Source code for orangecanvas.canvas.items.nodeitem

"""
=========
Node Item
=========

"""
import string

from operator import attrgetter
from itertools import groupby
from xml.sax.saxutils import escape

from typing import Dict, Any

from AnyQt.QtWidgets import (
    QGraphicsItem, QGraphicsObject, QGraphicsTextItem, QGraphicsWidget,
    QGraphicsDropShadowEffect, QStyle, QGraphicsPathItem,
    QApplication
)

from AnyQt.QtGui import (
    QPen, QBrush, QColor, QPalette, QIcon, QPainter, QPainterPath,
    QPainterPathStroker
)
from AnyQt.QtCore import (
    Qt, QEvent, QPointF, QRectF, QRect, QSize, QTimer, QPropertyAnimation
)
from AnyQt.QtCore import pyqtSignal as Signal, pyqtProperty as Property

from .graphicspathobject import GraphicsPathObject
from .utils import saturated, radial_gradient

from ...scheme.node import UserMessage
from ...registry import NAMED_COLORS
from ...resources import icon_loader
from .utils import uniform_linear_layout


def create_palette(light_color, color):
    """
    Return a new :class:`QPalette` from for the :class:`NodeBodyItem`.
    """
    palette = QPalette()

    palette.setColor(QPalette.Inactive, QPalette.Light,
                     saturated(light_color, 50))
    palette.setColor(QPalette.Inactive, QPalette.Midlight,
                     saturated(light_color, 90))
    palette.setColor(QPalette.Inactive, QPalette.Button,
                     light_color)

    palette.setColor(QPalette.Active, QPalette.Light,
                     saturated(color, 50))
    palette.setColor(QPalette.Active, QPalette.Midlight,
                     saturated(color, 90))
    palette.setColor(QPalette.Active, QPalette.Button,
                     color)
    palette.setColor(QPalette.ButtonText, QColor("#515151"))
    return palette


def default_palette():
    """
    Create and return a default palette for a node.
    """
    return create_palette(QColor(NAMED_COLORS["light-yellow"]),
                          QColor(NAMED_COLORS["yellow"]))


def animation_restart(animation):
    if animation.state() == QPropertyAnimation.Running:
        animation.pause()
    animation.start()


SHADOW_COLOR = "#9CACB4"
FOCUS_OUTLINE_COLOR = "#609ED7"


class NodeBodyItem(GraphicsPathObject):
    """
    The central part (body) of the `NodeItem`.
    """
    def __init__(self, parent=None):
        super().__init__(parent)
        assert(isinstance(parent, NodeItem))

        self.__processingState = 0
        self.__progress = -1
        self.__animationEnabled = False
        self.__isSelected = False
        self.__hasFocus = False
        self.__hover = False
        self.__shapeRect = QRectF(-10, -10, 20, 20)

        self.setAcceptHoverEvents(True)

        self.setFlag(QGraphicsItem.ItemSendsScenePositionChanges, True)
        self.setFlag(QGraphicsItem.ItemSendsGeometryChanges, True)

        self.setPen(QPen(Qt.NoPen))

        self.setPalette(default_palette())

        self.shadow = QGraphicsDropShadowEffect(
            blurRadius=3,
            color=QColor(SHADOW_COLOR),
            offset=QPointF(0, 0),
        )
        self.shadow.setEnabled(True)

        # An item with the same shape as this object, stacked behind this
        # item as a source for QGraphicsDropShadowEffect. Cannot attach
        # the effect to this item directly as QGraphicsEffect makes the item
        # non devicePixelRatio aware.
        shadowitem = GraphicsPathObject(self, objectName="shadow-shape-item")
        shadowitem.setPen(Qt.NoPen)
        shadowitem.setBrush(QBrush(QColor(SHADOW_COLOR).lighter()))
        shadowitem.setGraphicsEffect(self.shadow)
        shadowitem.setFlag(QGraphicsItem.ItemStacksBehindParent)
        self.__shadow = shadowitem
        self.__blurAnimation = QPropertyAnimation(self.shadow, b"blurRadius",
                                                  self)
        self.__blurAnimation.setDuration(100)
        self.__blurAnimation.finished.connect(self.__on_finished)

        self.__pingAnimation = QPropertyAnimation(self, b"scale", self)
        self.__pingAnimation.setDuration(250)
        self.__pingAnimation.setKeyValues([(0.0, 1.0), (0.5, 1.1), (1.0, 1.0)])

    # TODO: The body item should allow the setting of arbitrary painter
    # paths (for instance rounded rect, ...)
    def setShapeRect(self, rect):
        """
        Set the item's shape `rect`. The item should be confined within
        this rect.

