Mercurial > MadButterfly
view pyink/FSM_window.py @ 1526:04b67119df8c
Prevent users from changing name of main component and its timelines
author | Thinker K.F. Li <thinker@codemud.net> |
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date | Wed, 31 Aug 2011 15:41:12 +0800 |
parents | d46ba9e7f837 |
children |
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import gtk import os import math import data_monitor import pybInkscape ## \brief Wrap domview to provide a view for FSM of a component. # # This class is a decorator of domview to provide a view for FSM of a # component. All accesses to FSM states and transitions will be # dispatched to domview with name of a specified component as one of # argument list. Caller don't need to know the component that it is # working on. # class _compview(object): _domview = None _comp_name = None def __init__(self, domview, comp_name): self._domview = domview self._comp_name = comp_name pass def switch_component(self, comp_name): self._comp_name = comp_name pass def all_actions(self): action_names = self._domview.all_timeline_names() return action_names def all_state_names(self): return self._domview.all_state_names(self._comp_name) def get_start_state_name(self): return self._domview.get_start_state_name(self._comp_name) def rm_state(self, state_name): self._domview.rm_state(self._comp_name, state_name) pass def add_state(self, state_name): self._domview.add_state(self._comp_name, state_name) pass def rename_state(self, state_name, new_name): self._domview.rename_state(self._comp_name, state_name, new_name) pass def set_start_state(self, state_name): self._domview.set_start_state(self._comp_name, state_name) pass def set_state_entry_action(self, state_name, entry_action): self._domview.set_state_entry_action(self._comp_name, state_name, entry_action) pass def set_state_r(self, state_name, r): self._domview.set_state_r(self._comp_name, state_name, r) pass def set_state_xy(self, state_name, x, y): self._domview.set_state_xy(self._comp_name, state_name, x, y) pass def get_state_entry_action(self, state_name): return self._domview.get_state_entry_action(self._comp_name, state_name) def get_state_r(self, state_name): return self._domview.get_state_r(self._comp_name, state_name) def get_state_xy(self, state_name): return self._domview.get_state_xy(self._comp_name, state_name) def all_transitions(self, state_name): return self._domview.all_transitions(self._comp_name, state_name) def add_transition(self, state_name, cond, target): self._domview.add_transition(self._comp_name, state_name, cond, target) pass def rm_transition(self, state_name, cond): self._domview.rm_transition(self._comp_name, state_name, cond) pass def change_transition_cond(self, state_name, old_cond, new_cond): self._domview.change_transition_cond(self._comp_name, state_name, old_cond, new_cond) pass def get_transition(self, state_name, cond): return self._domview.get_transition(self._comp_name, state_name, cond) def set_transition_action(self, state_name, cond, action): self._domview.set_transition_action(self._comp_name, state_name, cond, action) pass def set_transition_path(self, state_name, cond, path): self._domview.set_transition_path(self._comp_name, state_name, cond, path) pass def chg_transition_cond(self, state_name, cond, new_cond): self._domview.chg_transition_cond(self._comp_name, state_name, cond, new_cond) pass pass class _dragger(object): _node = None _start_x = None _start_y = None _state = 0 def __init__(self): pass ## \brief Mouse event handler # # This is a placeholder for mouse vent handlers. This attribute # of instances is switched between _mouse_event_waiting and # _mouse_event_pressed. # def mouse_event(self, evtype, button, x, y): raise RuntimeError, 'should not be here' def _mouse_event_waiting(self, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_PRESS and \ button == 1: self._start_x = x self._start_y = y self.mouse_event = self._mouse_event_pressed self.start_drag() pass pass def _mouse_event_pressed(self, evtype, button, x, y): rx = x - self._start_x ry = y - self._start_y if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE: self.mouse_event = self._mouse_event_waiting self.stop_drag(rx, ry) pass self.update(rx, ry) pass def start(self): self.mouse_event = self._mouse_event_waiting pass def stop(self): pass def connect(self, node): self.start() def handler(item, evtype, button, x, y): self.mouse_event(evtype, button, x, y) pass self._node = node hdl_id = node.spitem.connect('mouse-event', handler) self._hdl_id = hdl_id pass def disconnect(self): self.stop() node = self._node hdl_id = self._hdl_id node.disconnect(hdl_id) pass def start_drag(self): pass def stop_drag(self, rx, ry): pass def update(self, rx, ry): pass pass class FSM_window_base(object): _add_state_button = None _move_state_button = None _state_editor = None _state_name = None _state_radius = None _error_dialog = None _error_dialog_label = None _state_menu = None _action_picker = None _picked_action = None _picked_action_txt = None _action_list = None _action_store = None def __init__(self): super(FSM_window_base, self).__init__() dirname = os.path.dirname(__file__) fname = os.path.join(dirname, 'FSM_window.glade') builder = gtk.Builder() builder.add_from_file(fname) main_win = builder.get_object('FSM_main_win') comp_name_label = builder.get_object('comp_name') view_box = builder.get_object("view_box") add_state_button = builder.get_object('add_state') move_state_button = builder.get_object('move_state') state_editor = builder.get_object('state_editor') state_name = builder.get_object('state_name') state_radius = builder.get_object('state_radius') state_entry_action = builder.get_object('state_entry_action') error_dialog = builder.get_object('error_dialog') error_dialog_label = builder.get_object('error_dialog_label') transition_editor = builder.get_object('transition_editor') transition_cond = builder.get_object('transition_cond') transition_action = builder.get_object('transition_action') state_menu = builder.get_object('state_menu') transition_menu = builder.get_object('transition_menu') action_picker = builder.get_object('action_picker') picked_action = builder.get_object('picked_action') action_store = builder.get_object('action_store') builder.connect_signals(self) self._builder = builder self._main_win = main_win self._view_box = view_box self._add_state_button = add_state_button self._move_state_button = move_state_button self._state_editor = state_editor self._state_name = state_name self._state_radius = state_radius self._state_entry_action = state_entry_action self._transition_editor = transition_editor self._transition_cond = transition_cond self._transition_action = transition_action self._error_dialog = error_dialog self._error_dialog_label = error_dialog_label self._state_menu = state_menu self._transition_menu = transition_menu self._comp_name_label = comp_name_label self._action_picker = action_picker self._picked_action = picked_action self._action_store = action_store pass def show_error(self, msg): error_dialog = self._error_dialog error_dialog_label = self._error_dialog_label error_dialog_label.set_text(msg) error_dialog.show() pass def hide_error(self): error_dialog = self._error_dialog error_dialog.hide() pass def show_state_editor(self, state_name='', radius=30, entry_action=''): state_name_inp = self._state_name state_radius_inp = self._state_radius state_entry_action = self._state_entry_action state_editor = self._state_editor state_name_inp.set_text(state_name) state_radius_inp.set_text(str(radius)) state_entry_action.set_text(entry_action or '') state_editor.show() pass def hide_state_editor(self): state_editor = self._state_editor state_editor.hide() pass def show_transition_editor(self, cond='', action=''): transition_cond = self._transition_cond transition_action = self._transition_action transition_editor = self._transition_editor transition_cond.set_text(cond) transition_action.set_text(action) transition_editor.show() pass def hide_transition_editor(self): transition_editor = self._transition_editor transition_editor.hide() pass def popup_state_menu(self): menu = self._state_menu menu.popup(None, None, None, 0, 0) pass def popup_transition_menu(self): menu = self._transition_menu menu.popup(None, None, None, 0, 0) pass def show_action_picker(self): self._picked_action.set_text('') self._picked_action_txt = None self._action_picker.show() pass def hide_action_picker(self): self._action_picker.hide() pass def show(self): self._main_win.show() self._add_state_button.set_active(True) pass def hide(self): self._main_win.hide() pass def gtk_widget_hide(self, widget, event, *data): widget.hide() return True def on_start_state_activate(self, *args): pass def on_rename_state_activate(self, *args): pass def on_remove_state_activate(self, *args): pass def on_zoom_out_clicked(self, *args): pass def on_zoom_in_clicked(self, *args): pass def on_move_state_toggled(self, *args): pass def on_add_state_toggled(self, *args): pass def on_close_window_activate(self, *args): pass def on_FSM_main_win_destroy_event(self, *args): pass def on_state_apply_clicked(self, *args): pass def on_state_cancel_clicked(self, *args): state_editor = self._state_editor state_editor.hide() pass def on_error_dialog_ok_clicked(self, *args): error_dialog = self._error_dialog error_dialog.hide() pass def on_add_transition_activate(self, *args): pass def on_del_state_activate(self, *args): pass def on_edit_state_activate(self, *args): pass def on_transition_apply_clicked(self, *args): pass def on_transition_cancel_clicked(self, *args): transition_editor = self._transition_editor transition_editor.hide() pass def on_transition_pick_act_clicked(self, *args): self.show_action_picker() pass def on_del_transition_activate(self, *args): pass def on_edit_transition_activate(self, *args): pass def on_action_cancel_clicked(self, *args): action_picker = self._action_picker action_picker.hide() pass def on_action_ok_clicked(self, *args): if self._picked_action_txt: self._transition_action.set_text(self._picked_action_txt) pass self.hide_action_picker() pass def on_action_list_row_activated(self, view, path, col): action_store = self._action_store action_iter = action_store.get_iter(path) action_text = action_store.get_value(action_iter, 0) self._picked_action_txt = action_text self._picked_action.set_text(action_text) pass pass class FSM_transition(object): _doc = None _compview = None _fsm_layer = None _control_layer = None _state = None _states = None trn_cond = None trn_g = None _arrow_node = None _path_node = None _control_points = None _selected_rect = None def __init__(self, trn_cond): self.trn_cond = trn_cond pass def init(self, doc, compview, state, states, fsm_layer, control_layer): self._doc = doc self._compview = compview self._state = state self._states = states self._fsm_layer = fsm_layer self._control_layer = control_layer pass def _translate_page_xy(self, x, y): doc = self._doc root = doc.root() page_h_txt = root.getAttribute('height') page_h = float(page_h_txt) svgx = x svgy = page_h - y return svgx, svgy @staticmethod def _update_graph(path, arrow_node, path_node): path_txt = 'M %f,%f C %f,%f %f,%f %f,%f' % tuple(path) path_node.setAttribute('d', path_txt) path_node.setAttribute('style', 'stroke: #000000; stroke-width: 1; ' 'fill: none') # c0 c1 c2 c3 of cubic curve c3 = (path[6], path[7]) c2 = (path[4], path[5]) c23_v = (c3[0] - c2[0], c3[1] - c2[1]) c23_len = math.sqrt(c23_v[0] * c23_v[0] + c23_v[1] * c23_v[1]) adir = (c23_v[0] / c23_len, c23_v[1] / c23_len) # arrow direction odir = (-adir[1], adir[0]) # othogonal direction arrow_pts = (c3[0], c3[1], -adir[0] * 10 + odir[0] * 4, -adir[1] * 10 + odir[1] * 4, -odir[0] * 8, -odir[1] * 8) arrow_txt = 'M %f,%f l %f,%f l %f,%f z' % arrow_pts arrow_node.setAttribute('d', arrow_txt) arrow_node.setAttribute('style', 'stroke: #000000; stroke-width: 1; ' 'fill: #000000') pass def _draw_transition_real(self, parent, path): doc = self._doc trn_g = doc.createElement('svg:g') path_node = doc.createElement('svg:path') arrow_node = doc.createElement('svg:path') self._update_graph(path, arrow_node, path_node) trn_g.appendChild(path_node) trn_g.appendChild(arrow_node) parent.appendChild(trn_g) return trn_g, path_node, arrow_node def _gen_path(self): states = self._states target_name = self.target target_state = states[target_name] src_state = self._state src_x, src_y = src_state.xy src_r = src_state.r target_x, target_y = target_state.xy target_r = target_state.r src_target_v = (target_x - src_x, target_y - src_y) src_target_len = \ math.sqrt(src_target_v[0] ** 2 + src_target_v[1] ** 2) distance = src_target_len - src_r - target_r distance3 = distance / 3 src_target_uv = (src_target_v[0] / src_target_len, src_target_v[1] / src_target_len) c0x = src_x + src_target_uv[0] * src_r c0y = src_y + src_target_uv[1] * src_r c1x = c0x + src_target_uv[0] * distance3 c1y = c0y + src_target_uv[1] * distance3 c3x = target_x - src_target_uv[0] * target_r c3y = target_y - src_target_uv[1] * target_r c2x = c3x - src_target_uv[0] * distance3 c2y = c3y - src_target_uv[1] * distance3 path = [c0x, c0y, c1x, c1y, c2x, c2y, c3x, c3y] return path @property def path(self): compview = self._compview state_name = self._state.state_name trn_cond = self.trn_cond trn = compview.get_transition(state_name, trn_cond) path = trn[3] if not path: path = self._gen_path() pass return path @property def target(self): compview = self._compview state_name = self._state.state_name trn_cond = self.trn_cond trn = compview.get_transition(state_name, trn_cond) return trn[1] @property def state(self): return self._state @property def action(self): compview = self._compview state_name = self._state.state_name trn_cond = self.trn_cond trn = compview.get_transition(state_name, trn_cond) return trn[2] def draw(self): path = self.path fsm_layer = self._fsm_layer trn_g, path_node, arrow_node = \ self._draw_transition_real(fsm_layer, path) self.trn_g = trn_g self._arrow_node = arrow_node self._path_node = path_node pass def clear(self): trn_g = self.trn_g parent = trn_g.parent() parent.removeChild(trn_g) pass def update(self): path = self.path arrow_node = self._arrow_node path_node = self._path_node self._update_graph(path, arrow_node, path_node) pass def adjust_by_ends(self): states = self._states state = self._state state_name = state.state_name trn_cond = self.trn_cond path = self.path start_state = self._state start_x, start_y = start_state.xy start_r = start_state.r target_name = self.target stop_state = states[target_name] stop_x, stop_y = stop_state.xy stop_r = stop_state.r c0x, c0y, c1x, c1y, c2x, c2y, c3x, c3y = tuple(path) c0c1 = (c1x - c0x, c1y - c0y) c0c1_len = math.sqrt(c0c1[0] ** 2 + c0c1[1] ** 2) start_v = (c0c1[0] / c0c1_len, c0c1[1] / c0c1_len) c3c2 = (c2x - c3x, c2y - c3y) c3c2_len = math.sqrt(c3c2[0] ** 2 + c3c2[1] ** 2) stop_v = (c3c2[0] / c3c2_len, c3c2[1] / c3c2_len) c0x = start_v[0] * start_r + start_x c0y = start_v[1] * start_r + start_y c1x = start_v[0] * c0c1_len + c0x c1y = start_v[1] * c0c1_len + c0y c3x = stop_v[0] * stop_r + stop_x c3y = stop_v[1] * stop_r + stop_y c2x = stop_v[0] * c3c2_len + c3x c2y = stop_v[1] * c3c2_len + c3y new_path = [c0x, c0y, c1x, c1y, c2x, c2y, c3x, c3y] compview = self._compview compview.set_transition_path(state_name, trn_cond, new_path) pass def show_control_points(self): if not self._control_points: doc = self._doc c1 = doc.createElement('svg:circle') c1.setAttribute('r', '3') c1.setAttribute('style', 'stroke: black; stroke-width: 1; ' 'fill: white') l01 = doc.createElement('svg:line') l01.setAttribute('style', 'stroke: black; stroke-width: 1; ' 'stroke-dasharray: 3 2') c2 = doc.createElement('svg:circle') c2.setAttribute('r', '3') c2.setAttribute('style', 'stroke: black; stroke-width: 1; ' 'fill: white') l32 = doc.createElement('svg:line') l32.setAttribute('style', 'stroke: black; stroke-width: 1; ' 'stroke-dasharray: 3 2') control_layer = self._control_layer control_layer.appendChild(c1) control_layer.appendChild(l01) control_layer.appendChild(c2) control_layer.appendChild(l32) self._control_points = (c1, l01, c2, l32) pass c1, l01, c2, l32 = self._control_points path = self.path c0x, c0y, c1x, c1y, c2x, c2y, c3x, c3y = tuple(path) c1.setAttribute('cx', str(c1x)) c1.setAttribute('cy', str(c1y)) l01.setAttribute('x1', str(c0x)) l01.setAttribute('y1', str(c0y)) l01.setAttribute('x2', str(c1x)) l01.setAttribute('y2', str(c1y)) c2.setAttribute('cx', str(c2x)) c2.setAttribute('cy', str(c2y)) l32.setAttribute('x1', str(c3x)) l32.setAttribute('y1', str(c3y)) l32.setAttribute('x2', str(c2x)) l32.setAttribute('y2', str(c2y)) pass def hide_control_points(self): if not self._control_points: return control_layer = self._control_layer for node in self._control_points: control_layer.removeChild(node) pass self._control_points = None pass def start_hint(self): path_node = self._path_node arrow_node = self._arrow_node if path_node: path_node.setAttribute('style', 'stroke: #404040; stroke-width: 3; ' 'fill: none') arrow_node.setAttribute('style', 'stroke: #404040; stroke-width: 2; ' 'fill: #404040') pass pass def stop_hint(self): path_node = self._path_node arrow_node = self._arrow_node if path_node: path_node.setAttribute('style', 'stroke: #000000; stroke-width: 1; ' \ 'fill: none') arrow_node.setAttribute('style', 'stroke: #000000; stroke-width: 1; ' \ 'fill: #000000') pass pass def show_selected(self): if not self._selected_rect: doc = self._doc rect = doc.createElement('svg:rect') control_layer = self._control_layer rect.setAttribute('style', 'stroke: #404040; stroke-width: 1; ' 'stroke-dasharray: 6 4; fill: none') control_layer.appendChild(rect) self._selected_rect = rect pass trn_g = self.trn_g rect = self._selected_rect px, py, pw, ph = trn_g.getBBox() x, y = self._translate_page_xy(px, py) y = y - ph # px, py is left-bottom corner rect.setAttribute('x', str(x - 2)) rect.setAttribute('y', str(y - 2)) rect.setAttribute('width', str(pw + 4)) rect.setAttribute('height', str(ph + 4)) pass def hide_selected(self): if not self._selected_rect: return control_layer = self._control_layer rect = self._selected_rect control_layer.removeChild(rect) self._selected_rect = None pass pass class FSM_state(object): _doc = None _compview = None _states = None _fsm_layer = None _control_layer = None state_name = None state_g = None _text_node = None _circle_node = None transitions = None from_states = None # There is one or more transitions # from these states (name). _state_g_hdl_id = None _selected_rect = None def __init__(self, state_name): self.state_name = state_name self.transitions = {} self.from_states = set() pass def init(self, doc, compview, states, fsm_layer, control_layer): self._doc = doc self._compview = compview self._states = states self._fsm_layer = fsm_layer self._control_layer = control_layer pass def _update_graph(self, text_node, text_content, circle_node, state_name, r, x, y): circle_node.setAttribute('r', str(r)) circle_node.setAttribute('cx', str(x)) circle_node.setAttribute('cy', str(y)) circle_node.setAttribute('style', 'stroke: #000000; stroke-width: 1; ' 'fill: #ffffff') text_node.setAttribute('style', 'stroke: #000000; fill: #000000; ' 'font-size: 16px') text_content.setContent(state_name) doc = self._doc spdoc = doc.spdoc spdoc.ensureUpToDate() tx, ty, tw, th = text_node.getBBox() text_node.setAttribute('x', str(x - tw / 2)) text_node.setAttribute('y', str(y + th / 2)) pass def grab(self, callback): assert not self._state_g_hdl_id state_g = self.state_g state_g_spitem = state_g.spitem state_g_hdl_id = state_g_spitem.connect('mouse-event', callback) self._state_g_hdl_id = state_g_hdl_id pass def ungrab(self): if not self._state_g_hdl: return state_g = self.state_g state_g_hdl_id = self._state_g_hdl_id state_g.disconnect(state_g_hdl_id) pass def _translate_page_xy(self, x, y): doc = self._doc root = doc.root() page_h_txt = root.getAttribute('height') page_h = float(page_h_txt) svgx = x svgy = page_h - y return svgx, svgy def show_selected(self): if not self._selected_rect: doc = self._doc rect = doc.createElement('svg:rect') control_layer = self._control_layer rect.setAttribute('style', 'stroke: #404040; stroke-width: 1; ' 'stroke-dasharray: 6 4; fill: none') control_layer.appendChild(rect) self._selected_rect = rect pass