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drop_shadow.py
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drop_shadow.py
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#!/usr/bin/env python
# - coding: utf-8 -
# Copyright (C) 2010 Toms Bauģis <toms.baugis at gmail.com>
"""Base template"""
from gi.repository import Gtk as gtk
from lib import graphics
import cairo
import struct
class DropShadow(graphics.Sprite):
def __init__(self, sprite):
graphics.Sprite.__init__(self)
self.original_sprite = sprite
self.us = False
#self.original_sprite.connect("on-render", self.on_prev_sprite_render)
def render(self):
if self.us:
return
if self.original_sprite.graphics.extents:
x, y, x2, y2 = self.original_sprite.graphics.extents
print x, y, x2, y2
self.us = True
# first we will measure extents (lame)
image_surface = cairo.ImageSurface(cairo.FORMAT_A1, 0, 0)
image_context = cairo.Context(image_surface)
self.original_sprite._draw(image_context)
extents = self.original_sprite.get_extents()
width = int(extents.width) + 10
height = int(extents.height) + 10
# creating a in-memory image of current context
image_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, width, height)
image_context = cairo.Context(image_surface)
self.original_sprite._draw(image_context)
self.us = False
# now create shadow
self.blur(image_surface)
self.graphics.clear()
self.graphics.set_source_surface(image_surface)
self.graphics.paint()
def blur(self, surface):
buffer = surface.get_data()
v = 1.0 / 9.0
kernel = ((v, v, v),
(v, v, v),
(v, v, v))
kernel_range = range(-1, 2) # surrounding the pixel
extents = self.original_sprite.get_extents()
width = int(extents.width) + 10
height = int(extents.height) + 10
# we will need all the pixel colors anyway, so let's grab them once
pixel_colors = struct.unpack_from('BBBB' * width * height, buffer)
new_pixels = [0] * width * height * 4 # target matrix
for x in range(1, width - 1):
for y in range(1, height - 1):
r,g,b,a = 0,0,0,0
pos = (y * width + x) * 4
for ky in kernel_range:
for kx in kernel_range:
k = kernel[kx][ky]
k_pos = pos + ky * width * 4 + kx * 4
pixel_r,pixel_g,pixel_b,pixel_a = pixel_colors[k_pos:k_pos + 4]
r += k * pixel_r
g += k * pixel_g
b += k * pixel_b
a += k * pixel_a
avg = min((r + g + b) / 3.0 * 0.6, 255)
new_pixels[pos:pos+4] = (avg, avg, avg, a)
struct.pack_into('BBBB' * width * height, buffer, 0, *new_pixels)
class SomeShape(graphics.Sprite):
def __init__(self):
graphics.Sprite.__init__(self, interactive=True, draggable=True)
#self.graphics.circle(25, 25, 15)
label = graphics.Label("", 24, "#fff")
label.markup = "<b>Drag me around!</b>"
self.add_child(label)
self.graphics.rectangle(0, 0, label.width, label.height)
self.graphics.new_path()
#self.graphics.fill_area(5, 5, 80, 80, "#fff")
self.connect("on-render", self.on_render)
def on_render(self, sprite):
self.shadow.render()
class Scene(graphics.Scene):
def __init__(self):
graphics.Scene.__init__(self)
self.shape = SomeShape()
shadow = DropShadow(self.shape)
shadow.x, shadow.y = -4, -4
self.shape.shadow = shadow
self.add_child(shadow)
self.add_child(self.shape)
self.connect("on-drag", self.on_sprite_drag)
#self.animate(self.shape, opacity=1, duration=1.0)
self.redraw()
def on_sprite_drag(self, scene, sprite, event):
extents = sprite.get_extents()
width, height = extents.width, extents.height
sprite.shadow.x = sprite.x + (sprite.x + (width - self.width) / 2.0) / float(self.width) * 8
sprite.shadow.y = sprite.y + (sprite.y + (height - self.height) / 2.0) / float(self.height) * 8
class BasicWindow:
def __init__(self):
window = gtk.Window()
window.set_size_request(600, 500)
window.connect("delete_event", lambda *args: gtk.main_quit())
window.add(Scene())
window.show_all()
example = BasicWindow()
import signal
signal.signal(signal.SIGINT, signal.SIG_DFL) # gtk3 screws up ctrl+c
gtk.main()