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'''
Canvas
======
The :class:`Canvas` is the root object used for drawing by a
:class:`~kivy.uix.widget.Widget`. Check the class documentation for more
information about the usage of Canvas.
'''
__all__ = ('Instruction', 'InstructionGroup',
'ContextInstruction', 'VertexInstruction',
'Canvas', 'CanvasBase',
'RenderContext', 'Callback')
include "../include/config.pxi"
include "opcodes.pxi"
from kivy.graphics.cgl cimport *
from kivy.compat import PY2
from kivy.logger import Logger
from kivy.graphics.context cimport get_context, Context
from weakref import proxy
cdef int _need_reset_gl = 1
cdef int _active_texture = -1
cdef list canvas_list = []
cdef void reset_gl_context():
global _need_reset_gl, _active_texture
_need_reset_gl = 0
_active_texture = 0
cgl.glEnable(GL_BLEND)
cgl.glDisable(GL_DEPTH_TEST)
cgl.glEnable(GL_STENCIL_TEST)
cgl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
cgl.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE)
cgl.glActiveTexture(GL_TEXTURE0)
cgl.glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
cdef class Instruction(ObjectWithUid):
'''Represents the smallest instruction available. This class is for internal
usage only, don't use it directly.
'''
def __cinit__(self):
self.__proxy_ref = None
self.flags = 0
self.parent = None
def __init__(self, **kwargs):
self.group = kwargs.get('group', None)
if kwargs.get('noadd'):
self.flags |= GI_NO_REMOVE
return
self.parent = getActiveCanvas()
if self.parent:
self.parent.add(self)
cdef int apply(self) except -1:
return 0
IF DEBUG:
cpdef flag_update(self, int do_parent=1, list _instrs=None):
cdef list instrs = _instrs if _instrs else []
if _instrs and self in _instrs:
raise RuntimeError('Encountered instruction group render loop: %r in %r' % (self, _instrs,))
if do_parent == 1 and self.parent is not None:
instrs.append(self)
self.parent.flag_update(do_parent=1, _instrs=instrs)
self.flags |= GI_NEEDS_UPDATE
ELSE:
cpdef flag_update(self, int do_parent=1):
if do_parent == 1 and self.parent is not None:
self.parent.flag_update()
self.flags |= GI_NEEDS_UPDATE
cdef void flag_update_done(self):
self.flags &= ~GI_NEEDS_UPDATE
cdef void radd(self, InstructionGroup ig):
ig.children.append(self)
self.set_parent(ig)
cdef void rremove(self, InstructionGroup ig):
if self.parent is None:
return
ig.children.remove(self)
self.set_parent(None)
cdef void rinsert(self, InstructionGroup ig, int index):
ig.children.insert(index, self)
self.set_parent(ig)
cdef void set_parent(self, Instruction parent):
self.parent = parent
cdef void reload(self) except *:
self.flags |= GI_NEEDS_UPDATE
self.flags &= ~GI_NO_APPLY_ONCE
self.flags &= ~GI_IGNORE
property needs_redraw:
def __get__(self):
if (self.flags & GI_NEEDS_UPDATE) > 0:
return True
return False
property proxy_ref:
'''Return a proxy reference to the Instruction i.e. without creating a
reference of the widget. See `weakref.proxy
<http://docs.python.org/2/library/weakref.html?highlight=proxy#weakref.proxy>`_
for more information.
.. versionadded:: 1.7.2
'''
def __get__(self):
if self.__proxy_ref is None:
self.__proxy_ref = proxy(self)
return self.__proxy_ref
cdef class InstructionGroup(Instruction):
'''Group of :class:`Instructions <Instruction>`. Allows for the adding and
removing of graphics instructions. It can be used directly as follows::
blue = InstructionGroup()
blue.add(Color(0, 0, 1, 0.2))
blue.add(Rectangle(pos=self.pos, size=(100, 100)))
green = InstructionGroup()
green.add(Color(0, 1, 0, 0.4))
green.add(Rectangle(pos=(100, 100), size=(100, 100)))
# Here, self should be a Widget or subclass
[self.canvas.add(group) for group in [blue, green]]
'''
def __init__(self, **kwargs):
Instruction.__init__(self, **kwargs)
self.children = list()
self.compiled_children = None
if 'nocompiler' in kwargs:
self.compiler = None
else:
self.compiler = GraphicsCompiler()
cdef int apply(self) except -1:
cdef Instruction c
cdef list children
if self.compiler is not None:
if self.flags & GI_NEEDS_UPDATE:
self.build()
if self.compiled_children is not None and not (self.flags & GI_NO_APPLY_ONCE):
children = self.compiled_children.children
for c in children:
if c.flags & GI_IGNORE:
continue
c.apply()
self.flags &= ~GI_NO_APPLY_ONCE
else:
for c in self.children:
c.apply()
return 0
cdef void build(self):
self.compiled_children = self.compiler.compile(self)
self.flag_update_done()
cpdef add(self, Instruction c):
'''Add a new :class:`Instruction` to our list.