        """
        path = QPainterPath()
        path.addEllipse(rect)
        self.setPath(path)
        self.__shadow.setPath(path)
        self.__shapeRect = rect

    def setPalette(self, palette):
        """
        Set the body color palette (:class:`QPalette`).
        """
        self.palette = palette
        self.__updateBrush()

    def setAnimationEnabled(self, enabled):
        """
        Set the node animation enabled.
        """
        if self.__animationEnabled != enabled:
            self.__animationEnabled = enabled

    def setProcessingState(self, state):
        """
        Set the processing state of the node.
        """
        if self.__processingState != state:
            self.__processingState = state
            if not state and self.__animationEnabled:
                self.ping()

    def setProgress(self, progress):
        """
        Set the progress indicator state of the node. `progress` should
        be a number between 0 and 100.

        """
        self.__progress = progress
        self.update()

    def ping(self):
        """
        Trigger a 'ping' animation.
        """
        animation_restart(self.__pingAnimation)

    def hoverEnterEvent(self, event):
        self.__hover = True
        self.__updateShadowState()
        return super().hoverEnterEvent(event)

    def hoverLeaveEvent(self, event):
        self.__hover = False
        self.__updateShadowState()
        return super().hoverLeaveEvent(event)

    def paint(self, painter, option, widget):
        """
        Paint the shape and a progress meter.
        """
        # Let the default implementation draw the shape
        if option.state & QStyle.State_Selected:
            # Prevent the default bounding rect selection indicator.
            option.state = option.state ^ QStyle.State_Selected
        super().paint(painter, option, widget)
        if self.__progress >= 0:
            # Draw the progress meter over the shape.
            # Set the clip to shape so the meter does not overflow the shape.
            painter.save()
            painter.setClipPath(self.shape(), Qt.ReplaceClip)
            color = self.palette.color(QPalette.ButtonText)
            pen = QPen(color, 5)
            painter.setPen(pen)
            painter.setRenderHints(QPainter.Antialiasing)
            span = max(1, int(self.__progress * 57.60))
            painter.drawArc(self.__shapeRect, 90 * 16, -span)
            painter.restore()

    def __updateShadowState(self):
        if self.__hasFocus:
            color = QColor(FOCUS_OUTLINE_COLOR)
            self.setPen(QPen(color, 1.5))
        else:
            self.setPen(QPen(Qt.NoPen))

        radius = 3
        enabled = False

        if self.__isSelected:
            enabled = True
            radius = 7

        if self.__hover:
            radius = 17
            enabled = True

        if enabled and not self.shadow.isEnabled():
            self.shadow.setEnabled(enabled)

        if self.__animationEnabled:
            if self.__blurAnimation.state() == QPropertyAnimation.Running:
                self.__blurAnimation.pause()

            self.__blurAnimation.setStartValue(self.shadow.blurRadius())
            self.__blurAnimation.setEndValue(radius)
            self.__blurAnimation.start()
        else:
            self.shadow.setBlurRadius(radius)

    def __updateBrush(self):
        palette = self.palette
        if self.__isSelected:
            cg = QPalette.Active
        else:
            cg = QPalette.Inactive

        palette.setCurrentColorGroup(cg)
        c1 = palette.color(QPalette.Light)
        c2 = palette.color(QPalette.Button)
        grad = radial_gradient(c2, c1)
        self.setBrush(QBrush(grad))

    # TODO: The selected and focus states should be set using the
    # QStyle flags (State_Selected. State_HasFocus)

    def setSelected(self, selected):
        """
        Set the `selected` state.

        .. note:: The item does not have `QGraphicsItem.ItemIsSelectable` flag.
                  This property is instead controlled by the parent NodeItem.

        """
        self.__isSelected = selected
        self.__updateBrush()

    def setHasFocus(self, focus):
        """
        Set the `has focus` state.

        .. note:: The item does not have `QGraphicsItem.ItemIsFocusable` flag.
                  This property is instead controlled by the parent NodeItem.

