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Python BGL.glClearColor方法代码示例

本文整理汇总了Python中Blender.BGL.glClearColor方法的典型用法代码示例。如果您正苦于以下问题:Python BGL.glClearColor方法的具体用法?Python BGL.glClearColor怎么用?Python BGL.glClearColor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Blender.BGL的用法示例。


在下文中一共展示了BGL.glClearColor方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: __init__

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
	def __init__(self, background):

		##   Basic background colour.
		BGL.glClearColor(background[0],background[1],background[2],background[3])

		##   Clear the OpenGL script window to background colour.
		BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

		##   Create a buffer space for the values we're after.
		scissorbox=BGL.Buffer(BGL.GL_FLOAT,4)

		##   Get the openGL window size values.
		BGL.glGetFloatv(BGL.GL_SCISSOR_BOX,scissorbox)

		##   The scissorbox values are floats, so we change them to integers. This prevents protests from Python about "int expected".
		##   The left and base values are mainly used to calculate the position of the mouse x and y values.

		#  Left side of the OpenGL script window. Value is in pixels, from the left side of the main Blender window.
		self.left=int(scissorbox[0])

		#  Bottom of the OpenGL script window.Value is in pixels, up from the bottom of the main Blender window.
		self.base=int(scissorbox[1])

		#  Width of the OpenGL script window.
		self.width=int(scissorbox[2])

		#  Height of the OpenGL script window.
		self.height=int(scissorbox[3])
开发者ID:duststorm,项目名称:lodpbr,代码行数:30,代码来源:goo.py

示例2: updateStatus

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def updateStatus(status):
    global gStatus

    gStatus = status
    BGL.glClearColor(0.392,0.396,0.549,1) 
    
    BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
    size = Blender.Window.GetAreaSize()

    isize = drawHeader(size)

    BGL.glColor3f(1.0,1.0,1.0)
    yval = size[1]-isize[1] - 40
    
    Blender.BGL.glRasterPos2i(60, yval)
    Blender.Draw.Text('Status:','normal')

    if type(gStatus) == types.ListType:
        for s in gStatus:
            Blender.BGL.glRasterPos2i(105, yval)
            Blender.Draw.Text(s,'normal')
            yval = yval - 18
    else:
        Blender.BGL.glRasterPos2i(105, yval)
        Blender.Draw.Text(gStatus,'normal')
        yval = yval - 18

    Blender.Redraw()
开发者ID:bdbdonp,项目名称:tubras,代码行数:30,代码来源:iGUI.py

示例3: draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def draw():     # Define the draw function (which draws your GUI).
	global EVENT_Button
	global EVENT_Type
	global EVENT_shtoguntype
	global EVENT_String
	global EVENT_Bitmap
	global EVENT_WVTU_1
	global Object_Button
	global Object_Type
	global Object_shtoguntype
	global Object_String
	global Object_Bitmap
	global Object_WVTU_1

	BGL.glClearColor(0.244564, 0.244406, 0.244406, 0.0)
	BGL.glClear(GL_COLOR_BUFFER_BIT)

	BGL.glColor3f(1.000000, 1.000000, 1.000000)
	Object_Button = Draw.Button("Connect to Shotgun", EVENT_Button, 20, 8, 200, 20, "")
	BGL.glRasterPos2i(100, 108)
	Object_Type = Draw.Text("Type")
	Object_shtoguntype = Draw.Menu("Asset", EVENT_shtoguntype, 20, 100, 60, 20, Object_shtoguntype.val, "Type of Shotgun entry")
	Object_String = Draw.String("id : ", EVENT_String, 20, 60, 60, 20,Object_String.val, 399, "ID # for the Shotgun entry")
	BGL.glRasterPos2i(24, 210)
	BGL.glDrawPixels(0, 0, GL_RGB, GL_UNSIGNED_BYTE, Object_Bitmap)
	BGL.glRasterPos2i(24, 152)
	Object_WVTU_1 = Draw.Text("WVTU "+VERSION+"")
开发者ID:animate1978,项目名称:BlenderPyShotgun,代码行数:29,代码来源:widvertu_0_3.py

