コード例 #1
0
def getOr(x, y):
    global count
    nodeXinitial = x.getInitial()
    nodeXfinal = x.getFinal()

    nodeYinitial = y.getInitial()
    nodeYfinal = y.getFinal()

    nodeXinitial.category = 'incremental'
    nodeXfinal.category = 'incremental'
    nodeYinitial.category = 'incremental'
    nodeYfinal.category = 'incremental'

    for y in y.getNodes():
        x.addNode(y)

    node_initial = Node(count, 'initial')
    count += 1
    node_final = Node(count, 'final')
    count += 1

    node_initial.addEdge(Edge(node_initial, nodeXinitial, 'ε'))
    node_initial.addEdge(Edge(node_initial, nodeYinitial, 'ε'))

    nodeXfinal.addEdge(Edge(nodeXfinal, node_final, 'ε'))
    nodeYfinal.addEdge(Edge(nodeYfinal, node_final, 'ε'))

    x.addNode(node_initial)
    x.addNode(node_final)

    return x
コード例 #2
0
def get_or(x, y):
    global count
    node_xinitial = x.get_initial()
    node_xfinal = x.get_final()

    node_yinitial = y.get_initial()
    node_yfinal = y.get_final()

    node_xinitial.category = 'incremental'
    node_xfinal.category = 'incremental'
    node_yinitial.category = 'incremental'
    node_yfinal.category = 'incremental'

    for y in y.nodes:
        x.add_node(y)

    node_initial = Node(count, 'initial')
    count += 1
    node_final = Node(count, 'final')
    count += 1

    node_initial.add_edge(Edge(node_initial, node_xinitial, EMPTY_STATE))
    node_initial.add_edge(Edge(node_initial, node_yinitial, EMPTY_STATE))

    node_xfinal.add_edge(Edge(node_xfinal, node_final, EMPTY_STATE))
    node_yfinal.add_edge(Edge(node_yfinal, node_final, EMPTY_STATE))

    x.add_node(node_initial)
    x.add_node(node_final)

    return x
コード例 #3
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    def addNodes(self):
        """Testing method to create 3 `Nodes` with 3 `Edges` connecting them"""
        node1 = Node(self.scene,
                     "My Awesome Node 1",
                     inputs=[0, 0, 0],
                     outputs=[1, 5])
        node2 = Node(self.scene,
                     "My Awesome Node 2",
                     inputs=[3, 3, 3],
                     outputs=[1])
        node3 = Node(self.scene,
                     "My Awesome Node 3",
                     inputs=[2, 2, 2],
                     outputs=[1])
        node1.setPos(-350, -250)
        node2.setPos(-75, 0)
        node3.setPos(200, -200)

        edge1 = Edge(self.scene,
                     node1.outputs[0],
                     node2.inputs[0],
                     edge_type=EDGE_TYPE_BEZIER)
        edge2 = Edge(self.scene,
                     node2.outputs[0],
                     node3.inputs[0],
                     edge_type=EDGE_TYPE_BEZIER)
        edge3 = Edge(self.scene,
                     node1.outputs[0],
                     node3.inputs[2],
                     edge_type=EDGE_TYPE_BEZIER)

        self.scene.history.storeInitialHistoryStamp()
コード例 #4
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def get_plus(x):
    node_xinitial = x.get_initial()
    node_xfinal = x.get_final()

    node_xfinal.add_edge(Edge(node_xfinal, node_xinitial, EMPTY_STATE))

    return get_initial_final(x)
コード例 #5
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def findEdges(lines, nodes, keys, required):
    edges = Edges()
    i = 0
    while i < (len(lines)):
        line = lines[i].strip()
        if "<edge" in line:
            length, osmids, oneway, name, path, highway, service, tunnel, access = 0, 0, False, "", "", "", "", "", ""
            node1, node2 = __getNodesFromLine(line, nodes)

            while "</edge" not in line:
                i += 1
                line = lines[i].strip()
                if keys["length"] in line:
                    length = round(float(line[16:-7]), 3)
                if keys["oneway"] in line:
                    oneway = __str2bool(line[16:-7])
                if keys["osmid_edge"] in line:
                    osmids = __getEdgesIdsFromLine(line)
                if keys["name"] in line:
                    name = line[15:-7]
                if keys["path"] in line:
                    path = line[16:-7]
                if keys["highway"] in line:
                    highway = line[16:-7]
                if keys["service"] in line:
                    service = line[16:-7]
                if keys["tunnel"] in line:
                    tunnel = line[16:-7]
                if keys["access"] in line:
                    access = line[16:-7]
            edges.addEdge(
                Edge(node1, node2, osmids, length, oneway, name, path, highway,
                     service, tunnel, access, required))
        i += 1
    return (edges)
コード例 #6
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def getPlus(x):
    nodeXinitial = x.getInitial()
    nodeXfinal = x.getFinal()

