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Open3D的所有窗口小部件

Open3D的所有窗口小部件

  • Open3D的所有窗口小部件
    • 1. Open3D提供了类似QT的小Widget
    • 2. 使用代码展示
    • 3. 结果展示

Open3D的所有窗口小部件

参考:https://www.open3d.org/docs/release/python_example/visualization/index.html#all-widgets-py

1. Open3D提供了类似QT的小Widget

  1. TextEdit
  2. Button
  3. Horiz
  4. Label
  5. CollapsableVert
  6. Color
  7. Checkbox
  8. ColorEdit
  9. Combobox
  10. ImageWidget
  11. ListView
  12. TreeView
  13. NumberEdit
  14. ProgressBar
  15. Slider
  16. TextEdit
  17. VectorEdit
  18. VGrid
  19. TabControl
  20. StackedWidge
  21. ToggleSwitch

2. 使用代码展示

# ----------------------------------------------------------------------------
# -                        Open3D: www.open3d.org                            -
# ----------------------------------------------------------------------------
# Copyright (c) 2018-2024 www.open3d.org
# SPDX-License-Identifier: MIT
# ----------------------------------------------------------------------------

import open3d.visualization.gui as gui
import os.path
import platform

basedir = os.path.dirname(os.path.realpath(__file__))

# This is all-widgets.py with some modifications for non-English languages.
# Please see all-widgets.py for usage of the GUI widgets

MODE_SERIF = "serif"
MODE_COMMON_HANYU = "common"
MODE_SERIF_AND_COMMON_HANYU = "serif+common"
MODE_COMMON_HANYU_EN = "hanyu_en+common"
MODE_ALL_HANYU = "all"
MODE_CUSTOM_CHARS = "custom"

#mode = MODE_SERIF
#mode = MODE_COMMON_HANYU
# mode = MODE_SERIF_AND_COMMON_HANYU
mode = MODE_ALL_HANYU
#mode = MODE_CUSTOM_CHARS
def font_set():
    global serif, hanzi, chess
    # Fonts can be names or paths
    if platform.system() == "Darwin":
        serif = "Times New Roman"
        hanzi = "STHeiti Light"
        chess = "/System/Library/Fonts/Apple Symbols.ttf"
    elif platform.system() == "Windows":
        # it is necessary to specify paths on Windows since it stores its fonts
        # with a cryptic name, so font name searches do not work on Windows
        serif = "c:/windows/fonts/times.ttf"  # Times New Roman
        hanzi = "c:/windows/fonts/msyh.ttc"  # YaHei UI
        chess = "c:/windows/fonts/seguisym.ttf"  # Segoe UI Symbol
    else:
        # Assumes Ubuntu 20.04
        serif = "DejaVuSerif"
        hanzi = "NotoSansCJK"
        chess = "/usr/share/fonts/truetype/freefont/FreeSerif.ttf"
def main():

    font_set()
    gui.Application.instance.initialize()

    # Font changes must be done after initialization but before creating
    # a window.

    font = set_font()

    if font is not None:
        gui.Application.instance.set_font(gui.Application.DEFAULT_FONT_ID, font)

    ExampleWindow()
    gui.Application.instance.run()


def set_font():
    # MODE_SERIF changes the English font; Chinese will not be displayed
    font = None
    if mode == MODE_SERIF:
        font = gui.FontDescription(serif)
    # MODE_COMMON_HANYU uses the default English font and adds common Chinese
    elif mode == MODE_COMMON_HANYU:
        font = gui.FontDescription()
        font.add_typeface_for_language(hanzi, "zh")
    # MODE_SERIF_AND_COMMON_HANYU uses a serif English font and adds common
    # Chinese characters
    elif mode == MODE_SERIF_AND_COMMON_HANYU:
        font = gui.FontDescription(serif)
        font.add_typeface_for_language(hanzi, "zh")
    # MODE_COMMON_HANYU_EN the Chinese font for both English and the common
    # characters
    elif mode == MODE_COMMON_HANYU_EN:
        font = gui.FontDescription(hanzi)
        font.add_typeface_for_language(hanzi, "zh")
    # MODE_ALL_HANYU uses the default English font but includes all the Chinese
    # characters (which uses a substantial amount of memory)
    elif mode == MODE_ALL_HANYU:
        font = gui.FontDescription()
        font.add_typeface_for_language(hanzi, "zh_all")
    elif mode == MODE_CUSTOM_CHARS:
        range = [0x2654, 0x2655, 0x2656, 0x2657, 0x2658, 0x2659]
        font = gui.FontDescription()
        font.add_typeface_for_code_points(chess, range)
    return font


