/
manipulator.py
1166 lines (766 loc) · 36.9 KB
/
manipulator.py
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import datetime
import pygame
from pygame.locals import *
import cursors
import toolbar
from debug import *
from common import *
from vector import *
from matrix import *
from window import Window
import let
import lambdaparser
import refnames
from figure import Ring,Bubble,Group,Figure
from noke import Noke
from fielditem import TextItem
import eating
import construct
import config
import saving
from events import *
def strDate():
return datetime.datetime.now().strftime('%y%m%d_%H%M%S')
class Selection:
"Selection. For selection, highlight, picking"
def __init__( self, item, noke= None ):
self.item = item
self.noke = noke
if not noke and isinstance( item, Figure ): # Select whole Expression if noke not specified
self.noke = item.root().through()
def __nonzero__( self ):
return bool( self.item )
def __cmp__( self, other ):
if self.item == other.item and \
self.noke == other.noke:
return 0
else:
return 1
def __repr__( self ):
return '%s %s' % (`self.item`,`self.noke`)
def figure( self ):
return self.item and isinstance( self.item, Figure ) and self.item
def text( self ):
return self.item and isinstance( self.item, TextItem ) and self.item
# Decorators
def needSelectedItem( eventProc ):
def standartEventProc( self ):
if self.selection:
return eventProc( self, self.selection.item )
return standartEventProc
def needSelectedFigure( eventProc ):
def standartEventProc( self ):
figure = self.selection.figure()
if figure:
noke = self.selection.noke
return eventProc( self, figure, noke )
return standartEventProc
def assertNoEating( eventProc ):
def standartEventProc( self, figure, noke ):
if not figure.eating:
return eventProc( self, figure, noke )
return standartEventProc
def rebuildAfter( eventProc ):
def standartEventProc( self ):
figure = eventProc( self ) # Do eventProc
if isinstance( figure, Figure ):
figure.clean() # Rebuild after
figure.buildGroups()
figure.buildGeometry()
self.invalidate()
return standartEventProc
def stopNonstop( eventProc ):
def standartEventProc( self ):
if self.nonstop:
self.nonstop = False
debug(4, "stop nonstop!")
else:
return eventProc( self ) # Do eventProc
return standartEventProc
class Manipulator( Window ):
def __init__( self, caption ):
Window.__init__( self, caption )
dirChilds = Vector2( (-1,0) )
self.items = []
# Load default workspace
filename = config.get( 'workspace', 'default.xml' )
if filename:
if not saving.load( self, filename ):
print "Can't open default workspace"
self.expandMatrix = TransformMatrix()
self.expandMatrix.setExpand( Figure.expandCoef )
self.viewMatrix = None
self.viewMatrix = self.defaultView( self.size, 35 )
self.selection = Selection( None )
self.highlight = Selection( None ) # Dragging Figure over another Figure
self.dragPos = None # Start drag position
self.mode = let.Mode() # Mode of reduction
self.quick = False # Quick Reduction
self.cursors = ( cursors.arrow, cursors.finger )
self.setCursor( self.cursors[ int( self.quick ) ] )
self.nonstop = False # Nonstop reduction mode
self.showInfo = True
# Drawing
self.boldLambda = int( config.get( 'bold_lambda', 0 ) )
self.eventProcs = { K_i: self.eventInputItem,
K_d: self.eventDeleteItem,
K_c: self.eventCopyItem,
K_RETURN: { KMOD_CTRL: self.eventNonstop,
None: self.eventReduce },
K_BACKSPACE: self.eventUndo,
K_z: { KMOD_CTRL: self.eventUndo },
K_y: { KMOD_CTRL: self.eventRedo },
K_LEFT: { KMOD_ALT: self.eventUndo },
K_RIGHT: { KMOD_ALT: self.eventRedo },