    nodeXfinal.addEdge(Edge(nodeXfinal, nodeXinitial, 'ε'))

    return getInitialFinal(x)
コード例 #7
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 def edgeDragStart(self, item: 'QGraphicsItem'):
     """Code handling the start of dragging an `Edge` operation"""
     try:
         if DEBUG: print('View::edgeDragStart ~ Start dragging edge')
         if DEBUG:
             print('View::edgeDragStart ~   assign Start Socket to:',
                   item.socket)
         self.drag_start_socket = item.socket
         if self.drag_start_socket.is_input == False:
             self.drag_edge = Edge(self.grScene.scene, item.socket, None,
                                   EDGE_TYPE_BEZIER)
             if DEBUG:
                 print('View::edgeDragStart ~   dragEdge:', self.drag_edge)
         else:
             self.drag_edge = None
     except Exception as e:
         dumpException(e)
コード例 #8
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    def edgeDragEnd(self, item: 'QGraphicsItem'):
        """Code handling the end of dragging an `Edge` operation. In this code return True if skip the
        rest of the mouse event processing

        :param item: Item in the `Graphics Scene` where we ended dragging an `Edge`
        :type item: ``QGraphicsItem``
        """
        self.mode = MODE_NOOP

        if DEBUG: print('View::edgeDragEnd ~ End dragging edge')
        if self.drag_edge is not None:
            self.drag_edge.remove(
                silent=True)  # don't notify sockets about removing drag_edge
        self.drag_edge = None

        try:
            if isinstance(item, QDMGraphicsSocket):
                if item.socket != self.drag_start_socket:
                    # if we released dragging on a socket (other then the beginning socket)

                    ## First remove old edges / send notifications
                    for socket in (item.socket, self.drag_start_socket):
                        if not socket.is_multi_edges:
                            if socket.is_input:
                                # print("removing SILENTLY edges from input socket (is_input and !is_multi_edges) [DragStart]:", item.socket.edges)
                                socket.removeAllEdges(silent=True)
                            else:
                                socket.removeAllEdges(silent=False)

                    ## Create new Edge
                    if item.socket.is_input:
                        new_edge = Edge(self.grScene.scene,
                                        self.drag_start_socket,
                                        item.socket,
                                        edge_type=EDGE_TYPE_BEZIER)
                    else:
                        print("wrong end socket")
                    if DEBUG:
                        print("View::edgeDragEnd ~  created new edge:",
                              new_edge, "connecting", new_edge.start_socket,
                              "<-->", new_edge.end_socket)

                    ## Send notifications for the new edge
                    # for socket in [self.drag_start_socket, item.socket]:
                    # @TODO: Add possibility (ie when an input edge was replaced) to be silent and don't trigger change
                    #                        socket.node.onEdgeConnectionChanged(new_edge)
                    #if socket.is_input: socket.node.onInputChanged(socket)

                    self.grScene.scene.history.storeHistory(
                        "Created new edge by dragging", setModified=True)
                    return True
        except Exception as e:
            dumpException(e)

        if DEBUG: print('View::edgeDragEnd ~ everything done.')
        return False
コード例 #9
0
def getInitialFinal(graph):
    global count

    initial = graph.getInitial()
    initial.category = 'incremental'

    final = graph.getFinal()
    final.category = 'incremental'

    node_initial = Node(count, 'initial')
    count += 1
    node_initial.addEdge(Edge(node_initial, initial, 'ε'))
    node_final = Node(count, 'final')
    count += 1
    node_final.addEdge(Edge(final, node_final, 'ε'))

    graph.addNode(node_initial)
    graph.addNode(node_final)

    return graph
コード例 #10
0
def get_initial_final(graph):
    global count

    initial = graph.get_initial()
    initial.category = 'incremental'

    final = graph.get_final()
    final.category = 'incremental'

    node_initial = Node(count, 'initial')
    count += 1
    node_initial.add_edge(Edge(node_initial, initial, EMPTY_STATE))
    node_final = Node(count, 'final')
    count += 1
    final.add_edge(Edge(final, node_final, EMPTY_STATE))

    graph.add_node(node_initial)
    graph.add_node(node_final)

    return graph
コード例 #11
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def getPoint(x, y):
    nodeXfinal = x.getFinal()
    nodeYinitial = y.getInitial()

    nodeXfinal.category = 'incremental'
    nodeXfinal.addEdge(Edge(nodeXfinal, nodeYinitial, 'ε'))
    nodeYinitial.category = 'incremental'

