import numpy
import gltext
import math
+import struct
LEGEND_LEFT_PAD = 7
LEGEND_NUM_BLOCKS = 256
ceil_log2 = lambda x: 2**int(math.ceil(math.log(x)/math.log(2)))
+pack_color = lambda x: struct.pack('BBBB', *x)
+unpack_color = lambda s: struct.unpack('BBBB', s)
+
def _get_rbga(red_pts, green_pts, blue_pts, alpha_pts=[(0, 0), (1, 0)]):
"""
Get an array of 256 rgba values where each index maps to a color.
#linear interpolation
if x <= x2: return float(y1 - y2)/(x1 - x2)*(x - x1) + y1
raise Exception
- return [numpy.array(map(
+ return [pack_color(map(
lambda pw: int(255*_fcn(i/255.0, pw)),
(red_pts, green_pts, blue_pts, alpha_pts),
- ), numpy.uint8).tostring() for i in range(0, 256)
+ )) for i in range(0, 256)
]
COLORS = {
block_height = float(legend_height)/LEGEND_NUM_BLOCKS
x = self.width - self.padding_right + LEGEND_LEFT_PAD
for i in range(LEGEND_NUM_BLOCKS):
- color = COLORS[self._color_mode][int(255*i/float(LEGEND_NUM_BLOCKS-1))]
- GL.glColor4f(*map(lambda c: ord(c)/255.0, color))
+ color = unpack_color(COLORS[self._color_mode][int(255*i/float(LEGEND_NUM_BLOCKS-1))])
+ GL.glColor4f(*numpy.array(color)/255.0)
y = self.height - (i+1)*block_height - self.padding_bottom
self._draw_rect(x, y, LEGEND_WIDTH, block_height)
#draw rectangle around color scale border
samples = numpy.clip(samples, 0, 255) #clip
samples = numpy.array(samples, numpy.uint8)
#convert the samples to RGBA data
- data = numpy.choose(samples, COLORS[self._color_mode]).tostring()
+ data = ''.join([COLORS[self._color_mode][sample] for sample in samples])
self._buffer.append(data)
self._waterfall_cache.changed(True)
self.unlock()