'''
c.radd(self)
self.flag_update()
return
cpdef insert(self, int index, Instruction c):
'''Insert a new :class:`Instruction` into our list at index.
'''
c.rinsert(self, index)
self.flag_update()
cpdef remove(self, Instruction c):
'''Remove an existing :class:`Instruction` from our list.
'''
c.rremove(self)
self.flag_update()
def indexof(self, Instruction c):
cdef int i
for i in xrange(len(self.children)):
if self.children[i] is c:
return i
return -1
def length(self):
return len(self.children)
cpdef clear(self):
'''Remove all the :class:`Instructions <Instruction>`.
'''
cdef Instruction c
for c in self.children[:]:
if c.flags & GI_NO_REMOVE:
continue
self.remove(c)
cpdef remove_group(self, str groupname):
'''Remove all :class:`Instructions <Instruction>` with a specific group
name.
'''
cdef Instruction c
for c in self.children[:]:
if c.flags & GI_NO_REMOVE:
continue
if c.group == groupname:
self.remove(c)
cpdef get_group(self, str groupname):
'''Return an iterable for all the :class:`Instructions <Instruction>`
with a specific group name.
'''
cdef Instruction c
return [c for c in self.children if c.group == groupname]
cdef void reload(self) except *:
Instruction.reload(self)
cdef Instruction c
for c in self.children:
c.reload()
cdef class ContextInstruction(Instruction):
'''The ContextInstruction class is the base for the creation of instructions
that don't have a direct visual representation, but instead modify the
current Canvas' state, e.g. texture binding, setting color parameters,
matrix manipulation and so on.
'''
def __init__(self, **kwargs):
Instruction.__init__(self, **kwargs)
self.flags |= GI_CONTEXT_MOD
self.context_state = dict()
self.context_push = list()
self.context_pop = list()
cdef RenderContext get_context(self):
cdef RenderContext context = getActiveContext()
return context
cdef int apply(self) except -1:
cdef RenderContext context = self.get_context()
if self.context_push:
context.push_states(self.context_push)
if self.context_state:
context.set_states(self.context_state)
if self.context_pop:
context.pop_states(self.context_pop)
return 0
cdef int set_state(self, str name, value) except -1:
self.context_state[name] = value
self.flag_update()
cdef int push_state(self, str name) except -1:
self.context_push.append(name)
self.flag_update()
cdef int pop_state(self, str name) except -1:
self.context_pop.append(name)
self.flag_update()
cdef class VertexInstruction(Instruction):
'''The VertexInstruction class is the base for all graphics instructions
that have a direct visual representation on the canvas, such as Rectangles,
Triangles, Lines, Ellipse and so on.
'''
def __init__(self, **kwargs):
# Set a BindTexture instruction to bind the texture used for
# this instruction before the actual vertex instruction
self.texture_binding = BindTexture(noadd=True, **kwargs)
self.texture = self.texture_binding.texture #auto compute tex coords
tex_coords = kwargs.get('tex_coords')
if tex_coords:
self.tex_coords = tex_coords
Instruction.__init__(self, **kwargs)
self.flags = GI_VERTEX_DATA & GI_NEEDS_UPDATE
self.batch = VertexBatch()
cdef void radd(self, InstructionGroup ig):
cdef Instruction instr = self.texture_binding
ig.children.append(self.texture_binding)
ig.children.append(self)
instr.set_parent(ig)
self.set_parent(ig)
cdef void rinsert(self, InstructionGroup ig, int index):
cdef Instruction instr = self.texture_binding
ig.children.insert(index, self.texture_binding)
ig.children.insert(index, self)
instr.set_parent(ig)
self.set_parent(ig)
cdef void rremove(self, InstructionGroup ig):
cdef Instruction instr = self.texture_binding
ig.children.remove(self.texture_binding)
ig.children.remove(self)
instr.set_parent(None)
self.set_parent(None)
property texture:
'''Property that represents the texture used for drawing this
Instruction. You can set a new texture like this::
from kivy.core.image import Image
texture = Image('logo.png').texture
with self.canvas:
Rectangle(texture=texture, pos=self.pos, size=self.size)
Usually, you will use the :attr:`source` attribute instead of the
texture.
