Esempio n. 1
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 def delete_item(self, instance, *largs):
     if instance.is_selected:
         parent = self.widget.parent
         parent.remove_widget(self.widget)
         self.clear_selection(True)
         if not self.canvas_area.children:
             self.root_name = ""
             #Instantiate the WidgetTree again if the 
             #root widget itself was deleted. We have to do this as
             # treeview.remove all nodes wont remove the root at all.
             self.widget_tree_box.remove_widget(self.widget_tree)
             self.widget_tree = WidgetTree(self)
             self.widget_tree_box.add_widget(self.widget_tree)
         #Refresh the widget tree
         self.widget_tree.refresh()
Esempio n. 2
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    def __init__(self, **kwargs):
        super(Designer, self).__init__(**kwargs)
        self.root_name = ""
        self.popup = None
        self.file = ""
        
        # A count variable to give ids to generated widget
        self.count = 0

        #This variable updates to True when ctrl is pressed
        self.ctrl_pressed = False
        
        #Instantiate the WidgetTree
        self.widget_tree = WidgetTree(self)
        self.widget_tree_box.add_widget(self.widget_tree)
        
        #Instantiate MenuBar
        self.menubar = MenuBar(designer = self, pos_hint = {'x':0,'top':1}, \
                            canvas_area = self.canvas_area, size_hint = (.70,None),height = 25)
        self.add_widget(self.menubar)
        
        #Instantiate right widgets bar
        # We update the same widgets bar, and dont create new instances everytime
        self.widgetbar = NewWidgetsMenu(self)
        self.rightbox.add_widget(self.widgetbar)
        
        #Initialize the keyboard and set up handlers for key press and release
        self.canvas_area._keyboard = Window.request_keyboard(self._keyboard_closed,self)
        self.canvas_area._keyboard.bind(on_key_down=self._on_keyboard_down)
        self.canvas_area._keyboard.bind(on_key_up = self._on_keyboard_up)
        # Setup canvas for highlighting
        with self.canvas.after:
            self.gcolor = Color(1, 1, 0, .25)
            PushMatrix()
            self.gtranslate = Translate(0, 0, 0)
            self.grotate = Rotate(0, 0, 0, 1)
            self.gscale = Scale(1.)
            self.grect = Rectangle(size=(0, 0))
            PopMatrix()
        # Instantiate Statusbar
        self.status_bar = StatusBar(size_hint = (1,.05))
        self.leftbox.add_widget(self.status_bar)
        
        #Show properties binding
        # self.widget -> updated on_touch_down in 'canvas_area'
        # So, whenever we have a new self.widget, we call show_properties
        self.bind(widget = self.show_properties)
        self.bind(widget = self.widget_tree.select_highlighted)
Esempio n. 3
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class Designer(FloatLayout):
    widget = ObjectProperty(None, allownone=True)
    
    #All components of the designer
    status_bar = ObjectProperty(None)
    canvas_area = ObjectProperty(None)
    leftbox = ObjectProperty(None)
    rightbox = ObjectProperty(None)
    win = ObjectProperty(None)
    menubar = ObjectProperty(None)
    widget_tree = ObjectProperty(None)
    widgetbar = None
    
    numeric_keys = ObjectProperty(None)
    boolean_keys = ObjectProperty(None)
    string_keys = ObjectProperty(None)
    remaining_keys = ObjectProperty(None)
    numeric_keys, boolean_keys, string_keys,\
         remaining_keys = ([] for i in range(4))
    
    def __init__(self, **kwargs):
        super(Designer, self).__init__(**kwargs)
        self.root_name = ""
        self.popup = None
        self.file = ""
        
        # A count variable to give ids to generated widget
        self.count = 0

        #This variable updates to True when ctrl is pressed
        self.ctrl_pressed = False
        
        #Instantiate the WidgetTree
        self.widget_tree = WidgetTree(self)
        self.widget_tree_box.add_widget(self.widget_tree)
        
        #Instantiate MenuBar
        self.menubar = MenuBar(designer = self, pos_hint = {'x':0,'top':1}, \
                            canvas_area = self.canvas_area, size_hint = (.70,None),height = 25)
        self.add_widget(self.menubar)
        
        #Instantiate right widgets bar
        # We update the same widgets bar, and dont create new instances everytime
        self.widgetbar = NewWidgetsMenu(self)
        self.rightbox.add_widget(self.widgetbar)
        
        #Initialize the keyboard and set up handlers for key press and release
        self.canvas_area._keyboard = Window.request_keyboard(self._keyboard_closed,self)
        self.canvas_area._keyboard.bind(on_key_down=self._on_keyboard_down)
        self.canvas_area._keyboard.bind(on_key_up = self._on_keyboard_up)
        # Setup canvas for highlighting
        with self.canvas.after:
            self.gcolor = Color(1, 1, 0, .25)
            PushMatrix()
            self.gtranslate = Translate(0, 0, 0)
            self.grotate = Rotate(0, 0, 0, 1)
            self.gscale = Scale(1.)
            self.grect = Rectangle(size=(0, 0))
            PopMatrix()
        # Instantiate Statusbar
        self.status_bar = StatusBar(size_hint = (1,.05))
        self.leftbox.add_widget(self.status_bar)
        