K_SPACE: self.eventExpandSelection,
K_DELETE: self.eventDeleteNode,
K_INSERT: { KMOD_ALT: self.eventAddLambda,
KMOD_CTRL: self.eventAddApplicationAfter,
None: self.eventAddApplicationBefore },
K_s: { KMOD_CTRL: self.eventSave,
KMOD_ALT: self.eventModeBySelection },
K_o: { KMOD_CTRL: self.eventLoad },
K_q: self.eventModeQuick,
K_a: { KMOD_ALT: self.eventModeStrategy,
KMOD_CTRL: self.eventAddApplicationAfter,
None: self.eventAddApplicationBefore },
K_l: { KMOD_ALT: self.eventModeLazy,
None: self.eventAddLambda },
K_v: self.eventAddVariable,
K_p: { KMOD_ALT: self.eventModeLazy },
K_e: { KMOD_ALT: self.eventExportMode },
K_F1: self.eventViewHelp,
K_F5: self.eventRefreshView,
K_F12: self.eventSaveScreen }
#-----------------------------------------------------
# Prepare toolbars
self.toolbars = []
ims = toolbar.ImageSet( 'icons.bmp', (48,48) )
# Create font for Menus
fontsize = int( config.get( 'fontsize' ) ) or 11
toolbar.ToolbarItem.fontsize = fontsize
toolbar.ToolbarItem.font = pygame.font.SysFont( 'lucidaconsole', fontsize )
left = toolbar.Toolbar( toolbar.LEFT )
left.add( self.eventInputItem, 'Input Item from console (I)', 'Input Item' )
left.add( None, None, '' )
left.add( None, None, 'Reduction' )
left.add( self.eventModeStrategy, 'Toggle reduction strategy (Alt+A)', ' Normal order', ' Applicative', lambda:self.mode.applicative )
left.add( self.eventModeLazy, 'Toggle calculus (Alt+L, Alt+P)', ' Pure Lambda', ' Lazy', lambda:self.mode.lazy )
left.add( self.eventModeBySelection, 'Reduction inside selection only or the whole expression (Alt+S)',
' whole expression', ' in selection', lambda:self.mode.redex )
left.add( None, None, '' )
left.add( self.eventSave, 'Save Workspace. Input file name from console. (Ctrl+S)', 'Save' )
left.add( self.eventLoad, 'Load Workspace. Input file name from console. (Ctrl+O)', 'Load' )
self.toolbars.append( left )
right = toolbar.Toolbar( toolbar.RIGHT )
right.add( self.eventModeQuick, 'Quick mode: Pick for reduction. (Q)', (ims,2,1), (ims,2,2), lambda:self.quick )
right.add( self.eventAddVariable, 'Add a free variable to workspace (V)', (ims,0,0) )
right.add( self.eventAddApplicationBefore, 'Add application before selection (Insert, A)', (ims,0,1) )
right.add( self.eventAddApplicationAfter, 'Add application after selection (Ctrl+Insert, Ctrl+A)', (ims,0,2) )
right.add( self.eventAddLambda, 'Add lambda bubble (Alt+Insert, L)', (ims,1,2) )
right.add( self.eventDeleteNode, 'Delete selected bubbles (Delete)', (ims,1,1) )
right.add( self.eventDeleteItem, 'Delete selected item (D)', (ims,1,0) )
right.add( self.eventCopyItem, 'Copy selected item (C)', (ims,2,0) )
self.toolbars.append( right )
bottom = toolbar.Toolbar( toolbar.BOTTOM )
bottom.add( self.eventUndo, 'Undo (Ctrl+Z, Alt+Left, Backspace)', (ims,3,1) )
bottom.add( self.eventReduce, 'Reduce selected figure (Enter)', (ims,3,0) )
bottom.add( self.eventRedo, 'Redo (Ctrl+Y, Alt+Right)', (ims,3,2) )
self.toolbars.append( bottom )
self.invalidate()
def drawItems( self ):
surface = self.getSurface() # Draw on main surface
for item in self.items[::-1]:
matrix = self.viewMatrix * item.transform
# Text
if isinstance( item, TextItem ):
self.drawText( surface, item.text, matrix )
# Figure
elif isinstance( item, Figure ):
for drawn in item.ringsToDraw( matrix ):
done = self.drawRing( surface, item, drawn, self.size ) # Pass self.size
# Send data into Bubble.ringsToDraw() generator
Figure.drawing['done'] = done
def drawText( self, surface, text, matrix ):
vector = matrix * Vector((0,0,1,1))
x,y,s,_ = map( toInt, vector )