        """
        self.__hasFocus = focus
        self.__updateShadowState()

    def __on_finished(self):
        if self.shadow.blurRadius() == 0:
            self.shadow.setEnabled(False)


[docs]class AnchorPoint(QGraphicsObject): """ A anchor indicator on the :class:`NodeAnchorItem`. """ #: Signal emitted when the item's scene position changes. scenePositionChanged = Signal(QPointF) #: Signal emitted when the item's `anchorDirection` changes. anchorDirectionChanged = Signal(QPointF) def __init__(self, *args): super().__init__(*args) self.setFlag(QGraphicsItem.ItemSendsScenePositionChanges, True) self.setFlag(QGraphicsItem.ItemHasNoContents, True) self.__direction = QPointF()
[docs] def anchorScenePos(self): """ Return anchor position in scene coordinates. """ return self.mapToScene(QPointF(0, 0))
[docs] def setAnchorDirection(self, direction): """ Set the preferred direction (QPointF) in item coordinates. """ if self.__direction != direction: self.__direction = direction self.anchorDirectionChanged.emit(direction)
[docs] def anchorDirection(self): """ Return the preferred anchor direction. """ return self.__direction
[docs] def itemChange(self, change, value): if change == QGraphicsItem.ItemScenePositionHasChanged: self.scenePositionChanged.emit(value) return super().itemChange(change, value)
[docs] def boundingRect(self,): return QRectF()
class NodeAnchorItem(GraphicsPathObject): """ The left/right widget input/output anchors. """ def __init__(self, parent, *args): super().__init__(parent, *args) self.setAcceptHoverEvents(True) self.setPen(QPen(Qt.NoPen)) self.normalBrush = QBrush(QColor("#CDD5D9")) self.connectedBrush = QBrush(QColor("#9CACB4")) self.setBrush(self.normalBrush) self.shadow = QGraphicsDropShadowEffect( blurRadius=10, color=QColor(SHADOW_COLOR), offset=QPointF(0, 0) ) self.setGraphicsEffect(self.shadow) self.shadow.setEnabled(False) # Does this item have any anchored links. self.anchored = False if isinstance(parent, NodeItem): self.__parentNodeItem = parent else: self.__parentNodeItem = None self.__anchorPath = QPainterPath() self.__points = [] self.__pointPositions = [] self.__fullStroke = None self.__dottedStroke = None self.__shape = None def parentNodeItem(self): """ Return a parent :class:`NodeItem` or ``None`` if this anchor's parent is not a :class:`NodeItem` instance. """ return self.__parentNodeItem def setAnchorPath(self, path): """ Set the anchor's curve path as a :class:`QPainterPath`. """ self.__anchorPath = path # Create a stroke of the path. stroke_path = QPainterPathStroker() stroke_path.setCapStyle(Qt.RoundCap) # Shape is wider (bigger mouse hit area - should be settable) stroke_path.setWidth(12) self.__shape = stroke_path.createStroke(path) # The full stroke stroke_path.setWidth(3) self.__fullStroke = stroke_path.createStroke(path) # The dotted stroke (when not connected to anything) stroke_path.setDashPattern(Qt.DotLine) self.__dottedStroke = stroke_path.createStroke(path) if self.anchored: self.setPath(self.__fullStroke) self.setBrush(self.connectedBrush) else: self.setPath(self.__dottedStroke) self.setBrush(self.normalBrush) def anchorPath(self): """ Return the anchor path (:class:`QPainterPath`). This is a curve on which the anchor points lie. """ return self.__anchorPath def setAnchored(self, anchored): """ Set the items anchored state. When ``False`` the item draws it self with a dotted stroke. """ self.anchored = anchored if anchored: self.setPath(self.__fullStroke) self.setBrush(self.connectedBrush) else: self.setPath(self.__dottedStroke) self.setBrush(self.normalBrush) def setConnectionHint(self, hint=None): """ Set the connection hint. This can be used to indicate if a connection can be made or not. """ raise NotImplementedError def count(self): """ Return the number of anchor points. """ return len(self.__points) def addAnchor(self, anchor, position=0.5): """ Add a new :class:`AnchorPoint` to this item and return it's index. The `position` specifies where along the `anchorPath` is the new point inserted. """ return self.insertAnchor(self.count(), anchor, position) def insertAnchor(self, index, anchor, position=0.5): """ Insert a new :class:`AnchorPoint` at `index`. See also -------- NodeAnchorItem.addAnchor """ if anchor in self.__points: raise ValueError("%s already added." % anchor) self.