    for yn in y.getNodes():
        x.addNode(yn)

    return getInitialFinal(x)
コード例 #12
0
def get_point(x, y):
    node_xfinal = x.get_final()
    node_yinitial = y.get_initial()

    node_xfinal.category = 'incremental'
    node_xfinal.add_edge(Edge(node_xfinal, node_yinitial, EMPTY_STATE))
    node_yinitial.category = 'incremental'

    for yn in y.nodes:
        x.add_node(yn)

    return get_initial_final(x)
コード例 #13
0
def get_cline(x):
    global count
    node_xinitial = x.get_initial()
    node_xinitial.category = 'incremental'
    node_xfinal = x.get_final()
    node_xfinal.category = 'incremental'

    node_xfinal.add_edge(Edge(node_xfinal, node_xinitial, EMPTY_STATE))

    node_initial = Node(count, 'initial')
    count += 1
    node_final = Node(count, 'final')
    count += 1

    node_initial.add_edge(Edge(node_initial, node_xinitial, EMPTY_STATE))
    node_initial.add_edge(Edge(node_initial, node_final, EMPTY_STATE))
    node_xfinal.add_edge(Edge(node_xfinal, node_final, EMPTY_STATE))

    x.add_node(node_initial)
    x.add_node(node_final)

    return x
コード例 #14
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def getCline(x):
    global count
    nodeXinitial = x.getInitial()
    nodeXinitial.category = 'incremental'
    nodeXfinal = x.getFinal()
    nodeXfinal.category = 'incremental'

    nodeXfinal.addEdge(Edge(nodeXfinal, nodeXinitial, 'ε'))

    node_initial = Node(count, 'initial')
    count += 1
    node_final = Node(count, 'final')
    count += 1

    node_initial.addEdge(Edge(node_initial, nodeXinitial, 'ε'))
    node_initial.addEdge(Edge(node_initial, node_final, 'ε'))
    nodeXfinal.addEdge(Edge(nodeXfinal, node_final, 'ε'))

    x.addNode(node_initial)
    x.addNode(node_final)

    return x
コード例 #15
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def get_graph_letter(letter):
    global count
    graph = Graph()

    node1 = Node(count, 'initial')
    count += 1
    node2 = Node(count, 'final')
    count += 1

    node1.add_edge(Edge(node1, node2, letter))

    graph.add_node(node1)
    graph.add_node(node2)

    return get_initial_final(graph)
コード例 #16
0
def getGraphLetter(letter):
    global count
    graph = Graph()

    node1 = Node(count, 'initial')
    count += 1
    node2 = Node(count, 'final')
    count += 1

    node1.addEdge(Edge(node1, node2, letter))

    graph.addNode(node1)
    graph.addNode(node2)

    return getInitialFinal(graph)
コード例 #17
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from classes.node import Node
from classes.edge import Edge
from classes.bases.graph_like import GraphLike
from classes.node_feature_extractor import NodeFeatureExtractor
from classes.graph_vectorizer import GraphVectorizer
from classes.path_completion import PathCompletion
import pprint as pp

n1 = Node(1, "A")
n2 = Node(2, "B")
n3 = Node(3, "C")
n4 = Node(4, "D")
n5 = Node(5, "B")
nodes = [n1, n2, n3, n4, n5]

e1 = Edge(n1, n2, "A->B")
e2 = Edge(n2, n3, "B->C")
e3 = Edge(n3, n1, "C->A")
e4 = Edge(n3, n4, "C->D")
e5 = Edge(n5, n3, "B->C")
e6 = Edge(n5, n4, "B->D")
e7 = Edge(n1, n5, "A->B")
edges = [e1, e2, e3, e4, e5, e6, e7]

g = GraphLike()
for node in nodes:
    print(node)
    g.add_node(node)

for edge in edges:
    print(edge)
コード例 #18
0
    def deserializeFromClipboard(self, data: dict):
        """
        Deserializes data from Clipboard.

        :param data: ``dict`` data for deserialization to the :class:`nodeeditor.node_scene.Scene`.
        :type data: ``dict``
        """

        hashmap = {}

        # calculate mouse pointer - scene position
        view = self.scene.getView()
        mouse_scene_pos = view.last_scene_mouse_position

        # calculate selected objects bbox and center
        minx, maxx, miny, maxy = 10000000, -10000000, 10000000, -10000000
        for node_data in data['vertices']:
            x, y = node_data['pos_x'], node_data['pos_y']
            if x < minx: minx = x
            if x > maxx: maxx = x
            if y < miny: miny = y
            if y > maxy: maxy = y

