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main.py
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main.py
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import kivy
from kivy.app import App
from kivy.graphics import *
from kivy.uix.widget import Widget
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.button import Button
from kivy.uix.behaviors import DragBehavior
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.scrollview import ScrollView
from kivy.uix.gridlayout import GridLayout
from kivy.uix.textinput import TextInput
from kivy.uix.popup import Popup
from kivy.uix.spinner import Spinner
from functools import partial
class Node(Widget):
#HEY NOTE: I'm sorry, but event bubbling's a pain, so just don't add children to this widget that need touch. It shouldn't have 'em anyways.
#ALSO: Always follow a pattern of create -> adjust relevant prev_node/next_node and head/tail -> add_widget, which calls setup, which relies on these
#And don't attach/remove/reattach to something. I haven't tried it but I bet things will break.
def __init__(self, x, y): #Pass in x,y of center of node, not corner like usual
Widget.__init__(self)
self.MIN_DRAG_VAL = (20)**2 #squared so I don't need to take a root later
self.SIZE = 0.05
self.COLOR = Color(1,1,1)
self.prev_node = None; #Linked List of nodes
self.next_node = None;
self.being_dragged = False # < Various variables for implementing the drag behavior
self.clicked_on = False #These are mostly self-explanatory, but 'drag_node' is the new node
self.drag_node = None # made on an 'insert before' op. last_pos becomes None for
self.last_pos = (None, None) # the new one, which prevents deletion or doubled on_touch_up
self.command_list = []
self._setup = partial(self.setup, x, y)
self.bind(parent=self._setup) #used to call setup ONCE when this is first attached to a thingy.
def setup(self, x, y, _self, _parent): #DON'T unattach and reattach to anything
self.unbind(parent=self._setup) #We don't want to call this on deleting it
self.size_hint = (self.SIZE, self.SIZE)
self.conv_pos((x,y)) #set pos_hint
self.select_sign = InstructionGroup()
self.canvas.add(self.select_sign)
self.select_sign_i = InstructionGroup()
self.select_sign_i.add(Color(1,1,0))
self.select_sign_rect = Rectangle(pos=(self.pos[0]-self.size[0]/8, self.pos[1]-self.size[1]/8), size=(self.size[0]*10/8, self.size[1]*10/8))
self.select_sign_i.add(self.select_sign_rect)
self.select_sign_i.add(self.COLOR)
self.canvas.add(self.COLOR)
self.bg_rect = Rectangle(pos=self.pos, size=self.size)
self.canvas.add(self.bg_rect)
self.head_sign = InstructionGroup()
self.head_sign.add(Color(0,0,1))
self.head_sign_rect = Rectangle(pos=(self.pos[0]+self.size[0]/4, self.pos[1]+self.size[1]/4), size=(self.size[0]/2, self.size[1]/2))
self.head_sign.add(self.head_sign_rect)
self.head_sign.add(self.COLOR)
self.prev_line = Line(width=1)
if self.prev_node is None:
self.canvas.add(self.head_sign)
else:
self.prev_line.points=[self.prev_node.pos[0]+self.prev_node.size[0]/2, self.prev_node.pos[1]+self.prev_node.size[1]/2, x, y]
self.canvas.add(self.prev_line)
self.bind(pos=self.redraw, size=self.redraw)
def conv_pos(self, pos):
self.pos_hint = { 'x' : pos[0] / self.parent.size[0] - self.SIZE/2, 'y': pos[1] / self.parent.size[1] - self.SIZE/2 }
def redraw(self, pointless_variable_because_apparently_self_is_getting_passed_twice_for_some_reason, other_args_question_mark):
self.bg_rect.pos = self.pos
self.bg_rect.size = self.size
self.head_sign_rect.pos = (self.pos[0]+self.size[0]/4, self.pos[1]+self.size[1]/4)
self.head_sign_rect.size = (self.size[0]/2, self.size[1]/2)
