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FlowView.py
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FlowView.py
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import json
from qtpy.QtCore import Qt, QPointF, QPoint, QRectF, QSizeF, Signal, QTimer, QTimeLine, QEvent
from qtpy.QtGui import QPainter, QPen, QColor, QKeySequence, QTabletEvent, QImage, QGuiApplication, QFont, QTouchEvent
from qtpy.QtWidgets import QGraphicsView, QGraphicsScene, QShortcut, QMenu, QGraphicsItem, QUndoStack
from ryvencore.Flow import Flow
from ryvencore.Node import Node
from ryvencore.NodePort import NodePort
from ryvencore.Connection import Connection, DataConnection
from ryvencore.InfoMsgs import InfoMsgs
from ryvencore.RC import PortObjPos
from ryvencore.utils import node_from_identifier
from ..GUIBase import GUIBase
from ..utils import *
from .FlowCommands import MoveComponents_Command, PlaceNode_Command, \
PlaceDrawing_Command, RemoveComponents_Command, ConnectPorts_Command, Paste_Command, FlowUndoCommand
from .FlowViewProxyWidget import FlowViewProxyWidget
from .FlowViewStylusModesWidget import FlowViewStylusModesWidget
from .node_list_widget.NodeListWidget import NodeListWidget
from .nodes.NodeItem import NodeItem
from .nodes.PortItem import PortItemPin, PortItem
from .connections.ConnectionItem import default_cubic_connection_path, ConnectionItem, DataConnectionItem, \
ExecConnectionItem
from .drawings.DrawingObject import DrawingObject
class FlowView(GUIBase, QGraphicsView):
"""Manages the GUI of flows"""
nodes_selection_changed = Signal(list)
node_placed = Signal(Node)
create_node_request = Signal(object, dict)
remove_node_request = Signal(Node)
check_connection_validity_request = Signal(NodePort, NodePort, bool)
connect_request = Signal(NodePort, NodePort)
get_nodes_data_request = Signal(list)
get_connections_data_request = Signal(list)
get_flow_data_request = Signal()
viewport_update_mode_changed = Signal(str)
def __init__(self, session, script, flow, load_data=None, flow_size: list = None, parent=None):
GUIBase.__init__(self, representing_component=flow)
QGraphicsView.__init__(self, parent=parent)
# UNDO/REDO
self._undo_stack = QUndoStack(self)
self._undo_action = self._undo_stack.createUndoAction(self, 'undo')
self._undo_action.setShortcuts(QKeySequence.Undo)
self._redo_action = self._undo_stack.createRedoAction(self, 'redo')
self._redo_action.setShortcuts(QKeySequence.Redo)
# SHORTCUTS
self._init_shortcuts()
# GENERAL ATTRIBUTES
self.session = session
# self.CLASSES = self.session.CLASSES
self.script = script
self.flow: Flow = flow
self.node_items: dict = {} # {Node: NodeItem}
self.node_items__cache: dict = {}
self.connection_items: dict = {} # {Connection: ConnectionItem}
self.connection_items__cache: dict = {}
# PRIVATE FIELDS
self._tmp_data = None
self._selected_pin: PortItemPin = None
self._dragging_connection = False
self._temp_connection_ports = None
self._waiting_for_connection_request: bool = False
self.mouse_event_taken = False # for stylus - see tablet event
self._showing_framerate = False
self._last_mouse_move_pos: QPointF = None
self._node_place_pos = QPointF()
self._left_mouse_pressed_in_flow = False
self._right_mouse_pressed_in_flow = False
self._mouse_press_pos: QPointF = None
self._auto_connection_pin = None # stores the gate that we may try to auto connect to a newly placed NI
self._panning = False
self._pan_last_x = None
self._pan_last_y = None
self._current_scale = 1
self._total_scale_div = 1
self._zoom_data = {
'viewport pos': None,
'scene pos': None,
'delta': 0,
}
# CONNECTIONS TO FLOW
self.create_node_request.connect(self.flow.create_node)
self.remove_node_request.connect(self.flow.remove_node)
self.node_placed.connect(self.flow.node_view_placed)