__points.insert(index, anchor) self.__pointPositions.insert(index, position) anchor.setParentItem(self) anchor.setPos(self.__anchorPath.pointAtPercent(position)) anchor.destroyed.connect(self.__onAnchorDestroyed) self.__updatePositions() self.setAnchored(bool(self.__points)) return index def removeAnchor(self, anchor): """ Remove and delete the anchor point. """ anchor = self.takeAnchor(anchor) anchor.hide() anchor.setParentItem(None) anchor.deleteLater() def takeAnchor(self, anchor): """ Remove the anchor but don't delete it. """ index = self.__points.index(anchor) del self.__points[index] del self.__pointPositions[index] anchor.destroyed.disconnect(self.__onAnchorDestroyed) self.__updatePositions() self.setAnchored(bool(self.__points)) return anchor def __onAnchorDestroyed(self, anchor): try: index = self.__points.index(anchor) except ValueError: return del self.__points[index] del self.__pointPositions[index] def anchorPoints(self): """ Return a list of anchor points. """ return list(self.__points) def anchorPoint(self, index): """ Return the anchor point at `index`. """ return self.__points[index] def setAnchorPositions(self, positions): """ Set the anchor positions in percentages (0..1) along the path curve. """ if self.__pointPositions != positions: self.__pointPositions = list(positions) self.__updatePositions() def anchorPositions(self): """ Return the positions of anchor points as a list of floats where each float is between 0 and 1 and specifies where along the anchor path does the point lie (0 is at start 1 is at the end). """ return list(self.__pointPositions) def shape(self): if self.__shape is not None: return self.__shape else: return super().shape() def hoverEnterEvent(self, event): self.shadow.setEnabled(True) return super().hoverEnterEvent(event) def hoverLeaveEvent(self, event): self.shadow.setEnabled(False) return super().hoverLeaveEvent(event) def __updatePositions(self): """Update anchor points positions. """ for point, t in zip(self.__points, self.__pointPositions): pos = self.__anchorPath.pointAtPercent(t) point.setPos(pos) class SourceAnchorItem(NodeAnchorItem): """ A source anchor item """ pass class SinkAnchorItem(NodeAnchorItem): """ A sink anchor item. """ pass def standard_icon(standard_pixmap): """ Return return the application style's standard icon for a `QStyle.StandardPixmap`. """ style = QApplication.instance().style() return style.standardIcon(standard_pixmap) class GraphicsIconItem(QGraphicsItem): """ A graphics item displaying an :class:`QIcon`. """ def __init__(self, parent=None, icon=None, iconSize=None, **kwargs): super().__init__(parent, **kwargs) self.setFlag(QGraphicsItem.ItemUsesExtendedStyleOption, True) if icon is None: icon = QIcon() if iconSize is None: style = QApplication.instance().style() size = style.pixelMetric(style.PM_LargeIconSize) iconSize = QSize(size, size) self.__transformationMode = Qt.SmoothTransformation self.__iconSize = QSize(iconSize) self.__icon = QIcon(icon) def setIcon(self, icon): """ Set the icon (:class:`QIcon`). """ if self.__icon != icon: self.__icon = QIcon(icon) self.update() def icon(self): """ Return the icon (:class:`QIcon`). """ return QIcon(self.__icon) def setIconSize(self, size): """ Set the icon (and this item's) size (:class:`QSize`). """ if self.__iconSize != size: self.prepareGeometryChange() self.__iconSize = QSize(size) self.update() def iconSize(self): """ Return the icon size (:class:`QSize`). """ return QSize(self.__iconSize) def setTransformationMode(self, mode): """ Set pixmap transformation mode. (`Qt.SmoothTransformation` or `Qt.FastTransformation`). """ if self.__transformationMode != mode: self.__transformationMode = mode self.update() def transformationMode(self): """ Return the pixmap transformation mode. """ return self.__transformationMode def boundingRect(self): return QRectF(0, 0, self.__iconSize.width(), self.__iconSize.height()) def paint(self, painter, option, widget=None): if not self.__icon.isNull(): if option.state & QStyle.State_Selected: mode = QIcon.Selected elif option.state & QStyle.State_Enabled: mode = QIcon.Normal elif option.state & QStyle.State_Active: mode = QIcon.Active else: mode = QIcon.Disabled w, h = self.__iconSize.width(), self.__iconSize.height() target = QRect(0, 0, w, h) painter.setRenderHint( QPainter.SmoothPixmapTransform, self.