Source code for silx.gui.plot.Interaction

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"""This module provides an implementation of state machines for interaction.

Sample code of a state machine with two states ('idle' and 'active')
with transitions on left button press/release:

.. code-block:: python

   from silx.gui.plot.Interaction import *

   class SampleStateMachine(StateMachine):

       class Idle(State):
           def onPress(self, x, y, btn):
               if btn == LEFT_BTN:
                   self.goto('active')

       class Active(State):
           def enterState(self):
               print('Enabled')  # Handle enter active state here

           def leaveState(self):
               print('Disabled')  # Handle leave active state here

           def onRelease(self, x, y, btn):
               if btn == LEFT_BTN:
                   self.goto('idle')

   def __init__(self):
       # State machine has 2 states
       states = {
           'idle': SampleStateMachine.Idle,
           'active': SampleStateMachine.Active
       }
       super(TwoStates, self).__init__(states, 'idle')
       # idle is the initial state

   stateMachine = SampleStateMachine()

   # Triggers a transition to the Active state:
   stateMachine.handleEvent('press', 0, 0, LEFT_BTN)

   # Triggers a transition to the Idle state:
   stateMachine.handleEvent('release', 0, 0, LEFT_BTN)

See :class:`ClickOrDrag` for another example of a state machine.

See `Renaud Blanch, Michel Beaudouin-Lafon.
Programming Rich Interactions using the Hierarchical State Machine Toolkit.
In Proceedings of AVI 2006. p 51-58.
<http://iihm.imag.fr/en/publication/BB06a/>`_
for a discussion of using (hierarchical) state machines for interaction.
"""