state_g = self.state_g rect = self._selected_rect px, py, pw, ph = state_g.getBBox() x, y = self._translate_page_xy(px, py) y = y - ph # px, py is left-bottom corner rect.setAttribute('x', str(x - 2)) rect.setAttribute('y', str(y - 2)) rect.setAttribute('width', str(pw + 4)) rect.setAttribute('height', str(ph + 4)) pass def hide_selected(self): if not self._selected_rect: return control_layer = self._control_layer rect = self._selected_rect control_layer.removeChild(rect) self._selected_rect = None pass def _draw_state_real(self, parent, state_name, r, x, y): doc = self._doc state_g = doc.createElement('svg:g') text = doc.createElement('svg:text') circle = doc.createElement('svg:circle') text_content = doc.createTextNode(state_name) text.appendChild(text_content) state_g.appendChild(circle) state_g.appendChild(text) parent.appendChild(state_g) self._update_graph(text, text_content, circle, state_name, r, x, y) return state_g, text, text_content, circle @property def r(self): compview = self._compview state_name = self.state_name r = compview.get_state_r(state_name) return r @property def xy(self): compview = self._compview state_name = self.state_name xy = compview.get_state_xy(state_name) return xy @property def entry_action(self): compview = self._compview state_name = self.state_name entry_action = compview.get_state_entry_action(state_name) return entry_action @property def all_transitions(self): compview = self._compview state_name = self.state_name conds = compview.all_transitions(state_name) return conds def _load_transition_compview(self, parent, condition): compview = self._compview states = self._states trn = FSM_transition(condition) trn.init(self._doc, compview, self, states, self._fsm_layer, self._control_layer) trn.draw() self.transitions[condition] = trn pass def draw(self): state_name = self.state_name fsm_layer = self._fsm_layer r = self.r x, y = self.xy state_g, text_node, text_content, circle_node = \ self._draw_state_real(fsm_layer, state_name, r, x, y) self.state_g = state_g self._text_node = text_node self._text_content = text_content self._circle_node = circle_node for trn_cond in self.all_transitions: self._load_transition_compview(fsm_layer, trn_cond) pass pass def clear(self): state_g = self.state_g parent = state_g.parent() parent.removeChild(state_g) pass def update(self): text_node = self._text_node text_content = self._text_content circle_node = self._circle_node state_name = self.state_name r = self.r x, y = self.xy self._update_graph(text_node, text_content, circle_node, state_name, r, x, y) pass ## \brief Tell states there are transitions to them. # # This function is only called when loading states of a FSM from # compview. When loading, not all states was loaded that target # state may not in the memory. So, we call this function after # all states being loaded. Transitions added later does need to # call this function to notify end state. # def tell_target_states(self): states = self._states transitions = self.transitions target_state_names = [trn.target for trn in transitions.values()] target_states = [states[target_name] for target_name in target_state_names] state_name = self.state_name for target_state in target_states: target_state.from_states.add(state_name) pass pass def rm_target_from_states(self): state_name = self.state_name transitions = self.transitions.values() target_names = [trn.target for trn in transitions] states = self._states for target_name in target_names: target_state = states[target_name] target_state.from_states.remove(state_name) pass pass def adjust_transitions(self): import itertools states = self._states for trn in self.transitions.values(): trn.adjust_by_ends() trn.update() pass state_name = self.state_name from_states = [states[from_state_name] for from_state_name in self.from_states] states_transitions = [state.transitions.values() for state in from_states] in_state_transitions = [[trn for trn in state_transitions if trn.target == state_name] for state_transitions in states_transitions] in_transitions = itertools.chain(*in_state_transitions) for trn in in_transitions: trn.adjust_by_ends() trn.update() pass pass def add_transition(self, parent, condition): self._load_transition_compview(parent, condition) transitions = self.transitions trn = transitions[condition] target_name = trn.target state_name = self.state_name states = self._states target_state = states[target_name] target_state.from_states.add(state_name) pass ## \brief Remove state from from_states of a given target. # # The state was removed only when there is no transition targeted # on given target state. # def _rm_from_states_for_target(self, target_name): transitions = self.transitions same_targets = [trn.target for trn in transitions.values() if trn.target == target_name] same_target_cnt = len(same_targets) if same_target_cnt == 0: states = self._states target_state = states[target_name] state_name = self.state_name target_state.from_states.remove(state_name) pass pass def rm_transition(self, condition): transitions = self.transitions trn = transitions[condition] target_name = trn.target del transitions[condition] trn.clear() self._rm_from_states_for_target(target_name) pass def start_hint(self): circle_node = self._circle_node circle_node.setAttribute('style', 'stroke: #000000; stroke-width: 3; ' 'fill: #ffffff') pass def stop_hint(self): circle_node = self._circle_node circle_node.setAttribute('style', 'stroke: #000000; stroke-width: 1; ' 'fill: #ffffff') pass pass ## \brief Management selections # # There is only one state, control points of a transition, or # transition being selected at any instance. This class manage # selection to keep the requirement consisted. When caller select a # new state, control points of a transition, or transition, the class # will de-select previous one automatically. # class _select_manager(object): selected_state = None selected_transition = None controlled_transition = None def deselect(self): pass def select_state(self, state): self.deselect() self.selected_state = state state.show_selected() def hide(): state.hide_selected() self.reset() pass self.deselect = hide pass def select_transition(self, transition): self.deselect() self.selected_transition = transition transition.show_selected() def hide(): transition.hide_selected() self.reset() pass self.deselect = hide pass def control_transition(self, transition): self.deselect() self.controlled_transition = transition transition.show_control_points() def hide(): transition.hide_control_points() self.reset() pass self.deselect = hide pass ## \brief Forget all state of the instance # def reset(self): try: del self.deselect except AttributeError: pass self.selected_state = None self.selected_transition = None self.controlled_transition = None pass pass ## \brief Handle popup menu for states and transitions. # # _FSM_popup.popup_install_handler() must be called to install event # handlers. It should be called when FSM_window entering a new mode # since it will ungrab all events to activate a new mode. # class _FSM_popup(object): _window = None _compview = None _menu_state = None _menu_transition = None _candidate_target = None _select = None def __init__(self, window, compview, select_man): super(_FSM_popup, self).