__transformationMode == Qt.SmoothTransformation ) self.__icon.paint(painter, target, Qt.AlignCenter, mode) class NameTextItem(QGraphicsTextItem): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.__selected = False self.__palette = None self.__content = "" def paint(self, painter, option, widget=None): if self.__selected: painter.save() painter.setPen(QPen(Qt.NoPen)) painter.setBrush(self.palette().color(QPalette.Highlight)) doc = self.document() margin = doc.documentMargin() painter.translate(margin, margin) offset = min(margin, 2) for line in self._lines(doc): rect = line.naturalTextRect() painter.drawRoundedRect( rect.adjusted(-offset, -offset, offset, offset), 3, 3 ) painter.restore() super().paint(painter, option, widget) def _blocks(self, doc): block = doc.begin() while block != doc.end(): yield block block = block.next() def _lines(self, doc): for block in self._blocks(doc): blocklayout = block.layout() for i in range(blocklayout.lineCount()): yield blocklayout.lineAt(i) def setSelectionState(self, state): if self.__selected != state: self.__selected = state self.__updateDefaultTextColor() self.update() def setPalette(self, palette): if self.__palette != palette: self.__palette = QPalette(palette) self.__updateDefaultTextColor() self.update() def palette(self): if self.__palette is None: scene = self.scene() if scene is not None: return scene.palette() else: return QPalette() else: return QPalette(self.__palette) def __updateDefaultTextColor(self): if self.__selected: role = QPalette.HighlightedText else: role = QPalette.WindowText self.setDefaultTextColor(self.palette().color(role)) def setHtml(self, contents): if contents != self.__content: self.__content = contents super().setHtml(contents)
[docs]class NodeItem(QGraphicsWidget): """ An widget node item in the canvas. """ #: Signal emitted when the scene position of the node has changed. positionChanged = Signal() #: Signal emitted when the geometry of the channel anchors changes. anchorGeometryChanged = Signal() #: Signal emitted when the item has been activated (by a mouse double #: click or a keyboard) activated = Signal() #: The item is under the mouse. hovered = Signal() #: Span of the anchor in degrees ANCHOR_SPAN_ANGLE = 90 #: Z value of the item Z_VALUE = 100 def __init__(self, widget_description=None, parent=None, **kwargs): self.__boundingRect = None super().__init__(parent, **kwargs) self.setFocusPolicy(Qt.ClickFocus) self.setFlag(QGraphicsItem.ItemSendsGeometryChanges, True) self.setFlag(QGraphicsItem.ItemHasNoContents, True) self.setFlag(QGraphicsItem.ItemIsSelectable, True) self.setFlag(QGraphicsItem.ItemIsMovable, True) self.setFlag(QGraphicsItem.ItemIsFocusable, True) # central body shape item self.shapeItem = None # in/output anchor items self.inputAnchorItem = None self.outputAnchorItem = None # title text item self.captionTextItem = None # error, warning, info items self.errorItem = None self.warningItem = None self.infoItem = None # background when selected self.backgroundItem = None self.__title = "" self.__processingState = 0 self.__progress = -1 self.__statusMessage = "" self.__error = None self.__warning = None self.__info = None self.__messages = {} # type: Dict[Any, UserMessage] self.__anchorLayout = None self.__animationEnabled = False self.setZValue(self.Z_VALUE) self.setupGraphics() self.setWidgetDescription(widget_description) @classmethod def from_node(cls, node): """ Create an :class:`NodeItem` instance and initialize it from a :class:`SchemeNode` instance. """ self = cls() self.setWidgetDescription(node.description) # self.setCategoryDescription(node.category) return self @classmethod def from_node_meta(cls, meta_description): """ Create an `NodeItem` instance from a node meta description. """ self = cls() self.setWidgetDescription(meta_description) return self def setupGraphics(self): """ Set up the graphics. """ shape_rect = QRectF(-24, -24, 48, 48) self.shapeItem = NodeBodyItem(self) self.shapeItem.setShapeRect(shape_rect) self.shapeItem.setAnimationEnabled(self.