__authors__ = ["T. Vincent"]
__license__ = "MIT"
__date__ = "18/02/2016"


import weakref


# state machine ###############################################################


[docs] class State(object): """Base class for the states of a state machine. This class is meant to be subclassed. """ def __init__(self, machine): """State instances should be created by the :class:`StateMachine`. They are not intended to be used outside this context. :param machine: The state machine instance this state belongs to. :type machine: StateMachine """ self._machineRef = weakref.ref(machine) # Prevent cyclic reference @property def machine(self): """The state machine this state belongs to. Useful to access data or methods that are shared across states. """ machine = self._machineRef() if machine is not None: return machine else: raise RuntimeError("Associated StateMachine is not valid")
[docs] def goto(self, state, *args, **kwargs): """Performs a transition to a new state. Extra arguments are passed to the :meth:`enterState` method of the new state. :param str state: The name of the state to go to. """ self.machine._goto(state, *args, **kwargs)
[docs] def enterState(self, *args, **kwargs): """Called when the state machine enters this state. Arguments are those provided to the :meth:`goto` method that triggered the transition to this state. """ pass
[docs] def leaveState(self): """Called when the state machine leaves this state (i.e., when :meth:`goto` is called). """ pass
[docs] def validate(self): """Called externally to validate the current interaction in case of a creation. """ pass
[docs] class StateMachine(object): """State machine controller. This is the entry point of a state machine. It is in charge of dispatching received event and handling the current active state. """ def __init__(self, states, initState, *args, **kwargs): """Create a state machine controller with an initial state. Extra arguments are passed to the :meth:`enterState` method of the initState. :param states: All states of the state machine :type states: dict of: {str name: State subclass} :param str initState: Key of the initial state in states """ self.states = states self.state = self.states[initState](self) self.state.enterState(*args, **kwargs) def _goto(self, state, *args, **kwargs): self.state.leaveState() self.state = self.states[state](self) self.state.enterState(*args, **kwargs)
[docs] def handleEvent(self, eventName, *args, **kwargs): """Process an event with the state machine. This method looks up for an event handler in the current state and then in the :class:`StateMachine` instance. Handler are looked up as 'onEventName' method. If a handler is found, it is called with the provided extra arguments, and this method returns the return value of the handler. If no handler is found, this method returns None. :param str eventName: Name of the event to handle :returns: The return value of the handler or None """ handlerName = "on" + eventName[0].upper() + eventName[1:] try: handler = getattr(self.state, handlerName) except AttributeError: try: handler = getattr(self, handlerName) except AttributeError: handler = None if handler is not None: return handler(*args, **kwargs)
[docs] def validate(self): """Called externally to validate the current interaction in case of a creation. """ self.state.validate()
# clickOrDrag ################################################################# LEFT_BTN = "left" """Left mouse button.""" RIGHT_BTN = "right" """Right mouse button.""" MIDDLE_BTN = "middle" """Middle mouse button."""
[docs] class ClickOrDrag(StateMachine): """State machine for left and right click and left drag interaction. It is intended to be used through subclassing by overriding :meth:`click`, :meth:`beginDrag`, :meth:`drag` and :meth:`endDrag`. :param Set[str] clickButtons: Set of buttons that provides click interaction :param Set[str] dragButtons: Set of buttons that provides drag interaction """ DRAG_THRESHOLD_SQUARE_DIST = 5**2
[docs] class Idle(State): def onPress(self, x, y, btn): if btn in self.machine.dragButtons: self.goto("clickOrDrag", x, y, btn) return True elif btn in self.machine.clickButtons: self.goto("click", x, y, btn) return True
[docs] class Click(State):
[docs] def enterState(self, x, y, btn): self.initPos = x, y self.button = btn
def onMove(self, x, y): dx2 = (x - self.initPos[0]) ** 2 dy2 = (y - self.initPos[1]) ** 2 if (dx2 + dy2) >= self.machine.DRAG_THRESHOLD_SQUARE_DIST: self.goto("idle") def onRelease(self, x, y, btn): if btn == self.button: self.machine.click(x, y, btn) self.goto("idle")
[docs] class ClickOrDrag(State):
[docs] def enterState(self, x, y, btn): self.initPos = x, y self.button = btn
def onMove(self, x, y): dx2 = (x - self.initPos[0]) ** 2 dy2 = (y - self.initPos[1]) ** 2 if (dx2 + dy2) >= self.machine.DRAG_THRESHOLD_SQUARE_DIST: self.goto("drag", self.initPos, (x, y), self.button) def onRelease(self, x, y, btn): if btn == self.button: if btn in self.machine.clickButtons: self.machine.click(x, y, btn) self.goto("idle")
[docs] class Drag(State):
[docs] def enterState(self, initPos, curPos, btn): self.initPos = initPos self.button = btn self.machine.beginDrag(*initPos, btn) self.machine.drag(*curPos, btn)
def onMove(self, x, y): self.machine.drag(x, y, self.button) def onRelease(self, x, y, btn): if btn == self.button: self.machine.endDrag(self.initPos, (x, y), btn) self.goto("idle")
def __init__(self, clickButtons=(LEFT_BTN, RIGHT_BTN), dragButtons=(LEFT_BTN,)): states = { "idle": self.Idle, "click": self.Click, "clickOrDrag": self.ClickOrDrag, "drag": self.Drag, } self.__clickButtons = set(clickButtons) self.__dragButtons = set(dragButtons) super(ClickOrDrag, self).__init__(states, "idle") clickButtons = property( lambda self: self.__clickButtons, doc="Buttons with click interaction (Set[int])", ) dragButtons = property( lambda self: self.__dragButtons, doc="Buttons with drag interaction (Set[int])" )
[docs] def click(self, x, y, btn): """Called upon a button supporting click. Override in subclass. :param int x: X mouse position in pixels. :param int y: Y mouse position in pixels. :param str btn: The mouse button which was clicked. """ pass
[docs] def beginDrag(self, x, y, btn): """Called at the beginning of a drag gesture with mouse button pressed. Override in subclass. :param int x: X mouse position in pixels. :param int y: Y mouse position in pixels. :param str btn: The mouse button for which a drag is starting. """ pass
[docs] def drag(self, x, y, btn): """Called on mouse moved during a drag gesture. Override in subclass. :param int x: X mouse position in pixels. :param int y: Y mouse position in pixels. :param str btn: The mouse button for which a drag is in progress. """ pass
[docs] def endDrag(self, startPoint, endPoint, btn): """Called at the end of a drag gesture when the mouse button is released. Override in subclass. :param List[int] startPoint: (x, y) mouse position in pixels at the beginning of the drag. :param List[int] endPoint: (x, y) mouse position in pixels at the end of the drag. :param str btn: The mouse button for which a drag is done. """ pass