        # add width and height of a node
        maxx -= 180
        maxy += 100

        relbboxcenterx = (minx + maxx) / 2 - minx
        relbboxcentery = (miny + maxy) / 2 - miny

        if DEBUG_PASTING:
            print(" *** PASTA:")
            print("Copied boudaries:\n\tX:", minx, maxx, "   Y:", miny, maxy)
            print("\tbbox_center:", relbboxcenterx, relbboxcentery)

        # calculate the offset of the newly creating vertices
        mousex, mousey = mouse_scene_pos.x(), mouse_scene_pos.y()

        # create each node
        created_nodes = []

        self.scene.setSilentSelectionEvents()

        self.scene.doDeselectItems()

        for node_data in data['vertices']:
            new_node = self.scene.getNodeClassFromData(node_data)(self.scene)
            new_node.deserialize(node_data, hashmap, restore_id=False)
            created_nodes.append(new_node)

            # readjust the new nodeeditor's position

            # new node's current position
            posx, posy = new_node.pos.x(), new_node.pos.y()
            newx, newy = mousex + posx - minx, mousey + posy - miny

            new_node.setPos(newx, newy)

            new_node.doSelect()

            if DEBUG_PASTING:
                print("** PASTA SUM:")
                print("\tMouse pos:", mousex, mousey)
                print("\tnew node pos:", posx, posy)
                print("\tFINAL:", newx, newy)

        # create each edge
        if 'edges' in data:
            for edge_data in data['edges']:
                new_edge = Edge(self.scene)
                new_edge.deserialize(edge_data, hashmap, restore_id=False)

        self.scene.setSilentSelectionEvents(False)

        # store history
        self.scene.history.storeHistory("Pasted elements in scene",
                                        setModified=True)

        return created_nodes
コード例 #19
0
ファイル: scene.py プロジェクト: t0mmyhash/graph-editor
    def deserialize(self,
                    data: dict,
                    hashmap: dict = {},
                    restore_id: bool = True) -> bool:
        hashmap = {}

        if restore_id: self.id = data['id']

        # -- deserialize NODES

        ## Instead of recreating all the vertices, reuse existing ones...
        # get list of all current vertices:
        all_nodes = self.nodes.copy()

        # go through deserialized vertices:
        for node_data in data['vertices']:
            # can we find this node in the scene?
            found = False
            for node in all_nodes:
                if node.id == node_data['id']:
                    found = node
                    break

            if not found:
                new_node = self.getNodeClassFromData(node_data)(self)
                new_node.deserialize(node_data, hashmap, restore_id)
                new_node.onDeserialized(node_data)
                # print("New node for", node_data['title'])
            else:
                found.deserialize(node_data, hashmap, restore_id)
                found.onDeserialized(node_data)
                all_nodes.remove(found)
                # print("Reused", node_data['title'])

        # remove vertices which are left in the scene and were NOT in the serialized data!
        # that means they were not in the graph before...
        while all_nodes != []:
            node = all_nodes.pop()
            node.remove()

        # -- deserialize EDGES

        ## Instead of recreating all the edges, reuse existing ones...
        # get list of all current edges:
        all_edges = self.edges.copy()

        # go through deserialized edges:
        for edge_data in data['edges']:
            # can we find this node in the scene?
            found = False
            for edge in all_edges:
                if edge.id == edge_data['id']:
                    found = edge
                    break

            if not found:
                new_edge = Edge(self).deserialize(edge_data, hashmap,
                                                  restore_id)
                # print("New edge for", edge_data)
            else:
                found.deserialize(edge_data, hashmap, restore_id)
                all_edges.remove(found)

        # remove vertices which are left in the scene and were NOT in the serialized data!
        # that means they were not in the graph before...
        while all_edges != []:
            edge = all_edges.pop()
            edge.remove()

        return True
コード例 #20
0
class QDMGraphicsView(QGraphicsView):
    """Class representing NodeEditor's `Graphics View`"""
    #: pyqtSignal emitted when cursor position on the `Scene` has changed
    scenePosChanged = pyqtSignal(int, int)

    def __init__(self, grScene: 'QDMGraphicsScene', parent: 'QWidget' = None):
        """
        :param grScene: reference to the :class:`~nodeeditor.node_graphics_scene.QDMGraphicsScene`
        :type grScene: :class:`~nodeeditor.node_graphics_scene.QDMGraphicsScene`
        :param parent: parent widget
        :type parent: ``QWidget``

        :Instance Attributes:

        - **grScene** - reference to the :class:`~nodeeditor.node_graphics_scene.QDMGraphicsScene`
        - **mode** - state of the `Graphics View`
        - **zoomInFactor**- ``float`` - zoom step scaling, default 1.25
        - **zoomClamp** - ``bool`` - do we clamp zooming or is it infinite?
        - **zoom** - current zoom step
        - **zoomStep** - ``int`` - the relative zoom step when zooming in/out
        - **zoomRange** - ``[min, max]``