'''
def __get__(self):
return self.texture_binding.texture
def __set__(self, _tex):
cdef Texture tex = _tex
self.texture_binding.texture = tex
if tex:
self.tex_coords = tex.tex_coords
else:
self.tex_coords = [0.0,0.0, 1.0,0.0, 1.0,1.0, 0.0,1.0]
self.flag_update()
property source:
'''This property represents the filename to load the texture from.
If you want to use an image as source, do it like this::
with self.canvas:
Rectangle(source='mylogo.png', pos=self.pos, size=self.size)
Here's the equivalent in Kivy language:
.. code-block:: kv
<MyWidget>:
canvas:
Rectangle:
source: 'mylogo.png'
pos: self.pos
size: self.size
.. note::
The filename will be searched for using the
:func:`kivy.resources.resource_find` function.
'''
def __get__(self):
return self.texture_binding.source
def __set__(self, source):
self.texture_binding.source = source
self.texture = self.texture_binding._texture
property tex_coords:
'''This property represents the texture coordinates used for drawing the
vertex instruction. The value must be a list of 8 values.
A texture coordinate has a position (u, v), and a size (w, h). The size
can be negative, and would represent the 'flipped' texture. By default,
the tex_coords are::
[u, v, u + w, v, u + w, v + h, u, v + h]
You can pass your own texture coordinates if you want to achieve fancy
effects.
.. warning::
The default values just mentioned can be negative. Depending
on the image and label providers, the coordinates are flipped
vertically because of the order in which the image is internally
stored. Instead of flipping the image data, we are just flipping
the texture coordinates to be faster.
'''
def __get__(self):
return (
self._tex_coords[0],
self._tex_coords[1],
self._tex_coords[2],
self._tex_coords[3],
self._tex_coords[4],
self._tex_coords[5],
self._tex_coords[6],
self._tex_coords[7])
def __set__(self, tc):
cdef int index
for index in xrange(8):
self._tex_coords[index] = tc[index]
self.flag_update()
cdef void build(self):
pass
cdef int apply(self) except -1:
if self.flags & GI_NEEDS_UPDATE:
self.build()
self.flag_update_done()
self.batch.draw()
return 0
cdef class Callback(Instruction):
'''.. versionadded:: 1.0.4
A Callback is an instruction that will be called when the drawing
operation is performed. When adding instructions to a canvas, you can do
this::
with self.canvas:
Color(1, 1, 1)
Rectangle(pos=self.pos, size=self.size)
Callback(self.my_callback)
The definition of the callback must be::
def my_callback(self, instr):
print('I have been called!')
.. warning::
Note that if you perform many and/or costly calls to callbacks, you
might potentially slow down the rendering performance significantly.
The updating of your canvas does not occur until something new happens.
From your callback, you can ask for an update::
with self.canvas:
self.cb = Callback(self.my_callback)
# then later in the code
self.cb.ask_update()
If you use the Callback class to call rendering methods of another
toolkit, you will have issues with the OpenGL context. The OpenGL state may
have been manipulated by the other toolkit, and as soon as program flow
returns to Kivy, it will just break. You can have glitches, crashes, black
holes might occur, etc.
To avoid that, you can activate the :attr:`reset_context` option. It will
reset the OpenGL context state to make Kivy's rendering correct after the
call to your callback.
.. warning::
The :attr:`reset_context` is not a full OpenGL reset. If you have issues
regarding that, please contact us.
'''
def __init__(self, arg, **kwargs):
Instruction.__init__(self, **kwargs)
self.func = arg
self._reset_context = int(kwargs.get('reset_context', False))
def ask_update(self):
'''Inform the parent canvas that we'd like it to update on the next
frame. This is useful when you need to trigger a redraw due to some
value having changed for example.
