本文整理汇总了Python中utilities.debug_prefs.debug_pref函数的典型用法代码示例。如果您正苦于以下问题:Python debug_pref函数的具体用法?Python debug_pref怎么用?Python debug_pref使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了debug_pref函数的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: _setup_shader_prefs
def _setup_shader_prefs(self):
# note: as of bruce 090304 these all should work as same-session prefs,
# and most of them have been tested that way.
self.use_sphere_shaders_pref = debug_pref(
"GLPane: use sphere-shaders?",
_choices[self.use_sphere_shaders_default],
non_debug = True,
prefs_key = self.use_sphere_shaders_prefs_key )
self.use_cylinder_shaders_pref = debug_pref(
"GLPane: use cylinder-shaders?",
_choices[self.use_cylinder_shaders_default],
non_debug = True,
prefs_key = self.use_cylinder_shaders_prefs_key )
self.use_cone_shaders_pref = debug_pref(
"GLPane: use cone-shaders?",
_choices[self.use_cone_shaders_default],
non_debug = True,
prefs_key = self.use_cone_shaders_prefs_key )
self.use_batched_primitive_shaders_pref = debug_pref(
"GLPane: use batched primitive shaders?",
_choices[ self.use_batched_primitive_shaders_default],
non_debug = True,
prefs_key = self.use_batched_primitive_shaders_prefs_key )
#russ 080403: Added drawing variant selection for unbatched spheres
# (update, bruce 090304: mainly of historical interest or for testing,
# but does matter on older machines that can't use shaders;
# could be extended to affect other primitives, but hasn't been
# as of 090304)
variants = [
"0. OpenGL 1.0 - glBegin/glEnd tri-strips vertex-by-vertex.",
"1. OpenGL 1.1 - glDrawArrays from CPU RAM.",
"2. OpenGL 1.1 - glDrawElements indexed arrays from CPU RAM.",
"3. OpenGL 1.5 - glDrawArrays from graphics RAM VBO.",
"4. OpenGL 1.5 - glDrawElements, verts in VBO, index in CPU.",
"5. OpenGL 1.5 - VBO/IBO buffered glDrawElements.",
]
self.use_drawing_variant = debug_pref(
"GLPane: drawing method (unbatched spheres)",
Choice(names = variants,
values = range(len(variants)),
defaultValue = self.use_drawing_variant_default),
prefs_key = self.use_drawing_variant_prefs_key)
return
示例2: debug_pref_enable_pam_convert_sticky_ends
def debug_pref_enable_pam_convert_sticky_ends(): #bruce 080514; remove when this feature fully works
res = debug_pref("DNA: ghost bases when converting sticky ends to PAM5?", #bruce 080529 revised text
Choice_boolean_True, #bruce 080602 revised default value & prefs_key
non_debug = True, #bruce 080529
prefs_key = "v1.1/DNA: PAM3+5 make ghost bases for sticky ends?"
)
return res
示例3: debug_pref_remove_ghost_bases_from_pam3
def debug_pref_remove_ghost_bases_from_pam3(): #bruce 080602
res = debug_pref("DNA: remove ghost bases when converting to PAM3?",
Choice_boolean_True, # because they mess up DNA ui ops
non_debug = True, # because you should keep them for more accurate repeated Minimize
prefs_key = "v1.1/DNA: remove ghost bases when converting to PAM3?"
)
return res
示例4: _show_all_kids_for_debug
def _show_all_kids_for_debug(self):
classname_short = self.__class__.__name__.split('.')[-1]
debug_pref_name = "Model Tree: show content of %s?" % classname_short
# typical examples (for text searches to find them here):
# Model Tree: show content of DnaGroup?
# Model Tree: show content of Block?
return debug_pref( debug_pref_name, Choice_boolean_False )
示例5: _compute_remake_display_lists_now
def _compute_remake_display_lists_now(self): #bruce 090224
"""
[can be overridden in subclasses, but isn't so far]
"""
# as of 090317, defined and used only in this class
remake_during_movies = debug_pref(
"GLPane: remake display lists during movies?",
Choice_boolean_True,
# Historically this was hardcoded to False;
# but I don't know whether it's still a speedup
# to avoid remaking them (on modern graphics cards),
# or perhaps a slowdown, so I'm making it optional.
# Also, when active it will disable shader primitives,
# forcing use of polygonal primitives instead;
#### REVIEW whether it makes sense at all in that case.
# [bruce 090224]
# update: I'll make it default True, since that's more reliable,
# and we might not have time to test it.
# [bruce 090225]
non_debug = True,
prefs_key = "v1.2/GLPane: remake display lists during movies?" )