        """
        super().__init__(parent)
        self.grScene = grScene

        self.initUI()

        self.setScene(self.grScene)

        self.mode = MODE_NOOP
        self.editingFlag = False
        self.rubberBandDraggingRectangle = False

        self.last_scene_mouse_position = QPoint(0, 0)
        self.zoomInFactor = 1.25
        self.zoomClamp = True
        self.zoom = 10
        self.zoomStep = 1
        self.zoomRange = [0, 10]

        # cutline
        self.cutline = QDMCutLine()
        self.grScene.addItem(self.cutline)

        # listeners
        self._drag_enter_listeners = []
        self._drop_listeners = []
        self._tool_listeners = []

    def initUI(self):
        """Set up this ``QGraphicsView``"""
        self.setRenderHints(QPainter.Antialiasing
                            | QPainter.HighQualityAntialiasing
                            | QPainter.TextAntialiasing
                            | QPainter.SmoothPixmapTransform)

        self.setViewportUpdateMode(QGraphicsView.FullViewportUpdate)

        self.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)

        self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
        self.setDragMode(QGraphicsView.RubberBandDrag)

        # enable dropping
        self.setAcceptDrops(True)

    def dragEnterEvent(self, event: QDragEnterEvent):
        """Trigger our registered `Drag Enter` events"""
        for callback in self._drag_enter_listeners:
            callback(event)

    def dropEvent(self, event: QDropEvent):
        """Trigger our registered `Drop` events"""
        for callback in self._drop_listeners:
            callback(event)

    def addDragEnterListener(self, callback: 'function'):
        """
        Register callback for `Drag Enter` event

        :param callback: callback function
        """
        self._drag_enter_listeners.append(callback)

    def addDropListener(self, callback: 'function'):
        """
        Register callback for `Drop` event

        :param callback: callback function
        """
        self._drop_listeners.append(callback)

    def addToolListener(self, callback: 'function'):
        self._tool_listeners.append(callback)

    def mousePressEvent(self, event: QMouseEvent):
        """Dispatch Qt's mousePress event to corresponding function below"""
        if event.button() == Qt.MiddleButton:
            self.middleMouseButtonPress(event)
        elif event.button() == Qt.LeftButton:
            self.leftMouseButtonPress(event)
        elif event.button() == Qt.RightButton:
            self.rightMouseButtonPress(event)
        else:
            super().mousePressEvent(event)

    def mouseReleaseEvent(self, event: QMouseEvent):
        """Dispatch Qt's mouseRelease event to corresponding function below"""
        if event.button() == Qt.MiddleButton:
            self.middleMouseButtonRelease(event)
        elif event.button() == Qt.LeftButton:
            self.leftMouseButtonRelease(event)
        elif event.button() == Qt.RightButton:
            self.rightMouseButtonRelease(event)
        else:
            super().mouseReleaseEvent(event)

    def middleMouseButtonPress(self, event: QMouseEvent):
        """When Middle mouse button was pressed"""

        item = self.getItemAtClick(event)

        # debug print out
        if DEBUG_MMB_SCENE_ITEMS:
            if isinstance(item, QDMGraphicsEdge):
                print(
                    "MMB DEBUG:", item.edge, "\n\t",
                    item.edge.grEdge if item.edge.grEdge is not None else None)

            if isinstance(item, QDMGraphicsSocket):
                print("MMB DEBUG:", item.socket, "socket_type:",
                      item.socket.socket_type, "has edges:",
                      "no" if item.socket.edges == [] else "")
                if item.socket.edges:
                    for edge in item.socket.edges:
                        print("\t", edge)

        if DEBUG_MMB_SCENE_ITEMS and (item is None):
            print("SCENE:")
            print("  Nodes:")
            for node in self.grScene.scene.nodes:
                print("\t", node)
            print("  Edges:")
            for edge in self.grScene.scene.edges:
                print("\t", edge, "\n\t\tgrEdge:",
                      edge.grEdge if edge.grEdge is not None else None)

            if event.modifiers() & Qt.CTRL:
                print("  Graphic Items in GraphicScene:")
                for item in self.grScene.items():
                    print('    ', item)