self.text( text, (x,y) )
@staticmethod
def checkRanges( pos,r, size ):
return 3 < r and \
-r < pos[0] < size[0]+r and \
-r < pos[1] < size[1]+r
def circle( self, surface, pos, r, col=None, width=1 ):
r = toInt( r )
if r < 1:
debug( 1, "Error: circle radius < 1" )
return
pos = map( toInt, pos )
col = self.getColor( col )
pygame.draw.circle( surface, col, pos, r, width )
def drawRing( self, surface, figure, drawn, size ):
# Det position
pos = drawn.ring.pos.x, drawn.ring.pos.y
r = drawn.ring.r
#r = int( round( drawn.ring.r ) )
if not self.checkRanges( pos,r, size ):
return False
# Det stroke color: Not selected, Selected, Same Node
if not self.selection:
sel = None
else:
sel = self.selected( figure, drawn.noke, self.selection )
stroke = { None:None, True:(0xFF,0x00,0x00), False:(0xFF,0x77,0x00) }[ sel ]
if not sel:
if self.highlight and self.selected( figure, drawn.noke, self.highlight ):
stroke = (0xAA,0x00,0x00)
# Det fill color
isVar = let.VAR == drawn.noke.node.type # expr is VAR, ABS or LET
abs = None # Get Abstraction Node for fill color
#print 'get abs', drawn.__dict__
if drawn.fade:
abs = drawn.noke().fading.act.abs
elif isVar:
abs = drawn.noke.ref().node
elif let.ABS == drawn.noke.node.type:
abs = drawn.noke.node
else:
raise "can't get abs"
debug('draw', '- draw Noke', drawn.noke, isVar, abs )
fill = figure.colorspace.color( abs )
# Draw Ring
if None != drawn.fade:
fading = self.drawFading( drawn.fade, fill, stroke, r )
if fading:
surface.blit( fading, ( toInt( pos[0]-r ), toInt( pos[1]-r ) ) )
else:
#fill = (0xFF,0xFF,0xFF)
debug(2,'Error. drawFading fail.')
self.circle( surface, pos,r, fill, 0 )
else:
# Fill
if isVar and abs and 5<r:
refNoke = drawn.noke.ref()
debug('draw', 'refNoke', refNoke, figure.expression )
if refNoke.isRedex(): # Try to draw Hole
debug('draw', 'try hole' )
hole = self.drawHole( figure, refNoke, fill, r )
if hole:
surface.blit( hole, ( toInt( pos[0]-r ), toInt( pos[1]-r ) ) )
else:
#fill = (0x77,0x77,0x77) # Hole Error
debug('draw', 'hole error' )
self.circle( surface, pos,r, fill, 0 )
else:
self.circle( surface, pos,r, fill, 0 )
else: # Do not draw Hole
self.circle( surface, pos,r, fill, 0 )
# Stroke
width = self.boldLambda and not isVar and 2 or 1
self.circle( surface, pos,r, stroke, width )
return True
def drawHole( self, figure, noke, fill, r ):
debug('draw', 'draw hole, noke:', noke )
# Get Bubble of Abs
bubble = noke()
if not bubble: return # Abs is inside Abstraction - without any application
# Get Root of Childs for eating
if not bubble.childs: return # ?? abs must be Redex?
#child = bubble.childs[0]()
arg = noke.up()['arg'] # Get Noke of argument of Redex
# Size
d = toInt( r*2 )
size = d,d
# Det Matrix
lens = TransformMatrix()
lens.setTranspose( 0,0, Figure.holeLens ) # Lens-effect in Hole
cover = ( TransformMatrix( ring= bubble.ring ) * lens ).inverse()
matrix = self.defaultView( size ) * cover
matrix *= bubble.group.transformMatrix.inverse() # Because of multiplying on bubble.group.transformMatrix at Figure.ringsToDraw()
# Init Surfaces later, if needed
surface = None
# Draw Rings from first Child only
for drawn in figure.ringsToDraw( matrix, arg ):
if not surface: # Init Surfaces once
surface = pygame.Surface( size )
surface.fill( fill )
#surface.fill( (111,88,33), pygame.Rect(10,10,20,60) )
done = self.drawRing( surface, figure, drawn, size )
# Send data into Bubble.ringsToDraw() generator
Figure.drawing['done'] = done
if not surface: # Nothing were drawn
return
# Draw Mask
colorMask1 = 0,0xFE,0 # ?? other colors!