__animationEnabled) # Rect for widget's 'ears'. anchor_rect = QRectF(-31, -31, 62, 62) self.inputAnchorItem = SinkAnchorItem(self) input_path = QPainterPath() start_angle = 180 - self.ANCHOR_SPAN_ANGLE / 2 input_path.arcMoveTo(anchor_rect, start_angle) input_path.arcTo(anchor_rect, start_angle, self.ANCHOR_SPAN_ANGLE) self.inputAnchorItem.setAnchorPath(input_path) self.outputAnchorItem = SourceAnchorItem(self) output_path = QPainterPath() start_angle = self.ANCHOR_SPAN_ANGLE / 2 output_path.arcMoveTo(anchor_rect, start_angle) output_path.arcTo(anchor_rect, start_angle, - self.ANCHOR_SPAN_ANGLE) self.outputAnchorItem.setAnchorPath(output_path) self.inputAnchorItem.hide() self.outputAnchorItem.hide() # Title caption item self.captionTextItem = NameTextItem(self) self.captionTextItem.setPlainText("") self.captionTextItem.setPos(0, 33) def iconItem(standard_pixmap): item = GraphicsIconItem(self, icon=standard_icon(standard_pixmap), iconSize=QSize(16, 16)) item.hide() return item self.errorItem = iconItem(QStyle.SP_MessageBoxCritical) self.warningItem = iconItem(QStyle.SP_MessageBoxWarning) self.infoItem = iconItem(QStyle.SP_MessageBoxInformation) self.backgroundItem = QGraphicsPathItem(self) backgroundrect = QPainterPath() backgroundrect.addRoundedRect(anchor_rect.adjusted(-4, -2, 4, 2), 5, 5, mode=Qt.AbsoluteSize) self.backgroundItem.setPen(QPen(Qt.NoPen)) self.backgroundItem.setBrush(QPalette().brush(QPalette.Highlight)) self.backgroundItem.setOpacity(0.5) self.backgroundItem.setPath(backgroundrect) self.backgroundItem.setZValue(-10) self.backgroundItem.setVisible(self.isSelected()) self.prepareGeometryChange() self.__boundingRect = None # TODO: Remove the set[Widget|Category]Description. The user should # handle setting of icons, title, ...
[docs] def setWidgetDescription(self, desc): """ Set widget description. """ self.widget_description = desc if desc is None: return icon = icon_loader.from_description(desc).get(desc.icon) if icon: self.setIcon(icon) if not self.title(): self.setTitle(desc.name) if desc.inputs: self.inputAnchorItem.show() if desc.outputs: self.outputAnchorItem.show() tooltip = NodeItem_toolTipHelper(self) self.setToolTip(tooltip)
[docs] def setWidgetCategory(self, desc): """ Set the widget category. """ self.category_description = desc if desc and desc.background: background = NAMED_COLORS.get(desc.background, desc.background) color = QColor(background) if color.isValid(): self.setColor(color)
[docs] def setIcon(self, icon): """ Set the node item's icon (:class:`QIcon`). """ if isinstance(icon, QIcon): self.icon_item = GraphicsIconItem(self.shapeItem, icon=icon, iconSize=QSize(36, 36)) self.icon_item.setPos(-18, -18) else: raise TypeError
[docs] def setColor(self, color, selectedColor=None): """ Set the widget color. """ if selectedColor is None: selectedColor = saturated(color, 150) palette = create_palette(color, selectedColor) self.shapeItem.setPalette(palette)
[docs] def setTitle(self, title): """ Set the node title. The title text is displayed at the bottom of the node. """ self.__title = title self.__updateTitleText()
[docs] def title(self): """ Return the node title. """ return self.__title
title_ = Property(str, fget=title, fset=setTitle, doc="Node title text.")
[docs] def setFont(self, font): """ Set the title text font (:class:`QFont`). """ if font != self.font(): self.prepareGeometryChange() self.captionTextItem.setFont(font) self.__updateTitleText()
[docs] def font(self): """ Return the title text font. """ return self.captionTextItem.font()
[docs] def setAnimationEnabled(self, enabled): """ Set the node animation enabled state. """ if self.__animationEnabled != enabled: self.__animationEnabled = enabled self.shapeItem.setAnimationEnabled(enabled)
[docs] def animationEnabled(self): """ Are node animations enabled. """ return self.__animationEnabled
[docs] def setProcessingState(self, state): """ Set the node processing state i.e. the node is processing (is busy) or is idle. """ if self.__processingState != state: self.__processingState = state self.shapeItem.setProcessingState(state) if not state: # Clear the progress meter. self.setProgress(-1) if self.__animationEnabled: self.shapeItem.ping()
[docs] def processingState(self): """ The node processing state. """ return self.__processingState
processingState_ = Property(int, fget=processingState, fset=setProcessingState)
[docs] def setProgress(self, progress): """ Set the node work progress state (number between 0 and 100). """ if progress is None or progress < 0 or not self.__processingState: progress = -1 progress = max(min(progress, 100), -1) if self.__progress != progress: self.__progress = progress self.shapeItem.setProgress(progress) self.__updateTitleText()