class ExampleWindow:
    MENU_CHECKABLE = 1
    MENU_DISABLED = 2
    MENU_QUIT = 3

    def __init__(self):
        self.window = gui.Application.instance.create_window("Test", 400, 768)
        # self.window = gui.Application.instance.create_window("Test", 400, 768,
        #                                                        x=50, y=100)
        w = self.window  # for more concise code

        # Rather than specifying sizes in pixels, which may vary in size based
        # on the monitor, especially on macOS which has 220 dpi monitors, use
        # the em-size. This way sizings will be proportional to the font size,
        # which will create a more visually consistent size across platforms.
        em = w.theme.font_size

        # Widgets are laid out in layouts: gui.Horiz, gui.Vert,
        # gui.CollapsableVert, and gui.VGrid. By nesting the layouts we can
        # achieve complex designs. Usually we use a vertical layout as the
        # topmost widget, since widgets tend to be organized from top to bottom.
        # Within that, we usually have a series of horizontal layouts for each
        # row.
        layout = gui.Vert(0, gui.Margins(0.5 * em, 0.5 * em, 0.5 * em,
                                         0.5 * em))

        # Create the menu. The menu is global (because the macOS menu is global),
        # so only create it once.
        if gui.Application.instance.menubar is None:
            menubar = gui.Menu()
            test_menu = gui.Menu()
            test_menu.add_item("An option", ExampleWindow.MENU_CHECKABLE)
            test_menu.set_checked(ExampleWindow.MENU_CHECKABLE, True)
            test_menu.add_item("Unavailable feature",
                               ExampleWindow.MENU_DISABLED)
            test_menu.set_enabled(ExampleWindow.MENU_DISABLED, False)
            test_menu.add_separator()
            test_menu.add_item("Quit", ExampleWindow.MENU_QUIT)
            # On macOS the first menu item is the application menu item and will
            # always be the name of the application (probably "Python"),
            # regardless of what you pass in here. The application menu is
            # typically where About..., Preferences..., and Quit go.
            menubar.add_menu("Test", test_menu)
            gui.Application.instance.menubar = menubar

        # Each window needs to know what to do with the menu items, so we need
        # to tell the window how to handle menu items.
        w.set_on_menu_item_activated(ExampleWindow.MENU_CHECKABLE,
                                     self._on_menu_checkable)
        w.set_on_menu_item_activated(ExampleWindow.MENU_QUIT,
                                     self._on_menu_quit)

        # Create a file-chooser widget. One part will be a text edit widget for
        # the filename and clicking on the button will let the user choose using
        # the file dialog.
        self._fileedit = gui.TextEdit()
        filedlgbutton = gui.Button("选择文件(Button)")
        filedlgbutton.horizontal_padding_em = 0.5
        filedlgbutton.vertical_padding_em = 0
        filedlgbutton.set_on_clicked(self._on_filedlg_button)
        self._fileedit.placeholder_text = "TextEdit"

        # (Create the horizontal widget for the row. This will make sure the
        # text editor takes up as much space as it can.)
        fileedit_layout = gui.Horiz()
        fileedit_layout.add_child(gui.Label("模型文件(Label)"))
        fileedit_layout.add_child(self._fileedit)
        fileedit_layout.add_fixed(0.25 * em)
        fileedit_layout.add_child(filedlgbutton)
        # add to the top-level (vertical) layout
        layout.add_child(fileedit_layout)