示例4: drawGUI

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def drawGUI():
    """ Create and draw the GUI. """
    HEIGHT = 382
    CONTROL_WIDTH = 400
    
    BGL.glClearColor(0.6, 0.6, 0.6, 1.0)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
    
    BGL.glColor3f(0.75, 0.75, 0.75)
    BGL.glRecti(3,45,CONTROL_WIDTH,3)
    
    stitchOffset = 22
    HEIGHT += stitchOffset * num_motions_button.val
    
    Display_Title_Bar(HEIGHT,25, CONTROL_WIDTH)
    
    Display_File_Bar(HEIGHT - 25, 71 + stitchOffset * num_motions_button.val, CONTROL_WIDTH)
    
    Display_Mesh_Bar(HEIGHT - 96 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH)
    
    Display_Camera_Bar(HEIGHT - 144 - stitchOffset * num_motions_button.val, 112, CONTROL_WIDTH)
    
    Display_Render_Bar(HEIGHT - 256 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH)
    
    Display_Output_Bar(HEIGHT - 304 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH)
    
    Draw.PushButton('Load simulation', SimulationButton, 9, 8, (CONTROL_WIDTH / 2) - 9, 18, 'Load simulation')
    if hasLoaded:
        Draw.PushButton('Render scene', RenderButton, (CONTROL_WIDTH / 2) + 3, 8, (CONTROL_WIDTH / 2) - 9, 18, 'Render scene')
开发者ID:AndyMidNite,项目名称:mogens,代码行数:31,代码来源:Main.py

示例5: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui():
    BGL.glClearColor(1,1,1,1)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    # idle
    Draw.Label("Idle-Animation:", 10,200,180,20)
    Draw.Number("von ", 1, 10,180,90,20,idleStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 2, 110,180,90,20,idleEndFrame,0,1000, "", button_event, 1,1)

    # move
    Draw.Label("Move-Animation:", 10,150,180,20)
    Draw.Number("von ", 3, 10,130,90,20,moveStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 4, 110,130,90,20,moveEndFrame,0,1000, "", button_event, 1,1)

    # attack
    Draw.Label("Attack-Animation:", 10,90,180,20)
    Draw.Number("von ", 5, 10,70,90,20,attackStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 6, 110,70,90,20,attackEndFrame,0,1000, "", button_event, 1,1)

    # die
    Draw.Label("Die-Animation:", 10,40,180,20)
    Draw.Number("von ", 7, 10,20,90,20,dieStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 8, 110,20,90,20,dieEndFrame,0,1000, "", button_event, 1,1)

    # RENDER-Button:
    Draw.Button("RENDER", 9, 230,30,80,20, "RENDER!", renderButtonClicked)
开发者ID:tfg13,项目名称:Centuries-of-Rage,代码行数:28,代码来源:CoR-Blender-Export.py

示例6: import_gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def import_gui():
  global filename, fileinput, impstatus

  # Clear drawing area.
  BGL.glClearColor(0.9,0.9,0.9,1)
  BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

  # Status.
  BGL.glRasterPos2i(10,8)
  if impstatus == 0:
    BGL.glColor3f(0.0,0.0,0.0)
    Draw.Text('Importer ready.','tiny')
  elif impstatus == 1:
    BGL.glColor3f(0.0,0.75,0.0)
    Draw.Text('Importing...','tiny')
  elif impstatus == 2:
    BGL.glColor3f(0.75,0.0,0.0)
    Draw.Text('File not found!','tiny')

  # Filename input box.
  BGL.glRasterPos2i(10,20)
  w = Draw.Text('File to import:')

  Draw.Button(filename, 3, w+15, 15, 200,20)
  #fileinput = Draw.String('',3, w+15,15, 200,20, filename, 512,
  #                        'Filename to import.')