self.check_connection_validity_request.connect(self.flow.check_connection_validity)
self.get_nodes_data_request.connect(self.flow.gen_nodes_data)
self.get_connections_data_request.connect(self.flow.gen_conns_data)
self.get_flow_data_request.connect(self.flow.data)
# CONNECTIONS FROM FLOW
self.flow.node_added.connect(self.add_node)
self.flow.node_removed.connect(self.remove_node)
self.flow.connection_added.connect(self.add_connection)
self.flow.connection_removed.connect(self.remove_connection)
self.flow.connection_request_valid.connect(self.connection_request_valid)
# SESSION THREAD
self.thread_interface = self.session.threading_bridge__frontend
# CREATE UI
scene = QGraphicsScene(self)
scene.setItemIndexMethod(QGraphicsScene.NoIndex)
if flow_size is None:
scene.setSceneRect(0, 0, 10 * self.width(), 10 * self.height())
else:
scene.setSceneRect(0, 0, flow_size[0], flow_size[1])
self.setScene(scene)
self.setCacheMode(QGraphicsView.CacheBackground)
self.setViewportUpdateMode(QGraphicsView.BoundingRectViewportUpdate)
self.setRenderHint(QPainter.Antialiasing)
self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
self.setDragMode(QGraphicsView.RubberBandDrag)
scene.selectionChanged.connect(self._scene_selection_changed)
self.setAcceptDrops(True)
self.centerOn(QPointF(self.viewport().width() / 2, self.viewport().height() / 2))
self.scene_rect_width = self.mapFromScene(self.sceneRect()).boundingRect().width()
self.scene_rect_height = self.mapFromScene(self.sceneRect()).boundingRect().height()
# NODE LIST WIDGET
self._node_list_widget = NodeListWidget(self.session)
self._node_list_widget.setMinimumWidth(260)
self._node_list_widget.setFixedHeight(300)
self._node_list_widget.escaped.connect(self.hide_node_list_widget)
self._node_list_widget.node_chosen.connect(self.create_node__cmd)
self._node_list_widget_proxy = FlowViewProxyWidget(self)
self._node_list_widget_proxy.setZValue(1000)
self._node_list_widget_proxy.setWidget(self._node_list_widget)
self.scene().addItem(self._node_list_widget_proxy)
self.hide_node_list_widget()
# ZOOM WIDGET
# self._zoom_proxy = FlowViewProxyWidget(self)
# self._zoom_proxy.setFlag(QGraphicsItem.ItemIgnoresTransformations, True)
# self._zoom_proxy.setZValue(1001)
# self._zoom_widget = FlowViewZoomWidget(self)
# self._zoom_proxy.setWidget(self._zoom_widget)
# self.scene().addItem(self._zoom_proxy)
# self.set_zoom_proxy_pos()
# STYLUS
self.stylus_mode = ''
self._current_drawing = None
self._drawing = False
self.drawings = []
self._stylus_modes_proxy = FlowViewProxyWidget(self)
self._stylus_modes_proxy.setFlag(QGraphicsItem.ItemIgnoresTransformations, True)
self._stylus_modes_proxy.setZValue(1001)
self._stylus_modes_widget = FlowViewStylusModesWidget(self)
self._stylus_modes_proxy.setWidget(self._stylus_modes_widget)
self.scene().addItem(self._stylus_modes_proxy)
self.set_stylus_proxy_pos()
self.setAttribute(Qt.WA_TabletTracking)
# # TOUCH GESTURES
# recognizer = PanGestureRecognizer()
# pan_gesture_id = QGestureRecognizer.registerRecognizer(recognizer) <--- CRASH HERE
# self.grabGesture(pan_gesture_id)
self.viewport().setAttribute(Qt.WA_AcceptTouchEvents)
self.last_pinch_points_dist = 0
# DESIGN
self.session.design.flow_theme_changed.connect(self._theme_changed)
self.session.design.performance_mode_changed.connect(self._perf_mode_changed)
# FRAMERATE TRACKING
self.num_frames = 0
self.framerate = 0
self.framerate_timer = QTimer(self)
self.framerate_timer.timeout.connect(self._on_framerate_timer_timeout)
# self.show_framerate(m_sec_interval=100) # for testing
# DATA
if load_data is not None:
if 'flow view' in load_data:
view_data = load_data['flow view']
else:
view_data = load_data # backwards compatibility
if 'drawings' in view_data: # not all (old) project files have drawings arr