colorMask2 = 0xFE,0,0
mask = pygame.Surface( size )
mask.fill( colorMask1 )
r = toInt(r)
pygame.draw.circle( mask, colorMask2, (r,r),r, 0 )
mask.set_colorkey( colorMask2, RLEACCEL )
surface.blit( mask, (0,0) )
surface.set_colorkey( colorMask1, RLEACCEL )
return surface
def drawFading( self, fade, fill, stroke, r ):
# Size
d = toInt( r*2 )
size = d,d
# Mask
colorMask1 = 0,0xFE,0
r = toInt(r)
surface = pygame.Surface( size )
surface.fill( colorMask1 )
self.circle( surface, (r,r),r, fill, 0 )
self.circle( surface, (r,r),r, stroke, 1 )
surface.set_alpha( int(round(fade * 255)) )
surface.set_colorkey( colorMask1, RLEACCEL )
return surface
# View Matrix
def centerOfView( self ):
"Returns the center of view according to viewMatrix"
cx = self.size[0] * 0.5
cy = self.size[1] * 0.5
return self.viewMatrix.inversion * Vector( (cx,cy,0,1) )
def defaultView( self, size, scale= None ):
cx = size[0] * 0.5
cy = size[1] * 0.5
t = TransformMatrix()
t.setTranspose( cx,cy, scale or cy )
r = TransformMatrix()
r.setReflection()
return t * r
def zoomView( self, pos, button ):
t = TransformMatrix()
t.setTranspose( pos.x, pos.y, 1 )
k = 1.35 ** ( 4==button and 1 or -1 )
z = TransformMatrix()
z.setTranspose( 0,0, k )
self.viewMatrix = t * z * t.inverse() * self.viewMatrix
def paint( self ):
"Draws and flips bg and rings"
surface = self.getSurface()
# Erase
self.erase()
# Draw Field Items
self.drawItems()
# Export Frame as bitmap
if Enduring.exportMode:
filename = 'frame_%s_%05d.bmp' % ( strDate(), Enduring.exportModeFrame )
Enduring.exportModeFrame += 1
pygame.image.save( surface, filename )
debug(1, 'Frame saved:', filename )
# Draw Toolbars
for t in self.toolbars:
t.draw( surface, self.size )
# Flip screen
self.flip()
def input( self, event ):
#print 'input event', event
if event.type in ( MOUSEBUTTONDOWN, MOUSEBUTTONUP, MOUSEMOTION ):
pos = Vector2( event.pos )
if MOUSEBUTTONDOWN == event.type:
#test self.addUserEvent( TEMPEVENT, pos=(2,3), ptr=self )
debug( 'input', 'MOUSEBUTTONDOWN. button', event.button )
if event.button in (4,5): # Wheel UP or DOWN - Zoom
if self.items: # Don't zoom if no Figures
self.zoomView( pos, event.button )
self.invalidate()
elif event.button == 1: # Left Button
# Toolbars
item = self.pickToolbarItem( pos )
if item:
if item.callback():
self.invalidate()
else:
if self.select( pos ): # Select
if self.quick: # Try to reduce at once
self.eventReduce()
self.invalidate()
elif event.button == 3: # Right Button
if self.selection.figure(): # Try to Reref Selected Var or Abs
pick = self.pick( pos, figuresOnly= True )
if pick and pick.item == self.selection.item:
figure = pick.item
sel = self.selection.noke.node
pick = pick.noke.node
# Try to reref
reref = False
if let.ABS == sel.type and let.VAR == pick.type:
reref = construct.reref( pick, sel )
elif let.VAR == sel.type and let.ABS == pick.type:
reref = construct.reref( sel, pick )
if reref:
figure.history.step( figure.expression.copy() )
self.invalidate()
if MOUSEBUTTONUP == event.type: # End Drag
# Dropping
if self.dragPos and self.selection.figure() and self.highlight:
debug(2,'dropped',self.selection.item.expression,'-->',self.highlight.noke)
dragged = self.selection.item
construct.applicate( dragged.expression.expr,
self.highlight.noke.node )
self.items.remove( dragged )
new = self.highlight.item
new.history.step( new.expression.copy() )
new.detColorSpace()
new.clean()
new.buildGroups()
new.buildGeometry()
self.selection = Selection( new )