        # Create a collapsible vertical widget, which takes up enough vertical
        # space for all its children when open, but only enough for text when
        # closed. This is useful for property pages, so the user can hide sets
        # of properties they rarely use. All layouts take a spacing parameter,
        # which is the spacinging between items in the widget, and a margins
        # parameter, which specifies the spacing of the left, top, right,
        # bottom margins. (This acts like the 'padding' property in CSS.)
        collapse = gui.CollapsableVert("可折叠垂直布局CollapsableVert", 0.33 * em,
                                       gui.Margins(em, 0, 0, 0))
        if mode == MODE_CUSTOM_CHARS:
            self._label = gui.Label("♔♕♖♗♘♙Label")
        elif mode == MODE_ALL_HANYU:
            self._label = gui.Label("天地玄黃,宇宙洪荒。日月盈昃,辰宿列張。Label")
        else:
            self._label = gui.Label("锄禾日当午,汗滴禾下土。谁知盘中餐,粒粒皆辛苦。Label")
        self._label.text_color = gui.Color(1.0, 0.5, 0.0)
        collapse.add_child(self._label)

        # Create a checkbox. Checking or unchecking would usually be used to set
        # a binary property, but in this case it will show a simple message box,
        # which illustrates how to create simple dialogs.
        cb = gui.Checkbox("复选框Checkbox")
        cb.set_on_checked(self._on_cb)  # set the callback function
        collapse.add_child(cb)

        # Create a color editor. We will change the color of the orange label
        # above when the color changes.
        color = gui.ColorEdit()
        color.color_value = self._label.text_color
        color.set_on_value_changed(self._on_color)
        colorlayout = gui.Horiz()

        colorlayout.add_child(gui.Label("ColorEdit:"))
        colorlayout.add_child(color)
        collapse.add_child(colorlayout)

        # This is a combobox, nothing fancy here, just set a simple function to
        # handle the user selecting an item.
        combo = gui.Combobox()
        combo.add_item("Combobox展示")
        combo.add_item("Show point velocity")
        combo.add_item("Show bounding boxes")
        combo.set_on_selection_changed(self._on_combo)
        collapse.add_child(combo)

        # This is a toggle switch, which is similar to a checkbox. To my way of
        # thinking the difference is subtle: a checkbox toggles properties
        # (for example, purely visual changes like enabling lighting) while a
        # toggle switch is better for changing the behavior of the app (for
        # example, turning on processing from the camera).
        switch = gui.ToggleSwitch("按钮ToggleSwitch")
        switch.set_on_clicked(self._on_switch)
        collapse.add_child(switch)

        self.logo_idx = 0
        proxy = gui.WidgetProxy()

        def switch_proxy():
            self.logo_idx += 1
            if self.logo_idx % 3 == 0:
                proxy.set_widget(None)
            elif self.logo_idx % 3 == 1:
                # Add a simple image
                logo = gui.ImageWidget(basedir + "/icon-32.png")
                proxy.set_widget(logo)
            else:
                label = gui.Label(
                    'Open3D: A Modern Library for 3D Data Processing')
                proxy.set_widget(label)
            w.set_needs_layout()

        logo_btn = gui.Button('点击显示不同的小部件 WidgetProxy')
        logo_btn.vertical_padding_em = 0
        logo_btn.background_color = gui.Color(r=0, b=0.5, g=0)
        logo_btn.set_on_clicked(switch_proxy)
        collapse.add_child(logo_btn)
        collapse.add_child(proxy)

        # Widget stack demo
        self._widget_idx = 0
        hz = gui.Horiz(spacing=5)
        push_widget_btn = gui.Button('Push widget')
        push_widget_btn.vertical_padding_em = 0
        pop_widget_btn = gui.Button('Pop widget')
        pop_widget_btn.vertical_padding_em = 0
        stack = gui.WidgetStack()
        stack.set_on_top(lambda w: print(f'New widget is: {w.text}'))
        hz.add_child(gui.Label('WidgetStack '))
        hz.add_child(push_widget_btn)
        hz.add_child(pop_widget_btn)
        hz.add_child(stack)
        collapse.add_child(hz)

        def push_widget():
            self._widget_idx += 1
            stack.push_widget(gui.Label(f'Widget {self._widget_idx}'))

        push_widget_btn.set_on_clicked(push_widget)
        pop_widget_btn.set_on_clicked(stack.pop_widget)