self.place_drawings_from_data(view_data['drawings'])
if 'view size' in view_data:
self.setSceneRect(0, 0, view_data['view size'][0], view_data['view size'][1])
self._undo_stack.clear()
# CATCH UP ON FLOW
for node in self.flow.nodes:
self.add_node(node)
for c in self.flow.connections:
self.add_connection(c)
def show_framerate(self, show: bool = True, m_sec_interval: int = 1000):
self._showing_framerate = showy
self.framerate_timer.setInterval(m_sec_interval)
self.framerate_timer.start()
def _on_framerate_timer_timeout(self):
self.framerate = self.num_frames
self.num_frames = 0
def _init_shortcuts(self):
place_new_node_shortcut = QShortcut(QKeySequence('Shift+P'), self)
place_new_node_shortcut.activated.connect(self._place_new_node_by_shortcut)
move_selected_components_left_shortcut = QShortcut(QKeySequence('Shift+Left'), self)
move_selected_components_left_shortcut.activated.connect(self._move_selected_comps_left)
move_selected_components_up_shortcut = QShortcut(QKeySequence('Shift+Up'), self)
move_selected_components_up_shortcut.activated.connect(self._move_selected_comps_up)
move_selected_components_right_shortcut = QShortcut(QKeySequence('Shift+Right'), self)
move_selected_components_right_shortcut.activated.connect(self._move_selected_comps_right)
move_selected_components_down_shortcut = QShortcut(QKeySequence('Shift+Down'), self)
move_selected_components_down_shortcut.activated.connect(self._move_selected_comps_down)
select_all_shortcut = QShortcut(QKeySequence('Ctrl+A'), self)
select_all_shortcut.activated.connect(self.select_all)
copy_shortcut = QShortcut(QKeySequence.Copy, self)
copy_shortcut.activated.connect(self._copy)
cut_shortcut = QShortcut(QKeySequence.Cut, self)
cut_shortcut.activated.connect(self._cut)
paste_shortcut = QShortcut(QKeySequence.Paste, self)
paste_shortcut.activated.connect(self._paste)
undo_shortcut = QShortcut(QKeySequence.Undo, self)
undo_shortcut.activated.connect(self._undo_activated)
redo_shortcut = QShortcut(QKeySequence.Redo, self)
redo_shortcut.activated.connect(self._redo_activated)
def _theme_changed(self, t):
self._node_list_widget.setStyleSheet(self.session.design.node_selection_stylesheet)
for n, ni in self.node_items.items():
ni.widget.rebuild_ui()
# TODO: repaint background. how?
self.viewport().update()
self.scene().update(self.sceneRect())
def _perf_mode_changed(self, mode):
# set widget value update rule for port inputs, because this takes up quite a bit of performance
update_widget_value = (mode == 'pretty')
for n, ni in self.node_items.items():
for inp in ni.inputs:
inp.update_widget_value = (update_widget_value and inp.widget)
self.viewport().update()
self.scene().update(self.sceneRect())
def _scene_selection_changed(self):
self.nodes_selection_changed.emit(self.selected_nodes())
def contextMenuEvent(self, event):
QGraphicsView.contextMenuEvent(self, event)
# in the case of the menu already being shown by a widget under the mouse, the event is accepted here
if event.isAccepted():
return
for i in self.items(event.pos()):
if isinstance(i, NodeItem):
ni: NodeItem = i
menu: QMenu = ni.get_context_menu()
menu.exec_(event.globalPos())
event.accept()
def _push_undo(self, cmd: FlowUndoCommand):
self._undo_stack.push(cmd)
cmd.activate()
def _undo_activated(self):
"""Triggered by ctrl+z"""
self._undo_stack.undo()
self.viewport().update()
def _redo_activated(self):
"""Triggered by ctrl+y"""
self._undo_stack.redo()
self.viewport().update()
def mousePressEvent(self, event):
# InfoMsgs.write('mouse press event received, point:', event.pos())
# to catch tablet events (for some reason, it results in a mousePrEv too)
if self.mouse_event_taken:
self.mouse_event_taken = False
return
QGraphicsView.mousePressEvent(self, event)