        # faking events for enable MMB dragging the scene
        releaseEvent = QMouseEvent(QEvent.MouseButtonRelease, event.localPos(),
                                   event.screenPos(), Qt.LeftButton,
                                   Qt.NoButton, event.modifiers())
        super().mouseReleaseEvent(releaseEvent)
        self.setDragMode(QGraphicsView.ScrollHandDrag)
        fakeEvent = QMouseEvent(event.type(), event.localPos(),
                                event.screenPos(), Qt.LeftButton,
                                event.buttons() | Qt.LeftButton,
                                event.modifiers())
        super().mousePressEvent(fakeEvent)

    def middleMouseButtonRelease(self, event: QMouseEvent):
        """When Middle mouse button was released"""
        fakeEvent = QMouseEvent(event.type(), event.localPos(),
                                event.screenPos(), Qt.LeftButton,
                                event.buttons() & ~Qt.LeftButton,
                                event.modifiers())
        super().mouseReleaseEvent(fakeEvent)
        self.setDragMode(QGraphicsView.RubberBandDrag)

    def leftMouseButtonPress(self, event: QMouseEvent):
        """When Left  mouse button was pressed"""

        # get item which we clicked on
        item = self.getItemAtClick(event)

        # we store the position of last LMB click
        self.last_lmb_click_scene_pos = self.mapToScene(event.pos())

        # if DEBUG: print("LMB Click on", item, self.debug_modifiers(event))

        # logic
        if hasattr(item, "node") or isinstance(
                item, QDMGraphicsEdge) or item is None:
            if event.modifiers() & Qt.ShiftModifier:
                event.ignore()
                fakeEvent = QMouseEvent(QEvent.MouseButtonPress,
                                        event.localPos(), event.screenPos(),
                                        Qt.LeftButton,
                                        event.buttons() | Qt.LeftButton,
                                        event.modifiers() | Qt.ControlModifier)
                super().mousePressEvent(fakeEvent)
                return

        if isinstance(item, QDMGraphicsSocket):
            if self.mode == MODE_NOOP:
                self.mode = MODE_EDGE_DRAG
                self.edgeDragStart(item)
                return

        if self.mode == MODE_EDGE_DRAG:
            res = self.edgeDragEnd(item)
            if res: return

        if item is None:
            if event.modifiers() & Qt.ControlModifier:
                self.mode = MODE_EDGE_CUT
                fakeEvent = QMouseEvent(QEvent.MouseButtonRelease,
                                        event.localPos(), event.screenPos(),
                                        Qt.LeftButton, Qt.NoButton,
                                        event.modifiers())
                super().mouseReleaseEvent(fakeEvent)
                QApplication.setOverrideCursor(Qt.CrossCursor)
                return
            else:
                self.rubberBandDraggingRectangle = True

        super().mousePressEvent(event)

    def leftMouseButtonRelease(self, event: QMouseEvent):
        """When Left  mouse button was released"""

        # get item which we release mouse button on
        item = self.getItemAtClick(event)

        try:
            # logic
            if hasattr(item, "node") or isinstance(
                    item, QDMGraphicsEdge) or item is None:
                if event.modifiers() & Qt.ShiftModifier:
                    event.ignore()
                    fakeEvent = QMouseEvent(
                        event.type(), event.localPos(), event.screenPos(),
                        Qt.LeftButton, Qt.NoButton,
                        event.modifiers() | Qt.ControlModifier)
                    super().mouseReleaseEvent(fakeEvent)
                    return

            if self.mode == MODE_EDGE_DRAG:
                if self.distanceBetweenClickAndReleaseIsOff(event):
                    res = self.edgeDragEnd(item)
                    if res: return

            if self.mode == MODE_EDGE_CUT:
                self.cutIntersectingEdges()
                self.cutline.line_points = []
                self.cutline.update()
                QApplication.setOverrideCursor(Qt.ArrowCursor)
                self.mode = MODE_NOOP
                return

            if self.rubberBandDraggingRectangle:
                self.rubberBandDraggingRectangle = False
                current_selected_items = self.grScene.selectedItems()

                if current_selected_items != self.grScene.scene._last_selected_items:
                    if current_selected_items == []:
                        self.grScene.itemsDeselected.emit()
                    else:
                        self.grScene.itemSelected.emit()
                    self.grScene.scene._last_selected_items = current_selected_items

                return

            # otherwise deselect everything
            if item is None:
                self.grScene.itemsDeselected.emit()

        except:
            dumpException()

        super().mouseReleaseEvent(event)

    def rightMouseButtonPress(self, event: QMouseEvent):
        """When Right mouse button was pressed"""
        super().mousePressEvent(event)

    def rightMouseButtonRelease(self, event: QMouseEvent):
        """When Right mouse button was release"""