self.select_sign_rect.pos = (self.pos[0]-self.size[0]/8, self.pos[1]-self.size[1]/8)
self.select_sign_rect.size = (self.size[0]*10/8, self.size[1]*10/8)
def on_touch_down(self, touch):
if self.collide_point(*touch.pos):
self.clicked_on = True
self.last_pos = touch.pos
return True
return False
def on_touch_move(self, touch):
if self.clicked_on:
if not self.being_dragged and pow(touch.pos[0]-self.last_pos[0],2)+pow(touch.pos[1]-self.last_pos[1],2) >= self.MIN_DRAG_VAL:
self.being_dragged = True
if self.parent.click_type:
self.drag_node = Node(*touch.pos)
self.drag_node.clicked_on = True
self.drag_node.being_dragged = True
self.drag_node.next_node = self
self.drag_node.prev_node = self.prev_node
if self.prev_node is None:
self.parent.head = self.drag_node
self.canvas.remove(self.head_sign) #drag_node will add in its own constructor
self.canvas.add(self.prev_line)
else:
self.prev_node.next_node = self.drag_node
self.prev_node = self.drag_node
self.parent.add_widget(self.drag_node)
if self.being_dragged and (not self.parent.click_type or self.last_pos[0] is None):
self.conv_pos(touch.pos)
if self.prev_node is not None:
self.prev_line.points=[self.prev_node.pos[0]+self.prev_node.size[0]/2, self.prev_node.pos[1]+self.prev_node.size[1]/2, self.pos[0]+self.size[0]/2, self.pos[1]+self.size[1]/2]
if self.next_node is not None:
self.next_node.prev_line.points=[self.pos[0]+self.size[0]/2, self.pos[1]+self.size[1]/2, self.next_node.pos[0]+self.next_node.size[0]/2, self.next_node.pos[1]+self.next_node.size[1]/2]
return True
return False
def on_touch_up(self, touch):
if self.clicked_on and self.last_pos[0] is not None:
if not self.being_dragged:
if self.parent.click_type:
if self.parent.command_menu is not None and self.parent.command_menu.node is self:
self.parent.remove_widget(self.parent.command_menu)
self.parent.command_menu.store_list()
self.parent.command_menu = None
if self.prev_node is None:
self.parent.head = self.next_node
else:
self.prev_node.next_node = self.next_node
if self.next_node is None:
self.parent.tail = self.prev_node
else:
self.next_node.prev_node = self.prev_node
if self.prev_node is None:
self.next_node.canvas.remove(self.next_node.prev_line)
self.next_node.canvas.add(self.next_node.head_sign)
else:
self.next_node.prev_line.points=[self.prev_node.pos[0]+self.prev_node.size[0]/2, self.prev_node.pos[1]+self.prev_node.size[1]/2, self.next_node.pos[0]+self.next_node.size[0]/2, self.next_node.pos[1]+self.next_node.size[1]/2]
self.parent.remove_widget(self)
else:
if self.parent.command_menu is not None:
self.parent.remove_widget(self.parent.command_menu)
self.parent.command_menu.store_list()
self.parent.command_menu.node.select_sign.remove(self.parent.command_menu.node.select_sign_i)
self.parent.command_menu = CommandMenu(self)
self.parent.add_widget(self.parent.command_menu)
self.select_sign.add(self.select_sign_i)
if self.drag_node is not None:
self.drag_node.clicked_on = False
self.drag_node.being_dragged = False
self.drag_node = None
self.clicked_on = False
self.being_dragged = False
self.last_pos = (None, None)
return True
return False
class SideButtons(DragBehavior, BoxLayout):
def __init__(self):
DragBehavior.__init__(self)
BoxLayout.__init__(self, orientation='vertical', size_hint=(None, None), width=75)
self.bind(pos=self.drag_set, size=self.drag_set)
self.switch = Button(text="Select");
def switch_callback(instance):
self.parent.click_type = not self.parent.click_type
self.switch.text = "Create" if self.parent.click_type else "Select"
#self.parent.dont_check = True
self.switch.bind(on_press=switch_callback)
self.add_widget(self.switch)
self.herod = Button(text="Clear");