# don't process the event if it has been processed by a specific component in the scene
# this includes node items, node port pins, proxy widgets etc.
if self.mouse_event_taken:
self.mouse_event_taken = False
return
if event.button() == Qt.LeftButton:
if self._node_list_widget_proxy.isVisible():
self.hide_node_list_widget()
elif event.button() == Qt.RightButton:
self._right_mouse_pressed_in_flow = True
event.accept()
self._mouse_press_pos = self.mapToScene(event.pos())
def mouseMoveEvent(self, event):
QGraphicsView.mouseMoveEvent(self, event)
if self._right_mouse_pressed_in_flow: # PAN
if not self._panning:
self._panning = True
self._pan_last_x = event.x()
self._pan_last_y = event.y()
self.pan(event.pos())
event.accept()
self._last_mouse_move_pos = self.mapToScene(event.pos())
if self._dragging_connection:
self.viewport().repaint()
def mouseReleaseEvent(self, event):
# there might be a proxy widget meant to receive the event instead of the flow
QGraphicsView.mouseReleaseEvent(self, event)
node_item_at_event_pos = None
for item in self.items(event.pos()):
if isinstance(item, NodeItem):
node_item_at_event_pos = item
if self.mouse_event_taken:
self.mouse_event_taken = False
self.viewport().repaint()
return
elif self._panning:
self._panning = False
elif event.button() == Qt.RightButton:
self._right_mouse_pressed_in_flow = False
if self._mouse_press_pos == self._last_mouse_move_pos:
self.show_place_node_widget(event.pos())
return
if self._dragging_connection:
# connection dropped over port item
port_items = {i: isinstance(i, PortItem) for i in self.items(event.pos())}
if any(port_items.values()):
p_i = list(port_items.keys())[list(port_items.values()).index(True)] # gets the first PortItem
# the validity of the connection is checked in connect_node_ports__cmd
self.connect_node_ports__cmd(
self._selected_pin.port,
p_i.port
)
# connection dropped above NodeItem -> auto connect
elif node_item_at_event_pos:
# find node item
ni_under_drop = None
for item in self.items(event.pos()):
if isinstance(item, NodeItem):
ni_under_drop = item
self.auto_connect(self._selected_pin.port, ni_under_drop.node)
break
# connection dropped somewhere else -> show node choice widget
else:
self._auto_connection_pin = self._selected_pin
self.show_place_node_widget(event.pos())
self._dragging_connection = False
self._selected_pin = None
# if event.button() == Qt.LeftButton:
# self._left_mouse_pressed_in_flow = False
elif event.button() == Qt.RightButton:
self._right_mouse_pressed_in_flow = False
self.viewport().repaint()
def keyPressEvent(self, event):
QGraphicsView.keyPressEvent(self, event)
if event.isAccepted():
return
if event.key() == Qt.Key_Escape: # do I need that... ?
self.clearFocus()
self.setFocus()
return True
elif event.key() == Qt.Key_Delete:
self.remove_selected_components__cmd()
def wheelEvent(self, event):
if event.modifiers() & Qt.ControlModifier:
event.accept()
self._zoom_data['viewport pos'] = event.posF()
self._zoom_data['scene pos'] = pointF_mapped(self.mapToScene(event.pos()), event.posF())
self._zoom_data['delta'] += event.delta()
if self._zoom_data['delta'] * event.delta() < 0:
self._zoom_data['delta'] = event.delta()
anim = QTimeLine(100, self)
anim.setUpdateInterval(10)
anim.valueChanged.connect(self._scaling_time)
anim.start()
else:
super().wheelEvent(event)
def _scaling_time(self, x):
delta = self._zoom_data['delta'] / 8
if abs(delta) <= 5:
delta = self._zoom_data['delta']
self._zoom_data['delta'] -= delta
self.zoom(self._zoom_data['viewport pos'], self._zoom_data['scene pos'], delta)
def viewportEvent(self, event: QEvent) -> bool:
"""handling some touch features here"""
if event.type() == QEvent.TouchBegin:
self.setDragMode(QGraphicsView.NoDrag)
return True
elif event.type() == QEvent.TouchUpdate:
event: QTouchEvent
if len(event.touchPoints()) == 2:
tp0, tp1 = event.touchPoints()[0], event.touchPoints()[1]
p0, p1 = tp0.pos(), tp1.pos()
# sp0, sp1 = tp0.scenePos(), tp1.scenePos()
pinch_points_dist = points_dist(p0, p1)
if self.last_pinch_points_dist == 0:
self.last_pinch_points_dist = pinch_points_dist
center = middle_point(p0, p1)
self.zoom(
p_abs=center,
p_mapped=self.mapToScene(center.toPoint()),
angle=((pinch_points_dist / self.last_pinch_points_dist)**10 - 1) * 100,
)
self.last_pinch_points_dist = pinch_points_dist
return True
elif event.type() == QEvent.TouchEnd:
self.last_pinch_points_dist = 0
self.setDragMode(QGraphicsView.RubberBandDrag)
return True
else:
return super().viewportEvent(event)
def tabletEvent(self, event):
"""tabletEvent gets called by stylus operations.