        ## cannot be because with dragging RMB we spawn Create New Node Context Menu
        ## However, you could use this if you want to cancel with RMB
        # if self.mode == MODE_EDGE_DRAG:
        #     self.cancelDragEdge(event)
        #     return

        super().mouseReleaseEvent(event)

    def mouseMoveEvent(self, event: QMouseEvent):
        """Overriden Qt's ``mouseMoveEvent`` handling Scene/View logic"""
        scenepos = self.mapToScene(event.pos())

        if self.mode == MODE_EDGE_DRAG:
            # according to sentry: 'NoneType' object has no attribute 'grEdge'
            if self.drag_edge is not None and self.drag_edge.grEdge is not None:
                self.drag_edge.grEdge.setDestination(scenepos.x(),
                                                     scenepos.y())
                self.drag_edge.grEdge.update()
            # else:
            #     print(">>> Want to update self.drag_edge grEdge, but it's None!!!")

        if self.mode == MODE_EDGE_CUT and self.cutline is not None:
            self.cutline.line_points.append(scenepos)
            self.cutline.update()

        self.last_scene_mouse_position = scenepos

        self.scenePosChanged.emit(int(scenepos.x()), int(scenepos.y()))

        super().mouseMoveEvent(event)

    def keyPressEvent(self, event: QKeyEvent):
        """
        .. note::
            This overriden Qt's method was used for handling key shortcuts, before we implemented propper
            ``QWindow`` with Actions and Menu. Still the commented code serves as an example how to handle
            key presses without Qt's framework for Actions and shortcuts. There can be also found an example
            how to solve the problem when Node does contain Text/LineEdit and we press `Delete`
            key (also serving to delete `Node`)

        :param event: Qt's Key event
        :type event: ``QKeyEvent``
        :return:
        """
        # Use this code below if you wanna have shortcuts in this widget.
        # You want to use this, when you don't have a window which handles these shortcuts for you

        # if event.key() == Qt.Key_Delete:
        #     if not self.editingFlag:
        #         self.deleteSelected()
        #     else:
        #         super().keyPressEvent(event)
        # elif event.key() == Qt.Key_S and event.modifiers() & Qt.ControlModifier:
        #     self.grScene.scene.saveToFile("graph.json")
        # elif event.key() == Qt.Key_L and event.modifiers() & Qt.ControlModifier:
        #     self.grScene.scene.loadFromFile("graph.json")
        # elif event.key() == Qt.Key_Z and event.modifiers() & Qt.ControlModifier and not event.modifiers() & Qt.ShiftModifier:
        #     self.grScene.scene.history.undo()
        # elif event.key() == Qt.Key_Z and event.modifiers() & Qt.ControlModifier and event.modifiers() & Qt.ShiftModifier:
        #     self.grScene.scene.history.redo()
        # elif event.key() == Qt.Key_H:
        #     print("HISTORY:     len(%d)" % len(self.grScene.scene.history.history_stack),
        #           " -- current_step", self.grScene.scene.history.history_current_step)
        #     ix = 0
        #     for item in self.grScene.scene.history.history_stack:
        #         print("#", ix, "--", item['desc'])
        #         ix += 1
        # else:
        super().keyPressEvent(event)

    def cutIntersectingEdges(self):
        """Compare which `Edges` intersect with current `Cut line` and delete them safely"""
        for ix in range(len(self.cutline.line_points) - 1):
            p1 = self.cutline.line_points[ix]
            p2 = self.cutline.line_points[ix + 1]

            # @TODO: we could collect all touched vertices, and notify them once after all edges removed
            # we could cut 3 edges leading to a single nodeeditor this will notify it 3x
            # maybe we could use some Notifier class with methods collect() and dispatch()
            for edge in self.grScene.scene.edges:
                if edge.grEdge.intersectsWith(p1, p2):
                    edge.remove()
        self.grScene.scene.history.storeHistory("Delete cutted edges",
                                                setModified=True)

    def deleteSelected(self):
        """Shortcut for safe deleting every object selected in the `Scene`."""
        for item in self.grScene.selectedItems():
            if isinstance(item, QDMGraphicsEdge):
                item.edge.remove()
            elif hasattr(item, 'node'):
                item.node.remove()
        self.grScene.scene.history.storeHistory("Delete selected",
                                                setModified=True)

    def debug_modifiers(self, event):
        """Helper function get string if we hold Ctrl, Shift or Alt modifier keys"""
        out = "MODS: "
        if event.modifiers() & Qt.ShiftModifier: out += "SHIFT "
        if event.modifiers() & Qt.ControlModifier: out += "CTRL "
        if event.modifiers() & Qt.AltModifier: out += "ALT "
        return out

    def getItemAtClick(self, event: QEvent) -> 'QGraphicsItem':
        """Return the object on which we've clicked/release mouse button