  Draw.Button('Import', 1, w+15+210,15, 40,20)
  Draw.Button('Quit', 2, w+15+210+50,15, 40,20)
开发者ID:Supermanu,项目名称:NeverBlender,代码行数:31,代码来源:nwnmdlimport.py

示例7: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui():
    global buttons, offsets, rows, cols

    size=BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size=size.list
    xoff=PANELPAD
    yoff=int(size[3])

    # Default theme
    text   =[  0,   0,   0, 255]
    text_hi=[255, 255, 255, 255]
    header =[165, 165, 165, 255]
    panel  =[255, 255, 255,  40]
    back   =[180, 180, 180, 255]

    # Actual theme
    if Blender.Get('version') >= 235:
        theme=Blender.Window.Theme.Get()
        if theme:
            theme=theme[0]
            text=theme.get('ui').text
            space=theme.get('buts')
            text_hi=space.text_hi
            header=space.header
            header=[max(header[0]-30, 0),	# 30 appears to be hard coded
                    max(header[1]-30, 0),
                    max(header[2]-30, 0),
                    header[3]]
            panel=space.panel
            back=space.back

    BGL.glEnable (BGL.GL_BLEND)
    BGL.glBlendFunc (BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor(float(back[0])/255, float(back[1])/255, float(back[2])/255, 1)
    BGL.glClear (BGL.GL_COLOR_BUFFER_BIT)

    BGL.glColor4ub(*header)
    BGL.glRectd(xoff, yoff-PANELTOP, xoff-PANELINDENT+PANELWIDTH, yoff-PANELTOP-PANELHEAD)
    BGL.glColor4ub(*panel)
    BGL.glRectd(xoff, yoff-PANELTOP-PANELHEAD, xoff-PANELINDENT+PANELWIDTH, yoff-60-PANELINDENT-rows*CONTROLSIZE)
    BGL.glColor4ub(*text_hi)
    BGL.glRasterPos2d(xoff+PANELINDENT, yoff-23)
    Draw.Text("Fixup UV mapping")

    BGL.glColor4ub(*text)
    BGL.glRasterPos2d(xoff+PANELINDENT, yoff-48)
    Draw.Text("Select where the old image is located in the new:")

    buttons=[]
    for i in range(rows):
        for j in range(cols):
            buttons.append(Draw.Button('', len(buttons)+CANCEL+1, xoff+PANELINDENT+j*CONTROLSIZE, yoff-80-i*CONTROLSIZE,  CONTROLSIZE, CONTROLSIZE))

    buttons.append(Draw.Button("Cancel", CANCEL, xoff-PANELINDENT*2+PANELWIDTH-4*CONTROLSIZE, yoff-60-rows*CONTROLSIZE, 4*CONTROLSIZE, CONTROLSIZE))
开发者ID:RodneyJB,项目名称:XPlane2Blender,代码行数:57,代码来源:uvResize.py

示例8: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui():
    global copynorm, copystrp
    
    size=BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size=size.list
    x=int(size[2])
    y=int(size[3])

    # Default theme
    text   =[  0,   0,   0, 255]
    text_hi=[255, 255, 255, 255]
    header =[195, 195, 195, 255]
    panel  =[255, 255, 255,  40]
    back   =[180, 180, 180, 255]

    # Actual theme
    if Blender.Get('version') >= 235:
        theme=Blender.Window.Theme.Get()
        if theme:
            theme=theme[0]
            space=theme.get('buts')
            text=theme.get('ui').text
            text_hi=space.text_hi
            header=space.header
            panel=space.panel
            back=space.back