        # Add a list of items
        lv = gui.ListView()
        lv.set_items(["ListView", "Trees", "Buildings", "Cars", "People", "Cats"])
        lv.selected_index = lv.selected_index + 2  # initially is -1, so now 1
        lv.set_max_visible_items(4)
        lv.set_on_selection_changed(self._on_list)
        collapse.add_child(lv)

        # Add a tree view
        tree = gui.TreeView()
        tree.add_text_item(tree.get_root_item(), "TreeView")
        geo_id = tree.add_text_item(tree.get_root_item(), "Geometries")
        mesh_id = tree.add_text_item(geo_id, "Mesh")
        tree.add_text_item(mesh_id, "Triangles")
        tree.add_text_item(mesh_id, "Albedo texture")
        tree.add_text_item(mesh_id, "Normal map")
        points_id = tree.add_text_item(geo_id, "Points")
        tree.can_select_items_with_children = True
        tree.set_on_selection_changed(self._on_tree)
        # does not call on_selection_changed: user did not change selection
        tree.selected_item = points_id
        collapse.add_child(tree)

        # Add two number editors, one for integers and one for floating point
        # Number editor can clamp numbers to a range, although this is more
        # useful for integers than for floating point.
        intedit = gui.NumberEdit(gui.NumberEdit.INT)
        intedit.int_value = 0
        intedit.set_limits(1, 19)  # value coerced to 1
        intedit.int_value = intedit.int_value + 2  # value should be 3
        doubleedit = gui.NumberEdit(gui.NumberEdit.DOUBLE)
        numlayout = gui.Horiz()
        numlayout.add_child(gui.Label("NumberEdit:"))
        numlayout.add_child(gui.Label("int"))
        numlayout.add_child(intedit)
        numlayout.add_fixed(em)  # manual spacing (could set it in Horiz() ctor)
        numlayout.add_child(gui.Label("double"))
        numlayout.add_child(doubleedit)
        collapse.add_child(numlayout)

        # Create a progress bar. It ranges from 0.0 to 1.0.
        self._progress = gui.ProgressBar()
        self._progress.value = 0.25  # 25% complete
        self._progress.value = self._progress.value + 0.08  # 0.25 + 0.08 = 33%
        prog_layout = gui.Horiz(em)
        prog_layout.add_child(gui.Label("Progress:"))
        prog_layout.add_child(self._progress)
        collapse.add_child(prog_layout)

        # Create a slider. It acts very similar to NumberEdit except that the
        # user moves a slider and cannot type the number.
        slider = gui.Slider(gui.Slider.INT)
        slider.set_limits(5, 13)
        slider.set_on_value_changed(self._on_slider)
        slider_layout = gui.Horiz(em)
        slider_layout.add_child(gui.Label("Slider:"))
        slider_layout.add_child(slider)
        # collapse.add_child(prog_layout)
        collapse.add_child(slider_layout)

        # Create a text editor. The placeholder text (if not empty) will be
        # displayed when there is no text, as concise help, or visible tooltip.
        tedit = gui.TextEdit()
        tedit.placeholder_text = "Edit me some text here(TextEdit)"

        # on_text_changed fires whenever the user changes the text (but not if
        # the text_value property is assigned to).
        tedit.set_on_text_changed(self._on_text_changed)

        # on_value_changed fires whenever the user signals that they are finished
        # editing the text, either by pressing return or by clicking outside of
        # the text editor, thus losing text focus.
        tedit.set_on_value_changed(self._on_value_changed)
        collapse.add_child(tedit)