self.highlight = None
self.invalidate()
self.dragPos = None
elif MOUSEMOTION == event.type:
redraw = None
# Highlight Nokes at dragging
if self.dragPos:
redraw = self.mouseOver( pos )
# Move dragged Bubble
if event.buttons[0]:
if self.dragPos:
self.drag( pos )
redraw = True
# Toolbars
if not event.buttons[0] and not event.buttons[1]:
item = self.pickToolbarItem( pos )
if item != toolbar.ToolbarItem.highlighted:
toolbar.ToolbarItem.highlighted = item
if self.showInfo and item and item.tip:
print 'tip:', item.tip
redraw = True
if redraw:
self.invalidate()
elif KEYDOWN == event.type:
try:
proc = self.eventProcs[ event.key ]
if callable( proc ):
proc()
elif type( proc ) is dict:
mods = pygame.key.get_mods()
for key in proc.iterkeys():
if not key or mods & key:
proc[ key ]()
break
except KeyError:
pass
elif pygame.USEREVENT <= event.type:
if TIMEREVENT == event.type:
pass
elif ENDURINGEVENT == event.type:
for e in event.data.handler():
self.addEvent( e )
self.invalidate()
elif COLOREVENT == event.type:
for e in event.data.handler( event ):
self.addEvent( e )
else:
#print 'got USEREVENT', event
pass
Window.input( self, event )
#---------------------------------------------
# Event Procs
def eventInputItem( self ):
# Get Item
expression = self.consoleInput('Input Expression >> ')
if expression:
if expression[0] in ('"',"'"):
item = TextItem( eval(expression) )
else:
item = Figure( expression )
# Set position to center of view
v = self.centerOfView()
item.position.setTranspose( v[0],v[1], 1 )
item.refreshTransform()
self.items.insert( 0, item )
self.invalidate()
@needSelectedItem
def eventCopyItem( self, item ):
copy = item.copy()
self.items.insert( 0, copy )
self.selection = Selection( copy )
self.invalidate()
@needSelectedItem
def eventDeleteItem( self, item ):
if self.selection.item in self.items:
self.items.remove( self.selection.item )
self.selection = Selection( None )
if self.items:
self.selection = Selection( self.items[0] )
self.invalidate()
@stopNonstop
@needSelectedFigure
@assertNoEating
def eventReduce( self, figure, noke ):
if self.reduce( figure ):
self.invalidate()
@stopNonstop
@needSelectedFigure
@assertNoEating
def eventNonstop( self, figure, noke ):
self.nonstop = True
if self.reduce( figure ):
self.invalidate()
@rebuildAfter
@needSelectedFigure
@assertNoEating
def eventUndo( self, figure, noke ):
expression = figure.history.undo()
if expression:
figure.expression = expression.copy()
figure.detColorSpace()
self.selection = Selection( figure )
return figure
@rebuildAfter
@needSelectedFigure
@assertNoEating
def eventRedo( self, figure, noke ):
expression = figure.history.redo()
if expression:
figure.expression = expression.copy()
figure.detColorSpace()
self.selection = Selection( figure )
return figure
# Construct
@needSelectedFigure
def eventExpandSelection( self, figure, noke ):
up = noke.up()
if up.node != self.selection.item.expression: # Do not select Root
self.selection.noke = up
debug(1, 'selected:', up.node )
self.invalidate()
@rebuildAfter
@needSelectedFigure
@assertNoEating
def eventDeleteNode( self, figure, noke ):
construct.delete( noke.node )
figure.history.step( figure.expression.copy() )
self.selection = Selection( figure )
return figure
@rebuildAfter
@needSelectedFigure
@assertNoEating
def eventAddLambda( self, figure, noke ):
abs = construct.addLambda( noke.node )
figure.history.step( figure.expression.copy() )
figure.colorspace.add( None, [[abs]] ) # ??
