Mercurial > traipse_dev
view orpg/tools/PyAUI.py @ 166:eef2463cd441 alpha
Traipse Alpha 'OpenRPG' {091203-00}
Traipse is a distribution of OpenRPG that is designed to be easy to
setup and go. Traipse also makes it easy for developers to work on code
without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy'
and adds fixes to the code. 'Ornery-Orc's main goal is to offer more
advanced features and enhance the productivity of the user.
Update Summary (Keeping up with Beta)
New Features:
Added Bookmarks
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
Portable Mercurial
Tip of the Day added, from Core and community
New Reference Syntax added for custom PC sheets
New Child Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and
effeciency..
New Features node with bonus nodes and Node Referencing help added
Added 7th Sea die roller method; ie [7k3] =
[7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)].
Includes support for Mythos roller.
Fixes:
Fix to Text based Server
Fix to Remote Admin Commands
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Fix to Map from gametree not showing to all clients
Fix to gametree about menus
Fix to Password Manager check on startup
Fix to PC Sheets from tool nodes. They now use the tabber_panel
Fixed Whiteboard ID to prevent random line or text deleting.
Modified ID's to prevent non updated clients from ruining the fix.
default_manifest.xml renamed to default_upmana.xml
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and no reactive settings when Ok is
pressed.
author | sirebral |
---|---|
date | Thu, 03 Dec 2009 00:50:44 -0600 |
parents | 4385a7d0efd1 |
children |
line wrap: on
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# --------------------------------------------------------------------------- # # PYAUI Library wxPython IMPLEMENTATION # # Original C++ Code From Kirix (wxAUI). You Can Find It At: # # License: wxWidgets license # # http://www.kirix.com/en/community/opensource/wxaui/about_wxaui.html # # Current wxAUI Version Tracked: 0.9.2 # # # Python Code By: # # Andrea Gavana, @ 23 Dec 2005 # Latest Revision: 30 Jun 2006, 21.00 GMT # # # PyAUI version 0.9.2 Adds: # # * Fixes For Display Glitches; # * Fixes For Other Bugs Found In Previous Versions. # # # TODO List/Caveats # # 1. Using The New Versions Of wxPython (2.6.2.1pre.20060106 Or Higher) There # Is A New Method Called wx.GetMouseState() That Gets Rid Of The Import Of # win32all or ctypes. Moreover, It Should Make PyAUI Working On All # Platforms (I Hope). # # # Latest Patches: # # 1) Reduced Flicker While Drawing The Dock Hint # 2) Made Impossoible To Drag The Sash Separator Outside The Main Frame # 3) Improved Repaint When Using The Active Pane Option # 4) Fixed The Mac Problem (Thanks To David Pratt) And Applied The wxGTK Patches # Suggested By Robin Dunn To Correctly Draw The Dock Hint # # For All Kind Of Problems, Requests Of Enhancements And Bug Reports, Please # Write To Me At: # # andrea.gavana@agip.it # andrea_gavan@tin.it # # Or, Obviously, To The wxPython Mailing List!!! # # with OS X support and refactoring implemented by Chris Mellon (arkanes@gmail.com) - # contact me directly or on wxPython ML for more info # # # End Of Comments # --------------------------------------------------------------------------- # """ PyAUI is an Advanced User Interface library that aims to implement "cutting-edge" interface usability and design features so developers can quickly and easily create beautiful and usable application interfaces. Vision and Design Principles PyAUI attempts to encapsulate the following aspects of the user interface: * Frame Management: Frame management provides the means to open, move and hide common controls that are needed to interact with the document, and allow these configurations to be saved into different perspectives and loaded at a later time. * Toolbars: Toolbars are a specialized subset of the frame management system and should behave similarly to other docked components. However, they also require additional functionality, such as "spring-loaded" rebar support, "chevron" buttons and end-user customizability. * Modeless Controls: Modeless controls expose a tool palette or set of options that float above the application content while allowing it to be accessed. Usually accessed by the toolbar, these controls disappear when an option is selected, but may also be "torn off" the toolbar into a floating frame of their own. * Look and Feel: Look and feel encompasses the way controls are drawn, both when shown statically as well as when they are being moved. This aspect of user interface design incorporates "special effects" such as transparent window dragging as well as frame animation. PyAUI adheres to the following principles: - Use native floating frames to obtain a native look and feel for all platforms; - Use existing wxPython code where possible, such as sizer implementation for frame management; - Use standard wxPython coding conventions. Usage: The following example shows a simple implementation that utilizes AuiManager to manage three text controls in a frame window: class MyFrame(wx.Frame): def __init__(self, parent, id=-1, title="PyAUI Test", pos=wx.DefaultPosition, size=(800, 600), style=wx.DEFAULT_FRAME_STYLE): wx.Frame.__init__(self, parent, id, title, pos, size, style) self._mgr = PyAUI.AuiManager() # notify PyAUI which frame to use self._mgr.SetFrame(self) # create several text controls text1 = wx.TextCtrl(self, -1, "Pane 1 - sample text", wx.DefaultPosition, wx.Size(200,150), wx.NO_BORDER | wx.TE_MULTILINE) text2 = wx.TextCtrl(self, -1, "Pane 2 - sample text", wx.DefaultPosition, wx.Size(200,150), wx.NO_BORDER | wx.TE_MULTILINE) text3 = wx.TextCtrl(self, -1, "Main content window", wx.DefaultPosition, wx.Size(200,150), wx.NO_BORDER | wx.TE_MULTILINE) # add the panes to the manager self._mgr.AddPane(text1, wx.LEFT, "Pane Number One") self._mgr.AddPane(text2, wx.BOTTOM, "Pane Number Two") self._mgr.AddPane(text3, wx.CENTER) # tell the manager to "commit" all the changes just made self._mgr.Update() self.Bind(wx.EVT_CLOSE, self.OnClose) def OnClose(self, event): # deinitialize the frame manager self._mgr.UnInit() self.Destroy() event.Skip() # our normal wxApp-derived class, as usual app = wx.PySimpleApp() frame = MyFrame(None) app.SetTopWindow(frame) frame.Show() app.MainLoop() What's New: PyAUI version 0.9.2 Adds: * Fixes For Display Glitches; * Fixes For Other Bugs Found In Previous Versions. License And Version: PyAUI Library Is Freeware And Distributed Under The wxPython License. Latest Revision: Andrea Gavana @ 30 Jun 2006, 21.00 GMT Version 0.9.2. """ from orpg.orpg_wx import * import cStringIO, zlib import time _libimported = None _newversion = False # Check For The New wxVersion: It Should Be > 2.6.2.1pre.20060102 # In Order To Let PyAUI Working On All Platforms wxver = wx.VERSION_STRING if wxver < "2.7": wx.Rect.Contains = lambda self, point: wx.Rect.Inside(self, point) if hasattr(wx, "GetMouseState"): _newversion = True if wx.Platform == "__WXMSW__": try: import win32api import win32con import winxpgui _libimported = "MH" except: try: import ctypes _libimported = "ctypes" except: pass else: if wx.Platform == "__WXMSW__": try: import win32api import win32con import winxpgui _libimported = "MH" except: try: import ctypes _libimported = "ctypes" except: raise "\nERROR: At Present, On Windows Machines, You Need To Install "\ "Mark Hammond's pywin32 Extensions Or The ctypes Module, Or Download" \ "The Latest wxPython Version." else: raise "\nSorry: I Still Don't Know How To Work On GTK/MAC Platforms... " \ "Please Download The Latest wxPython Version." if wx.Platform == "__WXMAC__": try: import ctypes _carbon_dll = ctypes.cdll.LoadLibrary(r'/System/Frameworks/Carbon.framework/Carbon') except: _carbon_dll = None # Docking Styles AUI_DOCK_NONE = 0 AUI_DOCK_TOP = 1 AUI_DOCK_RIGHT = 2 AUI_DOCK_BOTTOM = 3 AUI_DOCK_LEFT = 4 AUI_DOCK_CENTER = 5 AUI_DOCK_CENTRE = AUI_DOCK_CENTER # Floating/Dragging Styles AUI_MGR_ALLOW_FLOATING = 1 AUI_MGR_ALLOW_ACTIVE_PANE = 2 AUI_MGR_TRANSPARENT_DRAG = 4 AUI_MGR_TRANSPARENT_HINT = 8 AUI_MGR_TRANSPARENT_HINT_FADE = 16 AUI_MGR_DEFAULT = AUI_MGR_ALLOW_FLOATING | \ AUI_MGR_TRANSPARENT_HINT | \ AUI_MGR_TRANSPARENT_HINT_FADE | \ AUI_MGR_TRANSPARENT_DRAG # Panes Customization AUI_ART_SASH_SIZE = 0 AUI_ART_CAPTION_SIZE = 1 AUI_ART_GRIPPER_SIZE = 2 AUI_ART_PANE_BORDER_SIZE = 3 AUI_ART_PANE_BUTTON_SIZE = 4 AUI_ART_BACKGROUND_COLOUR = 5 AUI_ART_SASH_COLOUR = 6 AUI_ART_ACTIVE_CAPTION_COLOUR = 7 AUI_ART_ACTIVE_CAPTION_GRADIENT_COLOUR = 8 AUI_ART_INACTIVE_CAPTION_COLOUR = 9 AUI_ART_INACTIVE_CAPTION_GRADIENT_COLOUR = 10 AUI_ART_ACTIVE_CAPTION_TEXT_COLOUR = 11 AUI_ART_INACTIVE_CAPTION_TEXT_COLOUR = 12 AUI_ART_BORDER_COLOUR = 13 AUI_ART_GRIPPER_COLOUR = 14 AUI_ART_CAPTION_FONT = 15 AUI_ART_GRADIENT_TYPE = 16 # Caption Gradient Type AUI_GRADIENT_NONE = 0 AUI_GRADIENT_VERTICAL = 1 AUI_GRADIENT_HORIZONTAL = 2 # Pane Button State AUI_BUTTON_STATE_NORMAL = 0 AUI_BUTTON_STATE_HOVER = 1 AUI_BUTTON_STATE_PRESSED = 2 # Pane Insert Level AUI_INSERT_PANE = 0 AUI_INSERT_ROW = 1 AUI_INSERT_DOCK = 2 # some built in bitmaps close_bits = '\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00' \ '\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00' \ '\xef\x00\x00\x00\xfb\x00\x00\x00\xcf\x00\x00\x00\xf9\x00\x00\x00' \ '\x9f\x00\x00\x00\xfc\x00\x00\x00?\x00\x00\x00\xfe\x00\x00\x00?\x00' \ '\x00\x00\xfe\x00\x00\x00\x9f\x00\x00\x00\xfc\x00\x00\x00\xcf\x00' \ '\x00\x00\xf9\x00\x00\x00\xef\x00\x00\x00\xfb\x00\x00\x00\xff\x00' \ '\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00' \ '\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00' pin_bits = '\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff' \ '\x00\x00\x00\xff\x00\x00\x00\x1f\x00\x00\x00\xfc\x00\x00\x00\xdf\x00' \ '\x00\x00\xfc\x00\x00\x00\xdf\x00\x00\x00\xfc\x00\x00\x00\xdf\x00\x00' \ '\x00\xfc\x00\x00\x00\xdf\x00\x00\x00\xfc\x00\x00\x00\xdf\x00\x00\x00' \ '\xfc\x00\x00\x00\x0f\x00\x00\x00\xf8\x00\x00\x00\x7f\x00\x00\x00\xff' \ '\x00\x00\x00\x7f\x00\x00\x00\xff\x00\x00\x00\x7f\x00\x00\x00\xff\x00' \ '\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00\x00\xff\x00\x00' \ '\x00\xff\x00\x00\x00\xff\x00\x00\x00' # PyAUI Event wxEVT_AUI_PANEBUTTON = wx.NewEventType() EVT_AUI_PANEBUTTON = wx.PyEventBinder(wxEVT_AUI_PANEBUTTON, 0) wxEVT_AUI_PANECLOSE = wx.NewEventType() EVT_AUI_PANECLOSE = wx.PyEventBinder(wxEVT_AUI_PANECLOSE, 0) def GetCloseData(): return zlib.decompress( 'x\xda\xeb\x0c\xf0s\xe7\xe5\x92\xe2b``\xe0\xf5\xf4p\t\x02\xd2\x02 \xcc\xc1\ \x06$\xe5?\xffO\x04R,\xc5N\x9e!\x1c@P\xc3\x91\xd2\x01\xe4Gy\xba8\x86X\xf4\ \x9e\r:\xcd\xc7\xa0\xc0\xe1\xf5\xfb\xbf\xff\xbb\xc2\xacb6\xdbg\xaez\xb9|\x1c\ \x9a\x82kU\x99xW\x16K\xf5\xdccS\xdad\xe9\xf3\xe0\xa4\x0f\x0f\xaf\xcb\xea\x88\ \x8bV\xd7k\x1eoN\xdf\xb2\xdd\xc8\xd0\xe7Cw2{\xdd\\uf\xfd}3\x0f\xb0\xd4=\x0ff\ \xdfr$\\\xe5\xcf\xa9\xfd3\xfa\xcdu\xa4\x7fk\xa6\x89\x03ma\xf0t\xf5sY\xe7\x94\ \xd0\x04\x00\x1714z') def GetCloseBitmap(): return wx.BitmapFromImage(GetCloseImage()) def GetCloseImage(): stream = cStringIO.StringIO(GetCloseData()) return wx.ImageFromStream(stream) def StepColour(c, percent): """ StepColour() it a utility function that simply darkens a color by the specified percentage. """ r = c.Red() g = c.Green() b = c.Blue() return wx.Colour(min((r*percent)/100, 255), min((g*percent)/100, 255), min((b*percent)/100, 255)) def LightContrastColour(c): amount = 120 # if the color is especially dark, then # make the contrast even lighter if c.Red() < 128 and c.Green() < 128 and c.Blue() < 128: amount = 160 return StepColour(c, amount) def BitmapFromBits(color, type=0): """ BitmapFromBits() is a utility function that creates a masked bitmap from raw bits (XBM format). """ if type == 0: # Close Bitmap img = GetCloseImage() else: # this should be GetClosePin()... but what the hell is a "pin"? img = GetCloseImage() img.Replace(255, 255, 255, 123, 123, 123) img.Replace(0, 0, 0, color.Red(), color.Green(), color.Blue()) return img.ConvertToBitmap() def DrawGradientRectangle(dc, rect, start_color, end_color, direction): rd = end_color.Red() - start_color.Red() gd = end_color.Green() - start_color.Green() bd = end_color.Blue() - start_color.Blue() if direction == AUI_GRADIENT_VERTICAL: high = rect.GetHeight() - 1 else: high = rect.GetWidth() - 1 for ii in xrange(high+1): r = start_color.Red() + ((ii*rd*100)/high)/100 g = start_color.Green() + ((ii*gd*100)/high)/100 b = start_color.Blue() + ((ii*bd*100)/high)/100 p = wx.Pen(wx.Colour(r, g, b)) dc.SetPen(p) if direction == AUI_GRADIENT_VERTICAL: dc.DrawLine(rect.x, rect.y+ii, rect.x+rect.width, rect.y+ii) else: dc.DrawLine(rect.x+ii, rect.y, rect.x+ii, rect.y+rect.height) class DockInfo: def __init__(self): self.dock_direction = 0 self.dock_layer = 0 self.dock_row = 0 self.size = 0 self.min_size = 0 self.resizable = True self.fixed = False self.toolbar = False self.rect = wx.Rect() self.panes = [] def IsOk(self): return (self.dock_direction != 0 and [True] or [False])[0] def IsHorizontal(self): return ((self.dock_direction == AUI_DOCK_TOP or \ self.dock_direction == AUI_DOCK_BOTTOM) and \ [True] or [False])[0] def IsVertical(self): return ((self.dock_direction == AUI_DOCK_LEFT or \ self.dock_direction == AUI_DOCK_RIGHT or \ self.dock_direction == AUI_DOCK_CENTER) and [True] or [False])[0] class DockUIPart: typeCaption = 0 typeGripper = 1 typeDock = 2 typeDockSizer = 3 typePane = 4 typePaneSizer = 5 typeBackground = 6 typePaneBorder = 7 typePaneButton = 8 def __init__(self): self.orientation = wx.VERTICAL self.type = 0 self.rect = wx.Rect() class PaneButton: def __init__(self, button_id): self.button_id = button_id # event declarations/classes class AuiManagerEvent(wx.PyCommandEvent): def __init__(self, eventType, id=1): wx.PyCommandEvent.__init__(self, eventType, id) self.pane = None self.button = 0 def SetPane(self, p): self.pane = p def SetButton(self, b): self.button = b def GetPane(self): return self.pane def GetButton(self): return self.button # -- DefaultDockArt class implementation -- # # DefaultDockArt is an art provider class which does all of the drawing for # AuiManager. This allows the library caller to customize the dock art # (probably by deriving from this class), or to completely replace all drawing # with custom dock art. The active dock art class can be set via # AuiManager.SetDockArt() class DefaultDockArt: def __init__(self): base_color = wx.SystemSettings_GetColour(wx.SYS_COLOUR_3DFACE) darker1_color = StepColour(base_color, 85) darker2_color = StepColour(base_color, 70) darker3_color = StepColour(base_color, 60) darker4_color = StepColour(base_color, 50) darker5_color = StepColour(base_color, 40) self._active_caption_colour = LightContrastColour(wx.SystemSettings_GetColour(wx.SYS_COLOUR_HIGHLIGHT)) self._active_caption_gradient_colour = wx.SystemSettings_GetColour(wx.SYS_COLOUR_HIGHLIGHT) self._active_caption_text_colour = wx.SystemSettings_GetColour(wx.SYS_COLOUR_HIGHLIGHTTEXT) self._inactive_caption_colour = StepColour(darker1_color, 80) self._inactive_caption_gradient_colour = darker1_color self._inactive_caption_text_colour = wx.BLACK sash_color = base_color caption_color = darker1_color paneborder_color = darker2_color selectbutton_color = base_color selectbuttonpen_color = darker3_color self._sash_brush = wx.Brush(base_color) self._background_brush = wx.Brush(base_color) self._border_pen = wx.Pen(darker2_color) self._gripper_brush = wx.Brush(base_color) self._gripper_pen1 = wx.Pen(darker5_color) self._gripper_pen2 = wx.Pen(darker3_color) self._gripper_pen3 = wx.WHITE_PEN self._caption_font = wx.Font(8, wx.DEFAULT, wx.NORMAL, wx.NORMAL, False) self._inactive_close_bitmap = BitmapFromBits(self._inactive_caption_text_colour, 0) self._inactive_pin_bitmap = BitmapFromBits(self._inactive_caption_text_colour, 1) self._active_close_bitmap = BitmapFromBits(self._active_caption_text_colour, 0) self._active_pin_bitmap = BitmapFromBits(self._active_caption_text_colour, 1) # default metric values self._sash_size = 4 self._caption_size = 17 self._border_size = 1 self._button_size = 14 self._gripper_size = 9 self._gradient_type = AUI_GRADIENT_VERTICAL def GetMetric(self, id): if id == AUI_ART_SASH_SIZE: return self._sash_size elif id == AUI_ART_CAPTION_SIZE: return self._caption_size elif id == AUI_ART_GRIPPER_SIZE: return self._gripper_size elif id == AUI_ART_PANE_BORDER_SIZE: return self._border_size elif id == AUI_ART_PANE_BUTTON_SIZE: return self._button_size elif id == AUI_ART_GRADIENT_TYPE: return self._gradient_type else: raise "\nERROR: Invalid Metric Ordinal. " def SetMetric(self, id, new_val): if id == AUI_ART_SASH_SIZE: self._sash_size = new_val elif id == AUI_ART_CAPTION_SIZE: self._caption_size = new_val elif id == AUI_ART_GRIPPER_SIZE: self._gripper_size = new_val elif id == AUI_ART_PANE_BORDER_SIZE: self._border_size = new_val elif id == AUI_ART_PANE_BUTTON_SIZE: self._button_size = new_val elif id == AUI_ART_GRADIENT_TYPE: self._gradient_type = new_val else: raise "\nERROR: Invalid Metric Ordinal. " def GetColor(self, id): if id == AUI_ART_BACKGROUND_COLOUR: return self._background_brush.GetColour() elif id == AUI_ART_SASH_COLOUR: return self._sash_brush.GetColour() elif id == AUI_ART_INACTIVE_CAPTION_COLOUR: return self._inactive_caption_colour elif id == AUI_ART_INACTIVE_CAPTION_GRADIENT_COLOUR: return self._inactive_caption_gradient_colour elif id == AUI_ART_INACTIVE_CAPTION_TEXT_COLOUR: return self._inactive_caption_text_colour elif id == AUI_ART_ACTIVE_CAPTION_COLOUR: return self._active_caption_colour elif id == AUI_ART_ACTIVE_CAPTION_GRADIENT_COLOUR: return self._active_caption_gradient_colour elif id == AUI_ART_ACTIVE_CAPTION_TEXT_COLOUR: return self._active_caption_text_colour elif id == AUI_ART_BORDER_COLOUR: return self._border_pen.GetColour() elif id == AUI_ART_GRIPPER_COLOUR: return self._gripper_brush.GetColour() else: raise "\nERROR: Invalid Metric Ordinal. " def SetColor(self, id, colour): if id == AUI_ART_BACKGROUND_COLOUR: self._background_brush.SetColour(colour) elif id == AUI_ART_SASH_COLOUR: self._sash_brush.SetColour(colour) elif id == AUI_ART_INACTIVE_CAPTION_COLOUR: self._inactive_caption_colour = colour elif id == AUI_ART_INACTIVE_CAPTION_GRADIENT_COLOUR: self._inactive_caption_gradient_colour = colour elif id == AUI_ART_INACTIVE_CAPTION_TEXT_COLOUR: self._inactive_caption_text_colour = colour elif id == AUI_ART_ACTIVE_CAPTION_COLOUR: self._active_caption_colour = colour elif id == AUI_ART_ACTIVE_CAPTION_GRADIENT_COLOUR: self._active_caption_gradient_colour = colour elif id == AUI_ART_ACTIVE_CAPTION_TEXT_COLOUR: self._active_caption_text_colour = colour elif id == AUI_ART_BORDER_COLOUR: self._border_pen.SetColour(colour) elif id == AUI_ART_GRIPPER_COLOUR: self._gripper_brush.SetColour(colour) self._gripper_pen1.SetColour(StepColour(colour, 40)) self._gripper_pen2.SetColour(StepColour(colour, 60)) else: raise "\nERROR: Invalid Metric Ordinal. " GetColour = GetColor SetColour = SetColor def SetFont(self, id, font): if id == AUI_ART_CAPTION_FONT: self._caption_font = font def GetFont(self, id): if id == AUI_ART_CAPTION_FONT: return self._caption_font return wx.NoneFont def DrawSash(self, dc, orient, rect): dc.SetPen(wx.TRANSPARENT_PEN) dc.SetBrush(self._sash_brush) dc.DrawRectangle(rect.x, rect.y, rect.width, rect.height) def DrawBackground(self, dc, orient, rect): dc.SetPen(wx.TRANSPARENT_PEN) dc.SetBrush(self._background_brush) dc.DrawRectangle(rect.x, rect.y, rect.width, rect.height) def DrawBorder(self, dc, rect, pane): drect = wx.Rect() drect.x = rect.x drect.y = rect.y drect.width = rect.width drect.height = rect.height dc.SetPen(self._border_pen) dc.SetBrush(wx.TRANSPARENT_BRUSH) border_width = self.GetMetric(AUI_ART_PANE_BORDER_SIZE) if pane.IsToolbar(): for ii in xrange(0, border_width): dc.SetPen(wx.WHITE_PEN) dc.DrawLine(drect.x, drect.y, drect.x+drect.width, drect.y) dc.DrawLine(drect.x, drect.y, drect.x, drect.y+drect.height) dc.SetPen(self._border_pen) dc.DrawLine(drect.x, drect.y+drect.height-1, drect.x+drect.width, drect.y+drect.height-1) dc.DrawLine(drect.x+drect.width-1, drect.y, drect.x+drect.width-1, drect.y+drect.height) drect.Deflate(1, 1) else: for ii in xrange(0, border_width): dc.DrawRectangle(drect.x, drect.y, drect.width, drect.height) drect.Deflate(1, 1) def DrawCaptionBackground(self, dc, rect, active): if self._gradient_type == AUI_GRADIENT_NONE: if active: dc.SetBrush(wx.Brush(self._active_caption_colour)) else: dc.SetBrush(wx.Brush(self._inactive_caption_colour)) dc.DrawRectangle(rect.x, rect.y, rect.width, rect.height) else: if active: DrawGradientRectangle(dc, rect, self._active_caption_colour, self._active_caption_gradient_colour, self._gradient_type) else: DrawGradientRectangle(dc, rect, self._inactive_caption_colour, self._inactive_caption_gradient_colour, self._gradient_type) def DrawCaption(self, dc, text, rect, pane): dc.SetPen(wx.TRANSPARENT_PEN) dc.SetFont(self._caption_font) self.DrawCaptionBackground(dc, rect, ((pane.state & AuiPaneInfo.optionActive) and \ [True] or [False])[0]) if pane.state & AuiPaneInfo.optionActive: dc.SetTextForeground(self._active_caption_text_colour) else: dc.SetTextForeground(self._inactive_caption_text_colour) w, h = dc.GetTextExtent("ABCDEFHXfgkj") dc.SetClippingRegion(rect.x, rect.y, rect.width, rect.height) dc.DrawText(text, rect.x+3, rect.y+(rect.height/2)-(h/2)-1) dc.DestroyClippingRegion() def DrawGripper(self, dc, rect, pane): dc.SetPen(wx.TRANSPARENT_PEN) dc.SetBrush(self._gripper_brush) dc.DrawRectangle(rect.x, rect.y, rect.width, rect.height) if not pane.HasGripperTop(): y = 5 while 1: dc.SetPen(self._gripper_pen1) dc.DrawPoint(rect.x+3, rect.y+y) dc.SetPen(self._gripper_pen2) dc.DrawPoint(rect.x+3, rect.y+y+1) dc.DrawPoint(rect.x+4, rect.y+y) dc.SetPen(self._gripper_pen3) dc.DrawPoint(rect.x+5, rect.y+y+1) dc.DrawPoint(rect.x+5, rect.y+y+2) dc.DrawPoint(rect.x+4, rect.y+y+2) y = y + 4 if y > rect.GetHeight() - 5: break else: x = 5 while 1: dc.SetPen(self._gripper_pen1) dc.DrawPoint(rect.x+x, rect.y+3) dc.SetPen(self._gripper_pen2) dc.DrawPoint(rect.x+x+1, rect.y+3) dc.DrawPoint(rect.x+x, rect.y+4) dc.SetPen(self._gripper_pen3) dc.DrawPoint(rect.x+x+1, rect.y+5) dc.DrawPoint(rect.x+x+2, rect.y+5) dc.DrawPoint(rect.x+x+2, rect.y+4) x = x + 4 if x > rect.GetWidth() - 5: break def DrawPaneButton(self, dc, button, button_state, rect, pane): drect = wx.Rect() drect.x = rect.x drect.y = rect.y drect.width = rect.width drect.height = rect.height if button_state == AUI_BUTTON_STATE_PRESSED: drect.x = drect.x + 1 drect.y = drect.y + 1 if button_state in [AUI_BUTTON_STATE_HOVER, AUI_BUTTON_STATE_PRESSED]: if pane.state & AuiPaneInfo.optionActive: dc.SetBrush(wx.Brush(StepColour(self._active_caption_colour, 120))) dc.SetPen(wx.Pen(StepColour(self._active_caption_colour, 70))) else: dc.SetBrush(wx.Brush(StepColour(self._inactive_caption_colour, 120))) dc.SetPen(wx.Pen(StepColour(self._inactive_caption_colour, 70))) # draw the background behind the button dc.DrawRectangle(drect.x, drect.y, 15, 15) if button == AuiPaneInfo.buttonClose: if pane.state & AuiPaneInfo.optionActive: bmp = self._active_close_bitmap else: bmp = self._inactive_close_bitmap elif button == AuiPaneInfo.buttonPin: if pane.state & AuiPaneInfo.optionActive: bmp = self._active_pin_bitmap else: bmp = self._inactive_pin_bitmap # draw the button itself dc.DrawBitmap(bmp, drect.x, drect.y, True) # -- AuiPaneInfo class implementation -- # # AuiPaneInfo specifies all the parameters for a pane. These parameters specify where # the pane is on the screen, whether it is docked or floating, or hidden. In addition, # these parameters specify the pane's docked position, floating position, preferred # size, minimum size, caption text among many other parameters. class AuiPaneInfo: optionFloating = 2**0 optionHidden = 2**1 optionLeftDockable = 2**2 optionRightDockable = 2**3 optionTopDockable = 2**4 optionBottomDockable = 2**5 optionFloatable = 2**6 optionMovable = 2**7 optionResizable = 2**8 optionPaneBorder = 2**9 optionCaption = 2**10 optionGripper = 2**11 optionDestroyOnClose = 2**12 optionToolbar = 2**13 optionActive = 2**14 optionGripperTop = 2**15 buttonClose = 2**24 buttonMaximize = 2**25 buttonMinimize = 2**26 buttonPin = 2**27 buttonCustom1 = 2**28 buttonCustom2 = 2**29 buttonCustom3 = 2**30 actionPane = 2**31 # used internally def __init__(self): wx.DefaultSize = wx.Size(-1, -1) self.window = None self.frame = None self.state = 0 self.dock_direction = AUI_DOCK_LEFT self.dock_layer = 0 self.dock_row = 0 self.dock_pos = 0 self.floating_pos = wx.Point(-1, -1) self.floating_size = wx.Size(-1, -1) self.best_size = wx.Size(-1, -1) self.min_size = wx.Size(-1, -1) self.max_size = wx.Size(-1, -1) self.dock_proportion = 0 self.caption = "" self.buttons = [] self.name = "" self.rect = wx.Rect() self.DefaultPane() def IsOk(self): """ IsOk() returns True if the AuiPaneInfo structure is valid. """ return (self.window != None and [True] or [False])[0] def IsFixed(self): """ IsFixed() returns True if the pane cannot be resized. """ return not self.HasFlag(self.optionResizable) def IsResizable(self): """ IsResizeable() returns True if the pane can be resized. """ return self.HasFlag(self.optionResizable) def IsShown(self): """ IsShown() returns True if the pane should be drawn on the screen. """ return not self.HasFlag(self.optionHidden) def IsFloating(self): """ IsFloating() returns True if the pane is floating. """ return self.HasFlag(self.optionFloating) def IsDocked(self): """ IsDocked() returns True if the pane is docked. """ return not self.HasFlag(self.optionFloating) def IsToolbar(self): """ IsToolbar() returns True if the pane contains a toolbar. """ return self.HasFlag(self.optionToolbar) def IsTopDockable(self): """ IsTopDockable() returns True if the pane can be docked at the top of the managed frame. """ return self.HasFlag(self.optionTopDockable) def IsBottomDockable(self): """ IsBottomDockable() returns True if the pane can be docked at the bottom of the managed frame. """ return self.HasFlag(self.optionBottomDockable) def IsLeftDockable(self): """ IsLeftDockable() returns True if the pane can be docked at the left of the managed frame. """ return self.HasFlag(self.optionLeftDockable) def IsRightDockable(self): """ IsRightDockable() returns True if the pane can be docked at the right of the managed frame. """ return self.HasFlag(self.optionRightDockable) def IsDockable(self): """ IsDockable() returns True if the pane can be docked. """ return self.IsTopDockable() or self.IsBottomDockable() or self.IsLeftDockable() or \ self.IsRightDockable() def IsFloatable(self): """ IsFloatable() returns True if the pane can be undocked and displayed as a floating window. """ return self.HasFlag(self.optionFloatable) def IsMovable(self): """ IsMoveable() returns True if the docked frame can be undocked or moved to another dock position. """ return self.HasFlag(self.optionMovable) def HasCaption(self): """ HasCaption() returns True if the pane displays a caption. """ return self.HasFlag(self.optionCaption) def HasGripper(self): """ HasGripper() returns True if the pane displays a gripper. """ return self.HasFlag(self.optionGripper) def HasBorder(self): """ HasBorder() returns True if the pane displays a border. """ return self.HasFlag(self.optionPaneBorder) def HasCloseButton(self): """ HasCloseButton() returns True if the pane displays a button to close the pane. """ return self.HasFlag(self.buttonClose) def HasMaximizeButton(self): """ HasMaximizeButton() returns True if the pane displays a button to maximize the pane. """ return self.HasFlag(self.buttonMaximize) def HasMinimizeButton(self): """ HasMinimizeButton() returns True if the pane displays a button to minimize the pane. """ return self.HasFlag(self.buttonMinimize) def HasPinButton(self): """ HasPinButton() returns True if the pane displays a button to float the pane. """ return self.HasFlag(self.buttonPin) def HasGripperTop(self): return self.HasFlag(self.optionGripperTop) def Window(self, w): self.window = w return self def Name(self, n): """ Name() sets the name of the pane so it can be referenced in lookup functions. """ self.name = n return self def Caption(self, c): """ Caption() sets the caption of the pane. """ self.caption = c return self def Left(self): """ Left() sets the pane dock position to the left side of the frame. """ self.dock_direction = AUI_DOCK_LEFT return self def Right(self): """ Right() sets the pane dock position to the right side of the frame. """ self.dock_direction = AUI_DOCK_RIGHT return self def Top(self): """ Top() sets the pane dock position to the top of the frame. """ self.dock_direction = AUI_DOCK_TOP return self def Bottom(self): """ Bottom() sets the pane dock position to the bottom of the frame. """ self.dock_direction = AUI_DOCK_BOTTOM return self def Center(self): """ Center() sets the pane to the center position of the frame. """ self.dock_direction = AUI_DOCK_CENTER return self def Centre(self): """ Centre() sets the pane to the center position of the frame. """ self.dock_direction = AUI_DOCK_CENTRE return self def Direction(self, direction): """ Direction() determines the direction of the docked pane. """ self.dock_direction = direction return self def Layer(self, layer): """ Layer() determines the layer of the docked pane. """ self.dock_layer = layer return self def Row(self, row): """ Row() determines the row of the docked pane. """ self.dock_row = row return self def Position(self, pos): """ Position() determines the position of the docked pane. """ self.dock_pos = pos return self def MinSize(self, arg1=None, arg2=None): """ MinSize() sets the minimum size of the pane. """ if isinstance(arg1, wx.Size): ret = self.MinSize1(arg1) else: ret = self.MinSize2(arg1, arg2) return ret def MinSize1(self, size): self.min_size = size return self def MinSize2(self, x, y): self.min_size.Set(x,y) return self def MaxSize(self, arg1=None, arg2=None): """ MaxSize() sets the maximum size of the pane. """ if isinstance(arg1, wx.Size): ret = self.MaxSize1(arg1) else: ret = self.MaxSize2(arg1, arg2) return ret def MaxSize1(self, size): self.max_size = size return self def MaxSize2(self, x, y): self.max_size.Set(x,y) return self def BestSize(self, arg1=None, arg2=None): """ BestSize() sets the ideal size for the pane. """ if isinstance(arg1, wx.Size): ret = self.BestSize1(arg1) else: ret = self.BestSize2(arg1, arg2) return ret def BestSize1(self, size): self.best_size = size return self def BestSize2(self, x, y): self.best_size.Set(x,y) return self def FloatingPosition(self, pos): """ FloatingPosition() sets the position of the floating pane. """ self.floating_pos = pos return self def FloatingSize(self, size): """ FloatingSize() sets the size of the floating pane. """ self.floating_size = size return self def Fixed(self): """ Fixed() forces a pane to be fixed size so that it cannot be resized. """ return self.SetFlag(self.optionResizable, False) def Resizable(self, resizable=True): """ Resizable() allows a pane to be resizable if resizable is True, and forces it to be a fixed size if resizeable is False. """ return self.SetFlag(self.optionResizable, resizable) def Dock(self): """ Dock() indicates that a pane should be docked. """ return self.SetFlag(self.optionFloating, False) def Float(self): """ Float() indicates that a pane should be floated. """ return self.SetFlag(self.optionFloating, True) def Hide(self): """ Hide() indicates that a pane should be hidden. """ return self.SetFlag(self.optionHidden, True) def Show(self, show=True): """ Show() indicates that a pane should be shown. """ return self.SetFlag(self.optionHidden, not show) def CaptionVisible(self, visible=True): """ CaptionVisible() indicates that a pane caption should be visible. """ return self.SetFlag(self.optionCaption, visible) def PaneBorder(self, visible=True): """ PaneBorder() indicates that a border should be drawn for the pane. """ return self.SetFlag(self.optionPaneBorder, visible) def Gripper(self, visible=True): """ Gripper() indicates that a gripper should be drawn for the pane. """ return self.SetFlag(self.optionGripper, visible) def GripperTop(self, attop=True): """ GripperTop() indicates that a gripper should be drawn for the pane. """ return self.SetFlag(self.optionGripperTop, attop) def CloseButton(self, visible=True): """ CloseButton() indicates that a close button should be drawn for the pane. """ return self.SetFlag(self.buttonClose, visible) def MaximizeButton(self, visible=True): """ MaximizeButton() indicates that a maximize button should be drawn for the pane. """ return self.SetFlag(self.buttonMaximize, visible) def MinimizeButton(self, visible=True): """ MinimizeButton() indicates that a minimize button should be drawn for the pane. """ return self.SetFlag(self.buttonMinimize, visible) def PinButton(self, visible=True): """ PinButton() indicates that a pin button should be drawn for the pane. """ return self.SetFlag(self.buttonPin, visible) def DestroyOnClose(self, b=True): """ DestroyOnClose() indicates whether a pane should be destroyed when it is closed. """ return self.SetFlag(self.optionDestroyOnClose, b) def TopDockable(self, b=True): """ TopDockable() indicates whether a pane can be docked at the top of the frame. """ return self.SetFlag(self.optionTopDockable, b) def BottomDockable(self, b=True): """ BottomDockable() indicates whether a pane can be docked at the bottom of the frame. """ return self.SetFlag(self.optionBottomDockable, b) def LeftDockable(self, b=True): """ LeftDockable() indicates whether a pane can be docked on the left of the frame. """ return self.SetFlag(self.optionLeftDockable, b) def RightDockable(self, b=True): """ RightDockable() indicates whether a pane can be docked on the right of the frame. """ return self.SetFlag(self.optionRightDockable, b) def Floatable(self, b=True): """ Floatable() indicates whether a frame can be floated. """ return self.SetFlag(self.optionFloatable, b) def Movable(self, b=True): """ Movable() indicates whether a frame can be moved. """ return self.SetFlag(self.optionMovable, b) def Dockable(self, b=True): return self.TopDockable(b).BottomDockable(b).LeftDockable(b).RightDockable(b) def DefaultPane(self): """ DefaultPane() specifies that the pane should adopt the default pane settings. """ state = self.state state |= self.optionTopDockable | self.optionBottomDockable | \ self.optionLeftDockable | self.optionRightDockable | \ self.optionFloatable | self.optionMovable | self.optionResizable | \ self.optionCaption | self.optionPaneBorder | self.buttonClose self.state = state return self def CentrePane(self): """ CentrePane() specifies that the pane should adopt the default center pane settings. """ return self.CenterPane() def CenterPane(self): """ CenterPane() specifies that the pane should adopt the default center pane settings. """ self.state = 0 return self.Center().PaneBorder().Resizable() def ToolbarPane(self): """ ToolbarPane() specifies that the pane should adopt the default toolbar pane settings. """ self.DefaultPane() state = self.state state |= (self.optionToolbar | self.optionGripper) state &= ~(self.optionResizable | self.optionCaption) if self.dock_layer == 0: self.dock_layer = 10 self.state = state return self def SetFlag(self, flag, option_state): """ SetFlag() turns the property given by flag on or off with the option_state parameter. """ state = self.state if option_state: state |= flag else: state &= ~flag self.state = state return self def HasFlag(self, flag): """ HasFlag() returns True if the the property specified by flag is active for the pane. """ return (self.state & flag and [True] or [False])[0] NoneAuiPaneInfo = AuiPaneInfo() # -- AuiFloatingPane class implementation -- # # AuiFloatingPane implements a frame class with some special functionality # which allows the library to sense when the frame move starts, is active, # and completes. Note that it contains it's own AuiManager instance, # which, in the future, would allow for nested managed frames. # For now, with wxMSW, the wx.MiniFrame window is used, but on wxGTK, wx.Frame if wx.Platform == "__WXGTK__": class AuiFloatingPaneBaseClass(wx.Frame): def __init__(self, parent, id=wx.ID_ANY, title="", pos=wx.DefaultPosition, size=wx.DefaultSize, style=0): wx.Frame.__init__(self, parent, id, title, pos, size, style) else: class AuiFloatingPaneBaseClass(wx.MiniFrame): def __init__(self, parent, id=wx.ID_ANY, title="", pos=wx.DefaultPosition, size=wx.DefaultSize, style=0): wx.MiniFrame.__init__(self, parent, id, title, pos, size, style) if wx.Platform == "__WXMAC__": self.MacSetMetalAppearance(True) class AuiFloatingPane(AuiFloatingPaneBaseClass): def __init__(self, parent, owner_mgr, id=wx.ID_ANY, title="", pos=wx.DefaultPosition, size=wx.DefaultSize, style=wx.RESIZE_BORDER | wx.SYSTEM_MENU | wx.CAPTION | wx.CLOSE_BOX | wx.FRAME_NO_TASKBAR | wx.FRAME_FLOAT_ON_PARENT | wx.CLIP_CHILDREN, resizeborder=0): if not resizeborder: style = style & ~wx.RESIZE_BORDER AuiFloatingPaneBaseClass.__init__(self, parent, id, title, pos, size, style) self._owner_mgr = owner_mgr self._moving = False self._last_rect = wx.Rect() self._mgr = AuiManager(None) self._mgr.SetFrame(self) self._mousedown = False self.SetExtraStyle(wx.WS_EX_PROCESS_IDLE) self.Bind(wx.EVT_CLOSE, self.OnClose) self.Bind(wx.EVT_SIZE, self.OnSize) self.Bind(wx.EVT_MOVE, self.OnMoveEvent) self.Bind(wx.EVT_MOVING, self.OnMoveEvent) self.Bind(wx.EVT_IDLE, self.OnIdle) self.Bind(wx.EVT_ACTIVATE, self.OnActivate) def CopyAttributes(self, pane, contained_pane): contained_pane.name = pane.name contained_pane.caption = pane.caption contained_pane.window = pane.window contained_pane.frame = pane.frame contained_pane.state = pane.state contained_pane.dock_direction = pane.dock_direction contained_pane.dock_layer = pane.dock_layer contained_pane.dock_row = pane.dock_row contained_pane.dock_pos = pane.dock_pos contained_pane.best_size = pane.best_size contained_pane.min_size = pane.min_size contained_pane.max_size = pane.max_size contained_pane.floating_pos = pane.floating_pos contained_pane.floating_size = pane.floating_size contained_pane.dock_proportion = pane.dock_proportion contained_pane.buttons = pane.buttons contained_pane.rect = pane.rect return contained_pane def SetPaneWindow(self, pane): self._pane_window = pane.window self._pane_window.Reparent(self) contained_pane = AuiPaneInfo() contained_pane = self.CopyAttributes(pane, contained_pane) contained_pane.Dock().Center().Show(). \ CaptionVisible(False). \ PaneBorder(False). \ Layer(0).Row(0).Position(0) indx = self._owner_mgr._panes.index(pane) self._owner_mgr._panes[indx] = pane self._mgr.AddPane(self._pane_window, contained_pane) self._mgr.Update() if pane.min_size.IsFullySpecified(): tmp = self.GetSize() self.GetSizer().SetSizeHints(self) self.SetSize(tmp) self.SetTitle(pane.caption) if pane.floating_size != wx.DefaultSize: self.SetSize(pane.floating_size) self._owner_mgr._panes[indx] = pane else: size = pane.best_size if size == wx.DefaultSize: size = pane.min_size if size == wx.DefaultSize: size = self._pane_window.GetSize() if pane.HasGripper(): if pane.HasGripperTop(): size.y += self._owner_mgr._art.GetMetric(AUI_ART_GRIPPER_SIZE) else: size.x += self._owner_mgr._art.GetMetric(AUI_ART_GRIPPER_SIZE) pane.floating_size = size self._owner_mgr._panes[indx] = pane self.SetClientSize(size) def OnSize(self, event): self._owner_mgr.OnAuiFloatingPaneResized(self._pane_window, event.GetSize()) def OnClose(self, event): self._owner_mgr.OnAuiFloatingPaneClosed(self._pane_window, event) if event.GetSkipped(): self.Destroy() self._mgr.UnInit() def OnMoveEvent(self, event): win_rect = self.GetRect() # skip the first move event if self._last_rect.IsEmpty(): self._last_rect = win_rect return # prevent frame redocking during resize if self._last_rect.GetSize() != win_rect.GetSize(): self._last_rect = win_rect return self._last_rect = win_rect if not self.IsMouseDown(): return if not self._moving: self.OnMoveStart() self._moving = True self.OnMoving(event.GetRect()) def IsMouseDown(self): if _newversion: ms = wx.GetMouseState() return ms.leftDown else: if wx.Platform == "__WXMSW__": if _libimported == "MH": return ((win32api.GetKeyState(win32con.VK_LBUTTON) & (1<<15))\ and [True] or [False])[0] elif _libimported == "ctypes": return ((ctypes.windll.user32.GetKeyState(1) & (1<<15)) and \ [True] or [False])[0] def OnIdle(self, event): if self._moving: if not self.IsMouseDown(): self._moving = False self.OnMoveFinished() else: event.RequestMore() event.Skip() def OnMoveStart(self): # notify the owner manager that the pane has started to move self._owner_mgr.OnAuiFloatingPaneMoveStart(self._pane_window) def OnMoving(self, window_rect): # notify the owner manager that the pane is moving self._owner_mgr.OnAuiFloatingPaneMoving(self._pane_window) def OnMoveFinished(self): # notify the owner manager that the pane has finished moving self._owner_mgr.OnAuiFloatingPaneMoved(self._pane_window) def OnActivate(self, event): if event.GetActive(): self._owner_mgr.OnAuiFloatingPaneActivated(self._pane_window) # -- static utility functions -- def PaneCreateStippleBitmap(): data = [0, 0, 0, 192, 192, 192, 192, 192, 192, 0, 0, 0] img = wx.EmptyImage(2, 2) counter = 0 for ii in xrange(2): for jj in xrange(2): img.SetRGB(ii, jj, data[counter], data[counter+1], data[counter+2]) counter = counter + 3 return img.ConvertToBitmap() def DrawResizeHint(dc, rect): stipple = PaneCreateStippleBitmap() brush = wx.BrushFromBitmap(stipple) dc.SetBrush(brush) dc.SetPen(wx.TRANSPARENT_PEN) dc.SetLogicalFunction(wx.XOR) dc.DrawRectangleRect(rect) def CopyDocksAndPanes(src_docks, src_panes): """ CopyDocksAndPanes() - this utility function creates shallow copies of the dock and pane info. DockInfo's usually contain pointers to AuiPaneInfo classes, thus this function is necessary to reliably reconstruct that relationship in the new dock info and pane info arrays. """ dest_docks = src_docks dest_panes = src_panes for ii in xrange(len(dest_docks)): dock = dest_docks[ii] for jj in xrange(len(dock.panes)): for kk in xrange(len(src_panes)): if dock.panes[jj] == src_panes[kk]: dock.panes[jj] = dest_panes[kk] return dest_docks, dest_panes def CopyDocksAndPanes2(src_docks, src_panes): """ CopyDocksAndPanes2() - this utility function creates full copies of the dock and pane info. DockInfo's usually contain pointers to AuiPaneInfo classes, thus this function is necessary to reliably reconstruct that relationship in the new dock info and pane info arrays. """ dest_docks = [] for ii in xrange(len(src_docks)): dest_docks.append(DockInfo()) dest_docks[ii].dock_direction = src_docks[ii].dock_direction dest_docks[ii].dock_layer = src_docks[ii].dock_layer dest_docks[ii].dock_row = src_docks[ii].dock_row dest_docks[ii].size = src_docks[ii].size dest_docks[ii].min_size = src_docks[ii].min_size dest_docks[ii].resizable = src_docks[ii].resizable dest_docks[ii].fixed = src_docks[ii].fixed dest_docks[ii].toolbar = src_docks[ii].toolbar dest_docks[ii].panes = src_docks[ii].panes dest_docks[ii].rect = src_docks[ii].rect dest_panes = [] for ii in xrange(len(src_panes)): dest_panes.append(AuiPaneInfo()) dest_panes[ii].name = src_panes[ii].name dest_panes[ii].caption = src_panes[ii].caption dest_panes[ii].window = src_panes[ii].window dest_panes[ii].frame = src_panes[ii].frame dest_panes[ii].state = src_panes[ii].state dest_panes[ii].dock_direction = src_panes[ii].dock_direction dest_panes[ii].dock_layer = src_panes[ii].dock_layer dest_panes[ii].dock_row = src_panes[ii].dock_row dest_panes[ii].dock_pos = src_panes[ii].dock_pos dest_panes[ii].best_size = src_panes[ii].best_size dest_panes[ii].min_size = src_panes[ii].min_size dest_panes[ii].max_size = src_panes[ii].max_size dest_panes[ii].floating_pos = src_panes[ii].floating_pos dest_panes[ii].floating_size = src_panes[ii].floating_size dest_panes[ii].dock_proportion = src_panes[ii].dock_proportion dest_panes[ii].buttons = src_panes[ii].buttons dest_panes[ii].rect = src_panes[ii].rect for ii in xrange(len(dest_docks)): dock = dest_docks[ii] for jj in xrange(len(dock.panes)): for kk in xrange(len(src_panes)): if dock.panes[jj] == src_panes[kk]: dock.panes[jj] = dest_panes[kk] dest_docks[ii] = dock return dest_docks, dest_panes def GetMaxLayer(docks, dock_direction): """ GetMaxLayer() is an internal function which returns the highest layer inside the specified dock. """ max_layer = 0 for dock in docks: if dock.dock_direction == dock_direction and dock.dock_layer > max_layer and not dock.fixed: max_layer = dock.dock_layer return max_layer def GetMaxRow(panes, direction, layer): """ GetMaxRow() is an internal function which returns the highest layer inside the specified dock. """ max_row = 0 for pane in panes: if pane.dock_direction == direction and pane.dock_layer == layer and \ pane.dock_row > max_row: max_row = pane.dock_row return max_row def DoInsertDockLayer(panes, dock_direction, dock_layer): """ DoInsertDockLayer() is an internal function that inserts a new dock layer by incrementing all existing dock layer values by one. """ for ii in xrange(len(panes)): pane = panes[ii] if not pane.IsFloating() and pane.dock_direction == dock_direction and pane.dock_layer >= dock_layer: pane.dock_layer = pane.dock_layer + 1 panes[ii] = pane return panes def DoInsertDockRow(panes, dock_direction, dock_layer, dock_row): """ DoInsertDockRow() is an internal function that inserts a new dock row by incrementing all existing dock row values by one. """ for ii in xrange(len(panes)): pane = panes[ii] if not pane.IsFloating() and pane.dock_direction == dock_direction and \ pane.dock_layer == dock_layer and pane.dock_row >= dock_row: pane.dock_row = pane.dock_row + 1 panes[ii] = pane return panes def DoInsertPane(panes, dock_direction, dock_layer, dock_row, dock_pos): for ii in xrange(len(panes)): pane = panes[ii] if not pane.IsFloating() and pane.dock_direction == dock_direction and \ pane.dock_layer == dock_layer and pane.dock_row == dock_row and \ pane.dock_pos >= dock_pos: pane.dock_pos = pane.dock_pos + 1 panes[ii] = pane return panes def FindDocks(docks, dock_direction, dock_layer=-1, dock_row=-1, arr=[]): """ FindDocks() is an internal function that returns a list of docks which meet the specified conditions in the parameters and returns a sorted array (sorted by layer and then row). """ begin_layer = dock_layer end_layer = dock_layer begin_row = dock_row end_row = dock_row dock_count = len(docks) max_row = 0 max_layer = 0 # discover the maximum dock layer and the max row for ii in xrange(dock_count): max_row = max(max_row, docks[ii].dock_row) max_layer = max(max_layer, docks[ii].dock_layer) # if no dock layer was specified, search all dock layers if dock_layer == -1: begin_layer = 0 end_layer = max_layer # if no dock row was specified, search all dock row if dock_row == -1: begin_row = 0 end_row = max_row arr = [] for layer in xrange(begin_layer, end_layer+1): for row in xrange(begin_row, end_row+1): for ii in xrange(dock_count): d = docks[ii] if dock_direction == -1 or dock_direction == d.dock_direction: if d.dock_layer == layer and d.dock_row == row: arr.append(d) return arr def FindPaneInDock(dock, window): """ FindPaneInDock() looks up a specified window pointer inside a dock. If found, the corresponding AuiPaneInfo pointer is returned, otherwise None. """ for p in dock.panes: if p.window == window: return p return None def RemovePaneFromDocks(docks, pane, exc=None): """ RemovePaneFromDocks() removes a pane window from all docks with a possible exception specified by parameter "except". """ for ii in xrange(len(docks)): d = docks[ii] if d == exc: continue pi = FindPaneInDock(d, pane.window) if pi: d.panes.remove(pi) docks[ii] = d return docks def RenumberDockRows(docks): """ RenumberDockRows() takes a dock and assigns sequential numbers to existing rows. Basically it takes out the gaps so if a dock has rows with numbers 0, 2, 5, they will become 0, 1, 2. """ for ii in xrange(len(docks)): dock = docks[ii] dock.dock_row = ii for jj in xrange(len(dock.panes)): dock.panes[jj].dock_row = ii docks[ii] = dock return docks def SetActivePane(panes, active_pane): for ii in xrange(len(panes)): pane = panes[ii] pane.state &= ~AuiPaneInfo.optionActive if pane.window == active_pane: pane.state |= AuiPaneInfo.optionActive panes[ii] = pane return panes def PaneSortFunc(p1, p2): """ This function is used to sort panes by dock position. """ return (p1.dock_pos < p2.dock_pos and [-1] or [1])[0] def EscapeDelimiters(s): """ EscapeDelimiters() changes "" into "\" and "|" into "\|" in the input string. This is an internal functions which is used for saving perspectives. """ result = s.replace(";", "\\") result = result.replace("|", "|\\") return result actionNone = 0 actionResize = 1 actionClickButton = 2 actionClickCaption = 3 actionDragToolbarPane = 4 actionDragAuiFloatingPane = 5 auiInsertRowPixels = 10 auiNewRowPixels = 40 auiLayerInsertPixels = 40 auiLayerInsertOffset = 5 # -- AuiManager class implementation -- # # AuiManager manages the panes associated with it for a particular wx.Frame, # using a pane's AuiPaneInfo information to determine each pane's docking and # floating behavior. AuiManager uses wxPython's sizer mechanism to plan the # layout of each frame. It uses a replaceable dock art class to do all drawing, # so all drawing is localized in one area, and may be customized depending on an # applications' specific needs. # # AuiManager works as follows: The programmer adds panes to the class, or makes # changes to existing pane properties (dock position, floating state, show state, etc.). # To apply these changes, AuiManager's Update() function is called. This batch # processing can be used to avoid flicker, by modifying more than one pane at a time, # and then "committing" all of the changes at once by calling Update(). # # Panes can be added quite easily: # # text1 = wx.TextCtrl(self, -1) # text2 = wx.TextCtrl(self, -1) # self._mgr.AddPane(text1, wx.LEFT, "Pane Caption") # self._mgr.AddPane(text2, wx.BOTTOM, "Pane Caption") # self._mgr.Update() # # Later on, the positions can be modified easily. The following will float an # existing pane in a tool window: # self._mgr.GetPane(text1).Float() # Layers, Rows and Directions, Positions # Inside PyAUI, the docking layout is figured out by checking several pane parameters. # Four of these are important for determining where a pane will end up. # # Direction - Each docked pane has a direction, Top, Bottom, Left, Right, or Center. # This is fairly self-explanatory. The pane will be placed in the location specified # by this variable. # # Position - More than one pane can be placed inside of a "dock." Imagine to panes # being docked on the left side of a window. One pane can be placed over another. # In proportionally managed docks, the pane position indicates it's sequential position, # starting with zero. So, in our scenario with two panes docked on the left side, the # top pane in the dock would have position 0, and the second one would occupy position 1. # # Row - A row can allow for two docks to be placed next to each other. One of the most # common places for this to happen is in the toolbar. Multiple toolbar rows are allowed, # the first row being in row 0, and the second in row 1. Rows can also be used on # vertically docked panes. # # Layer - A layer is akin to an onion. Layer 0 is the very center of the managed pane. # Thus, if a pane is in layer 0, it will be closest to the center window (also sometimes # known as the "content window"). Increasing layers "swallow up" all layers of a lower # value. This can look very similar to multiple rows, but is different because all panes # in a lower level yield to panes in higher levels. The best way to understand layers # is by running the PyAUI sample (PyAUIDemo.py). class AuiManager(wx.EvtHandler): def __init__(self, frame=None, flags=None): """ Default Class Constructor. frame specifies the wx.Frame which should be managed. flags specifies options which allow the frame management behavior to be modified. """ wx.EvtHandler.__init__(self) self._action = actionNone self._last_mouse_move = wx.Point() self._hover_button = None self._art = DefaultDockArt() self._hint_wnd = None self._action_window = None self._last_hint = wx.Rect() self._hint_fadetimer = wx.Timer(self, wx.NewId()) self._hintshown = False if flags is None: flags = AUI_MGR_DEFAULT self._flags = flags self._active_pane = None if frame: self.SetFrame(frame) self._panes = [] self._docks = [] self._uiparts = [] self.Bind(wx.EVT_PAINT, self.OnPaint) self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground) self.Bind(wx.EVT_SIZE, self.OnSize) self.Bind(wx.EVT_SET_CURSOR, self.OnSetCursor) self.Bind(wx.EVT_LEFT_DOWN, self.OnLeftDown) self.Bind(wx.EVT_LEFT_UP, self.OnLeftUp) self.Bind(wx.EVT_MOTION, self.OnMotion) self.Bind(wx.EVT_LEAVE_WINDOW, self.OnLeaveWindow) self.Bind(wx.EVT_TIMER, self.OnHintFadeTimer) self.Bind(wx.EVT_CHILD_FOCUS, self.OnChildFocus) self.Bind(EVT_AUI_PANEBUTTON, self.OnPaneButton) def GetPaneByWidget(self, window): """ This version of GetPane() looks up a pane based on a 'pane window', see below comment for more info. """ for p in self._panes: if p.window == window: return p return NoneAuiPaneInfo def GetPaneByName(self, name): """ This version of GetPane() looks up a pane based on a 'pane name', see below comment for more info. """ for p in self._panes: if p.name == name: return p return NoneAuiPaneInfo def GetPane(self, item): """ GetPane() looks up a AuiPaneInfo structure based on the supplied window pointer. Upon failure, GetPane() returns an empty AuiPaneInfo, a condition which can be checked by calling AuiPaneInfo.IsOk(). The pane info's structure may then be modified. Once a pane's info is modified, AuiManager.Update() must be called to realize the changes in the UI. AG: Added To Handle 2 Different Versions Of GetPane() For wxPython/Python. """ if isinstance(item, type("")): return self.GetPaneByName(item) else: return self.GetPaneByWidget(item) def GetAllPanes(self): """ GetAllPanes() returns a reference to all the pane info structures. """ return self._panes def HitTest(self, x, y): """ HitTest() is an internal function which determines which UI item the specified coordinates are over (x,y) specify a position in client coordinates. """ result = None for item in self._uiparts: # we are not interested in typeDock, because this space # isn't used to draw anything, just for measurements # besides, the entire dock area is covered with other # rectangles, which we are interested in. if item.type == DockUIPart.typeDock: continue # if we already have a hit on a more specific item, we are not # interested in a pane hit. If, however, we don't already have # a hit, returning a pane hit is necessary for some operations if (item.type == DockUIPart.typePane or \ item.type == DockUIPart.typePaneBorder) and result: continue # if the point is inside the rectangle, we have a hit if item.rect.Contains((x, y)): result = item return result # SetFlags() and GetFlags() allow the owner to set various # options which are global to AuiManager def SetFlags(self, flags): """ SetFlags() is used to specify AuiManager's settings flags. flags specifies options which allow the frame management behavior to be modified. """ self._flags = flags def GetFlags(self): """ GetFlags() returns the current manager's flags. """ return self._flags def SetFrame(self, frame): """ SetFrame() is usually called once when the frame manager class is being initialized. "frame" specifies the frame which should be managed by the frame manager. """ if not frame: raise "\nERROR: Specified Frame Must Be Non-Null. " self._frame = frame self._frame.PushEventHandler(self) # if the owner is going to manage an MDI parent frame, # we need to add the MDI client window as the default # center pane if isinstance(frame, wx.MDIParentFrame): mdi_frame = frame client_window = mdi_frame.GetClientWindow() if not client_window: raise "\nERROR: MDI Client Window Is Null. " self.AddPane(client_window, AuiPaneInfo().Name("mdiclient"). CenterPane().PaneBorder(False)) def GetFrame(self): """ GetFrame() returns the frame pointer being managed by AuiManager. """ return self._frame def UnInit(self): """ UnInit() must be called, usually in the destructor of the frame class. If it is not called, usually this will result in a crash upon program exit. """ self._frame.RemoveEventHandler(self) def GetArtProvider(self): """ GetArtProvider() returns the current art provider being used. """ return self._art def ProcessMgrEvent(self, event): # first, give the owner frame a chance to override if self._frame: if self._frame.ProcessEvent(event): return if event.GetEventType() != wxEVT_AUI_PANECLOSE: self.ProcessEvent(event) def CanMakeWindowsTransparent(self): if wx.Platform == "__WXMSW__": version = wx.GetOsDescription() found = version.find("XP") >= 0 or version.find("2000") >= 0 or version.find("NT") >= 0 return found and _libimported elif wx.Platform == "__WXMAC__" and _carbon_dll: return True else: return False # on supported windows systems (Win2000 and greater), this function # will make a frame window transparent by a certain amount def MakeWindowTransparent(self, wnd, amount): if wnd.GetSize() == (0, 0): return # this API call is not in all SDKs, only the newer ones, so # we will runtime bind this if wx.Platform == "__WXMSW__": hwnd = wnd.GetHandle() if not hasattr(self, "_winlib"): if _libimported == "MH": self._winlib = win32api.LoadLibrary("user32") elif _libimported == "ctypes": self._winlib = ctypes.windll.user32 if _libimported == "MH": pSetLayeredWindowAttributes = win32api.GetProcAddress(self._winlib, "SetLayeredWindowAttributes") if pSetLayeredWindowAttributes == None: return exstyle = win32api.GetWindowLong(hwnd, win32con.GWL_EXSTYLE) if 0 == (exstyle & 0x80000): win32api.SetWindowLong(hwnd, win32con.GWL_EXSTYLE, exstyle | 0x80000) winxpgui.SetLayeredWindowAttributes(hwnd, 0, amount, 2) elif _libimported == "ctypes": style = self._winlib.GetWindowLongA(hwnd, 0xffffffecL) style |= 0x00080000 self._winlib.SetWindowLongA(hwnd, 0xffffffecL, style) self._winlib.SetLayeredWindowAttributes(hwnd, 0, amount, 2) elif wx.Platform == "__WXMAC__" and _carbon_dll: handle = _carbon_dll.GetControlOwner(wnd.GetHandle()) if amount == 0: amnt = float(0) else: amnt = float(amount)/255.0 #convert from the 0-255 amount to the float that Carbon wants _carbon_dll.SetWindowAlpha(handle, ctypes.c_float(amnt)) else: #shouldn't be called, but just in case... return def SetArtProvider(self, art_provider): """ SetArtProvider() instructs AuiManager to use the specified art provider for all drawing calls. This allows plugable look-and-feel features. """ # delete the last art provider, if any del self._art # assign the new art provider self._art = art_provider def AddPane(self, window, arg1=None, arg2=None): """ AddPane() tells the frame manager to start managing a child window. There are two versions of this function. The first verison allows the full spectrum of pane parameter possibilities (AddPane1). The second version is used for simpler user interfaces which do not require as much configuration (AddPane2). In wxPython, simply call AddPane. """ if type(arg1) == type(1): # This Is Addpane2 if arg1 is None: arg1 = wx.LEFT if arg2 is None: arg2 = "" return self.AddPane2(window, arg1, arg2) else: return self.AddPane1(window, arg1) def AddPane1(self, window, pane_info): # check if the pane has a valid window if not window: return False # check if the pane already exists if self.GetPane(pane_info.window).IsOk(): return False if isinstance(window, wx.ToolBar): window.SetBestFittingSize() self._panes.append(pane_info) pinfo = self._panes[-1] # set the pane window pinfo.window = window # if the pane's name identifier is blank, create a random string if len(pinfo.name) == 0 or pinfo.name == "": pinfo.name = ("%s%08x%08x%08x")%(pinfo.window.GetName(), time.time(), time.clock(), len(self._panes)) # set initial proportion (if not already set) if pinfo.dock_proportion == 0: pinfo.dock_proportion = 100000 if pinfo.HasCloseButton() and len(pinfo.buttons) == 0: button = PaneButton(None) button.button_id = AuiPaneInfo.buttonClose pinfo.buttons.append(button) if pinfo.best_size == wx.DefaultSize and pinfo.window: pinfo.best_size = pinfo.window.GetClientSize() if isinstance(pinfo.window, wx.ToolBar): # GetClientSize() doesn't get the best size for # a toolbar under some newer versions of wxWidgets, # so use GetBestSize() pinfo.best_size = pinfo.window.GetBestSize() # for some reason, wxToolBar::GetBestSize() is returning # a size that is a pixel shy of the correct amount. # I believe this to be the correct action, until # wxToolBar::GetBestSize() is fixed. Is this assumption # correct? pinfo.best_size.y = pinfo.best_size.y + 1 # this is needed for Win2000 to correctly fill toolbar backround # it should probably be repeated once system colour change happens if wx.Platform == "__WXMSW__" and pinfo.window.UseBgCol(): pinfo.window.SetBackgroundColour(self.GetArtProvider().GetColour(AUI_ART_BACKGROUND_COLOUR)) if pinfo.min_size != wx.DefaultSize: if pinfo.best_size.x < pinfo.min_size.x: pinfo.best_size.x = pinfo.min_size.x if pinfo.best_size.y < pinfo.min_size.y: pinfo.best_size.y = pinfo.min_size.y self._panes[-1] = pinfo return True def AddPane2(self, window, direction, caption): pinfo = AuiPaneInfo() pinfo.Caption(caption) if direction == wx.TOP: pinfo.Top() elif direction == wx.BOTTOM: pinfo.Bottom() elif direction == wx.LEFT: pinfo.Left() elif direction == wx.RIGHT: pinfo.Right() elif direction == wx.CENTER: pinfo.CenterPane() return self.AddPane(window, pinfo) def InsertPane(self, window, pane_info, insert_level=AUI_INSERT_PANE): """ InsertPane() is used to insert either a previously unmanaged pane window into the frame manager, or to insert a currently managed pane somewhere else. InsertPane() will push all panes, rows, or docks aside and insert the window into the position specified by insert_location. Because insert_location can specify either a pane, dock row, or dock layer, the insert_level parameter is used to disambiguate this. The parameter insert_level can take a value of AUI_INSERT_PANE, AUI_INSERT_ROW or AUI_INSERT_DOCK. """ # shift the panes around, depending on the insert level if insert_level == AUI_INSERT_PANE: self._panes = DoInsertPane(self._panes, pane_info.dock_direction, pane_info.dock_layer, pane_info.dock_row, pane_info.dock_pos) elif insert_level == AUI_INSERT_ROW: self._panes = DoInsertDockRow(self._panes, pane_info.dock_direction, pane_info.dock_layer, pane_info.dock_row) elif insert_level == AUI_INSERT_DOCK: self._panes = DoInsertDockLayer(self._panes, pane_info.dock_direction, pane_info.dock_layer) # if the window already exists, we are basically just moving/inserting the # existing window. If it doesn't exist, we need to add it and insert it existing_pane = self.GetPane(window) indx = self._panes.index(existing_pane) if not existing_pane.IsOk(): return self.AddPane(window, pane_info) else: if pane_info.IsFloating(): existing_pane.Float() if pane_info.floating_pos != wx.DefaultPosition: existing_pane.FloatingPosition(pane_info.floating_pos) if pane_info.floating_size != wx.DefaultSize: existing_pane.FloatingSize(pane_info.floating_size) else: existing_pane.Direction(pane_info.dock_direction) existing_pane.Layer(pane_info.dock_layer) existing_pane.Row(pane_info.dock_row) existing_pane.Position(pane_info.dock_pos) self._panes[indx] = existing_pane return True def DetachPane(self, window): """ DetachPane() tells the AuiManager to stop managing the pane specified by window. The window, if in a floated frame, is reparented to the frame managed by AuiManager. """ for p in self._panes: if p.window == window: if p.frame: # we have a floating frame which is being detached. We need to # reparent it to m_frame and destroy the floating frame # reduce flicker p.window.SetSize(1,1) p.frame.Show(False) # reparent to self._frame and destroy the pane p.window.Reparent(self._frame) p.frame.SetSizer(None) p.frame.Destroy() p.frame = None self._panes.remove(p) return True return False def SavePerspective(self): """ SavePerspective() saves all pane information as a single string. This string may later be fed into LoadPerspective() to restore all pane settings. This save and load mechanism allows an exact pane configuration to be saved and restored at a later time. """ result = "layout1|" pane_count = len(self._panes) for pane_i in xrange(pane_count): pane = self._panes[pane_i] result = result + "name=" + EscapeDelimiters(pane.name) + ";" result = result + "caption=" + EscapeDelimiters(pane.caption) + ";" result = result + "state=%u;"%pane.state result = result + "dir=%d;"%pane.dock_direction result = result + "layer=%d;"%pane.dock_layer result = result + "row=%d;"%pane.dock_row result = result + "pos=%d;"%pane.dock_pos result = result + "prop=%d;"%pane.dock_proportion result = result + "bestw=%d;"%pane.best_size.x result = result + "besth=%d;"%pane.best_size.y result = result + "minw=%d;"%pane.min_size.x result = result + "minh=%d;"%pane.min_size.y result = result + "maxw=%d;"%pane.max_size.x result = result + "maxh=%d;"%pane.max_size.y result = result + "floatx=%d;"%pane.floating_pos.x result = result + "floaty=%d;"%pane.floating_pos.y result = result + "floatw=%d;"%pane.floating_size.x result = result + "floath=%d"%pane.floating_size.y result = result + "|" dock_count = len(self._docks) for dock_i in xrange(dock_count): dock = self._docks[dock_i] result = result + ("dock_size(%d,%d,%d)=%d|")%(dock.dock_direction, dock.dock_layer, dock.dock_row, dock.size) return result def LoadPerspective(self, layout, update=True): """ LoadPerspective() loads a layout which was saved with SavePerspective() If the "update" flag parameter is True, the GUI will immediately be updated. """ input = layout # check layout string version indx = input.index("|") part = input[0:indx] input = input[indx+1:] part = part.strip() if part != "layout1": return False olddocks = self._docks[:] oldpanes = self._panes[:] # mark all panes currently managed as docked and hidden pane_count = len(self._panes) for pane_i in xrange(pane_count): pane = self._panes[pane_i] pane.Dock().Hide() self._panes[pane_i] = pane # clear out the dock array this will be reconstructed self._docks = [] # replace escaped characters so we can # split up the string easily input = input.replace("\\|", "\a") input = input.replace("\\", "\b") input = input.split("|") for line in input: if line.startswith("dock_size"): indx = line.index("=") size = int(line[indx+1:]) indx1 = line.index("(") indx2 = line.index(")") line2 = line[indx1+1:indx2] vals = line2.split(",") dir = int(vals[0]) layer = int(vals[1]) row = int(vals[2]) dock = DockInfo() dock.dock_direction = dir dock.dock_layer = layer dock.dock_row = row dock.size = size self._docks.append(dock) elif line.startswith("name"): newline = line.split(";") pane = AuiPaneInfo() for newl in newline: myline = newl.strip() vals = myline.split("=") val_name = vals[0] value = vals[1] if val_name == "name": pane.name = value elif val_name == "caption": pane.caption = value elif val_name == "state": pane.state = int(value) elif val_name == "dir": pane.dock_direction = int(value) elif val_name == "layer": pane.dock_layer = int(value) elif val_name == "row": pane.dock_row = int(value) elif val_name == "pos": pane.dock_pos = int(value) elif val_name == "prop": pane.dock_proportion = int(value) elif val_name == "bestw": pane.best_size.x = int(value) elif val_name == "besth": pane.best_size.y = int(value) pane.best_size = wx.Size(pane.best_size.x, pane.best_size.y) elif val_name == "minw": pane.min_size.x = int(value) elif val_name == "minh": pane.min_size.y = int(value) pane.min_size = wx.Size(pane.min_size.x, pane.min_size.y) elif val_name == "maxw": pane.max_size.x = int(value) elif val_name == "maxh": pane.max_size.y = int(value) pane.max_size = wx.Size(pane.max_size.x, pane.max_size.y) elif val_name == "floatx": pane.floating_pos.x = int(value) elif val_name == "floaty": pane.floating_pos.y = int(value) pane.floating_pos = wx.Point(pane.floating_pos.x, pane.floating_pos.y) elif val_name == "floatw": pane.floating_size.x = int(value) elif val_name == "floath": pane.floating_size.y = int(value) pane.floating_size = wx.Size(pane.floating_size.x, pane.floating_size.y) else: raise "\nERROR: Bad Perspective String." # replace escaped characters so we can # split up the string easily pane.name = pane.name.replace("\a", "|") pane.name = pane.name.replace("\b", ";") pane.caption = pane.caption.replace("\a", "|") pane.caption = pane.caption.replace("\b", ";") p = self.GetPane(pane.name) if not p.IsOk(): # the pane window couldn't be found # in the existing layout return False indx = self._panes.index(p) pane.window = p.window pane.frame = p.frame pane.buttons = p.buttons self._panes[indx] = pane if update: self.Update() return True def GetPanePositionsAndSizes(self, dock): """ Returns all the panes positions and sizes. """ caption_size = self._art.GetMetric(AUI_ART_CAPTION_SIZE) pane_border_size = self._art.GetMetric(AUI_ART_PANE_BORDER_SIZE) gripper_size = self._art.GetMetric(AUI_ART_GRIPPER_SIZE) positions = [] sizes = [] action_pane = -1 pane_count = len(dock.panes) # find the pane marked as our action pane for pane_i in xrange(pane_count): pane = dock.panes[pane_i] if pane.state & AuiPaneInfo.actionPane: action_pane = pane_i # set up each panes default position, and # determine the size (width or height, depending # on the dock's orientation) of each pane for pane in dock.panes: positions.append(pane.dock_pos) size = 0 if pane.HasBorder(): size = size + pane_border_size*2 if dock.IsHorizontal(): if pane.HasGripper() and not pane.HasGripperTop(): size = size + gripper_size size = size + pane.best_size.x else: if pane.HasGripper() and pane.HasGripperTop(): size = size + gripper_size if pane.HasCaption(): size = size + caption_size size = size + pane.best_size.y sizes.append(size) # if there is no action pane, just return the default # positions (as specified in pane.pane_pos) if action_pane == -1: return positions, sizes offset = 0 for pane_i in xrange(action_pane-1, -1, -1): amount = positions[pane_i+1] - (positions[pane_i] + sizes[pane_i]) if amount >= 0: offset = offset + amount else: positions[pane_i] -= -amount offset = offset + sizes[pane_i] # if the dock mode is fixed, make sure none of the panes # overlap we will bump panes that overlap offset = 0 for pane_i in xrange(action_pane, pane_count): amount = positions[pane_i] - offset if amount >= 0: offset = offset + amount else: positions[pane_i] += -amount offset = offset + sizes[pane_i] return positions, sizes def LayoutAddPane(self, cont, dock, pane, uiparts, spacer_only): sizer_item = wx.SizerItem() caption_size = self._art.GetMetric(AUI_ART_CAPTION_SIZE) gripper_size = self._art.GetMetric(AUI_ART_GRIPPER_SIZE) pane_border_size = self._art.GetMetric(AUI_ART_PANE_BORDER_SIZE) pane_button_size = self._art.GetMetric(AUI_ART_PANE_BUTTON_SIZE) # find out the orientation of the item (orientation for panes # is the same as the dock's orientation) if dock.IsHorizontal(): orientation = wx.HORIZONTAL else: orientation = wx.VERTICAL # this variable will store the proportion # value that the pane will receive pane_proportion = pane.dock_proportion horz_pane_sizer = wx.BoxSizer(wx.HORIZONTAL) vert_pane_sizer = wx.BoxSizer(wx.VERTICAL) if pane.HasGripper(): part = DockUIPart() if pane.HasGripperTop(): sizer_item = vert_pane_sizer.Add((1, gripper_size), 0, wx.EXPAND) else: sizer_item = horz_pane_sizer.Add((gripper_size, 1), 0, wx.EXPAND) part.type = DockUIPart.typeGripper part.dock = dock part.pane = pane part.button = None part.orientation = orientation part.cont_sizer = horz_pane_sizer part.sizer_item = sizer_item uiparts.append(part) if pane.HasCaption(): # create the caption sizer part = DockUIPart() caption_sizer = wx.BoxSizer(wx.HORIZONTAL) sizer_item = caption_sizer.Add((1, caption_size), 1, wx.EXPAND) part.type = DockUIPart.typeCaption part.dock = dock part.pane = pane part.button = None part.orientation = orientation part.cont_sizer = vert_pane_sizer part.sizer_item = sizer_item caption_part_idx = len(uiparts) uiparts.append(part) # add pane buttons to the caption for button in pane.buttons: sizer_item = caption_sizer.Add((pane_button_size, caption_size), 0, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typePaneButton part.dock = dock part.pane = pane part.button = button part.orientation = orientation part.cont_sizer = caption_sizer part.sizer_item = sizer_item uiparts.append(part) # add the caption sizer sizer_item = vert_pane_sizer.Add(caption_sizer, 0, wx.EXPAND) uiparts[caption_part_idx].sizer_item = sizer_item # add the pane window itself if spacer_only: sizer_item = vert_pane_sizer.Add((1, 1), 1, wx.EXPAND) else: sizer_item = vert_pane_sizer.Add(pane.window, 1, wx.EXPAND) vert_pane_sizer.SetItemMinSize(pane.window, (1, 1)) part = DockUIPart() part.type = DockUIPart.typePane part.dock = dock part.pane = pane part.button = None part.orientation = orientation part.cont_sizer = vert_pane_sizer part.sizer_item = sizer_item uiparts.append(part) # determine if the pane should have a minimum size if the pane is # non-resizable (fixed) then we must set a minimum size. Alternitavely, # if the pane.min_size is set, we must use that value as well min_size = pane.min_size if pane.IsFixed(): if min_size == wx.DefaultSize: min_size = pane.best_size pane_proportion = 0 if min_size != wx.DefaultSize: vert_pane_sizer.SetItemMinSize( len(vert_pane_sizer.GetChildren())-1, (min_size.x, min_size.y)) # add the verticle sizer (caption, pane window) to the # horizontal sizer (gripper, verticle sizer) horz_pane_sizer.Add(vert_pane_sizer, 1, wx.EXPAND) # finally, add the pane sizer to the dock sizer if pane.HasBorder(): # allowing space for the pane's border sizer_item = cont.Add(horz_pane_sizer, pane_proportion, wx.EXPAND | wx.ALL, pane_border_size) part = DockUIPart() part.type = DockUIPart.typePaneBorder part.dock = dock part.pane = pane part.button = None part.orientation = orientation part.cont_sizer = cont part.sizer_item = sizer_item uiparts.append(part) else: sizer_item = cont.Add(horz_pane_sizer, pane_proportion, wx.EXPAND) return uiparts def LayoutAddDock(self, cont, dock, uiparts, spacer_only): sizer_item = wx.SizerItem() part = DockUIPart() sash_size = self._art.GetMetric(AUI_ART_SASH_SIZE) orientation = (dock.IsHorizontal() and [wx.HORIZONTAL] or [wx.VERTICAL])[0] # resizable bottom and right docks have a sash before them if not dock.fixed and (dock.dock_direction == AUI_DOCK_BOTTOM or \ dock.dock_direction == AUI_DOCK_RIGHT): sizer_item = cont.Add((sash_size, sash_size), 0, wx.EXPAND) part.type = DockUIPart.typeDockSizer part.orientation = orientation part.dock = dock part.pane = None part.button = None part.cont_sizer = cont part.sizer_item = sizer_item uiparts.append(part) # create the sizer for the dock dock_sizer = wx.BoxSizer(orientation) # add each pane to the dock pane_count = len(dock.panes) if dock.fixed: # figure out the real pane positions we will # use, without modifying the each pane's pane_pos member pane_positions, pane_sizes = self.GetPanePositionsAndSizes(dock) offset = 0 for pane_i in xrange(pane_count): pane = dock.panes[pane_i] pane_pos = pane_positions[pane_i] amount = pane_pos - offset if amount > 0: if dock.IsVertical(): sizer_item = dock_sizer.Add((1, amount), 0, wx.EXPAND) else: sizer_item = dock_sizer.Add((amount, 1), 0, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typeBackground part.dock = dock part.pane = None part.button = None part.orientation = (orientation==wx.HORIZONTAL and \ [wx.VERTICAL] or [wx.HORIZONTAL])[0] part.cont_sizer = dock_sizer part.sizer_item = sizer_item uiparts.append(part) offset = offset + amount uiparts = self.LayoutAddPane(dock_sizer, dock, pane, uiparts, spacer_only) offset = offset + pane_sizes[pane_i] # at the end add a very small stretchable background area sizer_item = dock_sizer.Add((1, 1), 1, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typeBackground part.dock = dock part.pane = None part.button = None part.orientation = orientation part.cont_sizer = dock_sizer part.sizer_item = sizer_item uiparts.append(part) else: for pane_i in xrange(pane_count): pane = dock.panes[pane_i] # if this is not the first pane being added, # we need to add a pane sizer if pane_i > 0: sizer_item = dock_sizer.Add((sash_size, sash_size), 0, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typePaneSizer part.dock = dock part.pane = dock.panes[pane_i-1] part.button = None part.orientation = (orientation==wx.HORIZONTAL and \ [wx.VERTICAL] or [wx.HORIZONTAL])[0] part.cont_sizer = dock_sizer part.sizer_item = sizer_item uiparts.append(part) uiparts = self.LayoutAddPane(dock_sizer, dock, pane, uiparts, spacer_only) if dock.dock_direction == AUI_DOCK_CENTER: sizer_item = cont.Add(dock_sizer, 1, wx.EXPAND) else: sizer_item = cont.Add(dock_sizer, 0, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typeDock part.dock = dock part.pane = None part.button = None part.orientation = orientation part.cont_sizer = cont part.sizer_item = sizer_item uiparts.append(part) if dock.IsHorizontal(): cont.SetItemMinSize(dock_sizer, (0, dock.size)) else: cont.SetItemMinSize(dock_sizer, (dock.size, 0)) # top and left docks have a sash after them if not dock.fixed and (dock.dock_direction == AUI_DOCK_TOP or \ dock.dock_direction == AUI_DOCK_LEFT): sizer_item = cont.Add((sash_size, sash_size), 0, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typeDockSizer part.dock = dock part.pane = None part.button = None part.orientation = orientation part.cont_sizer = cont part.sizer_item = sizer_item uiparts.append(part) return uiparts def LayoutAll(self, panes, docks, uiparts, spacer_only=False, oncheck=True): container = wx.BoxSizer(wx.VERTICAL) pane_border_size = self._art.GetMetric(AUI_ART_PANE_BORDER_SIZE) caption_size = self._art.GetMetric(AUI_ART_CAPTION_SIZE) cli_size = self._frame.GetClientSize() # empty all docks out for ii in xrange(len(docks)): docks[ii].panes = [] dock_count = len(docks) # iterate through all known panes, filing each # of them into the appropriate dock. If the # pane does not exist in the dock, add it for p in panes: # find any docks in this layer arr = FindDocks(docks, p.dock_direction, p.dock_layer, p.dock_row) if len(arr) > 0: dock = arr[0] else: # dock was not found, so we need to create a new one d = DockInfo() d.dock_direction = p.dock_direction d.dock_layer = p.dock_layer d.dock_row = p.dock_row docks.append(d) dock = docks[-1] if p.IsDocked() and p.IsShown(): # remove the pane from any existing docks except this one docks = RemovePaneFromDocks(docks, p, dock) # pane needs to be added to the dock, # if it doesn't already exist if not FindPaneInDock(dock, p.window): dock.panes.append(p) else: # remove the pane from any existing docks docks = RemovePaneFromDocks(docks, p) # remove any empty docks for ii in xrange(len(docks)-1, -1, -1): if len(docks[ii].panes) == 0: docks.pop(ii) dock_count = len(docks) # configure the docks further for ii in xrange(len(docks)): dock = docks[ii] dock_pane_count = len(dock.panes) # sort the dock pane array by the pane's # dock position (dock_pos), in ascending order dock.panes.sort(PaneSortFunc) # for newly created docks, set up their initial size if dock.size == 0: size = 0 for jj in xrange(dock_pane_count): pane = dock.panes[jj] pane_size = pane.best_size if pane_size == wx.DefaultSize: pane_size = pane.min_size if pane_size == wx.DefaultSize: pane_size = pane.window.GetSize() if dock.IsHorizontal(): size = max(pane_size.y, size) else: size = max(pane_size.x, size) # add space for the border (two times), but only # if at least one pane inside the dock has a pane border for jj in xrange(dock_pane_count): if dock.panes[jj].HasBorder(): size = size + pane_border_size*2 break # if pane is on the top or bottom, add the caption height, # but only if at least one pane inside the dock has a caption if dock.IsHorizontal(): for jj in xrange(dock_pane_count): if dock.panes[jj].HasCaption(): size = size + caption_size break # new dock's size may not be more than 1/3 of the frame size if dock.IsHorizontal(): size = min(size, cli_size.y/3) else: size = min(size, cli_size.x/3) if size < 10: size = 10 dock.size = size # determine the dock's minimum size plus_border = False plus_caption = False dock_min_size = 0 for jj in xrange(dock_pane_count): pane = dock.panes[jj] if pane.min_size != wx.DefaultSize: if pane.HasBorder(): plus_border = True if pane.HasCaption(): plus_caption = True if dock.IsHorizontal(): if pane.min_size.y > dock_min_size: dock_min_size = pane.min_size.y else: if pane.min_size.x > dock_min_size: dock_min_size = pane.min_size.x if plus_border: dock_min_size = dock_min_size + pane_border_size*2 if plus_caption and dock.IsHorizontal(): dock_min_size = dock_min_size + caption_size dock.min_size = dock_min_size # if the pane's current size is less than it's # minimum, increase the dock's size to it's minimum if dock.size < dock.min_size: dock.size = dock.min_size # determine the dock's mode (fixed or proportional) # determine whether the dock has only toolbars action_pane_marked = False dock.fixed = True dock.toolbar = True for jj in xrange(dock_pane_count): pane = dock.panes[jj] if not pane.IsFixed(): dock.fixed = False if not pane.IsToolbar(): dock.toolbar = False if pane.state & AuiPaneInfo.actionPane: action_pane_marked = True # if the dock mode is proportional and not fixed-pixel, # reassign the dock_pos to the sequential 0, 1, 2, 3 # e.g. remove gaps like 1, 2, 30, 500 if not dock.fixed: for jj in xrange(dock_pane_count): pane = dock.panes[jj] pane.dock_pos = jj dock.panes[jj] = pane # if the dock mode is fixed, and none of the panes # are being moved right now, make sure the panes # do not overlap each other. If they do, we will # adjust the panes' positions if dock.fixed and not action_pane_marked: pane_positions, pane_sizes = self.GetPanePositionsAndSizes(dock) offset = 0 for jj in xrange(dock_pane_count): pane = dock.panes[jj] pane.dock_pos = pane_positions[jj] amount = pane.dock_pos - offset if amount >= 0: offset = offset + amount else: pane.dock_pos += -amount offset = offset + pane_sizes[jj] dock.panes[jj] = pane if oncheck: self._docks[ii] = dock # discover the maximum dock layer max_layer = 0 for ii in xrange(dock_count): max_layer = max(max_layer, docks[ii].dock_layer) # clear out uiparts uiparts = [] # create a bunch of box sizers, # from the innermost level outwards. cont = None middle = None if oncheck: docks = self._docks for layer in xrange(max_layer+1): # find any docks in this layer arr = FindDocks(docks, -1, layer, -1) # if there aren't any, skip to the next layer if len(arr) == 0: continue old_cont = cont # create a container which will hold this layer's # docks (top, bottom, left, right) cont = wx.BoxSizer(wx.VERTICAL) # find any top docks in this layer arr = FindDocks(docks, AUI_DOCK_TOP, layer, -1, arr) arr = RenumberDockRows(arr) if len(arr) > 0: for row in xrange(len(arr)): uiparts = self.LayoutAddDock(cont, arr[row], uiparts, spacer_only) # fill out the middle layer (which consists # of left docks, content area and right docks) middle = wx.BoxSizer(wx.HORIZONTAL) # find any left docks in this layer arr = FindDocks(docks, AUI_DOCK_LEFT, layer, -1, arr) arr = RenumberDockRows(arr) if len(arr) > 0: for row in xrange(len(arr)): uiparts = self.LayoutAddDock(middle, arr[row], uiparts, spacer_only) # add content dock (or previous layer's sizer # to the middle if not old_cont: # find any center docks arr = FindDocks(docks, AUI_DOCK_CENTER, -1, -1, arr) if len(arr) > 0: for row in xrange(len(arr)): uiparts = self.LayoutAddDock(middle, arr[row], uiparts, spacer_only) else: # there are no center docks, add a background area sizer_item = middle.Add((1, 1), 1, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typeBackground part.pane = None part.dock = None part.button = None part.cont_sizer = middle part.sizer_item = sizer_item uiparts.append(part) else: middle.Add(old_cont, 1, wx.EXPAND) # find any right docks in this layer arr = FindDocks(docks, AUI_DOCK_RIGHT, layer, -1, arr) arr = RenumberDockRows(arr) if len(arr) > 0: for row in xrange(len(arr)-1, -1, -1): uiparts = self.LayoutAddDock(middle, arr[row], uiparts, spacer_only) cont.Add(middle, 1, wx.EXPAND) # find any bottom docks in this layer arr = FindDocks(docks, AUI_DOCK_BOTTOM, layer, -1, arr) arr = RenumberDockRows(arr) if len(arr) > 0: for row in xrange(len(arr)-1, -1, -1): uiparts = self.LayoutAddDock(cont, arr[row], uiparts, spacer_only) if not cont: # no sizer available, because there are no docks, # therefore we will create a simple background area cont = wx.BoxSizer(wx.VERTICAL) sizer_item = cont.Add((1, 1), 1, wx.EXPAND) part = DockUIPart() part.type = DockUIPart.typeBackground part.pane = None part.dock = None part.button = None part.cont_sizer = middle part.sizer_item = sizer_item uiparts.append(part) if oncheck: self._uiparts = uiparts self._docks = docks container.Add(cont, 1, wx.EXPAND) if oncheck: return container else: return container, panes, docks, uiparts def Update(self): """ Update() updates the layout. Whenever changes are made to one or more panes, this function should be called. It is the external entry point for running the layout engine. """ pane_count = len(self._panes) # delete old sizer first self._frame.SetSizer(None) # destroy floating panes which have been # redocked or are becoming non-floating for ii in xrange(pane_count): p = self._panes[ii] if not p.IsFloating() and p.frame: # because the pane is no longer in a floating, we need to # reparent it to self._frame and destroy the floating frame # reduce flicker p.window.SetSize((1, 1)) p.frame.Show(False) # reparent to self._frame and destroy the pane p.window.Reparent(self._frame) p.frame.SetSizer(None) p.frame.Destroy() p.frame = None self._panes[ii] = p # create a layout for all of the panes sizer = self.LayoutAll(self._panes, self._docks, self._uiparts, False) # hide or show panes as necessary, # and float panes as necessary pane_count = len(self._panes) for ii in xrange(pane_count): p = self._panes[ii] if p.IsFloating(): if p.frame == None: # we need to create a frame for this # pane, which has recently been floated resizeborder = 1 if p.IsFixed(): resizeborder = 0 frame = AuiFloatingPane(self._frame, self, -1, "", p.floating_pos, p.floating_size, resizeborder=resizeborder) # on MSW, if the owner desires transparent dragging, and # the dragging is happening right now, then the floating # window should have this style by default if self._action == actionDragAuiFloatingPane and self.UseTransparentDrag(): self.MakeWindowTransparent(frame, 150) frame.SetPaneWindow(p) p.frame = frame if p.IsShown(): frame.Show() else: # frame already exists, make sure it's position # and size reflect the information in AuiPaneInfo if p.frame.GetPosition() != p.floating_pos: p.frame.SetDimensions(p.floating_pos.x, p.floating_pos.y, -1, -1, wx.SIZE_USE_EXISTING) p.frame.Show(p.IsShown()) else: p.window.Show(p.IsShown()) # if "active panes" are no longer allowed, clear # any optionActive values from the pane states if self._flags & AUI_MGR_ALLOW_ACTIVE_PANE == 0: p.state &= ~AuiPaneInfo.optionActive self._panes[ii] = p old_pane_rects = [] for ii in xrange(pane_count): r = wx.Rect() p = self._panes[ii] if p.window and p.IsShown() and p.IsDocked(): r = p.rect old_pane_rects.append(r) # apply the new sizer self._frame.SetSizer(sizer) self._frame.SetAutoLayout(False) self.DoFrameLayout() # now that the frame layout is done, we need to check # the new pane rectangles against the old rectangles that # we saved a few lines above here. If the rectangles have # changed, the corresponding panes must also be updated for ii in xrange(pane_count): p = self._panes[ii] if p.window and p.IsShown() and p.IsDocked(): if p.rect != old_pane_rects[ii]: p.window.Refresh() p.window.Update() self.Repaint() def DoFrameLayout(self): """ DoFrameLayout() is an internal function which invokes wxSizer.Layout on the frame's main sizer, then measures all the various UI items and updates their internal rectangles. This should always be called instead of calling self._frame.Layout() directly """ self._frame.Layout() for ii in xrange(len(self._uiparts)): part = self._uiparts[ii] # get the rectangle of the UI part # originally, this code looked like this: # part.rect = wx.Rect(part.sizer_item.GetPosition(), # part.sizer_item.GetSize()) # this worked quite well, with one exception: the mdi # client window had a "deferred" size variable # that returned the wrong size. It looks like # a bug in wx, because the former size of the window # was being returned. So, we will retrieve the part's # rectangle via other means part.rect = part.sizer_item.GetRect() flag = part.sizer_item.GetFlag() border = part.sizer_item.GetBorder() if flag & wx.TOP: part.rect.y -= border part.rect.height += border if flag & wx.LEFT: part.rect.x -= border part.rect.width += border if flag & wx.BOTTOM: part.rect.height += border if flag & wx.RIGHT: part.rect.width += border if part.type == DockUIPart.typeDock: part.dock.rect = part.rect if part.type == DockUIPart.typePane: part.pane.rect = part.rect self._uiparts[ii] = part def GetPanePart(self, wnd): """ GetPanePart() looks up the pane border UI part of the pane specified. This allows the caller to get the exact rectangle of the pane in question, including decorations like caption and border. """ for ii in xrange(len(self._uiparts)): part = self._uiparts[ii] if part.type == DockUIPart.typePaneBorder and \ part.pane and part.pane.window == wnd: return part for ii in xrange(len(self._uiparts)): part = self._uiparts[ii] if part.type == DockUIPart.typePane and \ part.pane and part.pane.window == wnd: return part return None def GetDockPixelOffset(self, test): """ GetDockPixelOffset() is an internal function which returns a dock's offset in pixels from the left side of the window (for horizontal docks) or from the top of the window (for vertical docks). This value is necessary for calculating fixel-pane/toolbar offsets when they are dragged. """ # the only way to accurately calculate the dock's # offset is to actually run a theoretical layout docks, panes = CopyDocksAndPanes2(self._docks, self._panes) panes.append(test) sizer, panes, docks, uiparts = self.LayoutAll(panes, docks, [], True, False) client_size = self._frame.GetClientSize() sizer.SetDimension(0, 0, client_size.x, client_size.y) sizer.Layout() for ii in xrange(len(uiparts)): part = uiparts[ii] pos = part.sizer_item.GetPosition() size = part.sizer_item.GetSize() part.rect = wx.Rect(pos[0], pos[1], size[0], size[1]) if part.type == DockUIPart.typeDock: part.dock.rect = part.rect sizer.Destroy() for ii in xrange(len(docks)): dock = docks[ii] if test.dock_direction == dock.dock_direction and \ test.dock_layer == dock.dock_layer and \ test.dock_row == dock.dock_row: if dock.IsVertical(): return dock.rect.y else: return dock.rect.x return 0 def ProcessDockResult(self, target, new_pos): """ ProcessDockResult() is a utility function used by DoDrop() - it checks if a dock operation is allowed, the new dock position is copied into the target info. If the operation was allowed, the function returns True. """ allowed = False if new_pos.dock_direction == AUI_DOCK_TOP: allowed = target.IsTopDockable() elif new_pos.dock_direction == AUI_DOCK_BOTTOM: allowed = target.IsBottomDockable() elif new_pos.dock_direction == AUI_DOCK_LEFT: allowed = target.IsLeftDockable() elif new_pos.dock_direction == AUI_DOCK_RIGHT: allowed = target.IsRightDockable() if allowed: target = new_pos return allowed, target def DoDrop(self, docks, panes, target, pt, offset=wx.Point(0,0)): """ DoDrop() is an important function. It basically takes a mouse position, and determines where the panes new position would be. If the pane is to be dropped, it performs the drop operation using the specified dock and pane arrays. By specifying copy dock and pane arrays when calling, a "what-if" scenario can be performed, giving precise coordinates for drop hints. """ cli_size = self._frame.GetClientSize() drop = AuiPaneInfo() drop.name = target.name drop.caption = target.caption drop.window = target.window drop.frame = target.frame drop.state = target.state drop.dock_direction = target.dock_direction drop.dock_layer = target.dock_layer drop.dock_row = target.dock_row drop.dock_pos = target.dock_pos drop.best_size = target.best_size drop.min_size = target.min_size drop.max_size = target.max_size drop.floating_pos = target.floating_pos drop.floating_size = target.floating_size drop.dock_proportion = target.dock_proportion drop.buttons = target.buttons drop.rect = target.rect # The result should always be shown drop.Show() # Check to see if the pane has been dragged outside of the window # (or near to the outside of the window), if so, dock it along the edge layer_insert_offset = auiLayerInsertOffset if target.IsToolbar(): layer_insert_offset = 0 if pt.x < layer_insert_offset and \ pt.x > layer_insert_offset-auiLayerInsertPixels: new_layer = max(max(GetMaxLayer(docks, AUI_DOCK_LEFT), GetMaxLayer(docks, AUI_DOCK_BOTTOM)), GetMaxLayer(docks, AUI_DOCK_TOP)) + 1 drop.Dock().Left().Layer(new_layer).Row(0). \ Position(pt.y - self.GetDockPixelOffset(drop) - offset.y) return self.ProcessDockResult(target, drop) elif pt.y < layer_insert_offset and \ pt.y > layer_insert_offset-auiLayerInsertPixels: new_layer = max(max(GetMaxLayer(docks, AUI_DOCK_TOP), GetMaxLayer(docks, AUI_DOCK_LEFT)), GetMaxLayer(docks, AUI_DOCK_RIGHT)) + 1 drop.Dock().Top().Layer(new_layer).Row(0). \ Position(pt.x - self.GetDockPixelOffset(drop) - offset.x) return self.ProcessDockResult(target, drop) elif pt.x >= cli_size.x - layer_insert_offset and \ pt.x < cli_size.x - layer_insert_offset + auiLayerInsertPixels: new_layer = max(max(GetMaxLayer(docks, AUI_DOCK_RIGHT), GetMaxLayer(docks, AUI_DOCK_TOP)), GetMaxLayer(docks, AUI_DOCK_BOTTOM)) + 1 drop.Dock().Right().Layer(new_layer).Row(0). \ Position(pt.y - self.GetDockPixelOffset(drop) - offset.y) return self.ProcessDockResult(target, drop) elif pt.y >= cli_size.y - layer_insert_offset and \ pt.y < cli_size.y - layer_insert_offset + auiLayerInsertPixels: new_layer = max(max(GetMaxLayer(docks, AUI_DOCK_BOTTOM), GetMaxLayer(docks, AUI_DOCK_LEFT)), GetMaxLayer(docks, AUI_DOCK_RIGHT)) + 1 drop.Dock().Bottom().Layer(new_layer).Row(0). \ Position(pt.x - self.GetDockPixelOffset(drop) - offset.x) return self.ProcessDockResult(target, drop) part = self.HitTest(pt.x, pt.y) if drop.IsToolbar(): if not part or not part.dock: return False, target # calculate the offset from where the dock begins # to the point where the user dropped the pane dock_drop_offset = 0 if part.dock.IsHorizontal(): dock_drop_offset = pt.x - part.dock.rect.x - offset.x else: dock_drop_offset = pt.y - part.dock.rect.y - offset.y # toolbars may only be moved in and to fixed-pane docks, # otherwise we will try to float the pane. Also, the pane # should float if being dragged over center pane windows if not part.dock.fixed or part.dock.dock_direction == AUI_DOCK_CENTER: if (self._flags & AUI_MGR_ALLOW_FLOATING) and (drop.IsFloatable() or (\ part.dock.dock_direction != AUI_DOCK_CENTER and \ part.dock.dock_direction != AUI_DOCK_NONE)): drop.Float() return self.ProcessDockResult(target, drop) drop.Dock(). \ Direction(part.dock.dock_direction). \ Layer(part.dock.dock_layer). \ Row(part.dock.dock_row). \ Position(dock_drop_offset) if pt.y < part.dock.rect.y + 2 and len(part.dock.panes) > 1: row = drop.dock_row panes = DoInsertDockRow(panes, part.dock.dock_direction, part.dock.dock_layer, part.dock.dock_row) drop.dock_row = row if pt.y > part.dock.rect.y + part.dock.rect.height - 2 and \ len(part.dock.panes) > 1: panes = DoInsertDockRow(panes, part.dock.dock_direction, part.dock.dock_layer, part.dock.dock_row+1) drop.dock_row = part.dock.dock_row + 1 return self.ProcessDockResult(target, drop) if not part: return False, target if part.type == DockUIPart.typePaneBorder or \ part.type == DockUIPart.typeCaption or \ part.type == DockUIPart.typeGripper or \ part.type == DockUIPart.typePaneButton or \ part.type == DockUIPart.typePane or \ part.type == DockUIPart.typePaneSizer or \ part.type == DockUIPart.typeDockSizer or \ part.type == DockUIPart.typeBackground: if part.type == DockUIPart.typeDockSizer: if len(part.dock.panes) != 1: return False, target part = self.GetPanePart(part.dock.panes[0].window) if not part: return False, target # If a normal frame is being dragged over a toolbar, insert it # along the edge under the toolbar, but over all other panes. # (this could be done much better, but somehow factoring this # calculation with the one at the beginning of this function) if part.dock and (hasattr(part.dock, "toolbar") and part.dock.toolbar): layer = 0 if part.dock.dock_direction == AUI_DOCK_LEFT: layer = max(max(GetMaxLayer(docks, AUI_DOCK_LEFT), GetMaxLayer(docks, AUI_DOCK_BOTTOM)), GetMaxLayer(docks, AUI_DOCK_TOP)) elif part.dock.dock_direction == AUI_DOCK_TOP: layer = max(max(GetMaxLayer(docks, AUI_DOCK_TOP), GetMaxLayer(docks, AUI_DOCK_LEFT)), GetMaxLayer(docks, AUI_DOCK_RIGHT)) elif part.dock.dock_direction == AUI_DOCK_RIGHT: layer = max(max(GetMaxLayer(docks, AUI_DOCK_RIGHT), GetMaxLayer(docks, AUI_DOCK_TOP)), GetMaxLayer(docks, AUI_DOCK_BOTTOM)) elif part.dock.dock_direction == AUI_DOCK_BOTTOM: layer = max(max(GetMaxLayer(docks, AUI_DOCK_BOTTOM), GetMaxLayer(docks, AUI_DOCK_LEFT)), GetMaxLayer(docks, AUI_DOCK_RIGHT)) panes = DoInsertDockRow(panes, part.dock.dock_direction, layer, 0) drop.Dock(). \ Direction(part.dock.dock_direction). \ Layer(layer).Row(0).Position(0) return self.ProcessDockResult(target, drop) if not part.pane: return False, target part = self.GetPanePart(part.pane.window) if not part: return False, target insert_dock_row = False insert_row = part.pane.dock_row insert_dir = part.pane.dock_direction insert_layer = part.pane.dock_layer if part.pane.dock_direction == AUI_DOCK_TOP: if pt.y >= part.rect.y and \ pt.y < part.rect.y+auiInsertRowPixels: insert_dock_row = True elif part.pane.dock_direction == AUI_DOCK_BOTTOM: if pt.y > part.rect.y+part.rect.height-auiInsertRowPixels and \ pt.y <= part.rect.y + part.rect.height: insert_dock_row = True elif part.pane.dock_direction == AUI_DOCK_LEFT: if pt.x >= part.rect.x and \ pt.x < part.rect.x+auiInsertRowPixels: insert_dock_row = True elif part.pane.dock_direction == AUI_DOCK_RIGHT: if pt.x > part.rect.x+part.rect.width-auiInsertRowPixels and \ pt.x <= part.rect.x+part.rect.width: insert_dock_row = True elif part.pane.dock_direction == AUI_DOCK_CENTER: # "new row pixels" will be set to the default, but # must never exceed 20% of the window size new_row_pixels_x = auiNewRowPixels new_row_pixels_y = auiNewRowPixels if new_row_pixels_x > part.rect.width*20/100: new_row_pixels_x = part.rect.width*20/100 if new_row_pixels_y > part.rect.height*20/100: new_row_pixels_y = part.rect.height*20/100 # determine if the mouse pointer is in a location that # will cause a new row to be inserted. The hot spot positions # are along the borders of the center pane insert_layer = 0 insert_dock_row = True if pt.x >= part.rect.x and \ pt.x < part.rect.x+new_row_pixels_x: insert_dir = AUI_DOCK_LEFT elif pt.y >= part.rect.y and \ pt.y < part.rect.y+new_row_pixels_y: insert_dir = AUI_DOCK_TOP elif pt.x >= part.rect.x + part.rect.width-new_row_pixels_x and \ pt.x < part.rect.x + part.rect.width: insert_dir = AUI_DOCK_RIGHT elif pt.y >= part.rect.y+ part.rect.height-new_row_pixels_y and \ pt.y < part.rect.y + part.rect.height: insert_dir = AUI_DOCK_BOTTOM else: return False, target insert_row = GetMaxRow(panes, insert_dir, insert_layer) + 1 if insert_dock_row: panes = DoInsertDockRow(panes, insert_dir, insert_layer, insert_row) drop.Dock().Direction(insert_dir). \ Layer(insert_layer). \ Row(insert_row). \ Position(0) return self.ProcessDockResult(target, drop) # determine the mouse offset and the pane size, both in the # direction of the dock itself, and perpendicular to the dock if part.orientation == wx.VERTICAL: offset = pt.y - part.rect.y size = part.rect.GetHeight() else: offset = pt.x - part.rect.x size = part.rect.GetWidth() drop_position = part.pane.dock_pos # if we are in the top/left part of the pane, # insert the pane before the pane being hovered over if offset <= size/2: drop_position = part.pane.dock_pos panes = DoInsertPane(panes, part.pane.dock_direction, part.pane.dock_layer, part.pane.dock_row, part.pane.dock_pos) # if we are in the bottom/right part of the pane, # insert the pane before the pane being hovered over if offset > size/2: drop_position = part.pane.dock_pos+1 panes = DoInsertPane(panes, part.pane.dock_direction, part.pane.dock_layer, part.pane.dock_row, part.pane.dock_pos+1) drop.Dock(). \ Direction(part.dock.dock_direction). \ Layer(part.dock.dock_layer). \ Row(part.dock.dock_row). \ Position(drop_position) return self.ProcessDockResult(target, drop) return False, target def UseTransparentHint(self): return (self._flags & AUI_MGR_TRANSPARENT_HINT) and self.CanMakeWindowsTransparent() def OnHintFadeTimer(self, event): #sanity check if not self.UseTransparentHint(): return if not self._hint_wnd or self._hint_fadeamt >= 50: self._hint_fadetimer.Stop() return self._hint_fadeamt = self._hint_fadeamt + 5 self.MakeWindowTransparent(self._hint_wnd, self._hint_fadeamt) def ShowHint(self, rect): self._hintshown = True if self.UseTransparentHint(): if wx.Platform == "__WXMSW__": if self._last_hint == rect: return self._last_hint = rect initial_fade = 50 if self._flags & AUI_MGR_TRANSPARENT_HINT_FADE: initial_fade = 0 if self._hint_wnd == None: pt = rect.GetPosition() size = rect.GetSize() self._hint_wnd = wx.Frame(self._frame, -1, "", pt, size, wx.FRAME_TOOL_WINDOW | wx.FRAME_FLOAT_ON_PARENT | wx.FRAME_NO_TASKBAR | wx.NO_BORDER) self.MakeWindowTransparent(self._hint_wnd, initial_fade) self._hint_wnd.SetBackgroundColour(wx.SystemSettings_GetColour(wx.SYS_COLOUR_ACTIVECAPTION)) self._hint_wnd.Show() # if we are dragging a floating pane, set the focus # back to that floating pane (otherwise it becomes unfocused) if self._action == actionDragAuiFloatingPane and self._action_window: self._action_window.SetFocus() else: pt = rect.GetPosition() size = rect.GetSize() self.MakeWindowTransparent(self._hint_wnd, initial_fade) self._hint_wnd.SetDimensions(pt.x, pt.y, rect.width, rect.height) if self._flags & AUI_MGR_TRANSPARENT_HINT_FADE: # start fade in timer self._hint_fadeamt = 0 self._hint_fadetimer.SetOwner(self, 101) self._hint_fadetimer.Start(5) return elif wx.Platform == "__WXMAC__": if self._last_hint == rect: return #same rect, already shown, no-op if self._flags & AUI_MGR_TRANSPARENT_HINT_FADE: initial_fade = 0 else: initial_fade = 80 if not self._hint_wnd: self._hint_wnd = wx.MiniFrame(self._frame, style=wx.FRAME_FLOAT_ON_PARENT|wx.FRAME_TOOL_WINDOW |wx.CAPTION#|wx.FRAME_SHAPED #without wxCAPTION + wx.FRAME_TOOL_WINDOW, the hint window #gets focus & dims the main frames toolbar, which is both wrong #and distracting. #wx.CAPTION + wx.FRAME_TOOL_WINDOW cures the focus problem, #but then it draws the caption. Adding wx.FRAME_SHAPED takes #care of that, but then SetRect doesn't work to size - need to #create a bitmap or mask or something. ) #can't set the background of a wx.Frame in OSX p = wx.Panel(self._hint_wnd) #the caption color is a light silver thats really hard to see #especially transparent. See if theres some other system #setting that is more appropriate, or just extend the art provider #to cover this #p.SetBackgroundColour(wx.SystemSettings_GetColour(wx.SYS_COLOUR_ACTIVECAPTION)) p.SetBackgroundColour(wx.BLUE) self.MakeWindowTransparent(self._hint_wnd, initial_fade) self._hint_wnd.SetRect(rect) self._hint_wnd.Show() if self._action == actionDragAuiFloatingPane and self._action_window: self._action_window.SetFocus() if self._flags & AUI_MGR_TRANSPARENT_HINT_FADE: # start fade in timer self._hint_fadeamt = 0 self._hint_fadetimer.SetOwner(self, 101) self._hint_fadetimer.Start(5) return if self._last_hint != rect: # remove the last hint rectangle self._last_hint = rect self._frame.Refresh() self._frame.Update() screendc = wx.ScreenDC() clip = wx.Region(1, 1, 10000, 10000) # clip all floating windows, so we don't draw over them for pane in self._panes: if pane.IsFloating() and pane.frame.IsShown(): recta = pane.frame.GetRect() if wx.Platform == "__WXGTK__": # wxGTK returns the client size, not the whole frame size width, height = pane.frame.ClientToScreen((0,0)) - pane.frame.GetPosition() recta.width = recta.width + width recta.height = recta.height + height recta.Inflate(5, 5) #endif clip.SubtractRect(recta) screendc.SetClippingRegionAsRegion(clip) screendc.SetBrush(wx.Brush(wx.SystemSettings_GetColour(wx.SYS_COLOUR_ACTIVECAPTION))) screendc.SetPen(wx.TRANSPARENT_PEN) screendc.DrawRectangle(rect.x, rect.y, 5, rect.height) screendc.DrawRectangle(rect.x+5, rect.y, rect.width-10, 5) screendc.DrawRectangle(rect.x+rect.width-5, rect.y, 5, rect.height) screendc.DrawRectangle(rect.x+5, rect.y+rect.height-5, rect.width-10, 5) def HideHint(self): self._hintshown = False # hides a transparent window hint (currently wxMSW only) if self.UseTransparentHint(): if self._hint_wnd: self._hint_fadetimer.Stop() #self._hint_wnd.Destroy() self.MakeWindowTransparent(self._hint_wnd, 0) self._last_hint = wx.Rect() return # hides a painted hint by redrawing the frame window if not self._last_hint.IsEmpty(): self._frame.Refresh() self._frame.Update() self._last_hint = wx.Rect() def DrawHintRect(self, pane_window, pt, offset): """ DrawHintRect() draws a drop hint rectangle. First calls DoDrop() to determine the exact position the pane would be at were if dropped. If the pame would indeed become docked at the specified drop point, DrawHintRect() then calls ShowHint() to indicate this drop rectangle. "pane_window" is the window pointer of the pane being dragged, pt is the mouse position, in client coordinates. """ # we need to paint a hint rectangle to find out the exact hint rectangle, # we will create a new temporary layout and then measure the resulting # rectangle we will create a copy of the docking structures (self._docks) # so that we don't modify the real thing on screen rect = wx.Rect() pane = self.GetPane(pane_window) attrs = self.GetAttributes(pane) hint = AuiPaneInfo() hint = self.SetAttributes(hint, attrs) if hint.name != "__HINT__": self._oldname = hint.name hint.name = "__HINT__" if not hint.IsOk(): hint.name = self._oldname return docks, panes = CopyDocksAndPanes2(self._docks, self._panes) # remove any pane already there which bears the same window # this happens when you are moving a pane around in a dock for ii in xrange(len(panes)): if panes[ii].window == pane_window: docks = RemovePaneFromDocks(docks, panes[ii]) panes.pop(ii) break # find out where the new pane would be allow, hint = self.DoDrop(docks, panes, hint, pt, offset) if not allow: self.HideHint() return panes.append(hint) sizer, panes, docks, uiparts = self.LayoutAll(panes, docks, [], True, False) client_size = self._frame.GetClientSize() sizer.SetDimension(0, 0, client_size.x, client_size.y) sizer.Layout() for ii in xrange(len(uiparts)): part = uiparts[ii] if part.type == DockUIPart.typePaneBorder and \ part.pane and part.pane.name == "__HINT__": pos = part.sizer_item.GetPosition() size = part.sizer_item.GetSize() rect = wx.Rect(pos[0], pos[1], size[0], size[1]) break sizer.Destroy() if rect.IsEmpty(): self.HideHint() return # actually show the hint rectangle on the screen rect.x, rect.y = self._frame.ClientToScreen((rect.x, rect.y)) self.ShowHint(rect) def GetAttributes(self, pane): attrs = [] attrs.extend([pane.window, pane.frame, pane.state, pane.dock_direction, pane.dock_layer, pane.dock_pos, pane.dock_row, pane.dock_proportion, pane.floating_pos, pane.floating_size, pane.best_size, pane.min_size, pane.max_size, pane.caption, pane.name, pane.buttons, pane.rect]) return attrs def SetAttributes(self, pane, attrs): pane.window = attrs[0] pane.frame = attrs[1] pane.state = attrs[2] pane.dock_direction = attrs[3] pane.dock_layer = attrs[4] pane.dock_pos = attrs[5] pane.dock_row = attrs[6] pane.dock_proportion = attrs[7] pane.floating_pos = attrs[8] pane.floating_size = attrs[9] pane.best_size = attrs[10] pane.min_size = attrs[11] pane.max_size = attrs[12] pane.caption = attrs[13] pane.name = attrs[14] pane.buttons = attrs[15] pane.rect = attrs[16] return pane def UseTransparentDrag(self): if self._flags & AUI_MGR_TRANSPARENT_DRAG: return self.CanMakeWindowsTransparent() else: return False def OnAuiFloatingPaneMoveStart(self, wnd): # try to find the pane pane = self.GetPane(wnd) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" if self.UseTransparentDrag() and pane.IsDockable(): self.MakeWindowTransparent(pane.frame, 150) def OnAuiFloatingPaneMoving(self, wnd): # try to find the pane pane = self.GetPane(wnd) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" pt = wx.GetMousePosition() client_pt = self._frame.ScreenToClient(pt) # calculate the offset from the upper left-hand corner # of the frame to the mouse pointer frame_pos = pane.frame.GetPosition() action_offset = wx.Point(pt[0]-frame_pos.x, pt[1]-frame_pos.y) ## # no hint for toolbar floating windows ## if pane.IsToolbar() and self._action == actionDragAuiFloatingPane: ## ## oldname = pane.name ## indx = self._panes.index(pane) ## hint = pane ## docks, panes = CopyDocksAndPanes2(self._docks, self._panes) ## ## # find out where the new pane would be ## ret, hint = self.DoDrop(docks, panes, hint, client_pt) ## ## if not ret: ## return ## ## if hint.IsFloating(): ## return ## ## pane = hint ## pane.name = oldname ## ## self._panes[indx] = pane ## self._action = actionDragToolbarPane ## self._action_window = pane.window ## ## self.Update() ## ## return # if a key modifier is pressed while dragging the frame, # don't dock the window if wx.GetKeyState(wx.WXK_CONTROL) or wx.GetKeyState(wx.WXK_ALT): self.HideHint() return if pane.IsDockable(): self.DrawHintRect(wnd, client_pt, action_offset) # reduces flicker self._frame.Update() def OnAuiFloatingPaneMoved(self, wnd): # try to find the pane pane = self.GetPane(wnd) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" pt = wx.GetMousePosition() client_pt = self._frame.ScreenToClient(pt) indx = self._panes.index(pane) # calculate the offset from the upper left-hand corner # of the frame to the mouse pointer frame_pos = pane.frame.GetPosition() action_offset = wx.Point(pt[0]-frame_pos.x, pt[1]-frame_pos.y) # if a key modifier is pressed while dragging the frame, # don't dock the window if wx.GetKeyState(wx.WXK_CONTROL) or wx.GetKeyState(wx.WXK_ALT): self.HideHint() return if not pane.IsToolbar() and pane.IsDockable() and not self._hintshown: if not pane.IsFloating(): pane.Float() pane.floating_pos = pane.frame.GetPosition() self._panes[indx] = pane if self.UseTransparentDrag(): self.MakeWindowTransparent(pane.frame, 255) # do the drop calculation allow, pane = self.DoDrop(self._docks, self._panes, pane, client_pt, action_offset) # if the pane is still floating, update it's floating # position (that we store) if pane.IsFloating(): pane.floating_pos = pane.frame.GetPosition() if self.UseTransparentDrag(): self.MakeWindowTransparent(pane.frame, 255) if not pane.IsToolbar() and pane.IsDockable(): pane.name = self._oldname self._panes[indx] = pane self.Update() self.HideHint() def OnAuiFloatingPaneResized(self, wnd, size): # try to find the pane pane = self.GetPane(wnd) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" indx = self._panes.index(pane) pane.floating_size = size self._panes[indx] = pane def OnAuiFloatingPaneClosed(self, wnd, event): # try to find the pane pane = self.GetPane(wnd) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" e = AuiManagerEvent(wxEVT_AUI_PANECLOSE) e.SetPane(pane) self.ProcessMgrEvent(e) if e.GetSkipped(): indx = self._panes.index(pane) # reparent the pane window back to us and # prepare the frame window for destruction pane.window.Show(False) pane.window.Reparent(self._frame) pane.frame = None pane.Hide() self._panes[indx] = pane event.Skip() def OnAuiFloatingPaneActivated(self, wnd): if self.GetFlags() & AUI_MGR_ALLOW_ACTIVE_PANE: # try to find the pane pane = self.GetPane(wnd) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" self._panes = SetActivePane(self._panes, wnd) self.Repaint() def Render(self, dc): """ Render() draws all of the pane captions, sashes, backgrounds, captions, grippers, pane borders and buttons. It renders the entire user interface. """ for part in self._uiparts: # don't draw hidden pane items if part.sizer_item and not part.sizer_item.IsShown(): continue if part.type == DockUIPart.typeDockSizer or \ part.type == DockUIPart.typePaneSizer: self._art.DrawSash(dc, part.orientation, part.rect) elif part.type == DockUIPart.typeBackground: self._art.DrawBackground(dc, part.orientation, part.rect) elif part.type == DockUIPart.typeCaption: self._art.DrawCaption(dc, part.pane.caption, part.rect, part.pane) elif part.type == DockUIPart.typeGripper: self._art.DrawGripper(dc, part.rect, part.pane) elif part.type == DockUIPart.typePaneBorder: self._art.DrawBorder(dc, part.rect, part.pane) elif part.type == DockUIPart.typePaneButton: self._art.DrawPaneButton(dc, part.button.button_id, AUI_BUTTON_STATE_NORMAL, part.rect, part.pane) def Repaint(self, dc=None): w, h = self._frame.GetClientSize() # figure out which dc to use if one # has been specified, use it, otherwise # make a client dc client_dc = None if not dc: client_dc = wx.ClientDC(self._frame) dc = client_dc # if the frame has a toolbar, the client area # origin will not be (0,0). pt = self._frame.GetClientAreaOrigin() if pt.x != 0 or pt.y != 0: dc.SetDeviceOrigin(pt.x, pt.y) # render all the items self.Render(dc) # if we created a client_dc, delete it if client_dc: del client_dc def OnPaint(self, event): dc = wx.PaintDC(self._frame) if wx.Platform == "__WXMAC__": #Macs paint optimizations clip the area we need to paint a log #of the time, this is a dirty hack to always paint everything self.Repaint(None) else: self.Repaint(dc) def OnEraseBackground(self, event): if wx.Platform == "__WXMAC__": event.Skip() def OnSize(self, event): if self._frame: self.DoFrameLayout() wx.CallAfter(self.Repaint) if not isinstance(self._frame, wx.MDIParentFrame): event.Skip() def OnSetCursor(self, event): # determine cursor part = self.HitTest(event.GetX(), event.GetY()) cursor = None if part: if part.type == DockUIPart.typeDockSizer or \ part.type == DockUIPart.typePaneSizer: # a dock may not be resized if it has a single # pane which is not resizable if part.type == DockUIPart.typeDockSizer and part.dock and \ len(part.dock.panes) == 1 and part.dock.panes[0].IsFixed(): return # panes that may not be resized do not get a sizing cursor if part.pane and part.pane.IsFixed(): return if part.orientation == wx.VERTICAL: cursor = wx.StockCursor(wx.CURSOR_SIZEWE) else: cursor = wx.StockCursor(wx.CURSOR_SIZENS) elif part.type == DockUIPart.typeGripper: cursor = wx.StockCursor(wx.CURSOR_SIZING) if cursor is not None: event.SetCursor(cursor) def UpdateButtonOnScreen(self, button_ui_part, event): hit_test = self.HitTest(event.GetX(), event.GetY()) state = AUI_BUTTON_STATE_NORMAL if hit_test == button_ui_part: if event.LeftDown(): state = AUI_BUTTON_STATE_PRESSED else: state = AUI_BUTTON_STATE_HOVER else: if event.LeftDown(): state = AUI_BUTTON_STATE_HOVER # now repaint the button with hover state cdc = wx.ClientDC(self._frame) # if the frame has a toolbar, the client area # origin will not be (0,0). pt = self._frame.GetClientAreaOrigin() if pt.x != 0 or pt.y != 0: cdc.SetDeviceOrigin(pt.x, pt.y) self._art.DrawPaneButton(cdc, button_ui_part.button.button_id, state, button_ui_part.rect, hit_test.pane) def OnLeftDown(self, event): part = self.HitTest(event.GetX(), event.GetY()) if part: if part.dock and part.dock.dock_direction == AUI_DOCK_CENTER: return if part.type == DockUIPart.typeDockSizer or \ part.type == DockUIPart.typePaneSizer: # a dock may not be resized if it has a single # pane which is not resizable if part.type == DockUIPart.typeDockSizer and part.dock and \ len(part.dock.panes) == 1 and part.dock.panes[0].IsFixed(): return # panes that may not be resized should be ignored here if part.pane and part.pane.IsFixed(): return self._action = actionResize self._action_part = part self._action_hintrect = wx.Rect() self._action_start = wx.Point(event.GetX(), event.GetY()) self._action_offset = wx.Point(event.GetX() - part.rect.x, event.GetY() - part.rect.y) self._frame.CaptureMouse() elif part.type == DockUIPart.typePaneButton: self._action = actionClickButton self._action_part = part self._action_start = wx.Point(event.GetX(), event.GetY()) self._frame.CaptureMouse() self.UpdateButtonOnScreen(part, event) elif part.type == DockUIPart.typeCaption or \ part.type == DockUIPart.typeGripper: if self.GetFlags() & AUI_MGR_ALLOW_ACTIVE_PANE: # set the caption as active self._panes = SetActivePane(self._panes, part.pane.window) self.Repaint() self._action = actionClickCaption self._action_part = part self._action_start = wx.Point(event.GetX(), event.GetY()) self._action_offset = wx.Point(event.GetX() - part.rect.x, event.GetY() - part.rect.y) self._frame.CaptureMouse() if wx.Platform != "__WXMAC__": event.Skip() def OnLeftUp(self, event): if self._action == actionResize: self._frame.ReleaseMouse() # get rid of the hint rectangle dc = wx.ScreenDC() DrawResizeHint(dc, self._action_hintrect) # resize the dock or the pane if self._action_part and self._action_part.type == DockUIPart.typeDockSizer: rect = self._action_part.dock.rect new_pos = wx.Point(event.GetX() - self._action_offset.x, event.GetY() - self._action_offset.y) if self._action_part.dock.dock_direction == AUI_DOCK_LEFT: self._action_part.dock.size = new_pos.x - rect.x elif self._action_part.dock.dock_direction == AUI_DOCK_TOP: self._action_part.dock.size = new_pos.y - rect.y elif self._action_part.dock.dock_direction == AUI_DOCK_RIGHT: self._action_part.dock.size = rect.x + rect.width - \ new_pos.x - \ self._action_part.rect.GetWidth() elif self._action_part.dock.dock_direction == AUI_DOCK_BOTTOM: self._action_part.dock.size = rect.y + rect.height - \ new_pos.y - \ self._action_part.rect.GetHeight() self.Update() self.Repaint(None) elif self._action_part and \ self._action_part.type == DockUIPart.typePaneSizer: dock = self._action_part.dock pane = self._action_part.pane total_proportion = 0 dock_pixels = 0 new_pixsize = 0 caption_size = self._art.GetMetric(AUI_ART_CAPTION_SIZE) pane_border_size = self._art.GetMetric(AUI_ART_PANE_BORDER_SIZE) sash_size = self._art.GetMetric(AUI_ART_SASH_SIZE) new_pos = wx.Point(event.GetX() - self._action_offset.x, event.GetY() - self._action_offset.y) # determine the pane rectangle by getting the pane part pane_part = self.GetPanePart(pane.window) if not pane_part: raise "\nERROR: Pane border part not found -- shouldn't happen" # determine the new pixel size that the user wants # this will help us recalculate the pane's proportion if dock.IsHorizontal(): new_pixsize = new_pos.x - pane_part.rect.x else: new_pixsize = new_pos.y - pane_part.rect.y # determine the size of the dock, based on orientation if dock.IsHorizontal(): dock_pixels = dock.rect.GetWidth() else: dock_pixels = dock.rect.GetHeight() # determine the total proportion of all resizable panes, # and the total size of the dock minus the size of all # the fixed panes dock_pane_count = len(dock.panes) pane_position = -1 for ii in xrange(dock_pane_count): p = dock.panes[ii] if p.window == pane.window: pane_position = ii # while we're at it, subtract the pane sash # width from the dock width, because this would # skew our proportion calculations if ii > 0: dock_pixels = dock_pixels - sash_size # also, the whole size (including decorations) of # all fixed panes must also be subtracted, because they # are not part of the proportion calculation if p.IsFixed(): if dock.IsHorizontal(): dock_pixels = dock_pixels - p.best_size.x else: dock_pixels = dock_pixels - p.best_size.y else: total_proportion = total_proportion + p.dock_proportion # find a pane in our dock to 'steal' space from or to 'give' # space to -- this is essentially what is done when a pane is # resized the pane should usually be the first non-fixed pane # to the right of the action pane borrow_pane = -1 for ii in xrange(pane_position+1, dock_pane_count): p = dock.panes[ii] if not p.IsFixed(): borrow_pane = ii break # demand that the pane being resized is found in this dock # (this assert really never should be raised) if pane_position == -1: raise "\nERROR: Pane not found in dock" # prevent division by zero if dock_pixels == 0 or total_proportion == 0 or borrow_pane == -1: self._action = actionNone return # calculate the new proportion of the pane new_proportion = new_pixsize*total_proportion/dock_pixels # default minimum size min_size = 0 # check against the pane's minimum size, if specified. please note # that this is not enough to ensure that the minimum size will # not be violated, because the whole frame might later be shrunk, # causing the size of the pane to violate it's minimum size if pane.min_size.IsFullySpecified(): min_size = 0 if pane.HasBorder(): min_size = min_size + pane_border_size*2 # calculate minimum size with decorations (border,caption) if pane_part.orientation == wx.VERTICAL: min_size = min_size + pane.min_size.y if pane.HasCaption(): min_size = min_size + caption_size else: min_size = min_size + pane.min_size.x # for some reason, an arithmatic error somewhere is causing # the proportion calculations to always be off by 1 pixel # for now we will add the 1 pixel on, but we really should # determine what's causing this. min_size = min_size + 1 min_proportion = min_size*total_proportion/dock_pixels if new_proportion < min_proportion: new_proportion = min_proportion prop_diff = new_proportion - pane.dock_proportion # borrow the space from our neighbor pane to the # right or bottom (depending on orientation) dock.panes[borrow_pane].dock_proportion -= prop_diff pane.dock_proportion = new_proportion indxd = self._docks.index(dock) indxp = self._panes.index(pane) self._docks[indxd] = dock self._panes[indxp] = pane # repaint self.Update() self.Repaint(None) elif self._action == actionClickButton: self._hover_button = None self._frame.ReleaseMouse() self.UpdateButtonOnScreen(self._action_part, event) # make sure we're still over the item that was originally clicked if self._action_part == self.HitTest(event.GetX(), event.GetY()): # fire button-click event e = AuiManagerEvent(wxEVT_AUI_PANEBUTTON) e.SetPane(self._action_part.pane) e.SetButton(self._action_part.button.button_id) self.ProcessMgrEvent(e) elif self._action == actionClickCaption: self._frame.ReleaseMouse() elif self._action == actionDragAuiFloatingPane: self._frame.ReleaseMouse() elif self._action == actionDragToolbarPane: self._frame.ReleaseMouse() pane = self.GetPane(self._action_window) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" # save the new positions docks = FindDocks(self._docks, pane.dock_direction, pane.dock_layer, pane.dock_row) if len(docks) == 1: dock = docks[0] pane_positions, pane_sizes = self.GetPanePositionsAndSizes(dock) dock_pane_count = len(dock.panes) for ii in xrange(dock_pane_count): dock.panes[ii].dock_pos = pane_positions[ii] pane.state &= ~AuiPaneInfo.actionPane indx = self._panes.index(pane) self._panes[indx] = pane self.Update() else: event.Skip() self._action = actionNone self._last_mouse_move = wx.Point() # see comment in OnMotion() def OnMotion(self, event): # sometimes when Update() is called from inside this method, # a spurious mouse move event is generated this check will make # sure that only real mouse moves will get anywhere in this method # this appears to be a bug somewhere, and I don't know where the # mouse move event is being generated. only verified on MSW mouse_pos = event.GetPosition() if self._last_mouse_move == mouse_pos: return self._last_mouse_move = mouse_pos if self._action == actionResize: pos = self._action_part.rect.GetPosition() if self._action_part.orientation == wx.HORIZONTAL: pos.y = max(0, mouse_pos.y - self._action_offset.y) pos.y = min(pos.y, self._frame.GetClientSize().y - self._action_part.rect.GetSize().y) else: pos.x = max(0, mouse_pos.x - self._action_offset.x) pos.x = min(pos.x, self._frame.GetClientSize().x - self._action_part.rect.GetSize().x) mypos = self._frame.ClientToScreen(pos) mysize = self._action_part.rect.GetSize() rect = wx.Rect(mypos[0], mypos[1], mysize[0], mysize[1]) # is it the same as the old rectangle? if self._action_hintrect == rect: # heck, yes, no need to draw again, it will only bring about flicker event.Skip() return # otherwise draw the hint dc = wx.ScreenDC() if not self._action_hintrect.IsEmpty() and self._action_hintrect != rect: DrawResizeHint(dc, self._action_hintrect) DrawResizeHint(dc, rect) self._action_hintrect = rect elif self._action == actionClickCaption: drag_x_threshold = wx.SystemSettings_GetMetric(wx.SYS_DRAG_X) drag_y_threshold = wx.SystemSettings_GetMetric(wx.SYS_DRAG_Y) # caption has been clicked. we need to check if the mouse # is now being dragged. if it is, we need to change the # mouse action to 'drag' if abs(mouse_pos.x - self._action_start.x) > drag_x_threshold or \ abs(mouse_pos.y - self._action_start.y) > drag_y_threshold: pane_info = self._action_part.pane indx = self._panes.index(pane_info) if not pane_info.IsToolbar(): if self._flags & AUI_MGR_ALLOW_FLOATING and \ pane_info.IsFloatable(): self._action = actionDragAuiFloatingPane # set initial float position pt = self._frame.ClientToScreen(event.GetPosition()) pane_info.floating_pos = wx.Point(pt.x - self._action_offset.x, pt.y - self._action_offset.y) # float the window pane_info.Float() self._panes[indx] = pane_info self.Update() self._action_window = pane_info.frame # action offset is used here to make it feel "natural" to the user # to drag a docked pane and suddenly have it become a floating frame. # Sometimes, however, the offset where the user clicked on the docked # caption is bigger than the width of the floating frame itself, so # in that case we need to set the action offset to a sensible value frame_size = self._action_window.GetSize() if frame_size.x <= self._action_offset.x: self._action_offset.x = 30 else: self._action = actionDragToolbarPane self._action_window = pane_info.window elif self._action == actionDragAuiFloatingPane: pt = self._frame.ClientToScreen(event.GetPosition()) if self._action_window: self._action_window.Move((pt.x - self._action_offset.x, pt.y - self._action_offset.y)) elif self._action == actionDragToolbarPane: pane = self.GetPane(self._action_window) if not pane.IsOk(): raise "\nERROR: Pane Window Not Found" indx = self._panes.index(pane) pane.state |= AuiPaneInfo.actionPane pt = event.GetPosition() ret, pane = self.DoDrop(self._docks, self._panes, pane, pt, self._action_offset) if not ret: return # if DoDrop() decided to float the pane, set up # the floating pane's initial position if pane.IsFloating(): pt = self._frame.ClientToScreen(event.GetPosition()) pane.floating_pos = wx.Point(pt.x - self._action_offset.x, pt.y - self._action_offset.y) self._panes[indx] = pane # this will do the actiual move operation # in the case that the pane has been floated, # this call will create the floating pane # and do the reparenting self.Update() # if the pane has been floated, change the mouse # action actionDragAuiFloatingPane so that subsequent # EVT_MOTION() events will move the floating pane if pane.IsFloating(): pane.state &= ~AuiPaneInfo.actionPane self._action = actionDragAuiFloatingPane self._action_window = pane.frame self._panes[indx] = pane else: part = self.HitTest(event.GetX(), event.GetY()) if part and part.type == DockUIPart.typePaneButton: if part != self._hover_button: # make the old button normal if self._hover_button: self.UpdateButtonOnScreen(self._hover_button, event) # mouse is over a button, so repaint the # button in hover mode self.UpdateButtonOnScreen(part, event) self._hover_button = part else: if self._hover_button: self._hover_button = None self.Repaint() else: event.Skip() def OnLeaveWindow(self, event): if self._hover_button: self._hover_button = None self.Repaint() def OnChildFocus(self, event): # when a child pane has it's focus set, we should change the # pane's active state to reflect this. (this is only true if # active panes are allowed by the owner) if self.GetFlags() & AUI_MGR_ALLOW_ACTIVE_PANE: if self.GetPane(event.GetWindow()).IsOk(): self._panes = SetActivePane(self._panes, event.GetWindow()) self._frame.Refresh() event.Skip() def OnPaneButton(self, event): """ OnPaneButton() is an event handler that is called when a pane button has been pressed. """ pane = event.pane indx = self._panes.index(pane) if event.button == AuiPaneInfo.buttonClose: e = AuiManagerEvent(wxEVT_AUI_PANECLOSE) e.SetPane(pane) self.ProcessMgrEvent(e) if e.GetSkipped(): pane.Hide() self._panes[indx] = pane self.Update() elif event.button == AuiPaneInfo.buttonPin: if self._flags & AUI_MGR_ALLOW_FLOATING and pane.IsFloatable(): pane.Float() self._panes[indx] = pane self.Update()