LeftButton: std, no button pressed
RightButton: upper button pressed"""
# if in edit mode and not panning or starting a pan, pass on to std mouseEvent handlers above
if self.stylus_mode == 'edit' and not self._panning and not \
(event.type() == QTabletEvent.TabletPress and event.button() == Qt.RightButton):
return # let the mousePress/Move/Release-Events handle it
scaled_event_pos: QPointF = event.posF() / self._current_scale
if event.type() == QTabletEvent.TabletPress:
self.mouse_event_taken = True
if event.button() == Qt.LeftButton:
if self.stylus_mode == 'comment':
view_pos = self.mapToScene(self.viewport().pos())
new_drawing = self._create_and_place_drawing__cmd(
view_pos + scaled_event_pos,
data={**self._stylus_modes_widget.get_pen_settings(), 'viewport pos': view_pos}
)
self._current_drawing = new_drawing
self._drawing = True
elif event.button() == Qt.RightButton:
self._panning = True
self._pan_last_x = event.x()
self._pan_last_y = event.y()
elif event.type() == QTabletEvent.TabletMove:
self.mouse_event_taken = True
if self._panning:
self.pan(event.pos())
elif event.pointerType() == QTabletEvent.Eraser:
if self.stylus_mode == 'comment':
for i in self.items(event.pos()):
if isinstance(i, DrawingObject):
self.remove_drawing(i)
break
elif self.stylus_mode == 'comment' and self._drawing:
if self._current_drawing.append_point(scaled_event_pos):
self._current_drawing.stroke_weights.append(event.pressure()*self._stylus_modes_widget.pen_width())
self._current_drawing.update()
self.viewport().update()
elif event.type() == QTabletEvent.TabletRelease:
if self._panning:
self._panning = False
if self.stylus_mode == 'comment' and self._drawing:
self._current_drawing.finish()
InfoMsgs.write('drawing finished')
self._current_drawing = None
self._drawing = False
"""
--> https://forum.qt.io/topic/121473/qgesturerecognizer-registerrecognizer-crashes-using-pyside2
def event(self, event) -> bool:
# if event.type() == QEvent.Gesture:
# if event.gesture(PanGesture) is not None:
# return self.pan_gesture(event)
return QGraphicsView.event(self, event)
def pan_gesture(self, event: QGestureEvent) -> bool:
pan: PanGesture = event.gesture(PanGesture)
print(pan)
return True
"""
def dragEnterEvent(self, event):
if event.mimeData().hasFormat('application/json'):
event.acceptProposedAction()
def dragMoveEvent(self, event):
if event.mimeData().hasFormat('application/json'):
event.acceptProposedAction()
def dropEvent(self, event):
try:
text = str(event.mimeData().data('application/json'), 'utf-8')
data: dict = json.loads(text)
if data['type'] == 'node':
self._node_place_pos = self.mapToScene(event.pos())
self.create_node__cmd(
node_from_identifier(data['node identifier'], self.session.nodes)
)
except Exception:
pass
# PAINTING
def drawBackground(self, painter, rect):
painter.setBrush(self.session.design.flow_theme.flow_background_brush)
painter.drawRect(rect.intersected(self.sceneRect()))
painter.setPen(Qt.NoPen)
painter.drawRect(self.sceneRect())
if self.session.design.performance_mode == 'pretty':
theme = self.session.design.flow_theme
if theme.flow_background_grid and self._current_scale >= 0.7:
if theme.flow_background_grid[0] == 'points':
color = theme.flow_background_grid[1]
pen_width = theme.flow_background_grid[2]
diff_x = theme.flow_background_grid[3]
diff_y = theme.flow_background_grid[4]
pen = QPen(color)
pen.setWidthF(pen_width)
painter.setPen(pen)
for x in range(diff_x, self.sceneRect().toRect().width(), diff_x):
for y in range(diff_y, self.sceneRect().toRect().height(), diff_y):
painter.drawPoint(x, y)
self.set_stylus_proxy_pos() # has to be called here instead of in drawForeground to prevent lagging