__init__() self._window = window self._compview = compview self._select = select_man pass def _show_state_menu(self, state): self._menu_state = state window = self._window window.popup_state_menu() pass def _show_transition_menu(self, trn): self._menu_transition = trn window = self._window window.popup_transition_menu() pass ## \brief Handle mouse events for state objects. # # This method must be called by mode object to handle mouse events # that is not handled by them. # def _handle_state_mouse_events(self, state, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_PRESS and \ button == 3: self._show_state_menu(state) self._select.select_state(state) elif evtype == pybInkscape.PYSPItem.PYB_EVENT_MOUSE_ENTER: state.start_hint() elif evtype == pybInkscape.PYSPItem.PYB_EVENT_MOUSE_LEAVE: state.stop_hint() pass pass ## \brief Handle mouse events for transition objects. # # This method must be called by mode object to handle mouse events # that is not handled by them. # def _handle_transition_mouse_events(self, trn, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_PRESS and \ button == 3: self._select.select_transition(trn) self._show_transition_menu(trn) elif evtype == pybInkscape.PYSPItem.PYB_EVENT_MOUSE_ENTER: trn.start_hint() elif evtype == pybInkscape.PYSPItem.PYB_EVENT_MOUSE_LEAVE: trn.stop_hint() pass pass def _handle_select_transition_target(self, state, evtype, button, x, y): if self._candidate_target != state and self._menu_state != state: if self._candidate_target: self._candidate_target.stop_hint() pass self._candidate_target = state state.start_hint() pass if evtype != pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE: return if button != 1: return window = self._window if state == self._menu_state: window.pop_grabs() return fsm_layer = window._fsm_layer target_state = state target_name = target_state.state_name src_state = self._menu_state src_name = src_state.state_name cond = '' compview = self._compview try: compview.add_transition(src_name, cond, target_name) except: import traceback traceback.print_exc() window.show_error('invalid condition: %s' % (cond)) else: src_state.add_transition(fsm_layer, cond) trn = src_state.transitions[cond] window._install_transition_event_handler(trn) pass window.pop_grabs() target_state.stop_hint() select = self._select select.deselect() pass def _handle_add_transition(self, *args): def restore_bg(item, evtype, *args): if evtype != pybInkscape.PYSPItem.PYB_EVENT_BUTTON_PRESS: if self._candidate_target: self._candidate_target.stop_hint() self._candidate_target = None pass return self._select.deselect() window.pop_grabs() pass window = self._window window.push_grabs() window.ungrab_bg() window.grab_bg(restore_bg) window.ungrab_state() window.grab_state(self._handle_select_transition_target) self._select.select_state(self._menu_state) self._menu_state.stop_hint() pass def _handle_edit_transition(self, *args): trn = self._select.selected_transition cond = trn.trn_cond action = trn.action or '' window = self._window window.show_transition_editor(cond, action) pass def _handle_transition_apply(self, *args): trn = self._select.selected_transition window = self._window compview = self._compview transition_cond = window._transition_cond transition_action = window._transition_action trn_cond = trn.trn_cond trn_action = trn.action trn_state = trn.state trn_state_name = trn_state.state_name new_cond = transition_cond.get_text() new_action = transition_action.get_text() if new_action != trn_action: compview.set_transition_action(trn_state_name, trn_cond, new_action) pass if new_cond != trn_cond: trn_state.rm_transition(trn_cond) compview.chg_transition_cond(trn_state_name, trn_cond, new_cond) fsm_layer = window._fsm_layer trn_state.add_transition(fsm_layer, new_cond) transitions = trn_state.transitions new_trn = transitions[new_cond] window._install_transition_event_handler(new_trn) pass window.hide_transition_editor() pass def _handle_edit_state(self, *args): select = self._select state = select.selected_state name = state.state_name r = state.r entry_action = state.entry_action window = self._window window.show_state_editor(name, r, entry_action) pass def _handle_state_change(self): window = self._window compview = self._compview select = self._select state_name_txt = window._state_name state_radius_txt = window._state_radius state_entry_action_txt = window._state_entry_action state_name = state_name_txt.get_text() state_radius = state_radius_txt.get_text() state_entry_action = state_entry_action_txt.get_text() state_radius_f = float(state_radius) state = select.selected_state old_state_name = state.state_name if old_state_name != state_name: compview.rename_state(old_state_name, state_name) state.state_name = state_name pass compview.set_state_r(state_name, state_radius_f) compview.set_state_entry_action(state_name, state_entry_action) state.update() window.hide_state_editor() select.deselect() pass def _handle_del_state(self, *args): window = self._window select = self._select compview = self._compview state = select.selected_state state_name = state.state_name select.deselect() states = window._states del states[state_name] state.clear() # Remove out transitions transitions = state.transitions for trn in transitions.values(): trn.clear() pass state.rm_target_from_states() # Remove in-transition src_state_names = state.from_states for src_state_name in src_state_names: src_state = states[src_state_name] in_cond_trns = [(in_cond, in_trn) for in_cond, in_trn in \ src_state.transitions.items() if in_trn.target == state_name] for in_cond, in_trn in in_cond_trns: in_trn.clear() del src_state.transitions[in_cond] compview.rm_transition(src_state_name, in_cond) pass pass compview.rm_state(state_name) pass def _handle_del_transition(self, *args): window = self._window select = self._select compview = self._compview trn = select.selected_transition trn.clear() trn_cond = trn.trn_cond trn_state = trn.state trn_state_name = trn_state.state_name trn_target_name = trn.target target_names = [trn.target for trn in trn_state.transitions.values()] # the transition must live until getting all info. compview.rm_transition(trn_state_name, trn_cond) if trn_target_name not in target_names: trn_target_state = window._states[trn_target_name] trn_target_state.from_states.remove(trn_state_name) pass del trn_state.transitions[trn_cond] pass def popup_install_handler(self): window = self._window window.grab_add_transition(self._handle_add_transition) window.grab_edit_transition(self._handle_edit_transition) window.grab_edit_state(self._handle_edit_state) window.grab_transition_apply(self._handle_transition_apply) window.grab_state_apply(self._handle_state_change) window.grab_del_state(self._handle_del_state) window.grab_del_transition(self._handle_del_transition) pass pass class _FSM_move_state_mode(object): _popup = None _window = None _compview = None _select = None _controlling_transition = None def __init__(self, window, compview, select_man): super(_FSM_move_state_mode, self).__init__() self._window = window self._compview = compview self._locker = compview self._popup = _FSM_popup(window, compview, select_man) self._select = select_man pass def _handle_move_state_background(self, item, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE: self._select.deselect() pass pass def _handle_move_state_state(self, state, evtype, button, x, y): window = self._window def moving_state(item, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE: window.ungrab_mouse() pass new_state_x = orign_state_x + x - start_x new_state_y = orign_state_y + y - start_y compview = self._compview compview.set_state_xy(state.state_name, new_state_x, new_state_y) state.update() state.adjust_transitions() state.show_selected() pass if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_PRESS and \ button == 1: start_x = x start_y = y orign_state_x, orign_state_y = state.xy self._select.select_state(state) window.grab_mouse(moving_state) pass elif evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE and \ button == 1: window.ungrab_mouse() pass else: self._popup._handle_state_mouse_events(state, evtype, button, x, y) pass pass ## \brief Install event handler for control points of a transitions. # def _install_trn_cps_mouse(self, trn): c1, l01, c2, l32 = trn._control_points path = trn.path c0x, c0y, c1x, c1y, c2x, c2y, c3x, c3y = tuple(path) state_src = trn.state target_name = trn.target states = trn._states state_target = states[target_name] compview = self._compview window = self._window select = self._select def c1_update(rx, ry): nc1x = c1x + rx nc1y = c1y + ry cx, cy = state_src.xy r = state_src.r cv = nc1x - cx, nc1y - cy cv_len = math.sqrt(cv[0] ** 2 + cv[1] ** 2) nc0x = cx + cv[0] * r / cv_len nc0y = cy + cv[1] * r / cv_len path = list(trn.path) path[:4] = [nc0x, nc0y, nc1x, nc1y] state_name = state_src.state_name cond = trn.trn_cond compview.set_transition_path(state_name, cond, path) trn.update() trn.show_control_points() pass def c1_start(): def relay_event(item, evtype, button, x, y): c1_dragger.mouse_event(evtype, button, x, y) pass window.push_grabs() window.ungrab_bg() window.grab_bg(relay_event) pass def c1_stop(rx, ry): window.pop_grabs() pass def c2_update(rx, ry): nc2x = c2x + rx nc2y = c2y + ry cx, cy = state_target.xy r = state_target.r cv = nc2x - cx, nc2y - cy cv_len = math.sqrt(cv[0] ** 2 + cv[1] ** 2) nc3x = cx + cv[0] * r / cv_len nc3y = cy + cv[1] * r / cv_len path = list(trn.path) path[4:] = [nc2x, nc2y, nc3x, nc3y] state_name = state_src.state_name cond = trn.trn_cond compview.set_transition_path(state_name, cond, path) trn.update() trn.show_control_points() pass def c2_start(): def relay_event(item, evtype, button, x, y): c2_dragger.mouse_event(evtype, button, x, y) pass window.push_grabs() window.ungrab_bg() window.grab_bg(relay_event) pass def c2_stop(rx, ry): window.pop_grabs() pass c1_dragger = _dragger() c1_dragger.update = c1_update c1_dragger.start_drag = c1_start c1_dragger.stop_drag = c1_stop c1_dragger.connect(c1) c2_dragger = _dragger() c2_dragger.update = c2_update c2_dragger.start_drag = c2_start c2_dragger.stop_drag = c2_stop c2_dragger.connect(c2) pass ## \brief A transition was selected. # def _control_transition(self, trn): def handle_bg(item, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_PRESS: window.pop_grabs() window.ungrab_bg() select.deselect() del self._hint_transition self._controlling_transition = None pass pass select = self._select select.control_transition(trn) self._hint_transition = lambda trn: None trn.stop_hint() window = self._window window.push_grabs() window.ungrab_bg() window.grab_bg(handle_bg) self._install_trn_cps_mouse(trn) pass ## \brief Hint for mouse over a transition. # def _hint_transition(self, trn): def stop_hint(*args): trn.stop_hint() window.ungrab_bg() window.grab_bg(self._handle_move_state_background) pass trn.start_hint() window = self._window window.ungrab_bg() window.grab_bg(stop_hint) pass def _handle_del_transition(self, *args): pass ## \brief Handle mouse events when selecting no transition. # def _handle_transitoin_mouse_events(self, trn, evtype, button, x, y): if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE and \ button == 1: self._control_transition(trn) else: self._popup._handle_transition_mouse_events(trn, evtype, button, x, y) pass pass def activate(self): window = self._window window._emit_leave_mode() window._clear_leave_mode_cb() window.ungrab_all() window.ungrab_bg() window.grab_bg(self._handle_move_state_background) window.grab_state(self._handle_move_state_state) window.grab_transition(self._handle_transitoin_mouse_events) self._popup.popup_install_handler() pass def deactivate(self): self._select.deselect() if self._controlling_transition: window = self._window window.pop_grabs() del self._hint_transition self._controlling_transition = None pass pass pass class _FSM_add_state_mode(object): _window = None _compview = None _saved_x = 0 _saved_y = 0 _popup = None _select = None def __init__(self, window, compview, select_man): super(_FSM_add_state_mode, self).