.. versionadded:: 1.0.4
'''
self.flag_update()
cdef int apply(self) except -1:
cdef RenderContext rcx
cdef Context ctx
cdef Shader shader
cdef int i
cgl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
cgl.glBindBuffer(GL_ARRAY_BUFFER, 0)
if self.func(self):
self.flag_update_done()
if self._reset_context:
# FIXME do that in a proper way
cgl.glDisable(GL_DEPTH_TEST)
cgl.glDisable(GL_CULL_FACE)
cgl.glDisable(GL_SCISSOR_TEST)
cgl.glEnable(GL_BLEND)
cgl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
cgl.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE)
cgl.glUseProgram(0)
# FIXME don't use 10. use max texture available from gl conf
for i in xrange(10):
cgl.glActiveTexture(GL_TEXTURE0 + i)
cgl.glBindTexture(GL_TEXTURE_2D, 0)
cgl.glDisableVertexAttribArray(i)
cgl.glBindBuffer(GL_ARRAY_BUFFER, 0)
cgl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
# reset all the vertexformat in all shaders
ctx = get_context()
for obj in ctx.lr_shader:
shader = obj()
if not shader:
continue
shader.bind_vertex_format(None)
# force binding again all our textures.
rcx = getActiveContext()
shader = rcx._shader
rcx.enter()
for index, texture in rcx.bind_texture.iteritems():
rcx.set_texture(index, texture)
reset_gl_context()
return 0
cdef int enter(self) except -1:
self._shader.use()
return 0
property reset_context:
'''Set this to True if you want to reset the OpenGL context for Kivy
after the callback has been called.
'''
def __get__(self):
return self._reset_context
def __set__(self, value):
cdef int ivalue = int(value)
if self._reset_context == ivalue:
return
self._reset_context = ivalue
self.flag_update()
cdef class CanvasBase(InstructionGroup):
'''CanvasBase provides the context manager methods for the
:class:`Canvas`.'''
def __enter__(self):
pushActiveCanvas(self)
def __exit__(self, *largs):
popActiveCanvas()
cdef class Canvas(CanvasBase):
'''The important Canvas class. Use this class to add graphics or context
instructions that you want to be used for drawing.
.. note::
The Canvas supports Python's ``with`` statement and its enter & exit
semantics.
Usage of a canvas without the ``with`` statement::
self.canvas.add(Color(1., 1., 0))
self.canvas.add(Rectangle(size=(50, 50)))
Usage of a canvas with Python's ``with`` statement::
with self.canvas:
Color(1., 1., 0)
Rectangle(size=(50, 50))
'''
def __init__(self, **kwargs):
get_context().register_canvas(self)
CanvasBase.__init__(self, **kwargs)
self._opacity = kwargs.get('opacity', 1.0)
self._before = None
self._after = None
cdef void reload(self) except *:
return
'''
# XXX ensure it's not needed anymore.
cdef Canvas c
if self._before is not None:
c = self._before
c.reload()
CanvasBase.reload(self)
if self._after is not None:
c = self._after
c.reload()
'''
cpdef clear(self):
'''Clears every :class:`Instruction` in the canvas, leaving it clean.'''
cdef Instruction c
for c in self.children[:]:
if c is self._before or c is self._after:
continue
if c.flags & GI_NO_REMOVE:
continue
self.remove(c)
cpdef draw(self):
'''Apply the instruction to our window.
'''
self.apply()
cdef int apply(self) except -1:
cdef float opacity = self._opacity
cdef float rc_opacity
cdef RenderContext rc
if opacity != 1.0:
rc = getActiveContext()
rc_opacity = rc['opacity']
rc.push_state('opacity')
rc['opacity'] = rc_opacity * opacity
InstructionGroup.apply(self)
if opacity != 1.0:
rc.pop_state('opacity')
return 0
cpdef add(self, Instruction c):
# the after group must remain the last one.
if self._after is None:
c.radd(self)
else:
c.rinsert(self, -1)
self.flag_update()
cpdef remove(self, Instruction c):
c.rremove(self)
self.flag_update()
def ask_update(self):
'''Inform the canvas that we'd like it to update on the next frame.
This is useful when you need to trigger a redraw due to some value
having changed for example.
'''
self.flag_update()
property before:
'''Property for getting the 'before' group.
'''
def __get__(self):
if self._before is None:
self._before = CanvasBase()
self.insert(0, self._before)
return self._before
property after:
'''Property for getting the 'after' group.
'''
def __get__(self):
cdef CanvasBase c
if self._after is None:
c = CanvasBase()
self.add(c)
self._after = c
return self._after
property has_before:
'''Property to see if the :attr:`before` group has already been created.