# self.set_zoom_proxy_pos()
def drawForeground(self, painter, rect):
if self._showing_framerate:
self.num_frames += 1
pen = QPen(QColor('#A9D5EF'))
pen.setWidthF(2)
painter.setPen(pen)
pos = self.mapToScene(10, 23)
painter.setFont(QFont('Poppins', round(11 * self._total_scale_div)))
painter.drawText(pos, "{:.2f}".format(self.framerate))
# DRAW CURRENTLY DRAGGED CONNECTION
if self._dragging_connection:
pen = QPen(QColor('#101520'))
pen.setWidth(3)
pen.setStyle(Qt.DotLine)
painter.setPen(pen)
pin_pos = self._selected_pin.get_scene_center_pos()
spp = self._selected_pin.port
cursor_pos = self._last_mouse_move_pos
pos1 = pin_pos if spp.io_pos == PortObjPos.OUTPUT else cursor_pos
pos2 = pin_pos if spp.io_pos == PortObjPos.INPUT else cursor_pos
painter.drawPath(
default_cubic_connection_path(pos1, pos2)
)
# # DRAW SELECTED NIs BORDER
# for ni in self.selected_node_items():
# pen = QPen(self.session.design.flow_theme.flow_highlight_pen_color)
# pen.setWidth(3)
# painter.setPen(pen)
# painter.setBrush(Qt.NoBrush)
#
# size_factor = 1.2
# x = ni.pos().x() - ni.boundingRect().width() / 2 * size_factor
# y = ni.pos().y() - ni.boundingRect().height() / 2 * size_factor
# w = ni.boundingRect().width() * size_factor
# h = ni.boundingRect().height() * size_factor
# painter.drawRoundedRect(x, y, w, h, 10, 10)
# DRAW SELECTED DRAWINGS BORDER
for p_o in self.selected_drawings():
pen = QPen(QColor('#a3cc3b'))
pen.setWidth(2)
painter.setPen(pen)
painter.setBrush(Qt.NoBrush)
size_factor = 1.05
x = p_o.pos().x() - p_o.width / 2 * size_factor
y = p_o.pos().y() - p_o.height / 2 * size_factor
w = p_o.width * size_factor
h = p_o.height * size_factor
painter.drawRoundedRect(x, y, w, h, 6, 6)
painter.drawEllipse(p_o.pos().x(), p_o.pos().y(), 2, 2)
def get_viewport_img(self) -> QImage:
"""Returns a clear image of the viewport"""
self.hide_proxies()
img = QImage(
self.viewport().rect().width(),
self.viewport().height(),
QImage.Format_ARGB32
)
img.fill(Qt.transparent)
painter = QPainter(img)
painter.setRenderHint(QPainter.Antialiasing)
self.render(painter, self.viewport().rect(), self.viewport().rect())
self.show_proxies()
return img
def get_whole_scene_img(self) -> QImage:
"""Returns an image of the whole scene, scaled accordingly to current scale factor.
Due to a bug this only works from the viewport position down and right, so the user has to scroll to
the top left corner in order to get the full scene"""
self.hide_proxies()
img = QImage(self.sceneRect().width() / self._total_scale_div,
self.sceneRect().height() / self._total_scale_div,
QImage.Format_RGB32)
img.fill(Qt.transparent)
painter = QPainter(img)
painter.setRenderHint(QPainter.Antialiasing)
rect = QRectF()
rect.setLeft(-self.viewport().pos().x())
rect.setTop(-self.viewport().pos().y())
rect.setWidth(img.rect().width())
rect.setHeight(img.rect().height())
# rect is right... but it only renders from the viewport's point down-and rightwards, not from topleft (0,0) ...
self.render(painter, rect, rect.toRect())
self.show_proxies()
return img
# PROXY POSITIONS
# def set_zoom_proxy_pos(self):
# self._zoom_proxy.setPos(self.mapToScene(self.viewport().width() - self._zoom_widget.width(), 0))
def set_stylus_proxy_pos(self):
self._stylus_modes_proxy.setPos(
self.mapToScene(self.viewport().width() - self._stylus_modes_widget.width(), 0))
# self.mapToScene(self.viewport().width() - self._stylus_modes_widget.width() - self._zoom_widget.width(), 0))
def hide_proxies(self):
self._stylus_modes_proxy.hide()
# self._zoom_proxy.hide()
def show_proxies(self):
self._stylus_modes_proxy.show()
# self._zoom_proxy.show()
# PLACE NODE WIDGET
def show_place_node_widget(self, pos, nodes=None):
"""Opens the place node dialog in the scene."""