[docs] def progress(self): """ Return the node work progress state. """ return self.__progress
progress_ = Property(float, fget=progress, fset=setProgress, doc="Node progress state.")
[docs] def setStatusMessage(self, message): """ Set the node status message text. This text is displayed below the node's title. """ if self.__statusMessage != message: self.__statusMessage = message self.__updateTitleText()
def statusMessage(self): return self.__statusMessage
[docs] def setStateMessage(self, message): """ Set a state message to display over the item. Parameters ---------- message : UserMessage Message to display. `message.severity` is used to determine the icon and `message.contents` is used as a tool tip. """ self.__messages[message.message_id] = message self.__updateMessages()
def setErrorMessage(self, message): if self.__error != message: self.__error = message self.__updateMessages() def setWarningMessage(self, message): if self.__warning != message: self.__warning = message self.__updateMessages() def setInfoMessage(self, message): if self.__info != message: self.__info = message self.__updateMessages()
[docs] def newInputAnchor(self): """ Create and return a new input :class:`AnchorPoint`. """ if not (self.widget_description and self.widget_description.inputs): raise ValueError("Widget has no inputs.") anchor = AnchorPoint() self.inputAnchorItem.addAnchor(anchor, position=1.0) positions = self.inputAnchorItem.anchorPositions() positions = uniform_linear_layout(positions) self.inputAnchorItem.setAnchorPositions(positions) return anchor
[docs] def removeInputAnchor(self, anchor): """ Remove input anchor. """ self.inputAnchorItem.removeAnchor(anchor) positions = self.inputAnchorItem.anchorPositions() positions = uniform_linear_layout(positions) self.inputAnchorItem.setAnchorPositions(positions)
[docs] def newOutputAnchor(self): """ Create and return a new output :class:`AnchorPoint`. """ if not (self.widget_description and self.widget_description.outputs): raise ValueError("Widget has no outputs.") anchor = AnchorPoint(self) self.outputAnchorItem.addAnchor(anchor, position=1.0) positions = self.outputAnchorItem.anchorPositions() positions = uniform_linear_layout(positions) self.outputAnchorItem.setAnchorPositions(positions) return anchor
[docs] def removeOutputAnchor(self, anchor): """ Remove output anchor. """ self.outputAnchorItem.removeAnchor(anchor) positions = self.outputAnchorItem.anchorPositions() positions = uniform_linear_layout(positions) self.outputAnchorItem.setAnchorPositions(positions)
[docs] def inputAnchors(self): """ Return a list of all input anchor points. """ return self.inputAnchorItem.anchorPoints()
[docs] def outputAnchors(self): """ Return a list of all output anchor points. """ return self.outputAnchorItem.anchorPoints()
[docs] def setAnchorRotation(self, angle): """ Set the anchor rotation. """ self.inputAnchorItem.setRotation(angle) self.outputAnchorItem.setRotation(angle) self.anchorGeometryChanged.emit()
[docs] def anchorRotation(self): """ Return the anchor rotation. """ return self.inputAnchorItem.rotation()
[docs] def boundingRect(self): # TODO: Important because of this any time the child # items change geometry the self.prepareGeometryChange() # needs to be called. if self.__boundingRect is None: self.__boundingRect = self.childrenBoundingRect() return self.__boundingRect
[docs] def shape(self): # Shape for mouse hit detection. # TODO: Should this return the union of all child items? return self.shapeItem.shape()
def __updateTitleText(self): """ Update the title text item. """ text = ['<div align="center">%s' % escape(self.title())] status_text = [] progress_included = False if self.__statusMessage: msg = escape(self.__statusMessage) format_fields = dict(parse_format_fields(msg)) if "progress" in format_fields and len(format_fields) == 1: # Insert progress into the status text format string. spec, _ = format_fields["progress"] if spec != None: progress_included = True progress_str = "{0:.0f}%".format(self.progress()) status_text.append(msg.format(progress=progress_str)) else: status_text.append(msg) if self.progress() >= 0 and not progress_included: status_text.append("%i%%" % int(self.progress())) if status_text: text += ["<br/>", '<span style="font-style: italic">', "<br/>".join(status_text), "</span>"] text += ["</div>"] text = "".join(text) # The NodeItems boundingRect could change. self.prepareGeometryChange() self.