def clear_callback(instance):
#self.parent.dont_check = True
while self.parent.head is not None:
self.parent.remove_widget(self.parent.head)
self.parent.head = self.parent.head.next_node
self.parent.tail = None
self.herod.bind(on_press=clear_callback)
self.add_widget(self.herod)
self.sizer = Button(text="Settings");
def sizer_callback(instance):
#self.parent.dont_check = True
print("This should bring up a menu to set field boundaries")
self.sizer.bind(on_press=sizer_callback)
self.add_widget(self.sizer)
self.encode = Button(text="Encode");
def encode_callback(instance):
#self.parent.dont_check = True
x = self.parent.head
while x is not None:
print("Node at: >", x.pos_hint)
for i in x.command_list:
print("Command: >", i)
print("")
x = x.next_node
self.encode.bind(on_press=encode_callback)
self.add_widget(self.encode)
self.importer = Button(text="Import");
def importer_callback(instance):
#self.parent.dont_check = True
blah = Popup(title="Choose Command", content=TextInput(text='', multiline=False), size_hint=(0.5,0.5))
def choose(thing):
clear_callback(None)
f = open("save/" + blah.content.text, 'r')
node = None
for line in f:
print(line[:6])
if line[:6] == "Node> ":
x = line[6:].split(", ")
node = Node(float(x[0].split(":")[1])*self.parent.width, float(x[1].split(":")[1])*self.parent.height)
if self.parent.tail is None:
self.parent.tail = node
if self.parent.head is None:
self.parent.head = self.parent.tail
else:
self.parent.tail.next_node = node
self.parent.tail.next_node.prev_node = self.parent.tail
self.parent.tail = self.parent.tail.next_node
self.parent.add_widget(self.parent.tail)
elif line[:6] == "Comm> ":
self.parent.tail.command_list.append(line[6:])
else:
print("ERRORERRORERROREROROROEEROROROEOOREOROOROOROOROROEOOROEEEROORRROROROOEOROROEOE")
blah.dismiss()
blah.content.bind(on_text_validate=choose)
blah.open()
self.importer.bind(on_press=importer_callback)
self.add_widget(self.importer)
def drag_set(self, _1, _2):
self.drag_rectangle = [self.x, self.y, self.width, self.height]
class CommandMenu(BoxLayout):
def __init__(self, node_):
BoxLayout.__init__(self, orientation='vertical', size_hint=(0.25,1), pos_hint={'x': 0.75 if node_.pos_hint['x'] <= 0.5 else 0, 'y': 0})
self.node = node_
self.canvas.add(Color(0.745098, 0.745098, 0.745098))
self.bg_rect = Rectangle(pos=self.pos, size=self.size)
self.canvas.add(self.bg_rect)
self.canvas.add(Color(0,0,0))
def temp_labeller_redraw(a, b):
self.bg_rect.pos = self.pos
self.bg_rect.size = self.size
self.bind(pos=temp_labeller_redraw, size=temp_labeller_redraw)
self.add_below = Label(size_hint=(1, None), height=0.36*self.height, text = "Node\nX: %(x).3f\nY: %(y).3f" % self.node.pos_hint, font_size=20)
def add_below_callback(thing, instance):
if self.add_below.collide_point(*instance.pos):
self.parent.dont_check = True
return super(Label, self.add_below).on_touch_down(instance)
self.add_below.bind(on_touch_down=add_below_callback)
self.add_widget(self.add_below)
self.scroller = ScrollView(size_hint=(1,1), do_scroll_y=True, do_scroll_x=False)
self.add_widget(self.scroller)
self.grid = GridLayout(cols=1, spacing=10, size_hint_y=None)
self.scroller.add_widget(self.grid)
self.grid.bind(minimum_height=self.grid.setter('height'))
self.bind(pos=self.redraw, size=self.redraw)
if len(self.node.command_list) == 0:
self.grid.add_widget(SetCommandButton())
else:
for i in self.node.command_list:
self.grid.add_widget(SetCommandButton(val=i))
def redraw(self, _1, _2):
self.add_below.height=0.36*self.height
for i in self.grid.children:
i.height = 0.2*self.height
def store_list(self):
self.node.command_list = []
for i in reversed(self.grid.children):