        # Create a widget for showing/editing a 3D vector
        vedit = gui.VectorEdit()
        vedit.vector_value = [1, 2, 3]
        vedit.set_on_value_changed(self._on_vedit)
        vedit_layout = gui.Horiz(em)
        vedit_layout.add_child(gui.Label("VectorEdit 3Vector"))
        vedit_layout.add_child(vedit)
        collapse.add_child(vedit_layout)

        # Create a VGrid layout. This layout specifies the number of columns
        # (two, in this case), and will place the first child in the first
        # column, the second in the second, the third in the first, the fourth
        # in the second, etc.
        # So:
        #      2 cols             3 cols                  4 cols
        #   |  1  |  2  |   |  1  |  2  |  3  |   |  1  |  2  |  3  |  4  |
        #   |  3  |  4  |   |  4  |  5  |  6  |   |  5  |  6  |  7  |  8  |
        #   |  5  |  6  |   |  7  |  8  |  9  |   |  9  | 10  | 11  | 12  |
        #   |    ...    |   |       ...       |   |         ...           |
        vgrid = gui.VGrid(2)
        vgrid.add_child(gui.Label("VGrid"))
        vgrid.add_child(gui.Label("12 items"))
        vgrid.add_child(gui.Label("People"))
        vgrid.add_child(gui.Label("2 (93% certainty)"))
        vgrid.add_child(gui.Label("Cars"))
        vgrid.add_child(gui.Label("5 (87% certainty)"))
        collapse.add_child(vgrid)

        # Create a tab control. This is really a set of N layouts on top of each
        # other, but with only one selected.
        tabs = gui.TabControl()
        tab1 = gui.Vert()
        tab1.add_child(gui.Checkbox("Enable option 1"))
        tab1.add_child(gui.Checkbox("Enable option 2"))
        tab1.add_child(gui.Checkbox("Enable option 3"))
        tabs.add_tab("Options(TabControl)", tab1)
        tab2 = gui.Vert()
        tab2.add_child(gui.Label("No plugins detected"))
        tab2.add_stretch()
        tabs.add_tab("Plugins", tab2)
        tab3 = gui.RadioButton(gui.RadioButton.VERT)
        tab3.set_items(["RadioButton", "Apple", "Orange"])

        def vt_changed(idx):
            print(f"current cargo: {tab3.selected_value}")

        tab3.set_on_selection_changed(vt_changed)
        tabs.add_tab("Cargo", tab3)
        tab4 = gui.RadioButton(gui.RadioButton.HORIZ)
        tab4.set_items(["Air plane", "Train", "Bus"])

        def hz_changed(idx):
            print(f"current traffic plan: {tab4.selected_value}")

        tab4.set_on_selection_changed(hz_changed)
        tabs.add_tab("Traffic", tab4)
        collapse.add_child(tabs)

        # Quit button. (Typically this is a menu item)
        button_layout = gui.Horiz()
        ok_button = gui.Button("Ok")
        ok_button.set_on_clicked(self._on_ok)
        button_layout.add_stretch()
        button_layout.add_child(ok_button)

        layout.add_child(collapse)
        collapse2 = gui.CollapsableVert("可折叠垂直布局CollapsableVert", 0.33 * em,
                                       gui.Margins(em, 0, 0, 0))
        sw = gui.StackedWidget()
        sw.add_child(gui.Button("0 StackedWidget"))
        sw.add_child(gui.Button("1 StackedWidget"))
        sw.selected_index = 1
        collapse2.add_child(sw)
        layout.add_child(collapse2)
        layout.add_child(button_layout)

        # We're done, set the window's layout
        w.add_child(layout)

    def _on_filedlg_button(self):
        filedlg = gui.FileDialog(gui.FileDialog.OPEN, "Select file",
                                 self.window.theme)
        filedlg.add_filter(".obj .ply .stl", "Triangle mesh (.obj, .ply, .stl)")
        filedlg.add_filter("", "All files")
        filedlg.set_on_cancel(self._on_filedlg_cancel)
        filedlg.set_on_done(self._on_filedlg_done)
        self.window.show_dialog(filedlg)

    def _on_filedlg_cancel(self):
        self.window.close_dialog()

    def _on_filedlg_done(self, path):
        self._fileedit.text_value = path
        self.window.close_dialog()

    def _on_cb(self, is_checked):
        if is_checked:
            text = "Sorry, effects are unimplemented"
        else:
            text = "Good choice"

        self.show_message_dialog("There might be a problem...", text)

    def _on_switch(self, is_on):
        if is_on:
            print("Camera would now be running")
        else:
            print("Camera would now be off")