    BGL.glEnable (BGL.GL_BLEND)
    BGL.glBlendFunc (BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor (float(back[0])/255, float(back[1])/255,
                      float(back[2])/255, 1)
    BGL.glClear (BGL.GL_COLOR_BUFFER_BIT)
    BGL.glColor4ub (max(header[0]-30, 0),	# 30 appears to be hard coded
                    max(header[1]-30, 0),
                    max(header[2]-30, 0),
                    header[3])
    BGL.glRectd(7, y-8, 295, y-28)
    BGL.glColor4ub (panel[0], panel[1], panel[2], panel[3])
    BGL.glRectd(7, y-28, 295, y-130)
    BGL.glColor4ub (text_hi[0], text_hi[1], text_hi[2], text_hi[3])
    BGL.glRasterPos2d(16, y-23)
    Draw.Text("UV Copy & Paste")
    BGL.glColor4ub (text[0], text[1], text[2], text[3])
    BGL.glRasterPos2d(16, y-48)
    Draw.Text("Select the faces to paint and then press Paste")
    BGL.glRasterPos2d(16, y-75)
    Draw.Text("Copy type:", "small")
    copynorm = Draw.Toggle("Normal", 3, 73, y-79, 51, 17, copynorm.val,
                           "Copy texture to selected faces in the same or a different mesh")
    copystrp = Draw.Toggle("Strip", 4, 124, y-79, 51, 17, copystrp.val,
                           "Reverse copied texture as necessary to make a strip in the same mesh")
    Draw.Button("Paste", 2, 14, y-120, 100, 26)
    Draw.Button("Cancel", 1, 187, y-120, 100, 26)
开发者ID:RodneyJB,项目名称:XPlane2Blender,代码行数:56,代码来源:uvCopyPaste.py

示例9: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui():              # the function to draw the screen
  global mystring, mymsg, toggle
  if len(mystring) > 90: mystring = ""
  BGL.glClearColor(0,0,1,1)
  BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
  BGL.glColor3f(1,1,1)
  Draw.Toggle("Toggle", 1, 10, 10, 55, 20, toggle,"A toggle button")
  BGL.glRasterPos2i(72, 16)
  if toggle: toggle_state = "down"
  else: toggle_state = "up"
  Draw.Text("The toggle button is %s." % toggle_state, "small")
  BGL.glRasterPos2i(10, 230)
  Draw.Text("Type letters from a to z, ESC to leave.")
  BGL.glRasterPos2i(20, 200)
  Draw.Text(mystring)
  BGL.glColor3f(1,0.4,0.3)
  BGL.glRasterPos2i(340, 70)
  Draw.Text(mymsg, "tiny")
开发者ID:BackupTheBerlios,项目名称:projet-univers-svn,代码行数:20,代码来源:essai_gui.py

示例10: displayWarnings

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def displayWarnings():
    BGL.glClearColor(0.392,0.396,0.549,1) 
    
    BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
    size = Blender.Window.GetAreaSize()

    isize = drawHeader(size)

    BGL.glColor3f(1.0,1.0,0.0)
    yval = size[1]-isize[1] - 40
    
    Blender.BGL.glRasterPos2i(50, yval)
    Blender.Draw.Text('Warnings:','normal')

    BGL.glColor3f(1.0,1.0,1.0)
    for s in gWarnings:
        Blender.BGL.glRasterPos2i(115, yval)
        Blender.Draw.Text(s,'normal')
        yval = yval - 18

    Blender.Draw.PushButton('Back', ID_BACK, 105, 10, 100, 20, 'Back To Exporter')
开发者ID:bdbdonp,项目名称:tubras,代码行数:23,代码来源:iGUI.py

示例11: gui_draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui_draw():
	from Blender import BGL, Draw
	(width, height) = Blender.Window.GetAreaSize()

	BGL.glClearColor(0.4, 0.4, 0.45, 1)
	BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

	BGL.glColor3f(1, 1, 1)
	BGL.glRasterPos2f(5, 55)
	Draw.Text("FlightGear YASim Import:   '%s'" % Global.path)