self.selection = Selection( figure, noke.up() )
return figure
@rebuildAfter
@needSelectedFigure
@assertNoEating
def eventAddApplicationBefore( self, figure, noke ):
construct.applicationBefore( noke.node )
figure.history.step( figure.expression.copy() )
self.selection = Selection( figure, noke.up() )
return figure
@rebuildAfter
@needSelectedFigure
@assertNoEating
def eventAddApplicationAfter( self, figure, noke ):
construct.applicationAfter( noke.node )
figure.history.step( figure.expression.copy() )
self.selection = Selection( figure, noke.up() )
return figure
def eventAddVariable( self ):
fig = Figure( let.Variable() )
# Set position to center of view
v = self.centerOfView()
fig.position.setTranspose( v[0],v[1], 1 )
fig.refreshTransform()
self.items.insert( 0, fig )
self.invalidate()
def eventLoad( self ):
filename = self.consoleInput('Load Workspace >> ')
if filename and saving.load( self, filename ):
self.invalidate()
def eventSave( self ):
filename = self.consoleInput('Save Workspace >> ')
if filename:
saving.save( self, filename )
def eventSaveScreen( self ):
pygame.image.save( self.getSurface(), 'screen_%s.bmp' % strDate() )
def eventRefreshView( self ):
if self.items:
for item in self.items:
if isinstance( item, Figure ) and not item.eating:
self.postReduce( item ) # Some garbage or rearrange
item.detColorSpace()
item.buildGroups()
item.buildGeometry()
self.invalidate()
refnames.reset() # Reset refnames here too
def eventViewHelp( self ):
self.showInfo ^= True
if self.showInfo:
print 'Show Tips'
else:
print "Don't show Tips"
#self.invalidate()
def eventModeStrategy( self ):
self.mode.applicative ^= True
self.invalidate()
def eventModeLazy( self ):
self.mode.lazy ^= True # Lazy or Pure
self.invalidate()
def eventModeBySelection( self ):
self.mode.redex ^= True # Redex by Selection
self.invalidate()
def eventModeQuick( self ):
self.quick ^= True # Quick Reduction Mode
self.setCursor( self.cursors[ int( self.quick ) ] )
self.invalidate()
def eventExportMode( self ):
Enduring.exportMode ^= True
debug( 1, "Export Mode:", Enduring.exportMode )
def pick( self, pos, figuresOnly= False ):
for item in self.items:
if isinstance( item, TextItem ):
if not figuresOnly:
matrix = self.viewMatrix * item.transform
if item.pick( self.font, matrix, pos ):
return Selection( item )
elif isinstance( item, Figure ):
# Do not pick dragged Figure or Figure at Eating
if item.eating or \
self.dragPos and item == self.selection.item:
continue
matrix = self.viewMatrix * item.transform
noke = last( item.pick( matrix, pos ) ) # Last picked (top level) Expression
if noke:
return Selection( item, noke )
def selected( self, figure, noke, selection ):
"""
Returns True | False | None:
selected | same Node | Not selected
"""
if figure == selection.figure():
sel = selection.noke
if let.APPL == sel.node.type:
for n in sel.bubblesDraw():
if n.node == noke.node:
return n.key == noke.key
if sel.node == noke.node:
return sel.key == noke.key
def mouseOver( self, pos ):
if self.selection.figure():
pick = self.pick( pos, figuresOnly= True )
if pick:
if not ( let.VAR == pick.noke.node.type and not pick.noke.node.ref ): # if not Free Variable
pick.noke = last( pick.noke.withAppls() ) # With Appls!
if not self.highlight or self.highlight != pick:
self.highlight = pick
return True
else:
if self.highlight:
self.highlight = Selection( None )
return True
return False
def select( self, pos ):
pick = self.pick( pos )
if pick: