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GraphWidget.py
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GraphWidget.py
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# Copyright (c) 2007 Enough Project.
# See LICENSE for details.
from functools import partial
import pygame
from gui import draw
from guilib import MovingValue, MovingLine
from lib.Point import Point
from gui.Widget import Widget
from NodeWidget import NodeWidget
from EdgeWidget import EdgeWidget
from lib import observer
from gui.Keymap import Keymap, Key,keydown_noarg
from lib.observable.SortedItems import SortedItems
from lib.observable.Dict import Dict
from lib import Graph
from layout import Layout
import loop
class GraphWidget(Widget):
bg_color=(0,0,0)
activated_bg_color=(10,10,20)
key_create_node = Key(pygame.KMOD_CTRL, pygame.K_a)
key_delete_node = Key(pygame.KMOD_CTRL, pygame.K_d)
key_next_node = Key(0, pygame.K_TAB)
key_prev_node = Key(pygame.KMOD_SHIFT, pygame.K_TAB)
key_select_node_right = Key(0, pygame.K_RIGHT)
key_select_node_left = Key(0, pygame.K_LEFT)
key_select_node_up = Key(0, pygame.K_UP)
key_select_node_down = Key(0, pygame.K_DOWN)
key_connect = Key(pygame.KMOD_CTRL, pygame.K_RETURN)
key_disconnect = Key(pygame.KMOD_CTRL, pygame.K_BACKSPACE)
key_cycle_layout = Key(pygame.KMOD_CTRL, pygame.K_k)
#key_export_dot = Key(pygame.KMOD_CTRL, pygame.K_)
key_export_snapshot = Key(pygame.KMOD_CTRL, pygame.K_x)
key_save = Key(pygame.KMOD_CTRL, pygame.K_s)
key_load = Key(pygame.KMOD_CTRL, pygame.K_l)
def __init__(self, size, *args, **kw):
Widget.__init__(self, *args, **kw)
self._size = MovingValue(Point, final=Point(size))
self.nodes = set()
self.edges = set()
self.node_widgets = Dict()
self.edge_widgets = Dict()
self.sorted_widgets = SortedItems(self.node_widgets)
self.layout = Layout()
self.selected_widget_index = None
self._update_index()
self._node_link_start_pos = None
self._node_link_source_node = None
self._node_link_color = None
self._register_keys()
self._save_next_display_update = False
def __getstate__(self):
d = Widget.__getstate__(self)
del d['parenting_keymap']
return d
def __setstate__(self, d):
Widget.__setstate__(self, d)
self._register_keys()
def _register_keys(self):
self.parenting_keymap = Keymap()
r = self.keymap.register_key
r(self.key_create_node, keydown_noarg(self._create_new_node))
r(self.key_cycle_layout, keydown_noarg(self._cycle_layout_engine))
r(self.key_save, keydown_noarg(self._save))
r(self.key_load, keydown_noarg(self._load))
r(self.key_export_snapshot, keydown_noarg(self._export_snapshot))
self._set_next_keymap()
def get_size(self):
return tuple(self._size.current)
def set_size(self, p):
self._size.final = p
size = property(get_size, set_size)
def _node_connect(self, e):
for node in e.source, e.target:
if node not in self.nodes:
self.add_node(node)
if e not in self.edges:
self.add_edge(e)
def _node_disconnect(self, e):
self.remove_edge(e)
def update_edges_lines(self, widget, node):
center = Point(widget.final_rect().center)
for edge in node.connections['in']:
edge_w = self.edge_widgets[edge]
edge_w.line.final[-1] = center.copy()
edge_w.line.reset()
for edge in node.connections['out']:
edge_w = self.edge_widgets[edge]
edge_w.line.final[0] = center.copy()
edge_w.line.reset()
def _node_widget_loc_pos_set(self, widget, node, new_pos):
self.update_edges_lines(widget, node)
def _node_widget_loc_size_set(self, widget, node, new_size):
self.update_edges_lines(widget, node)
def add_edge(self, edge):
edge.obs.add_observer(self, '_edge_')
self.edges.add(edge)
if edge.source not in self.node_widgets:
self.add_node(edge.source)
source = self.node_widgets[edge.source].final_rect().center
if edge.target not in self.node_widgets:
self.add_node(edge.target)
target = self.node_widgets[edge.target].final_rect().center
w = EdgeWidget(edge, partial(self.node_widgets.get),
MovingLine(list, [Point(source), Point(target)]))
self.edge_widgets[edge] = w
self.update_layout()
def remove_edge(self, edge):
edge.obs.remove_observer(self)
del self.edge_widgets[edge]
self.edges.remove(edge)
self.update_layout()
def add_node(self, node):
if node in self.nodes:
return
self.nodes.add(node)
w = NodeWidget(node)
self.node_widgets[node] = w
node.obs.add_observer(self, '_node_')
w.obs_loc.add_observer(self, '_node_widget_loc_', w, node)
loop.loop.mouse_map.push_area(w.mouse_area, partial(self._widget_mouse_event, node, w))
# They might be adding a node that is connected to some other,
# yet-to-be added nodes
for edge in node.iter_all_connections():
self.add_edge(edge)
self.update_layout()
return w
def remove_node(self, node):
node.disconnect_all()
w = self.node_widgets[node]
loop.loop.mouse_map.remove_area(w.mouse_area)
w.obs_loc.remove_observer(self)
node.obs.remove_observer(self)
del self.node_widgets[node]
self.nodes.remove(node)
self._update_index()
if self._node_link_source_node:
self._node_link_source_node = None
self.update_layout()
return w
def generate_groups(self):
groups = {'0':[]}
for node in self.nodes:
groups['0'].append(node)
return groups
def update_layout(self):
groups = self.generate_groups()
self.layout.update(groups, self.size, self.node_widgets, self.edge_widgets)
def update(self):
if self.node_widgets:
import math
# todo rewrite this shitty code
sizes = {}
slots = {}
slot_places = {}
average = 0
num = len(self.node_widgets)
for w in self.node_widgets.values():
size = w.reset_max_text_size()
sizes[w] = size
for w, size in sizes.iteritems():
dist = int(round(math.log(size + 1)/2.))