.. versionadded:: 1.7.0
'''
def __get__(self):
return self._before is not None
property has_after:
'''Property to see if the :attr:`after` group has already been created.
.. versionadded:: 1.7.0
'''
def __get__(self):
return self._after is not None
property opacity:
'''Property to get/set the opacity value of the canvas.
.. versionadded:: 1.4.1
The opacity attribute controls the opacity of the canvas and its
children. Be careful, it's a cumulative attribute: the value is
multiplied to the current global opacity and the result is applied to
the current context color.
For example: if your parent has an opacity of 0.5 and a child has an
opacity of 0.2, the real opacity of the child will be 0.5 * 0.2 = 0.1.
Then, the opacity is applied on the shader as::
frag_color = color * vec4(1.0, 1.0, 1.0, opacity);
'''
def __get__(self):
return self._opacity
def __set__(self, value):
self._opacity = value
self.flag_update()
# Active Canvas and getActiveCanvas function is used
# by instructions, so they know which canvas to add
# themselves to
cdef CanvasBase ACTIVE_CANVAS = None
cdef CanvasBase getActiveCanvas():
global ACTIVE_CANVAS
return ACTIVE_CANVAS
# Canvas Stack, for internal use so canvas can be bound
# inside other canvas, and restored when other canvas is done
cdef list CANVAS_STACK = list()
cdef pushActiveCanvas(CanvasBase c):
global ACTIVE_CANVAS, CANVAS_STACK
CANVAS_STACK.append(ACTIVE_CANVAS)
ACTIVE_CANVAS = c
cdef popActiveCanvas():
global ACTIVE_CANVAS, CANVAS_STACK
ACTIVE_CANVAS = CANVAS_STACK.pop()
#TODO: same as canvas, move back to context.pyx..fix circular import
#on actual import from python problem
include "common.pxi"
from vertex cimport *
#from texture cimport *
from os.path import join
from kivy import kivy_shader_dir
from kivy.cache import Cache
from kivy.core.image import Image
from kivy.graphics.transformation cimport Matrix
cdef class RenderContext(Canvas):
'''The render context stores all the necessary information for drawing, i.e.:
- The vertex shader
- The fragment shader
- The default texture
- The state stack (color, texture, matrix...)
'''
def __cinit__(self, *args, **kwargs):
self._use_parent_projection = 0
self._use_parent_modelview = 0
self._use_parent_frag_modelview = 0
self.bind_texture = dict()
def __init__(self, *args, **kwargs):
Canvas.__init__(self, **kwargs)
vs_src = kwargs.get('vs', None)
fs_src = kwargs.get('fs', None)
self._shader = Shader(vs_src, fs_src)
# load default texture image
filename = join(kivy_shader_dir, 'default.png')
tex = Cache.get('kv.texture', filename)
if not tex:
tex = Image(filename).texture
Cache.append('kv.texture', filename, tex)
self.default_texture = tex
self.state_stacks = {
'opacity': [1.0],
'texture0' : [0],
'color' : [[1.0,1.0,1.0,1.0]],
'projection_mat': [Matrix()],
'modelview_mat' : [Matrix()],
'frag_modelview_mat' : [Matrix()],
}
cdef str key
self._shader.use()
for key, stack in self.state_stacks.iteritems():
self.set_state(key, stack[0])
if 'use_parent_projection' in kwargs:
self._use_parent_projection = bool(int(kwargs['use_parent_projection']))
if 'use_parent_modelview' in kwargs:
self._use_parent_modelview = bool(int(kwargs['use_parent_modelview']))
if 'use_parent_frag_modelview' in kwargs:
self._use_parent_frag_modelview = bool(int(kwargs['use_parent_frag_modelview']))
cdef void set_state(self, str name, value, int apply_now=0):
# Upload the uniform value to the shader
cdef list d
if name not in self.state_stacks:
self.state_stacks[name] = [value]
self.flag_update()
else:
d = self.state_stacks[name]
if value != d[-1]:
d[-1] = value
self.flag_update()
self._shader.set_uniform(name, value)
cdef get_state(self, str name):
return self.state_stacks[name][-1]
cdef int set_states(self, dict states) except -1:
cdef str name
for name, value in states.iteritems():
self.set_state(name, value)
cdef int push_state(self, str name) except -1:
stack = self.state_stacks[name]
stack.append(stack[-1])
self.flag_update()
cdef int push_states(self, list names) except -1:
cdef str name
for name in names:
self.push_state(name)
cdef int pop_state(self, str name) except -1:
stack = self.state_stacks[name]
oldvalue = stack.pop()
if oldvalue != stack[-1]:
self.set_state(name, stack[-1])
self.flag_update()
cdef int pop_states(self, list names) except -1:
cdef str name
for name in names:
self.pop_state(name)
cdef void set_texture(self, int index, Texture texture):