        :param event: Qt's mouse or key event
        :type event: ``QEvent``
        :return: ``QGraphicsItem`` which the mouse event happened or ``None``
        """
        pos = event.pos()
        obj = self.itemAt(pos)
        return obj

    def edgeDragStart(self, item: 'QGraphicsItem'):
        """Code handling the start of dragging an `Edge` operation"""
        try:
            if DEBUG: print('View::edgeDragStart ~ Start dragging edge')
            if DEBUG:
                print('View::edgeDragStart ~   assign Start Socket to:',
                      item.socket)
            self.drag_start_socket = item.socket
            if self.drag_start_socket.is_input == False:
                self.drag_edge = Edge(self.grScene.scene, item.socket, None,
                                      EDGE_TYPE_BEZIER)
                if DEBUG:
                    print('View::edgeDragStart ~   dragEdge:', self.drag_edge)
            else:
                self.drag_edge = None
        except Exception as e:
            dumpException(e)

    def edgeDragEnd(self, item: 'QGraphicsItem'):
        """Code handling the end of dragging an `Edge` operation. In this code return True if skip the
        rest of the mouse event processing

        :param item: Item in the `Graphics Scene` where we ended dragging an `Edge`
        :type item: ``QGraphicsItem``
        """
        self.mode = MODE_NOOP

        if DEBUG: print('View::edgeDragEnd ~ End dragging edge')
        if self.drag_edge is not None:
            self.drag_edge.remove(
                silent=True)  # don't notify sockets about removing drag_edge
        self.drag_edge = None

        try:
            if isinstance(item, QDMGraphicsSocket):
                if item.socket != self.drag_start_socket:
                    # if we released dragging on a socket (other then the beginning socket)

                    ## First remove old edges / send notifications
                    for socket in (item.socket, self.drag_start_socket):
                        if not socket.is_multi_edges:
                            if socket.is_input:
                                # print("removing SILENTLY edges from input socket (is_input and !is_multi_edges) [DragStart]:", item.socket.edges)
                                socket.removeAllEdges(silent=True)
                            else:
                                socket.removeAllEdges(silent=False)

                    ## Create new Edge
                    if item.socket.is_input:
                        new_edge = Edge(self.grScene.scene,
                                        self.drag_start_socket,
                                        item.socket,
                                        edge_type=EDGE_TYPE_BEZIER)
                    else:
                        print("wrong end socket")
                    if DEBUG:
                        print("View::edgeDragEnd ~  created new edge:",
                              new_edge, "connecting", new_edge.start_socket,
                              "<-->", new_edge.end_socket)

                    ## Send notifications for the new edge
                    # for socket in [self.drag_start_socket, item.socket]:
                    # @TODO: Add possibility (ie when an input edge was replaced) to be silent and don't trigger change
                    #                        socket.node.onEdgeConnectionChanged(new_edge)
                    #if socket.is_input: socket.node.onInputChanged(socket)

                    self.grScene.scene.history.storeHistory(
                        "Created new edge by dragging", setModified=True)
                    return True
        except Exception as e:
            dumpException(e)

        if DEBUG: print('View::edgeDragEnd ~ everything done.')
        return False

    def distanceBetweenClickAndReleaseIsOff(self, event: QMouseEvent) -> bool:
        """ Measures if we are too far from the last Mouse button click scene position.
        This is used for detection if we release too far after we clicked on a `Socket`

        :param event: Qt's mouse event
        :type event: ``QMouseEvent``
        :return: ``True`` if we released too far from where we clicked before
        """
        new_lmb_release_scene_pos = self.mapToScene(event.pos())
        dist_scene = new_lmb_release_scene_pos - self.last_lmb_click_scene_pos
        edge_drag_threshold_sq = EDGE_DRAG_START_THRESHOLD * EDGE_DRAG_START_THRESHOLD
        return (dist_scene.x() * dist_scene.x() +
                dist_scene.y() * dist_scene.y()) > edge_drag_threshold_sq

    def wheelEvent(self, event: QWheelEvent):
        """overriden Qt's ``wheelEvent``. This handles zooming"""
        # calculate our zoom Factor
        zoomOutFactor = 1 / self.zoomInFactor

        # calculate zoom
        if event.angleDelta().y() > 0:
            zoomFactor = self.zoomInFactor
            self.zoom += self.zoomStep
        else:
            zoomFactor = zoomOutFactor
            self.zoom -= self.zoomStep

        clamped = False
        if self.zoom < self.zoomRange[0]:
            self.zoom, clamped = self.zoomRange[0], True
        if self.zoom > self.zoomRange[1]:
            self.zoom, clamped = self.zoomRange[1], True

        # set scene scale
        if not clamped or self.zoomClamp is False:
            self.scale(zoomFactor, zoomFactor)