# calculating position
self._node_place_pos = self.mapToScene(pos)
dialog_pos = QPoint(pos.x() + 1, pos.y() + 1)
# ensure that the node_list_widget stays in the viewport
if dialog_pos.x() + self._node_list_widget.width() / self._total_scale_div > self.viewport().width():
dialog_pos.setX(dialog_pos.x() - (
dialog_pos.x() + self._node_list_widget.width() / self._total_scale_div - self.viewport().width()))
if dialog_pos.y() + self._node_list_widget.height() / self._total_scale_div > self.viewport().height():
dialog_pos.setY(dialog_pos.y() - (
dialog_pos.y() + self._node_list_widget.height() / self._total_scale_div - self.viewport().height()))
dialog_pos = self.mapToScene(dialog_pos)
# open nodes dialog
# the dialog emits 'node_chosen' which is connected to self.place_node__cmd
self._node_list_widget.update_list(
nodes if nodes is not None else self.session.nodes
)
self._node_list_widget_proxy.setPos(dialog_pos)
self._node_list_widget_proxy.show()
self._node_list_widget.refocus()
def hide_node_list_widget(self):
self._node_list_widget_proxy.hide()
self._node_list_widget.clearFocus()
self._auto_connection_pin = None
def _place_new_node_by_shortcut(self): # Shift+P
point_in_viewport = None
selected_NIs = self.selected_node_items()
if len(selected_NIs) > 0:
x = selected_NIs[-1].pos().x() + 150
y = selected_NIs[-1].pos().y()
self._node_place_pos = QPointF(x, y)
point_in_viewport = self.mapFromScene(QPoint(x, y))
else: # place in center
viewport_x = self.viewport().width() / 2
viewport_y = self.viewport().height() / 2
point_in_viewport = QPointF(viewport_x, viewport_y).toPoint()
self._node_place_pos = self.mapToScene(point_in_viewport)
self.show_place_node_widget(point_in_viewport)
# PAN
def pan(self, new_pos):
self.horizontalScrollBar().setValue(self.horizontalScrollBar().value() - (new_pos.x() - self._pan_last_x))
self.verticalScrollBar().setValue(self.verticalScrollBar().value() - (new_pos.y() - self._pan_last_y))
self._pan_last_x = new_pos.x()
self._pan_last_y = new_pos.y()
# ZOOM
def zoom_in(self, amount):
local_viewport_center = QPoint(self.viewport().width() / 2, self.viewport().height() / 2)
self.zoom(local_viewport_center, self.mapToScene(local_viewport_center), amount)
def zoom_out(self, amount):
local_viewport_center = QPoint(self.viewport().width() / 2, self.viewport().height() / 2)
self.zoom(local_viewport_center, self.mapToScene(local_viewport_center), -amount)
def zoom(self, p_abs, p_mapped, angle):
# print(f'zooming to {p_abs} / {p_mapped} with angle: {angle}')
by = 0
velocity = 2 * (1 / self._current_scale) + 0.5
if velocity > 3:
velocity = 3
if self._current_scale < 1:
velocity *= self._current_scale
zoom_dir_IN = angle>0
if zoom_dir_IN:
by = 1 + (angle / 4000)*velocity
else:
by = 1 - (-angle / 4000)*velocity
if zoom_dir_IN:
if self._current_scale * by < 3:
self.scale(by, by)
self._current_scale *= by
else:
if self.scene_rect_width * by >= self.viewport().size().width() and self.scene_rect_height * by >= self.viewport().size().height():
self.scale(by, by)
self._current_scale *= by
w = self.viewport().width()
h = self.viewport().height()
wf = self.mapToScene(QPoint(w - 1, 0)).x() - self.mapToScene(QPoint(0, 0)).x()
hf = self.mapToScene(QPoint(0, h - 1)).y() - self.mapToScene(QPoint(0, 0)).y()
lf = p_mapped.x() - p_abs.x() * wf / w
tf = p_mapped.y() - p_abs.y() * hf / h
self.ensureVisible(lf, tf, wf, hf, 0, 0)
target_rect = QRectF(QPointF(lf, tf),
QSizeF(wf, hf))
self._total_scale_div = target_rect.width() / self.viewport().width()
self.ensureVisible(target_rect, 0, 0)
# NODES
def create_node__cmd(self, node_class):
self._push_undo(
PlaceNode_Command(self, node_class, self._node_place_pos)
)
def add_node(self, node):
# create item
item: NodeItem = None
if node in self.node_items__cache.keys(): # load from cache
# print('using a cached item')
item = self.node_items__cache[node]
self._add_node_item(item)
else: # create new item
