def _make_select_one(self): select_one = QState(self.run) begin = QState(select_one) simulate = QState(select_one) finalize = QFinalState(select_one) begin.assignProperty(self.parent().ui.dockWidget_object_tree, "visible", True) text = """ <html> <p>Selecting items in the object tree automatically triggers graph generation.</b><br /> <p>Press <b>Show</b> to see it in action.</p> </html> """ begin.assignProperty(self.label_msg, "text", text) begin.assignProperty(self.button_right, "text", "Show") begin.assignProperty(self.button_right, "enabled", True) simulate.assignProperty(self.parent().ui.dockWidget_object_tree, "visible", True) simulate.assignProperty(self.button_right, "enabled", False) select_one.setInitialState(begin) transition = begin.addTransition(self.button_right.clicked, simulate) animation = SelectionAnimation( self.parent(), command=QItemSelectionModel.ClearAndSelect) transition.addAnimation(animation) simulate.addTransition(animation.finished, finalize) return select_one
def _make_select_more(self): select_more = QState(self.run) begin = QState(select_more) simulate = QState(select_more) finalize = QFinalState(select_more) begin.assignProperty(self.parent().ui.dockWidget_object_tree, "visible", True) sticky = self.parent().qsettings.value("appSettings/stickySelection", defaultValue="false") note = " (by holding down the <b>Ctrl</b> key)" if sticky == "false" else "" text = f""" <html> <p>Selecting multiple items{note} makes things more interesting.</p> <p>Press <b>Show</b> to see it in action.</p> </html> """ begin.assignProperty(self.label_msg, "text", text) begin.assignProperty(self.button_right, "text", "Show") begin.assignProperty(self.button_right, "enabled", True) simulate.assignProperty(self.parent().ui.dockWidget_object_tree, "visible", True) simulate.assignProperty(self.button_right, "enabled", False) select_more.setInitialState(begin) transition = begin.addTransition(self.button_right.clicked, simulate) animation = SelectionAnimation(self.parent(), command=QItemSelectionModel.Select) transition.addAnimation(animation) simulate.addTransition(animation.finished, finalize) return select_more
def _make_welcome(self): welcome = QState(self.run) begin = QState(welcome) finalize = QFinalState(welcome) welcome.setInitialState(begin) begin.assignProperty(self.label_msg, "text", "Welcome!") begin.assignProperty(self.button_right, "text", "Start") begin.assignProperty(self.button_right, "visible", True) begin.assignProperty(self.button_left, "visible", False) begin.addTransition(self.button_right.clicked, finalize) return welcome
def _make_good_bye(self): good_bye = QState(self.run) begin = QState(good_bye) finalize = QFinalState(good_bye) good_bye.assignProperty( self.label_msg, "text", "<html>That's all for now. Hope you liked it.</html>") good_bye.assignProperty(self.button_left, "visible", False) good_bye.assignProperty(self.button_right, "enabled", True) good_bye.assignProperty(self.button_right, "text", "Close") good_bye.setInitialState(begin) begin.addTransition(self.button_right.clicked, finalize) return good_bye
def testCase(self): check = QCheckBox() check.setTristate(True) s1 = QState() s2 = QState() t1 = CheckedTransition(check) t1.setTargetState(s2) s1.addTransition(t1) machine = QStateMachine() machine.addState(s1) machine.addState(s2) machine.setInitialState(s1) machine.start() check.stateChanged[int].emit(1) check.show() self.app.exec_() self.assert_(t1.eventTested)
def testCase(self): check = QCheckBox() check.setTristate(True) s1 = QState() s2 = QState() t1 = CheckedTransition(check) t1.setTargetState(s2) s1.addTransition(t1) machine = QStateMachine() machine.addState(s1) machine.addState(s2) machine.setInitialState(s1) machine.start() check.stateChanged[int].emit(1) check.show() self.app.exec_() self.assertTrue(t1.eventTested)
def _make_abort(self): abort = QState(self.run) dead = QFinalState(self.machine) abort.addTransition(dead) return abort
class LiveDemo(QDockWidget): """A widget for showing live demonstrations.""" _overlay_color = QColor(255, 140, 0, 128) _tutorial_data_path = os.path.join(APPLICATION_PATH, "../tutorial") def __init__(self, window_title, parent): """Initializes class. Args: window_title (str) parent (QMainWindow) """ super().