__init__() self._window = window self._compview = compview self._locker = compview self._select = select_man self._popup = _FSM_popup(window, compview, select_man) pass def _handle_add_new_state(self): import traceback compview = self._compview window = self._window x, y = window._translate_xy(self._saved_x, self._saved_y) state_name = window._state_name.get_text() r_txt = window._state_radius.get_text() try: r = float(r_txt) except ValueError: traceback.print_exc() window.show_error('Invalid value: "%s" is not a valid value ' 'for radius.' % (r_txt)) return try: compview.add_state(state_name) except: traceback.print_exc() window.show_error('Invalid state name: "%s" is existing' % (state_name)) return compview.set_state_xy(state_name, x, y) compview.set_state_r(state_name, r) window._load_new_state_incr(state_name) window.hide_state_editor() pass def _handle_add_state_background(self, item, evtype, button, x, y): window = self._window select = self._select if evtype == pybInkscape.PYSPItem.PYB_EVENT_BUTTON_RELEASE and \ button == 1: self._saved_x = x self._saved_y = y select.deselect() window.show_state_editor() pass pass ## \brief Dispatching state apply event to _FSM_popup or this class. # # When user change properties of a state, this event is deliveried to # _FSM_popup. Otherwise, dispatch the event to this class. # def _handle_state_apply(self): select = self._select if select.selected_state: # selected the state while user request to edit a state. popup = self._popup popup._handle_state_change() else: # deselected while user click on bg to add a new state. self._handle_add_new_state() pass pass def activate(self): window = self._window window._emit_leave_mode() window.ungrab_all() window.grab_bg(self._handle_add_state_background) # # Install event handlers for _FSM_popup # window.grab_state(self._popup._handle_state_mouse_events) window.grab_transition(self._popup._handle_transition_mouse_events) self._popup.popup_install_handler() # # Workaround to make state apply events dispatched to right # place according history of user actions. # # see _handle_state_apply() # window.ungrab_state_apply() window.grab_state_apply(self._handle_state_apply) pass def deactivate(self): pass pass class FSM_window(FSM_window_base): __metaclass__ = data_monitor.data_monitor __data_monitor_prefix__ = 'on_' _domview = None _comp_name = 'main' _comview = None _background = None _fsm_layer = None _control_layer = None width = 1024 height = 768 _grab_mouse_hdl = None _bg_hdl = None _bg_mouse_event_cb = None _leave_mode_cb = None _move_state_mode = None _add_state_mode = None _state_mouse_event_handler = None _add_transition_cb = None _edit_transition_cb = None _transition_apply_cb = None _transition_mouse_event_handler = None _edit_state_cb = None _state_apply_cb = None _del_state_cb = None _del_transition_cb = None _grab_stack = None _select = None def __init__(self, domview_ui, close_cb, destroy_cb): super(FSM_window, self).__init__() self._locker = domview_ui self._domview = domview_ui self._compview = _compview(domview_ui, self._comp_name) self._states = {} self._close_cb = close_cb # callback to close editor window (hide) self._destroy_cb = destroy_cb # callback to destroy editor window _select = _select_manager() self._select = _select self._move_state_mode = \ _FSM_move_state_mode(self, self._compview, _select) self._add_state_mode = \ _FSM_add_state_mode(self, self._compview, _select) self._grab_stack = [] pass def _init_layers(self): doc = self._doc() root = self._root() root.setAttribute('inkscape:groupmode', 'layer') background = doc.createElement('svg:rect') background.setAttribute('x', '0') background.setAttribute('y', '0') background.setAttribute('width', str(self.width)) background.setAttribute('height', str(self.height)) background.setAttribute('style', 'fill: #ffffff') root.appendChild(background) self._background = background fsm_layer = doc.createElement('svg:g') fsm_layer.setAttribute('inkscape:groupmode', 'layer') root.appendChild(fsm_layer) self._fsm_layer = fsm_layer control_layer = doc.createElement('svg:g') control_layer.setAttribute('inkscape:groupmode', 'layer') root.appendChild(control_layer) self._control_layer = control_layer bg_hdl = background.spitem.connect('mouse-event', self.on_bg_mouse_events) self._bg_hdl = bg_hdl pass def _doc(self): view_widget = self._view_widget view = view_widget.view doc = view.doc().rdoc return doc def _root(self): doc = self._doc() root = doc.root() return root def _translate_xy(self, x, y): return x, y def _clear_view(self): if not self._background: self._init_layers() return children = [child for child in self._fsm_layer.childList()] + \ [child for child in self._control_layer.childList()] for child in children: parent = child.parent() parent.removeChild(child) pass self._states = {} pass def _make_state_compview(self, state_name): compview = self._compview doc = self._doc() fsm_layer = self._fsm_layer states = self._states state = FSM_state(state_name) state.init(doc, compview, states, self._fsm_layer, self._control_layer) self._states[state_name] = state return state def _set_leave_mode_cb(self, callback): self._leave_mode_cb = callback pass def _clear_leave_mode_cb(self): self._leave_mode_cb = None pass def _emit_leave_mode(self): if self._leave_mode_cb: self._leave_mode_cb() self._leave_mode_cb = None pass pass def ungrab_all(self): self.ungrab_bg() self.ungrab_state() self.ungrab_add_transition() self.ungrab_transition() self.ungrab_edit_transition() self.ungrab_edit_state() self.ungrab_transition_apply() self.ungrab_state_apply() self.ungrab_del_state() self.ungrab_del_transition() pass def save_grabs(self): save = (self._bg_mouse_event_cb, self._state_mouse_event_handler, self._transition_mouse_event_handler, self._add_transition_cb, self._edit_transition_cb, self._transition_apply_cb, self._edit_state_cb, self._state_apply_cb, self._del_state_cb, self._del_transition_cb) return save def restore_grabs(self, save): self._bg_mouse_event_cb, \ self._state_mouse_event_handler, \ self._transition_mouse_event_handler, \ self._add_transition_cb, \ self._edit_transition_cb, \ self._transition_apply_cb, \ self._edit_state_cb, \ self._state_apply_cb, \ self._del_state_cb, \ self._del_transition_cb \ = save pass ## \brief Push current setting of grab handles into the stack. # def push_grabs(self): save = self.save_grabs() self._grab_stack.append(save) pass ## \brief Restore setting of grab handles from the stack. # def pop_grabs(self): save = self._grab_stack.pop() self.restore_grabs(save) pass def on_state_mouse_event(self, state, evtype, button, x, y): if self._state_mouse_event_handler: self._state_mouse_event_handler(state, evtype, button, x, y) pass pass def _install_state_event_handler(self, state): def mouse_event_handler(item, evtype, button, x, y): self.on_state_mouse_event(state, evtype, button, x, y) pass state.grab(mouse_event_handler) pass def on_transition_mouse_event(self, trn, evtype, button, x, y): if self._transition_mouse_event_handler: self._transition_mouse_event_handler(trn, evtype, button, x, y) pass pass def _install_transition_event_handler(self, trn): def mouse_event_handler(item, evtype, button, x, y): self.on_transition_mouse_event(trn, evtype, button, x, y) pass trn_g = trn.trn_g trn_g.spitem.connect('mouse-event', mouse_event_handler) pass def grab_transition(self, callback): assert self._transition_mouse_event_handler is None self._transition_mouse_event_handler = callback pass def ungrab_transition(self): self._transition_mouse_event_handler = None pass def grab_state(self, callback): assert self._state_mouse_event_handler is None self._state_mouse_event_handler = callback pass def ungrab_state(self): self._state_mouse_event_handler = None pass def