if i.command != "" and i.command != "(Set Command)":
self.node.command_list.append(i.command)
class SetCommandButton(GridLayout):
def __init__(self, val = "(Set Command)"):
GridLayout.__init__(self, cols=1, spacing=10, size_hint_y=None)
self.bind(minimum_height=self.setter('height'))
self.bind(pos=self.redraw, size=self.redraw)
class MiniButton(BoxLayout):
def __init__(self, widget):
BoxLayout.__init__(self, size_hint_y=None, height=40)
self.widget = widget
self.add_widget(Label(size_hint_x=0.3))
self.add_widget(self.widget)
self.b_open = False
self.main = Button(text=val, size_hint_y=None, height=40)
self.main.bind(on_press=self.main_callback)
self.add_widget(self.main)
self.edit = MiniButton(Button(text="Change Command:"))
self.edit.widget.bind(on_press=self.edit_callback)
self.remove = MiniButton(Button(text="Remove Command"))
self.remove.widget.bind(on_press=self.remove_callback)
self.add_up = MiniButton(Button(text="Add Command Above"))
self.add_up.widget.bind(on_press=self.add_up_callback)
self.add_down = MiniButton(Button(text="Add Command Below"))
self.add_down.widget.bind(on_press=self.add_down_callback)
self.command = val
def main_callback(self, instance):
for i in self.parent.children:
if i.b_open:
i.remove_widget(i.edit)
i.remove_widget(i.remove)
i.remove_widget(i.add_up)
i.remove_widget(i.add_down)
self.b_open = not self.b_open
if self.b_open:
self.add_widget(self.edit)
self.add_widget(self.remove)
self.add_widget(self.add_up)
self.add_widget(self.add_down)
def edit_callback(self, instance):
blah = Popup(title="Choose Command", content=Spinner(text=self.edit.widget.text, values=('Turn On Camera', 'Turn Off Camera')), size_hint=(0.5,0.5))
def choose(inst, value):
self.main.text = self.command = blah.content.text
blah.dismiss()
blah.content.bind(text=choose)
blah.open()
def add_up_callback(self, instance):
self.parent.add_widget(SetCommandButton(), index=self.parent.children.index(self)+1)
def add_down_callback(self, instance):
self.parent.add_widget(SetCommandButton(), index=self.parent.children.index(self))
def remove_callback(self, instance):
if len(self.parent.children) > 1:
self.parent.remove_widget(self)
else:
self.main.text = self.command = "(Set Command)"
self.main_callback(None)
def redraw(self, _1, _2):
for i in self.children:
i.height = 0.15*self.parent.parent.height
class MyScreen(FloatLayout):
def __init__(self):
FloatLayout.__init__(self)
self.head = None#Node(0.2, 0.5)
self.tail = self.head
self.command_menu = None
self.click_type = False #What mode it's in -- select or create
self.dont_check = False #I think normal buttons pass on on_touch_up even when they took the event, so this prevents that from being processed
self.buttons = SideButtons()
self.add_widget(self.buttons)
def on_touch_down(self, touch):
if not super(MyScreen, self).on_touch_down(touch):
pass
def on_touch_up(self, touch):
if not super(MyScreen, self).on_touch_up(touch):
if self.dont_check: #Note: Draggable seems to make this less of an issue now
self.dont_check = False
elif self.click_type:
if self.tail is None:
self.tail = Node(*touch.pos)
if self.head is None:
self.head = self.tail
else:
self.tail.next_node = Node(*touch.pos) #sadly python has dumb chained assignments
self.tail.next_node.prev_node = self.tail
self.tail = self.tail.next_node
self.add_widget(self.tail)
else:
if self.command_menu is not None:
self.command_menu.node.select_sign.remove(self.command_menu.node.select_sign_i)
self.remove_widget(self.command_menu)
self.command_menu.store_list()
self.command_menu = None
class MyApp(App):
def build(self):
return MyScreen()
if __name__ == '__main__':
MyApp().run()