__init__(window_title, parent) self.setObjectName(window_title) self.label_msg = QLabel(self) self.label_msg.setFont(QFont("arial,helvetica", 12)) self.label_msg.setAlignment(Qt.AlignHCenter | Qt.AlignVCenter) self.label_msg.setWordWrap(True) self.button_left = QPushButton(self) self.button_right = QPushButton(self) button_container = QWidget(self) button_layout = QHBoxLayout(button_container) button_layout.addStretch() button_layout.addWidget(self.button_left) button_layout.addWidget(self.button_right) button_layout.addStretch() widget = QWidget(self) layout = QVBoxLayout(widget) layout.addStretch() layout.addWidget(self.label_msg) layout.addStretch() layout.addWidget(button_container) self.setWidget(widget) self.hide() self.machine = None self.run = None def is_running(self): return self.machine and self.machine.isRunning() def show(self): self.setFloating(False) self.parent().addDockWidget(Qt.TopDockWidgetArea, self) self.setup() super().show() def _make_welcome(self): welcome = QState(self.run) begin = QState(welcome) finalize = QFinalState(welcome) welcome.setInitialState(begin) begin.assignProperty(self.label_msg, "text", "Welcome!") begin.assignProperty(self.button_right, "text", "Start") begin.assignProperty(self.button_right, "visible", True) begin.assignProperty(self.button_left, "visible", False) begin.addTransition(self.button_right.clicked, finalize) return welcome def _make_abort(self): abort = QState(self.run) dead = QFinalState(self.machine) abort.addTransition(dead) return abort def setup(self): self.machine = QStateMachine(self) self.run = QState(self.machine) abort = self._make_abort() transition = QEventTransition(self, QEvent.Close) transition.setTargetState(abort) self.run.addTransition(transition) welcome = self._make_welcome() welcome.entered.connect(self._handle_welcome_entered) self.machine.setInitialState(self.run) self.run.setInitialState(welcome) self.machine.start() def _handle_welcome_entered(self): raise NotImplementedError()
class HumanMatchingStateMachine(QStateMachine): initial_to_first_person = Signal() first_person_to_tracking = Signal() prediction_to_prediction = Signal() prediction_to_data_association = Signal() data_association_to_data_update = Signal() data_update_to_prediction = Signal() def __init__(self, parent): super(HumanMatchingStateMachine, self).__init__() self._parent = parent self._test_timer = QTimer() self._prediction_timer = QTimer() self._initial_state = QState() self._first_person_state = QState() self._tracking_state = QState() self._prediction_state = QState(self._tracking_state) self._data_association_state = QState(self._tracking_state) self._data_update_state = QState(self._tracking_state) self._final_state = QFinalState() self._tracking_state.setInitialState(self._prediction_state) self.addState(self._initial_state) self.addState(self._first_person_state) self.addState(self._tracking_state) # self.addState(self._prediction_state) # self.addState(self._data_association_state) # self.addState(self._data_update_state) self.setInitialState(self._initial_state) self._initial_state.addTransition(self.initial_to_first_person, self._first_person_state) self._first_person_state.addTransition(self.first_person_to_tracking, self._tracking_state) self._prediction_state.addTransition(self._test_timer.timeout, self._prediction_state) self._prediction_state.addTransition( self.prediction_to_data_association, self._data_association_state) self._data_association_state.addTransition( self.data_association_to_data_update, self._data_update_state) self._data_update_state.addTransition(self.data_update_to_prediction, self._prediction_state) self._initial_state.entered.connect(self._parent.initial_state_entered) self._first_person_state.entered.connect( self._parent.first_person_state_entered) self._prediction_state.entered.connect( self._parent.prediction_state_entered) self._data_association_state.entered.connect( self._parent.data_association_state_entered) self._data_update_state.entered.connect( self._parent.data_update_state_entered) # self._initial_state.addTransition(self, SIGNAL('new_humans_signal()'), self._first_person_state) # self._first_person_state.addTransition(self, SIGNAL('first_humans_updated_signal()'), self._tracking_state) # self._prediction_state.addTransition(self._prediction_timer, SIGNAL('timeout()'), self._prediction_state) # self._prediction_state.addTransition(self, SIGNAL('new_humans_signal()'), self._data_association_state) # self._data_association_state.addTransition(self._test_timer, SIGNAL('timeout()'), self._data_update_state) # self._data_association_state.addTransition(self._test_timer, SIGNAL('timeout()'), self._data_update_state) # self._data_update_state.addTransition(self._test_timer, SIGNAL('timeout()'), self._prediction_state) # self._initial_state.entered.connect(self._initial_state_method) # self._first_person_state.entered.connect(self._first_person_state_method) # self._prediction_state.entered.connect(self._prediction_state_method) # self._data_association_state.entered.connect(self._data_association_state_method) # self._data_update_state.entered.connect(self._data_update_state_method) self._test_timer.start(1000 / 30)