# TODO this code is actually broken,
# the binded texture can be already set, but we may changed if we came
# from another render context.
#if index in self.bind_texture and \
# self.bind_texture[index] is texture:
# return
global _active_texture
self.bind_texture[index] = texture
if _active_texture != index:
_active_texture = index
cgl.glActiveTexture(GL_TEXTURE0 + index)
texture.bind()
self.flag_update()
cdef int enter(self) except -1:
self._shader.use()
return 0
cdef int leave(self) except -1:
self._shader.stop()
return 0
cdef int apply(self) except -1:
cdef list keys
if PY2:
keys = self.state_stacks.keys()
else:
keys = list(self.state_stacks.keys())
cdef RenderContext active_context = getActiveContext()
if self._use_parent_projection:
self.set_state('projection_mat',
active_context.get_state('projection_mat'), 0)
if self._use_parent_modelview:
self.set_state('modelview_mat',
active_context.get_state('modelview_mat'), 0)
if self._use_parent_frag_modelview:
self.set_state('frag_modelview_mat',
active_context.get_state('frag_modelview_mat'), 0)
pushActiveContext(self)
if _need_reset_gl:
reset_gl_context()
self.push_states(keys)
Canvas.apply(self)
self.pop_states(keys)
popActiveContext()
self.flag_update_done()
return 0
cdef void reload(self) except *:
pushActiveContext(self)
reset_gl_context()
Canvas.reload(self)
popActiveContext()
def __setitem__(self, key, val):
self.set_state(key, val)
def __getitem__(self, key):
return self._shader.uniform_values[key]
property shader:
'''Return the shader attached to the render context.
'''
def __get__(self):
return self._shader
property use_parent_projection:
'''If True, the parent projection matrix will be used.
.. versionadded:: 1.7.0
Before::
rc['projection_mat'] = Window.render_context['projection_mat']
Now::
rc = RenderContext(use_parent_projection=True)
'''
def __get__(self):
return bool(self._use_parent_projection)
def __set__(self, value):
cdef cvalue = int(bool(value))
if self._use_parent_projection != cvalue:
self._use_parent_projection = cvalue
self.flag_update()
property use_parent_modelview:
'''If True, the parent modelview matrix will be used.
.. versionadded:: 1.7.0
Before::
rc['modelview_mat'] = Window.render_context['modelview_mat']
Now::
rc = RenderContext(use_parent_modelview=True)
'''
def __get__(self):
return bool(self._use_parent_modelview)
def __set__(self, value):
cdef cvalue = int(bool(value))
if self._use_parent_modelview != cvalue:
self._use_parent_modelview = cvalue
self.flag_update()
property use_parent_frag_modelview:
'''If True, the parent fragment modelview matrix will be used.
.. versionadded:: 1.10.1
rc = RenderContext(use_parent_frag_modelview=True)
'''
def __get__(self):
return bool(self._use_parent_frag_modelview)
def __set__(self, value):
cdef cvalue = int(bool(value))
if self._use_parent_frag_modelview != cvalue:
self._use_parent_frag_modelview = cvalue
self.flag_update()
cdef RenderContext ACTIVE_CONTEXT = None
cdef list CONTEXT_STACK = list()
cdef RenderContext getActiveContext():
global ACTIVE_CONTEXT
return ACTIVE_CONTEXT
cdef pushActiveContext(RenderContext c):
global CONTEXT_STACK, ACTIVE_CONTEXT
CONTEXT_STACK.append(ACTIVE_CONTEXT)
ACTIVE_CONTEXT = c
c.enter()
cdef popActiveContext():
global CONTEXT_STACK, ACTIVE_CONTEXT
if ACTIVE_CONTEXT:
ACTIVE_CONTEXT.leave()
ACTIVE_CONTEXT = CONTEXT_STACK.pop()
if ACTIVE_CONTEXT:
ACTIVE_CONTEXT.enter()