view orpg/tools/predTextCtrl.py @ 226:b29454610f36 beta

Traipse Beta 'OpenRPG' {100503-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Patch-2) Moved to Stable! New Features: New Namespace method with two new syntaxes New Namespace Internal is context sensitive, always! New Namespace External is 'as narrow as you make it' New Namespace FutureCheck helps ensure you don't receive an incorrect node New Namespace 2.0 documentation in the User Manual New Namespace plugin, Allows Traipse users to use the Standard syntax !@ :: @! New Mini Library with minis from Devin Knight New PluginDB access for URL2Link plugin New to Forms, they now show their content in Design Mode New to Update Manager, checks Repo for updates on software start New to Mini Lib node, change title in design mode New to Game Tree, never lose a node, appends a number to the end of corrupted trees New to Server GUI, Traipse Suite's Debug Console New Warhammer PC Sheet Updates: Update to White Board layer, uses a pencil image for color button Update to Grid Layer, uses a grid image for color button Update to Chat Window, size of drop down menus Update to default lobby message Update to template Text node Update to 4e PC Sheet node Update to how display names are acquired Update to Server, added some 'Pious' technology Update to features node Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup Fix to Backgrounds not loading through remote loader Fix to Node name errors Fix to rolling dice in chat Whispers Fix to Splitters Sizing issues Fix to URL2Link plugin, modified regex compilation should remove memory leak Fix to mapy.py, a roll back due to zoomed grid issues Fix to whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar Fix to failed image and erroneous pop up Fix to Mini Lib node that was preventing use Fix to plugins that parce dice but did not call InterParse Fix to nodes for name changing by double click Fix to Game Tree, node ordering on drag and drop corrected Fix to Game Tree, corrupted error message was not showing Fix to Update Manager, checks for internet connection Fix to Update Manager, Auto Update corrections Fix to Server GUI's broadcast, room, player messaging
author sirebral
date Mon, 03 May 2010 03:29:14 -0500
parents dd9eeaa22d14
children
line wrap: on
line source

# Copyright (C) 2001 The OpenRPG Project
#
#   openrpg-dev@lists.sourceforge.net
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
# --
#
# File: predTextCtrl.py
# Author: Andrew Bennett
# Maintainer: Andrew Bennett
# Version:  $id:$
#
# Description: This file contains an extension to the wxPython wx.TextCtrl that provides predictive word completion
#              based on a word file loaded at instantiation.  Also, it learns new words as you type, dynamically
#              adjusting a weight for each word based on how often you type it.
#

##
## Module Loading
##

import string
from orpg.orpg_windows import *
import wx #wx.SystemSettings.GetMetric(wx.SYS_VSCROLL_X)
from wx.lib.expando import ExpandoTextCtrl
from orpg.tools.orpg_log import logger, debug

#  This line added to test CVS commit

##
## Class Definitions
##

# This class implements a tree node that represents a letter
#
# Defines:
#   __init__(self,filename)
#
class Letter:
    def __init__(self,asciiCharIn,parentNodeIn):
        self.asciiChar =  asciiCharIn           # should be an ASCII char
        self.parentNode = parentNodeIn          # should be ref to a class Letter
        self.priority = 0                       # should be an int
        self.mostCommon = self                  # should be a ref to a class Letter
        self.children = {}                      # should be a ref to a dictionary of class Letter

    def __str__(self):
        return self.asciiChar


class LetterTreeClass(object):

    def __init__(self, singletonKey):
        if not isinstance(singletonKey, _SingletonKey):
            raise invalid_argument(_("Use LetterTree() to get access to singleton"))

        self.rootNode = Letter("",None)                
        self.rootNode.children = {} 

    def updateMostCommon(self, target):
        prev = target.parentNode
        while prev:
            if prev.mostCommon is None:
                prev.mostCommon = target
            else:
                if target.priority > prev.mostCommon.priority:
                    prev.mostCommon = target
            prev = prev.parentNode

    def setWord(self,wordText,priority = 1,sumFlag = 0):
        cur = self.rootNode                     
        for ch in wordText:  
            if cur.children.has_key(ch):
                cur = cur.children[ch] 
            else:  
                newLetter = Letter(ch,cur)
                if cur is self.rootNode:
                    newLetter.parentNode = None
                cur.children[ch] = newLetter
                cur = newLetter  
        if sumFlag: cur.priority += priority
        else: cur.priority = priority 
        self.updateMostCommon(cur) 

    def addWord(self,wordText):
        self.setWord(wordText,priority = 1)

    def incWord(self,wordText):
        self.setWord(wordText,priority = 1, sumFlag = 1)

    def setWordPriority(self,wordText,priority):
        self.setWord(wordText,priority = priority)


    def findWordNode(self,wordText):  
        cur = self.rootNode 
        for ch in wordText: 
            if cur.children.has_key(ch):
                cur = cur.children[ch]
            else: return None  
        return cur  

    def findWordPriority(self,wordText):

        cur = self.findWordNode(wordText) 
        if cur: return cur.priority
        else: return 0 