__boundingRect = None self.captionTextItem.setHtml(text) self.captionTextItem.document().adjustSize() width = self.captionTextItem.textWidth() self.captionTextItem.setPos(-width / 2.0, 33) def __updateMessages(self): """ Update message items (position, visibility and tool tips). """ items = [self.errorItem, self.warningItem, self.infoItem] messages = list(self.__messages.values()) + [ UserMessage(self.__error, UserMessage.Error), UserMessage(self.__warning, UserMessage.Warning), UserMessage(self.__info, UserMessage.Info), ] key = attrgetter("severity") messages = groupby(sorted(messages, key=key, reverse=True), key=key) for (_, message_g), item in zip(messages, items): message = "<br/>".join(m.contents for m in message_g if m.contents) item.setVisible(bool(message)) item.setToolTip(message or "") shown = [item for item in items if item.isVisible()] count = len(shown) if count: spacing = 3 rects = [item.boundingRect() for item in shown] width = sum(rect.width() for rect in rects) width += spacing * max(0, count - 1) height = max(rect.height() for rect in rects) origin = self.shapeItem.boundingRect().top() - spacing - height origin = QPointF(-width / 2, origin) for item, rect in zip(shown, rects): item.setPos(origin) origin = origin + QPointF(rect.width() + spacing, 0)
[docs] def mousePressEvent(self, event): if self.shapeItem.path().contains(event.pos()): return super().mousePressEvent(event) else: event.ignore()
[docs] def mouseDoubleClickEvent(self, event): if self.shapeItem.path().contains(event.pos()): super().mouseDoubleClickEvent(event) QTimer.singleShot(0, self.activated.emit) else: event.ignore()
[docs] def contextMenuEvent(self, event): if self.shapeItem.path().contains(event.pos()): return super().contextMenuEvent(event) else: event.ignore()
[docs] def focusInEvent(self, event): self.shapeItem.setHasFocus(True) return super().focusInEvent(event)
[docs] def focusOutEvent(self, event): self.shapeItem.setHasFocus(False) return super().focusOutEvent(event)
[docs] def changeEvent(self, event): if event.type() == QEvent.PaletteChange: self.__updatePalette() elif event.type() == QEvent.FontChange: self.__updateFont() super().changeEvent(event)
[docs] def itemChange(self, change, value): if change == QGraphicsItem.ItemSelectedChange: self.shapeItem.setSelected(value) self.captionTextItem.setSelectionState(value) self.backgroundItem.setVisible(value) elif change == QGraphicsItem.ItemPositionHasChanged: self.positionChanged.emit() return super().itemChange(change, value)
def __updatePalette(self): self.captionTextItem.setPalette(self.palette()) def __updateFont(self): self.prepareGeometryChange() self.captionTextItem.setFont(self.font()) self.__updateTitleText()
TOOLTIP_TEMPLATE = """\ <html> <head> <style type="text/css"> {style} </style> </head> <body> {tooltip} </body> </html> """ def NodeItem_toolTipHelper(node, links_in=[], links_out=[]): """ A helper function for constructing a standard tooltip for the node in on the canvas. Parameters: =========== node : NodeItem The node item instance. links_in : list of LinkItem instances A list of input links for the node. links_out : list of LinkItem instances A list of output links for the node. """ desc = node.widget_description channel_fmt = "<li>{0}</li>" title_fmt = "<b>{title}</b><hr/>" title = title_fmt.format(title=escape(node.title())) inputs_list_fmt = "Inputs:<ul>{inputs}</ul><hr/>" outputs_list_fmt = "Outputs:<ul>{outputs}</ul>" if desc.inputs: inputs = [channel_fmt.format(inp.name) for inp in desc.inputs] inputs = inputs_list_fmt.format(inputs="".join(inputs)) else: inputs = "No inputs<hr/>" if desc.outputs: outputs = [channel_fmt.format(out.name) for out in desc.outputs] outputs = outputs_list_fmt.format(outputs="".join(outputs)) else: outputs = "No outputs" tooltip = title + inputs + outputs style = "ul { margin-top: 1px; margin-bottom: 1px; }" return TOOLTIP_TEMPLATE.format(style=style, tooltip=tooltip) def parse_format_fields(format_str): formatter = string.Formatter() format_fields = [(field, (spec, conv)) for _, field, spec, conv in formatter.parse(format_str) if field is not None] return format_fields