Experiment to use QGraphicsView to build out checkboard UI.
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@ -18,97 +18,26 @@
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#
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from PySide import QtGui
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from OpenGL import GL
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from PySide.QtOpenGL import QGLWidget
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from OpenGL.GL import *
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from OpenGL.GLUT import *
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from OpenGL.GLU import *
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from PySide import QtCore
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# Install freeglut3 for the example.
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class SphereTestGLWidget(QGLWidget):
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"GUI rectangle that displays a teapot"
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def initializeGL(self):
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"runs once, after OpenGL context is created"
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glEnable(GL_DEPTH_TEST)
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glClearColor(1,1,1,0) # white background
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glShadeModel(GL_SMOOTH)
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glEnable(GL_COLOR_MATERIAL)
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glMaterialfv(GL_FRONT, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
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glMaterialfv(GL_FRONT, GL_SHININESS, [50.0])
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glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
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glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
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glLightfv(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [1.0, 1.0, 1.0, 0.0])
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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self.orientCamera()
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glutInit()
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gluLookAt(0, 0, -10, # camera
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0, 0, 0, # focus
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0, 1, 0) # up vector
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super(SphereTestGLWidget, self).initializeGL()
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class GameBoardWidget(QtGui.QGraphicsView):
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def __init__(self, scene):
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super(GameBoardWidget, self).__init__(scene)
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self.scene = scene
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def paintGL(self):
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"runs every time an image update is needed"
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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self.paintTeapot()
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super(SphereTestGLWidget, self).paintGL()
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def create_checker_board(self):
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def resizeGL(self, w, h):
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"runs every time the window changes size"
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glViewport(0, 0, w, h)
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self.orientCamera()
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super(SphereTestGLWidget, self).resizeGL(w, h)
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redness = QtGui.QBrush(color=QtCore.Qt.darkRed)
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redness_pen = QtGui.QPen(color=QtCore.Qt.darkRed)
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self.scene.addRect(10, 10, 50, 50, pen=redness_pen, brush=redness)
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self.scene.addText('Hello world...')
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def orientCamera(self):
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"update projection matrix, especially when aspect ratio changes"
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glPushAttrib(GL_TRANSFORM_BIT) # remember current GL_MATRIX_MODE
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective (60.0, self.width()/float(self.height()), 1.0, 10.0)
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glPopAttrib() # restore GL_MATRIX_MODE
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def paintTeapot(self):
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glPushAttrib(GL_POLYGON_BIT) # remember current GL_FRONT_FACE indictor
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glFrontFace(GL_CW) # teapot polygon vertex order is opposite to modern convention
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glColor3f(0.2,0.2,0.5) # paint it blue
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glutSolidTeapot(3.0) # thank you GLUT tool kit
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glPopAttrib() # restore GL_FRONT_FACE
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class GameBoardWidget(QGLWidget):
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def __init__(self, parent):
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QGLWidget.__init__(self, parent)
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def initializeGL(self):
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GL.glEnable(GL.GL_DEPTH_TEST)
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GL.glClearColor(0, 1, 0, 1)
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super(GameBoardWidget, self).initializeGL()
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def paintGL(self):
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GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
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self.paint_checkboard_state()
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super(GameBoardWidget, self).paintGL()
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def resizeGL(self, width, height):
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"""Resizes the game board whenever the window is resized.
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:param width: The width of the newly sized QGLWidget.
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:param width: The height of the newly sized of QGLWidget.
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"""
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GL.glViewport(0, 0, width, height)
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super(GameBoardWidget, self).resizeGL(width, height)
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def paint_checkboard_state(self):
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pass
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# TODO Add in number of captured pieces and whose turn it is.
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class GameView(QtGui.QWidget):
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"""Info viewer for the game's license, etc."""
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"""Game viewer for the game's license, etc."""
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# TODO Setup functional testing with PySide.QtTest
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@ -117,9 +46,12 @@ class GameView(QtGui.QWidget):
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self.setup_components()
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def setup_components(self):
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self.game_board_scene = QtGui.QGraphicsScene()
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self.game_board = GameBoardWidget(self.game_board_scene)
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self.game_board.create_checker_board()
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self.game_board.show()
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# self.game_board = SphereTestGLWidget(self)
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self.game_board = GameBoardWidget(self)
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exit_button = QtGui.QPushButton('Back to Menu', self)
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exit_button.setFixedHeight(50)
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@ -128,8 +60,6 @@ class GameView(QtGui.QWidget):
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widget_layout = QtGui.QVBoxLayout(self)
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widget_layout.addWidget(self.game_board)
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# TODO Add in number of captured pieces and whose turn it is.
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button_row = QtGui.QHBoxLayout(self)
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button_row.addWidget(exit_button)
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