        #Show properties binding
        # self.widget -> updated on_touch_down in 'canvas_area'
        # So, whenever we have a new self.widget, we call show_properties
        self.bind(widget = self.show_properties)
        self.bind(widget = self.widget_tree.select_highlighted)
        
    def _keyboard_closed(self):
        '''Default keyboard closer necessary for initializing a keyboard'''
        self.canvas_area._keyboard.unbind(on_key_down=self._on_keyboard_down)
        self.canvas_area._keyboard = None
    
    def _on_keyboard_down(self,keyboard,keycode,*largs):
        '''If 'ctrl' button is pressed, it sets the corresponding
        boolean True'''
        modifiers =  keycode[1]
        if modifiers == 'ctrl':
            self.ctrl_pressed = True
        
    def _on_keyboard_up(self,keyboard,keycode,*largs):
        ''' If 'ctrl' key is released, it makes the corresponding boolean
        go False'''
        modifiers = keycode[1]
        if modifiers == 'ctrl':
            self.ctrl_pressed = False
    
    def redraw_canvas(self, widget, *kwargs):
        ''' This function redraws the canvas of 'Layout' widgets whenever they are
        moved or resized so that it is easy to recognize them in the canvas_area.
        As the 'Layout' widgets themselves dont have a representation.'''
        widget.canvas.clear()
        thickness = 5
        with widget.canvas:
             Color(0.5, 0.5, 0.5, .5)
             Rectangle(pos = widget.pos, size = (thickness, widget.height))
             Rectangle(pos = widget.pos, size = (widget.width, thickness))
             Rectangle(pos = (widget.x,widget.top), size = (widget.width, thickness))
             Rectangle(pos = (widget.x + widget.width, widget.y), size = (thickness, widget.height))
                  
    def drag(self, widget, touch):
        ''' This function moves the widget in the canvas_area when it is 
        dragged (on_touch_move of the widget is called)'''
        if self.widget == widget:
            '''The above check is done so that only the selected widget
            which is stored in "self.widget" is moved on drag.'''
            widget.center = touch.pos

    def on_touch_down(self,touch):
        #First priority should be given to menubar as it has 
        #to be on top  of canvas_area
        if self.menubar.collide_point(*touch.pos) or self.menubar.menu_down:
            super(Designer, self).on_touch_down(touch)
        # Next we check if touch is outside the 'canvas_area' region
        elif not self.canvas_area.collide_point(*touch.pos):
            super(Designer, self).on_touch_down(touch)
        #What's remaining is the canvas_area region
        else:
            canvas_area = self.canvas_area
            temp_widget = self.pick(canvas_area, *touch.pos)
            if temp_widget is not canvas_area:
                self.widget = temp_widget
            else:
                self.widget = None
            super(Designer, self).on_touch_down(touch)
        return True
        
    def pick(self, widget, x, y):
        ret = None
        if widget.collide_point(x, y):
            ret = widget
            x2, y2 = widget.to_local(x, y)
            for child in widget.children:
                ret = self.pick(child, x2, y2) or ret
        return ret
    
    def show_properties(self, widget, value):
        '''This function is called whenever an added widget is selected
        in the canvas area. It draws the widget properties bar
        on the right, and sets up a highlighting area around the
        selected widget'''
        if value is not None:
            #We have to stop previous highlighing
            Clock.unschedule(self.highlight_at)
            #Setting up highlighting of the selected widget
            Clock.schedule_interval(self.highlight_at, 0)
            
            # Here I instantiate a new PropertiesMenu everytime.
            # Is this very expensive?
            self.rightbox.clear_widgets()
            properties_menu = PropertiesMenu(self)
            self.rightbox.add_widget(properties_menu)
        else:
            #We have to stop highlighing
            Clock.unschedule(self.highlight_at)
            self.grect.size = (0, 0)
            # Go to basic menu
            self.rightbox.clear_widgets()
            self.rightbox.add_widget(self.widgetbar)
    
    def rebuild_menu(self, node, value, parent = None):
        '''This function is called when a widget needs to be added 
        as a child to one of the added layouts in the canvas area'''
        if value:
            self.rightbox.clear_widgets()
            self.widgetbar.build_menu(parent = parent)
            self.rightbox.add_widget(self.widgetbar)
        
    def delete_item(self, instance, *largs):
        if instance.is_selected:
            parent = self.widget.parent
            parent.remove_widget(self.widget)
            self.clear_selection(True)
            if not self.canvas_area.children:
                self.root_name = ""
                #Instantiate the WidgetTree again if the 
                #root widget itself was deleted. We have to do this as
                # treeview.remove all nodes wont remove the root at all.
                self.widget_tree_box.remove_widget(self.widget_tree)
                self.widget_tree = WidgetTree(self)
                self.widget_tree_box.add_widget(self.widget_tree)
            #Refresh the widget tree
            self.widget_tree.refresh()
            
    def clear_selection(self,*kwargs):
        '''This function takes away the highlight 
        and also nullifies the self.widget'''
        self.widget = None
        #We have to stop highlighing
        Clock.unschedule(self.highlight_at)
        self.grect.size = (0, 0)

    def highlight_at(self, *largs):
        '''A function to highlight the current self.widget'''
        gr = self.grect
        widget = self.widget
        # determine rotation
        a = Vector(1, 0)
        b = Vector(widget.to_window(*widget.to_parent(0, 0)))
        c = Vector(widget.to_window(*widget.to_parent(1, 0))) - b
        angle = -a.angle(c)

        # determine scale
        scale = c.length()

        # apply transform
        gr.size = widget.size
        self.gtranslate.xy = Vector(widget.to_window(*widget.pos))
        self.grotate.angle = angle
        self.gscale.scale = scale
    
    def give_id(self):
        self.count = self.count + 1
        return "widget"+str(self.count)