    def printTree(self, current=None):
        letters = []
        if current is None:
            current = self.rootNode
        for l, letter in current.children.iteritems():
            letters.append(str(letter))
            if letter.children != {}:
                m = self.printTree(letter)
                letters.append(m)
        return letters

    def getPrediction(self,k,cur):

        if cur.children.has_key(k) : 
            cur = cur.children[k] 
            backtrace = cur.mostCommon
            returnText = ''
            while cur is not backtrace: 
                returnText = backtrace.asciiChar + returnText
                backtrace = backtrace.parentNode 
            return returnText 
        else: 
            return "" 


class _SingletonKey(object):
    def __new__(cls, *args, **kwargs):
        if not hasattr(cls, '_inst'):
            cls._inst = super(_SingletonKey, cls).__new__(cls, *args, **kwargs)
        return cls._inst

__key = _SingletonKey()
LetterTree = LetterTreeClass(__key)


class predTextCtrl(ExpandoTextCtrl):

    def __init__(self, parent, id = -1, value = "", size = (30,30), style = 0, name = "text", keyHook = None, validator=None):
        if validator:
            ExpandoTextCtrl.__init__(self, parent, id=id, value=value, size=size, style=style, name=name, validator=validator )
        else:
            ExpandoTextCtrl.__init__(self, parent, id=id, value=value, size=size, style=style, name=name)


        self.tree = LetterTree 
        self.parent = parent  
        self.cur = self.tree.rootNode  
        self.keyHook = keyHook  
        ExpandoTextCtrl._wrapLine = self._wrapLine
        

    def _wrapLine(self, line, dc, width):
        pte = dc.GetPartialTextExtents(line)
        width -= wx.SystemSettings.GetMetric(wx.SYS_VSCROLL_X)
        idx = 0
        start = 0
        count = 0
        spc = -1
        while idx < len(pte):
            if line[idx] == ' ': spc = idx
            if pte[idx] - start > width:
                count += 1
                if spc != -1:
                    idx = spc + 1
                    spc = -1
                start = pte[idx]
            else:
                idx += 1
        return count

    def findWord(self, insert, st):
        begin = 0
        for offset in range(insert - 1):
            if st[-(offset + 2)] not in string.ascii_letters:
                begin = insert - (offset + 1)
                break
        return st[begin:insert]

    def OnChar(self,event):

        if(self.keyHook):
            if self.keyHook(event) == 1: 
                self.parent.OnChar(event)
                return
        asciiKey = ""
        if (event.GetKeyCode() < 256) and (event.GetKeyCode() > 19):
            asciiKey = chr(event.GetKeyCode())
        if asciiKey == "":  
            if  event.GetKeyCode() == wx.WXK_TAB: 
                fromPos = toPos = 0 
                (fromPos,toPos) = self.GetSelection()
                if (toPos - fromPos) == 0:  
                    self.parent.OnChar(event)
                    return
                else:   
                    self.SetInsertionPoint(toPos)  
                    self.SetSelection(toPos,toPos) 
                    return

            elif event.GetKeyCode() == wx.WXK_RETURN: 
                st = self.GetValue() 
                newSt = "" 
                (startSel,endSel) = self.GetSelection() 
                self.Remove( startSel, endSel )
                st = string.strip( self.GetValue() )
                for ch in st:
                    if ch not in string.ascii_letters:
                        newSt += " "
                    else:
                        newSt += ch
                for aWord in string.split(newSt):
                    self.tree.incWord(string.lower(aWord))
                self.parent.OnChar(event)
                return

            elif event.GetKeyCode() == wx.WXK_RIGHT:
                (startSel,endSel) = self.GetSelection()
                self.SetInsertionPoint(endSel)
                self.parent.OnChar(event)
                return

            elif event.GetKeyCode() == wx.WXK_LEFT:
                (startSel,endSel) = self.GetSelection()
                self.SetInsertionPoint(startSel)
                self.parent.OnChar(event)
                return
            else:

                self.parent.OnChar(event) 
                return
        elif asciiKey in string.ascii_letters:
            (startSel,endSel) = self.GetSelection() 
            st = self.GetValue() 
            front = st[:startSel]
            back = st[endSel:]  
            st = front + asciiKey + back
            insert = startSel + 1   
            curWord = ""   
            if (len(back) == 0) or (back[0] not in string.ascii_letters):

                curWord = self.findWord(insert,front + asciiKey) 
            else: 
                self.parent.OnChar(event)
                return

            if curWord == "":  
                self.parent.OnChar(event)
                return

            self.cur = self.tree.findWordNode(string.lower(curWord[:-1])) 
            if self.cur is None:
                self.parent.OnChar(event)  
                return
            predictText = self.tree.getPrediction(string.lower(asciiKey),self.cur) 

            if predictText == "":
                self.parent.OnChar(event)  
                return
            front = st[:insert] 
            back = st[insert:]

            st = front + predictText + back 
            self.SetValue(st)   
            self.SetInsertionPoint(insert) 
            self.SetSelection(insert,insert+len(predictText))
            return   
        else:

            self.parent.OnChar(event) 
            return