	Draw.PushButton("Reload", RELOAD_BUTTON, 5, 5, 80, 32, "reload YASim config file")
	Global.mirror_button = Draw.Toggle("Mirror", MIRROR_BUTTON, 100, 5, 50, 16, Global.mirror_button.val, \
			"show symmetric surfaces on both sides (reloads config)")
	Draw.PushButton("Update Cursor", CURSOR_BUTTON, width - 650, 5, 100, 32, "update cursor display (in YASim coordinate system)")

	BGL.glRasterPos2f(width - 530 + Blender.Draw.GetStringWidth("Vector from last") - Blender.Draw.GetStringWidth("Current"), 24)
	Draw.Text("Current cursor pos:    x = %+.3f    y = %+.3f    z = %+.3f" % tuple(Global.cursor))

	c = Global.cursor - Global.last_cursor
	BGL.glRasterPos2f(width - 530, 7)
	Draw.Text("Vector from last cursor pos:    x = %+.3f    y = %+.3f    z = %+.3f    length = %.3f m" % (c[0], c[1], c[2], c.length))
开发者ID:Ezio47,项目名称:flightgear,代码行数:24,代码来源:yasim_import.py

示例12: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
 def gui(self):              # the function to draw the screen
   BGL.glClearColor(0,0,0.5,1)
   BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
   BGL.glColor3f(1,1,1)
   
   BGL.glRasterPos2i(20,200)
   Draw.Text("Select the object to export:", "normal")
   self.objMenu = Draw.Menu(self.sObjSelection, 1, 20, 170, 200, 20, self.objSel, "Select the animated object.")
   
   BGL.glRasterPos2i(20,150)
   Draw.Text("Select the armature to export:", "normal")
   self.armMenu = Draw.Menu(self.sArmSelection, 2, 20, 120, 200, 20, self.armSel, "Select the matching armature.")
   
   BGL.glRasterPos2i(20,100)
   Draw.Text("Select the root bone of the armature:", "normal")
   self.boneMenu = Draw.Menu(self.sBoneSelection, 3, 20, 70, 200, 20, self.boneSel, "Select the Root Bone of the armature.")
   
   Draw.PushButton("Export", 4, 250, 150, 50, 20, "Export File")
   Draw.PushButton("Cancel", 5, 250, 110, 50, 20, "Cancel")
   
   BGL.glRasterPos2i(72, 16)
   string = "Selections: " + ("%s" % self.objSel) + " / " + ("%s" % self.armSel) + " / " + ("%s" % self.boneSel)
   
   Draw.Text(string, "small")
开发者ID:flair2005,项目名称:inVRs,代码行数:26,代码来源:AvataraModel.py

示例13: _draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
    def _draw(self):
        BGL.glClearColor(*self.bg_color)
        BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

        for el in self.element:
            el.draw()
开发者ID:krichter722,项目名称:zeroballistics,代码行数:8,代码来源:gui.py

示例14: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui():
    global dataref_m, dataref_b, indices_b, indices_t, vals_b, clear_b, loops_b
    global hideshow_m, from_b, to_b, up_b, down_b, delete_b, addhs_b
    global cancel_b, apply_b
    global manipulator_m, manipulator_b, cursor_m, cursor_b

    dataref_m=[]
    dataref_b=[]
    indices_b=[]
    indices_t=[]
    vals_b=[]
    clear_b=None
    loops_b=[]
    hideshow_m=[]
    from_b=[]
    to_b=[]
    up_b=[]
    down_b=[]
    delete_b=[]
    addhs_b=None
    cancel_b=None
    apply_b=None


    # Default theme
    text   =[  0,   0,   0, 255]
    text_hi=[255, 255, 255, 255]
    header =[165, 165, 165, 255]
    panel  =[255, 255, 255,  40]
    back   =[180, 180, 180, 255]
    error  =[255,  80,  80, 255]	# where's the theme value for this?