grab_add_transition(self, callback): assert self._add_transition_cb is None self._add_transition_cb = callback pass def ungrab_add_transition(self): self._add_transition_cb = None pass def grab_edit_transition(self, callback): assert self._edit_transition_cb is None self._edit_transition_cb = callback pass def ungrab_edit_transition(self): self._edit_transition_cb = None pass def grab_transition_apply(self, callback): assert self._transition_apply_cb is None self._transition_apply_cb = callback pass def ungrab_transition_apply(self): self._transition_apply_cb = None pass def grab_edit_state(self, callback): assert self._edit_state_cb is None self._edit_state_cb = callback pass def ungrab_edit_state(self): self._edit_state_cb = None pass def grab_state_apply(self, callback): assert self._state_apply_cb is None self._state_apply_cb = callback pass def ungrab_state_apply(self): self._state_apply_cb = None pass def grab_del_state(self, callback): assert self._del_state_cb is None self._del_state_cb = callback pass def ungrab_del_state(self): self._del_state_cb = None pass def grab_del_transition(self, callback): assert self._del_transition_cb is None self._del_transition_cb = callback pass def ungrab_del_transition(self): self._del_transition_cb = None pass def _draw_new_state(self, state_name): states = self._states state = states[state_name] state.draw() self._install_state_event_handler(state) for trn in state.transitions.values(): self._install_transition_event_handler(trn) pass pass def _load_new_state(self, state_name): state = self._make_state_compview(state_name) self._draw_new_state(state_name) pass ## \brief Load new state incrementally. # def _load_new_state_incr(self, state_name): self._load_new_state(state_name) states = self._states state = states[state_name] state.tell_target_states() pass def _rebuild_from_states(self): states = self._states compview = self._compview state_names = compview.all_state_names() for state_name in state_names: state = states[state_name] self._draw_new_state(state_name) state.tell_target_states() pass pass def _update_view(self): self._clear_view() states = self._states compview = self._compview state_names = compview.all_state_names() for state_name in state_names: self._make_state_compview(state_name) pass self._rebuild_from_states() pass def set_svg_view(self, view): self._view_box.add(view) self._view_widget = view root = self._root() root.setAttribute('width', '1024') root.setAttribute('height', '768') view.setResize(True, 800, 600) pass def _update_action_store(self): action_store = self._action_store compview = self._compview action_store.clear() action_names = compview.all_actions() for action_name in action_names: action_store.append((action_name,)) pass pass def show_action_picker(self): self._update_action_store() super(FSM_window, self).show_action_picker() pass def on_close_window_activate(self, *args): self._emit_leave_mode() self._close_cb() pass def on_FSM_main_win_destroy_event(self, *args): self._emit_leave_mode() self._destroy_cb() pass def on_FSM_main_win_delete_event(self, *args): self._emit_leave_mode() self._destroy_cb() pass def on_add_state_toggled(self, *args): mode = self._add_state_mode mode.activate() self._set_leave_mode_cb(lambda: mode.deactivate()) pass def on_move_state_toggled(self, *args): mode = self._move_state_mode mode.activate() self._set_leave_mode_cb(lambda: mode.deactivate()) pass def on_state_apply_clicked(self, *args): if self._state_apply_cb: self._state_apply_cb() pass pass def on_add_transition_activate(self, *args): if self._add_transition_cb: self._add_transition_cb(*args) pass pass def on_edit_transition_activate(self, *args): if self._edit_transition_cb: self._edit_transition_cb(*args) pass pass def on_transition_apply_clicked(self, *args): if self._transition_apply_cb: self._transition_apply_cb(*args) pass pass def on_edit_state_activate(self, *args): if self._edit_state_cb: self._edit_state_cb(*args) pass pass def on_del_state_activate(self, *args): if self._del_state_cb: self._del_state_cb(*args) pass pass def on_del_transition_activate(self, *args): if self._del_transition_cb: self._del_transition_cb(*args) pass pass def _install_test_data(self): self._init_layers() compview = self._compview view = self._view_widget.view doc = view.doc() rdoc = doc.rdoc root_node = doc.root().repr line_node = rdoc.createElement('svg:line') line_node.setAttribute('x1', '10') line_node.setAttribute('y1', '10') line_node.setAttribute('x2', '100') line_node.setAttribute('y2', '100') line_node.setAttribute('style', 'stroke: #000000; stroke-width:2') root_node.appendChild(line_node) def show_msg(*args, **kws): print 'mouse_event' print args pass print 'before connect' hdl_id = line_node.spitem.connect('mouse-event', show_msg) print hdl_id state1 = 'state 1' compview.add_state(state1) compview.set_state_r(state1, 50) compview.set_state_xy(state1, 200, 100) state2 = 'state 2' compview.add_state(state2) compview.set_state_r(state2, 30) compview.set_state_xy(state2, 300, 100) compview.add_transition(state1, 'event1', state2) compview.set_transition_path(state1, 'event1', (200, 150, 240, 180, 260, 180, 300, 130)) pass def show(self): if _install_test_data_flag: self._install_test_data() self._install_test_data = lambda: None pass # # Crash if without line. # This line remove selection infor to prevent select manager to # deselect an object selected in previous session. It would crash # if we don't reset it and compview of previous session were # removed. # self._select.reset() self._update_view() self._add_state_mode.activate() super(FSM_window, self).show() pass def grab_mouse(self, callback): assert self._grab_mouse_hdl is None root = self._root() root.setAttribute('inkscape:groupmode', '') self._grab_mouse_hdl = root.spitem.connect('mouse-event', callback) pass def ungrab_mouse(self): if not self._grab_mouse_hdl: return root = self._root() root.spitem.disconnect(self._grab_mouse_hdl) self._grab_mouse_hdl = None root.setAttribute('inkscape:groupmode', 'layer') pass def on_bg_mouse_events(self, item, evtype, button, x, y): if not self._bg_mouse_event_cb: return self._bg_mouse_event_cb(item, evtype, button, x, y) pass def grab_bg(self, callback): assert self._bg_mouse_event_cb is None self._bg_mouse_event_cb = callback pass def ungrab_bg(self): if not self._bg_mouse_event_cb: return self._bg_mouse_event_cb = None pass def switch_component(self, comp_name): self._compview.switch_component(comp_name) self._comp_name = comp_name self._comp_name_label.set_text(comp_name) pass def current_component(self): return self._comp_name pass _install_test_data_flag = False if __name__ == '__main__': _install_test_data_flag = True win = FSM_window() win._main_win.connect('destroy', gtk.main_quit) win.show() gtk.main() pass