slot = dist
slots.setdefault(slot, size)
slots[slot] = min(slots[slot],size)
slot_places[w] = slot
for w,slot in slot_places.iteritems():
size = sizes[w]
new_max_size = slots[slot]
if new_max_size < size:
w.reset_max_text_size(new_max_size)
w.update()
## for w in self.node_widgets.values():
## w.reset_max_text_size()
## w.update()
for w in self.edge_widgets.itervalues():
w.update()
self._size.update()
def _draw(self, surface, pos):
for w in self.edge_widgets.values():
p = Point(pos)
w._draw(surface, pos)
for w in self.node_widgets.values():
# for our children, pos is the parent's pos offset
# because of how NodeWidget works.
w._draw(surface, pos)
if self._node_link_start_pos is not None:
n,w = self.selected()
if w is not None:
start_pos = self._node_link_start_pos()
end_pos = self._node_link_end_pos()
draw.line(surface, self._node_link_color, start_pos, end_pos)
if self._save_next_display_update:
self._save_next_display_update = None
draw.save(surface.subsurface(pygame.Rect(pos, self.size)), self._save_next_display_update)
def selected(self):
if self.selected_widget_index is None:
return None, None
return self.sorted_widgets[self.selected_widget_index]
def _set_next_keymap(self):
self.keymap.set_next_keymap(self.parenting_keymap)
if self.selected_widget_index is not None:
self.parenting_keymap.set_next_keymap(self.selected()[1].keymap)
r = self.parenting_keymap.register_key
r(self.key_delete_node, keydown_noarg(self._delete_selected_node))
r(self.key_next_node, keydown_noarg(self._next_node))
r(self.key_prev_node, keydown_noarg(self._prev_node))
r(self.key_select_node_right, keydown_noarg(self._select_node_right))
r(self.key_select_node_left, keydown_noarg(self._select_node_left))
r(self.key_select_node_up, keydown_noarg(self._select_node_up))
r(self.key_select_node_down, keydown_noarg(self._select_node_down))
if self.key_connect not in self.parenting_keymap:
r(self.key_connect, keydown_noarg(self._start_connect))
if self.key_disconnect not in self.parenting_keymap:
r(self.key_disconnect, keydown_noarg(self._start_disconnect))
else:
ur = self.parenting_keymap.unregister_key
ur(self.key_next_node)
ur(self.key_prev_node)
ur(self.key_select_node_right)
ur(self.key_select_node_left)
ur(self.key_select_node_up)
ur(self.key_select_node_down)
ur(self.key_delete_node)
ur(self.key_connect)
ur(self.key_disconnect)
self.parenting_keymap.set_next_keymap(self.focus_keymap)
def _set_index(self, index):
if self.selected_widget_index != index:
self.selected_widget_index = index
self._update_index()
def _update_index(self):
if not self.node_widgets:
self.selected_widget_index = None
elif self.selected_widget_index is not None:
self.selected_widget_index %= len(self.sorted_widgets)
self._set_next_keymap()
def _find_widget_index(self, w):
for i, (node, widget) in enumerate(self.sorted_widgets):
if w == widget:
return i
def _add_index(self, amount):
if self.selected_widget_index is None:
index = 0
else:
index = self.selected_widget_index
l = len(self.sorted_widgets)
index += amount
index %= l
self._set_index(index)
def _next_node(self):
'''Next node'''
self._add_index(1)
def _prev_node(self):
'''Previous node'''
self._add_index(-1)
def _select_node_right(self):
'''Select the next node to the right'''
def dist(pos1, pos2):
if pos1[0] < pos2[0]:
return None
return pos1[0] - pos2[0]
self._select_node_dir(dist)
def _select_node_left(self):
'''Select the next node to the left'''
def dist(pos1, pos2):
if pos1[0] > pos2[0]:
return None
return pos2[0] - pos1[0]
self._select_node_dir(dist)
def _select_node_up(self):
'''Select the next node above'''
def dist(pos1, pos2):
if pos1[1] > pos2[1]:
return None
return pos2[1] - pos1[1]
self._select_node_dir(dist)
def _select_node_down(self):
'''Select the next node below'''
def dist(pos1, pos2):
if pos1[1] < pos2[1]:
return None
return pos1[1] - pos2[1]
self._select_node_dir(dist)