    # Actual theme
    if Blender.Get('version') >= 235:
        theme=Blender.Window.Theme.Get()
        if theme:
            theme=theme[0]
            space=theme.get('buts')
            text=theme.get('ui').text
            text_hi=space.text_hi
            header=space.header
            header=[max(header[0]-30, 0),	# 30 appears to be hard coded
                    max(header[1]-30, 0),
                    max(header[2]-30, 0),
                    header[3]]
            panel=space.panel
            back=space.back

    size=BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size=size.list
    x=int(size[2])
    y=int(size[3])

    BGL.glEnable(BGL.GL_BLEND)
    BGL.glBlendFunc(BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor(float(back[0])/255, float(back[1])/255, float(back[2])/255, 1)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    yoff=y-offset[1]
    if vertical:
        xoff=PANELPAD+PANELINDENT-offset[0]

    for boneno in range(bonecount):
        eventbase=boneno*EVENTMAX
        framecount=len(vals[boneno])
        if not vertical:
            xoff=PANELPAD+boneno*(PANELWIDTH+PANELPAD)+PANELINDENT-offset[0]
        BGL.glColor4ub(*header)
        BGL.glRectd(xoff-PANELINDENT, yoff-PANELTOP, xoff-PANELINDENT+PANELWIDTH, yoff-PANELTOP-PANELHEAD)
        BGL.glColor4ub(*panel)
        BGL.glRectd(xoff-PANELINDENT, yoff-PANELTOP-PANELHEAD, xoff-PANELINDENT+PANELWIDTH, yoff-170-(CONTROLSIZE-1)*framecount)

        txt='parent bone'
        if boneno: txt='grand'+txt
        txt='great-'*(boneno-1)+txt
        txt=txt[0].upper()+txt[1:]
        BGL.glColor4ub(*text_hi)
        BGL.glRasterPos2d(xoff, yoff-23)
        Draw.Text(txt)

        Draw.Label("Dataref:", xoff-4, yoff-54, 100, CONTROLSIZE)
        BGL.glColor4ub(*error)	# For errors
        (valid,mbutton,bbutton,ibutton,tbutton)=drawdataref(datarefs, indices, eventbase, boneno, xoff-4, yoff-80)
        dataref_m.append(mbutton)
        dataref_b.append(bbutton)
        indices_b.append(ibutton)
        indices_t.append(tbutton)

        vals_b.append([])
        if valid:
            # is a valid or custom dataref
            Draw.Label("Dataref values:", xoff-4, yoff-132, 150, CONTROLSIZE)
            for i in range(framecount):
                Draw.Label("Frame #%d:" % (i+1), xoff-4+CONTROLSIZE, yoff-152-(CONTROLSIZE-1)*i, 100, CONTROLSIZE)
                if i>1:
                    v9='v9: '
                else:
                    v9=''
                vals_b[-1].append(Draw.Number('', i+VALS_B+eventbase, xoff+104, yoff-152-(CONTROLSIZE-1)*i, 80, CONTROLSIZE, vals[boneno][i], -NUMBERMAX, NUMBERMAX, v9+'The dataref value that corresponds to the pose in frame %d' % (i+1)))
#.........这里部分代码省略.........
开发者ID:GCTMODS,项目名称:XPlane2Blender-1,代码行数:103,代码来源:XPlaneAnimObject.py

示例15: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClearColor [as 别名]
def gui(): # drawing the screen

	global SCREEN, START_SCREEN, CONFIG_SCREEN, KEYMENUS, LABELS
	global BEVT_KEYMENU, BUT_KEYMENU, CFGKEY
	global BUT_TYPES, SCROLL_DOWN, VARS_NUM

	WIDTH, HEIGHT = Window.GetAreaSize()

	theme = Theme.Get()[0]
	tui = theme.get('ui')
	ttxt = theme.get('text')

