"""
scene = self._scene
# Temporarily turn off rendering. We (re)store the old value of
# disable_render because it may already be True.
old_disable_render = scene.disable_render
scene.disable_render = True
try:
for obj, actors in event.removed.items():
self._remove_actors_widgets(actors)
for obj, actors in event.added.items():
self._add_actors_widgets(actors)
for obj, actors in event.changed.items():
# The actors in the event are the old ones. Grab the new ones
# from the actor map itself.
self._remove_actors_widgets(actors)
self._add_actors_widgets(self.value.actor_map[obj])
finally:
scene.disable_render = old_disable_render
scene.render()
def _actor_map_changed(self, object, name, old, new):
""" Handle the case when the entire actor map is set to something else.
"""
scene = self._scene
# Temporarily turn off rendering. We (re)store the old value of
# disable_render because it may already be True.
old_disable_render = scene.disable_render
scene.disable_render = True
try:
for obj, actors in old.items():
self._remove_actors_widgets(actors)
for obj, actors in new.items():
self._add_actors_widgets(actors)
finally:
scene.disable_render = old_disable_render
scene.render()
def _actor_list_items_changed(self, event):
self._actor_list_changed(self.value, 'actor_list', event.removed,
event.added)
def _actor_list_changed(self, object, name, old, new):
""" Handle the event of the actors in the actor map changing.
"""
scene = self._scene
# Temporarily turn off rendering. We (re)store the old value of
# disable_render because it may already be True.
old_disable_render = scene.disable_render
scene.disable_render = True
try:
self._remove_actors_widgets(old)
self._add_actors_widgets(new)
finally:
scene.disable_render = old_disable_render
scene.render()
def _separate_actors_widgets(self, actors_widgets):
"""Given a sequence (or single) of actors or widgets, this returns a
list of just the actors and another of just the widgets.
"""
if not hasattr(actors_widgets, '__getitem__'):
actors_widgets = [actors_widgets]
actors = []
widgets = []
for actor in actors_widgets:
if actor.is_a('vtk3DWidget') or actor.is_a('vtkInteractorObserver'):
widgets.append(actor)
else:
actors.append(actor)
return actors, widgets
def _add_actors_widgets(self, actors_widgets):
"""Add actors and widgets to scene."""
scene = self._scene
actors, widgets = self._separate_actors_widgets(actors_widgets)
scene.add_actors(actors)
enabled_info = self.value.enabled_info
for widget in widgets:
scene.add_widgets(widget, enabled_info.get(widget, True))
def _remove_actors_widgets(self, actors_widgets):
"""Remove actors and widgets from scene."""
scene = self._scene
actors, widgets = self._separate_actors_widgets(actors_widgets)
scene.remove_actors(actors)
scene.remove_widgets(widgets)
#####################################################################
# `SceneEditor` class
#####################################################################
class SceneEditor(BasicEditorFactory):
""" An editor factory for SceneModel instances.
"""
# The class of the editor object to be constructed.
klass = _SceneEditor
# The class or factory function for creating the actual scene object.
scene_class = Callable(DecoratedScene)
#### EOF #######################################################################
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