# whether to actually remake is more complicated -- it depends on self
# (thumbviews always remake) and on movie_is_playing flag (external).
remake_during_movies = remake_during_movies or \
self._always_remake_during_movies
remake_now = remake_during_movies or not self._movie_is_playing()
if remake_now != self._remake_display_lists:
# (kluge: knows how calling code uses value)
# leave this in until we've tested the performance of movie playing
# for both prefs values; it's not verbose
print "fyi: setting _remake_display_lists = %r" % remake_now
return remake_now
示例6: pref_MMKit_include_experimental_PAM_atoms
def pref_MMKit_include_experimental_PAM_atoms(): #bruce 080412
res = debug_pref("MMKit: include experimental PAM atoms (next session)?",
Choice_boolean_False,
# not on by default, and not visible without ATOM_DEBUG,
# since these elements would confuse users
prefs_key = "A10/MMKit: include experimental PAM atoms?" )
return res
示例7: set_Color_Theme_from_pref
def set_Color_Theme_from_pref():
global COLOR_THEME
COLOR_THEME = debug_pref("Color Theme (next session)",
_colortheme_Choice,
non_debug = True,
prefs_key = COLOR_THEME_prefs_key)
return
示例8: pref_fix_deprecated_PAM3_atoms
def pref_fix_deprecated_PAM3_atoms():
res = debug_pref("DNA: fix deprecated PAM3 atoms?",
Choice_boolean_True,
## non_debug = True, # disabled, bruce 080317
prefs_key = "A10/DNA: fix deprecated PAM3 atoms?", # changed, bruce 080317
call_with_new_value = _changed_dna_updater_behavior_pref )
return res
示例9: pref_draw_internal_markers
def pref_draw_internal_markers():
res = debug_pref("DNA: draw internal DnaMarkers?", #bruce 080317 revised text
Choice_boolean_False,
non_debug = True,
prefs_key = "A10/DNA: draw internal markers?", # changed, bruce 080317
call_with_new_value = (lambda val: env.mainwindow().glpane.gl_update()) )
return res
示例10: pref_dna_updater_convert_to_PAM3plus5
def pref_dna_updater_convert_to_PAM3plus5():
res = debug_pref("DNA: edit as PAM3+5? ",
Choice_boolean_False, # when True, I'll remove the ending space
## non_debug = True,
prefs_key = True,
call_with_new_value = _changed_dna_updater_behavior_pref )
return res
示例11: displist_disabled
def displist_disabled(self): #070215 split this out, modified it to notice _exprs__warpfuncs
"""
Is the use of our displist (or of all displists) disabled at the moment?
"""
return self._disabled or \
debug_pref("disable DisplayListChunk?", Choice_boolean_False, prefs_key = True) or \
getattr(self.env.glpane, '_exprs__warpfuncs', None) ###BUG: this will be too inefficient a response for nice dragging.
示例12: pref_fix_bare_PAM5_atoms
def pref_fix_bare_PAM5_atoms():
res = debug_pref("DNA: fix bare PAM5 atoms?",
Choice_boolean_True, # False -> True, 080201
## non_debug = True, # disabled, bruce 080317
prefs_key = "A10/DNA: fix bare PAM5 atoms?", # changed, bruce 080317
call_with_new_value = _changed_dna_updater_behavior_pref )
return res
示例13: _loadTexture
def _loadTexture(self):
"""
Load texture data from current image object
"""
ix, iy, image = self.image_obj.getTextureData()
# allocate texture object if never yet done [bruce 060207 revised all related code, to fix bug 1059]
if self.tex_name is None:
self.tex_name = glGenTextures(1)
# note: by experiment (iMac G5 Panther), this returns a single number (1L, 2L, ...), not a list or tuple,
# but for an argument >1 it returns a list of longs. We depend on this behavior here. [bruce 060207]
# initialize texture data
glBindTexture(GL_TEXTURE_2D, self.tex_name) # 2d texture (x and y size)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
self.have_mipmaps = False
if debug_pref("smoother tiny textures", Choice_boolean_False, prefs_key = True):
#bruce 060212 new feature; only takes effect when image is reloaded for some reason (like "load image" button)
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image)
self.have_mipmaps = True
else:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
# 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 is borderwidth,
# and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe the external image data. [bruce 060212 comment]
## self._initTextureEnv() #bruce 060207 do this in draw method, not here
self.assy.o.gl_update()
return
示例14: initTextureEnv
def initTextureEnv(have_mipmaps):
"have_mipmaps is boolean #doc"
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
# [looks like a bug that we overwrite clamp with repeat, just below?
# bruce 060212 comment]
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
if (0 and "kluge" and
debug_pref("smoother textures", Choice_boolean_False,
prefs_key = True)): ###@@@ revise to param
#bruce 060212 new feature (only visible in debug version so far);
# ideally it'd be controllable per-jig for side-by-side comparison;
# also, changing its menu item ought to gl_update but doesn't ##e
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
if have_mipmaps: #####@@@@@
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR)
else:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
else:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
return
示例15: setupUi
def setupUi(win):
"""
Populates the "Build Structures" menu, a submenu of the "Tools" menu.
@param win: NE1's main window object.
@type win: Ui_MainWindow
"""
# Populate the "Build Structures" menu.
# Start with "Builders", then add single shot "Generators".
win.buildStructuresMenu.addAction(win.toolsDepositAtomAction)
win.buildStructuresMenu.addAction(win.buildDnaAction)
# New Nanotube Builder or old Nanotube Generator?
if debug_pref("Use new 'Build > Nanotube' builder? (next session)",
Choice_boolean_True,
prefs_key = "A10 devel/Old Nanotube Generator"):
win.buildStructuresMenu.addAction(win.buildNanotubeAction)
else:
# Original "Build > Nanotube"
win.buildStructuresMenu.addAction(win.nanotubeGeneratorAction)
win.buildStructuresMenu.addAction(win.toolsCookieCutAction)
win.buildStructuresMenu.addSeparator() # Generators after this separator.
win.buildStructuresMenu.addAction(win.insertPeptideAction) # piotr 080304
win.buildStructuresMenu.addAction(win.insertGrapheneAction)
win.buildStructuresMenu.addAction(win.insertAtomAction)