	COL_BG = float_colors(ttxt.back)
	COL_TXT = ttxt.text
	COL_TXTHI = ttxt.text_hi

	BGL.glClearColor(COL_BG[0],COL_BG[1],COL_BG[2],COL_BG[3])
	BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
	BGL.glColor3ub(COL_TXT[0],COL_TXT[1], COL_TXT[2])

	if SCREEN == START_SCREEN:
		x = 10
		y = 10
		h = 20
		w = 90
		BGL.glRasterPos2i(x, y)
		Draw.Text('Select a configuration key to access it.  Press Q or ESC to leave.')
		km_len = len(KEYMENUS)
		km_columns = (WIDTH - x) / w
		if km_columns == 0: km_rows = km_len
		else:
			km_rows = km_len / km_columns
			if (km_len % km_columns): km_rows += 1
		if km_rows == 0: km_rows = 1
		ystart = y + 2*h*km_rows
		if ystart > (HEIGHT - 70): ystart = HEIGHT - 70
		y = ystart
		column = 1
		for i, km in enumerate(KEYMENUS):
			column += 1
			BGL.glRasterPos2i(x + 2, y + h + 5)
			Draw.Text(LABELS[i])
			BUT_KEYMENU[i] = Draw.Menu(km, BEVT_KEYMENU[i],
				x, y, w - 10, h, 0, 'Choose a key to access its configuration data')
			if column > km_columns:
				column = 1
				y -= 2*h
				if y < 35: break
				x = 10
			else: x += w
		x = 10
		y = 50 + ystart
		BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2])
		BGL.glRasterPos2i(x, y)
		Draw.Text('Scripts Configuration Editor')
		Draw.PushButton('help', BEVT_HELP, x, 22, 45, 16,
			'View help information about this script (hotkey: H)')

	elif SCREEN == CONFIG_SCREEN:
		x = y = 10
		h = 18
		data = CFGKEY.sorteddata
		tips = CFGKEY.tips
		fromdisk = CFGKEY.fromdisk
		limits = CFGKEY.limits
		VARS_NUM = 0
		for k in data.keys():
			VARS_NUM += len(data[k])
		lines = VARS_NUM + 5 # to account for header and footer
		y = lines*h
		if y > HEIGHT - 20: y = HEIGHT - 20
		BGL.glColor3ub(COL_TXTHI[0],COL_TXTHI[1], COL_TXTHI[2])
		BGL.glRasterPos2i(x, y)
		Draw.Text('Scripts Configuration Editor')
		y -= 20
		BGL.glColor3ub(COL_TXT[0],COL_TXT[1], COL_TXT[2])
		txtsize = 10
		if HEIGHT < lines*h:
			BGL.glRasterPos2i(10, 5)
			txtsize += Draw.Text('Arrow keys or mouse wheel to scroll, ')
		BGL.glRasterPos2i(txtsize, 5)
		Draw.Text('Q or ESC to return.')
		BGL.glRasterPos2i(x, y)
		Draw.Text('Key: "%s"' % CFGKEY.name)
		bh = 16
		bw = 45
		by = 16
		i = -1
		if CFGKEY.scriptname:
			i = 0
			Draw.PushButton('help', BEVT_HELP, x, by, bw, bh,
				'Show documentation for the script that owns this key (hotkey: H)')
		Draw.PushButton('back', BEVT_BACK, x + (1+i)*bw, by, bw, bh,
			'Back to config keys selection screen (hotkey: ESC)')
		Draw.PushButton('exit', BEVT_EXIT, x + (2+i)*bw, by, bw, bh,
			'Exit from Scripts Config Editor (hotkey: Q)')
		Draw.PushButton('revert', BEVT_CANCEL, x + (3+i)*bw, by, bw, bh,
			'Revert data to original values (hotkey: U)')
		Draw.PushButton('apply', BEVT_APPLY, x + (4+i)*bw, by, bw, bh,
			'Apply changes, if any (hotkey: ENTER)')
#.........这里部分代码省略.........
开发者ID:Synric,项目名称:synricproj,代码行数:103,代码来源:config.py


注:本文中的Blender.BGL.glClearColor方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。