item_data = node.init_data
item = NodeItem(node, params=(self, self.session.design, item_data))
node.item = item
item.initialize()
self.node_placed.emit(node)
pos = None
if item_data is not None:
if 'pos x' in item_data:
pos = QPointF(item_data['pos x'], item_data['pos y'])
elif 'position x' in item_data: # backwards compatibility
pos = QPointF(item_data['position x'], item_data['position y'])
else:
pos = self._node_place_pos
self._add_node_item(item, pos)
# auto connect
if self._auto_connection_pin:
self.auto_connect(self._auto_connection_pin.port,
node)
def _add_node_item(self, item: NodeItem, pos=None):
self.node_items[item.node] = item
self.scene().addItem(item)
if pos:
item.setPos(pos)
# select new item
self.clear_selection()
item.setSelected(True)
def remove_node(self, node):
item = self.node_items[node]
self._remove_node_item(item)
del self.node_items[node]
def _remove_node_item(self, item: NodeItem):
# store item in case the remove action gets undone later
self.node_items__cache[item.node] = item
self.scene().removeItem(item)
# CONNECTIONS
def connect_node_ports__cmd(self, p1: NodePort, p2: NodePort):
self._temp_connection_ports = (p1, p2)
self._waiting_for_connection_request = True
self.check_connection_validity_request.emit(p1, p2, True)
def connection_request_valid(self, valid: bool):
"""
Triggered after the abstract flow evaluated validity of pending connect request.
This can also lead to a disconnect!
"""
if self._waiting_for_connection_request:
self._waiting_for_connection_request = False
else:
return
if valid:
out, inp = self._temp_connection_ports
if out.io_pos == PortObjPos.INPUT:
out, inp = inp, out
# remove forbidden connections
if inp.type_ == 'data':
for c in inp.connections:
if c.out == out:
# if the exact connection exists, we want to remove it by command
continue
self._push_undo(
ConnectPorts_Command(self, out=c.out, inp=inp)
)
self._push_undo(
ConnectPorts_Command(self, out=out, inp=inp)
)
def add_connection(self, c: Connection):
item: ConnectionItem = None
if c in self.connection_items__cache.keys():
item = self.connection_items__cache[c]
else:
if isinstance(c, DataConnection):
# item = self.CLASSES['data conn item'](c, self.session.design)
item = DataConnectionItem(c, self.session.design)
else:
# item = self.CLASSES['exec conn item'](c, self.session.design)
item = ExecConnectionItem(c, self.session.design)
self._add_connection_item(item)
item.out_item.port_connected()
item.inp_item.port_connected()
def _add_connection_item(self, item: ConnectionItem):
self.connection_items[item.connection] = item
self.scene().addItem(item)
item.setZValue(10)
# self.viewport().repaint()
def remove_connection(self, c: Connection):
item = self.connection_items[c]
self._remove_connection_item(item)
item.out_item.port_disconnected()
item.inp_item.port_disconnected()
del self.connection_items[c]
def _remove_connection_item(self, item: ConnectionItem):
self.connection_items__cache[item.connection] = item
self.scene().removeItem(item)
def auto_connect(self, p: NodePort, n: Node):
if p.io_pos == PortObjPos.OUTPUT:
for inp in n.inputs:
if p.type_ == inp.type_:
# connect exactly once
self.connect_node_ports__cmd(p, inp)
return
elif p.io_pos == PortObjPos.INPUT:
for out in n.outputs:
if p.type_ == out.type_:
# connect exactly once
self.connect_node_ports__cmd(p, out)
return
def update_conn_item(self, c: Connection):
if c in self.connection_items:
self.connection_items[c].changed = True
self.connection_items[c].update()
# DRAWINGS
def create_drawing(self, data=None) -> DrawingObject:
"""Creates and returns a new DrawingObject."""
new_drawing = DrawingObject(self, data)
return new_drawing
def add_drawing(self, drawing_obj, posF=None):
"""Adds a DrawingObject to the scene."""
self.scene().addItem(drawing_obj)
if posF:
drawing_obj.setPos(posF)
self.drawings.append(drawing_obj)
def add_drawings(self, drawings):
"""Adds a list of DrawingObjects to the scene."""