def _select_node_dir(self, distance_between):
closest_right = None
min_dist = None
n, w = self.selected()
if not w:
return
for widget in self.node_widgets.itervalues():
if widget == w:
continue
dist = distance_between(widget.pos, w.pos)
if dist is None:
continue
if closest_right is None or dist < min_dist:
closest_right = widget
min_dist = dist
if closest_right is not None:
i = self._find_widget_index(closest_right)
self._set_index(i)
def _create_new_node(self):
'''Create new node'''
n = Graph.Node()
w = self.add_node(n)
self._set_index(self._find_widget_index(w))
def _delete_selected_node(self):
'''Delete selected node'''
n, w = self.sorted_widgets[self.selected_widget_index]
self._add_index(1)
self.remove_node(n)
def _node_linking_started(self, key, start_func, connect_func, color, doc):
r = self.parenting_keymap.register_key
ur = self.parenting_keymap.unregister_key
start_node, start_node_widget = self.selected()
assert start_node is not None
def _end_connect():
ur(key)
r(key, keydown_noarg(start_func))
end_node, end_node_widget = self.sorted_widgets[self.selected_widget_index]
self._node_link_func(start_node, end_node)
self._node_link_start_pos = None
self._node_link_end_pos = None
_end_connect.__doc__ = doc
def _start_pos():
return start_node_widget.rect().center
def _end_pos():
n, w = self.selected()
if w is None:
return None
return w.rect().center
ur(key)
r(key, keydown_noarg(_end_connect))
self._node_link_start_pos = _start_pos
self._node_link_end_pos = _end_pos
self._node_link_color = color
self._node_link_func = connect_func
def _connect_func(self, node1, node2):
node1.connect_node(node2)
def _disconnect_func(self, node1, node2):
node1.disconnect_node(node2)
def _start_connect(self):
'''Sets the source node to connect'''
self._node_linking_started(self.key_connect, self._start_connect, self._connect_func, (0,255,0), "Sets the target node to connect")
def _start_disconnect(self):
'''Sets the source node to disconnect'''
self._node_linking_started(self.key_disconnect, self._start_disconnect, self._disconnect_func, (255,0,0), "Sets the target node to disconnect")
def _widget_mouse_event(self, node, widget, event):
#print event
connect_mod = pygame.key.get_mods() & pygame.KMOD_SHIFT
#disconnect_mod = pygame.key.get_modes() & pygame.KMOD_SHIFT
if event.type == pygame.MOUSEBUTTONDOWN:
i = self._find_widget_index(widget)
self._set_index(i)
if connect_mod and self._node_link_start_pos is None:
def _start_pos():
return widget.rect().center
self._node_link_source_node = node
self._node_link_start_pos = _start_pos
self._node_link_end_pos = pygame.mouse.get_pos
self._node_link_color = (0,255,0)
self._node_link_func = self._connect_func
elif event.type == pygame.MOUSEBUTTONUP:
if self._node_link_source_node is not None:
self._node_link_start_pos = None
self._node_link_end_pos = None
self._node_link_func(self._node_link_source_node, node)
self._node_link_source_node = None
self._node_link_color = None
def _cycle_layout_engine(self):
'''Change to the next layout engine'''
self.layout.cycle_layout_engines()
self.update_layout()
def _save(self):
'''Save'''
import pickle
f=open('save.pkl', 'wb')
pickle.dump(self.nodes,f,2)
def _load(self):
'''Load'''
import pickle
f=open('save.pkl', 'rb')
nodes = pickle.load(f)
for node in tuple(self.nodes):
self.remove_node(node)
self._set_next_keymap()
for node in nodes:
# TODO if we are loading nodes in addition to existing nodes,
# make sure ID's are re-allocated to prevent collisions.
node.id = Graph.persistent_id(node)
for edge in node.iter_all_connections():
edge.id = Graph.persistent_id(edge)
for node in nodes:
self.add_node(node)
def _export_dot(self):
'''Export the graph to a .dot file'''
d = Graph.generate_dot(self.generate_groups())
print d
open('save.dot', 'wb').write(d)
def _export_snapshot(self):
'''Export the graph to a snapshot image'''
self._save_next_display_update = 'snapshot.bmp'