    # This function is essentially the same as window.show_message_box(),
    # so for something this simple just use that, but it illustrates making a
    # dialog.
    def show_message_dialog(self, title, message):
        # A Dialog is just a widget, so you make its child a layout just like
        # a Window.
        dlg = gui.Dialog(title)

        # Add the message text
        em = self.window.theme.font_size
        dlg_layout = gui.Vert(em, gui.Margins(em, em, em, em))
        dlg_layout.add_child(gui.Label(message))

        # Add the Ok button. We need to define a callback function to handle
        # the click.
        ok_button = gui.Button("Ok")
        ok_button.set_on_clicked(self._on_dialog_ok)

        # We want the Ok button to be an the right side, so we need to add
        # a stretch item to the layout, otherwise the button will be the size
        # of the entire row. A stretch item takes up as much space as it can,
        # which forces the button to be its minimum size.
        button_layout = gui.Horiz()
        button_layout.add_stretch()
        button_layout.add_child(ok_button)

        # Add the button layout,
        dlg_layout.add_child(button_layout)
        # ... then add the layout as the child of the Dialog
        dlg.add_child(dlg_layout)
        # ... and now we can show the dialog
        self.window.show_dialog(dlg)

    def _on_dialog_ok(self):
        self.window.close_dialog()

    def _on_color(self, new_color):
        self._label.text_color = new_color

    def _on_combo(self, new_val, new_idx):
        print(new_idx, new_val)

    def _on_list(self, new_val, is_dbl_click):
        print(new_val)

    def _on_tree(self, new_item_id):
        print(new_item_id)

    def _on_slider(self, new_val):
        self._progress.value = new_val / 20.0

    def _on_text_changed(self, new_text):
        print("edit:", new_text)

    def _on_value_changed(self, new_text):
        print("value:", new_text)

    def _on_vedit(self, new_val):
        print(new_val)

    def _on_ok(self):
        gui.Application.instance.quit()

    def _on_menu_checkable(self):
        gui.Application.instance.menubar.set_checked(
            ExampleWindow.MENU_CHECKABLE,
            not gui.Application.instance.menubar.is_checked(
                ExampleWindow.MENU_CHECKABLE))

    def _on_menu_quit(self):
        gui.Application.instance.quit()


# This class is essentially the same as window.show_message_box(),
# so for something this simple just use that, but it illustrates making a
# dialog.
class MessageBox:

    def __init__(self, title, message):
        self._window = None

        # A Dialog is just a widget, so you make its child a layout just like
        # a Window.
        dlg = gui.Dialog(title)

        # Add the message text
        em = self.window.theme.font_size
        dlg_layout = gui.Vert(em, gui.Margins(em, em, em, em))
        dlg_layout.add_child(gui.Label(message))

        # Add the Ok button. We need to define a callback function to handle
        # the click.
        ok_button = gui.Button("Ok")
        ok_button.set_on_clicked(self._on_ok)

        # We want the Ok button to be an the right side, so we need to add
        # a stretch item to the layout, otherwise the button will be the size
        # of the entire row. A stretch item takes up as much space as it can,
        # which forces the button to be its minimum size.
        button_layout = gui.Horiz()
        button_layout.add_stretch()
        button_layout.add_child(ok_button)

        # Add the button layout,
        dlg_layout.add_child(button_layout)
        # ... then add the layout as the child of the Dialog
        dlg.add_child(dlg_layout)

    def show(self, window):
        self._window = window

    def _on_ok(self):
        self._window.close_dialog()

if __name__ == "__main__":
    main()

3. 结果展示

在这里插入图片描述

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