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nodz_main.py
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nodz_main.py
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import os
import re
import json
from Qt import QtGui, QtCore, QtWidgets
import nodz_utils as utils
defaultConfigPath = os.path.join(os.path.dirname(os.path.realpath(__file__)), 'default_config.json')
class Nodz(QtWidgets.QGraphicsView):
"""
The main view for the node graph representation.
The node view implements a state pattern to control all the
different user interactions.
"""
signal_NodeCreated = QtCore.Signal(object)
signal_NodeDeleted = QtCore.Signal(object)
signal_NodeEdited = QtCore.Signal(object, object)
signal_NodeSelected = QtCore.Signal(object)
signal_NodeMoved = QtCore.Signal(str, object)
signal_NodeDoubleClicked = QtCore.Signal(str)
signal_AttrCreated = QtCore.Signal(object, object)
signal_AttrDeleted = QtCore.Signal(object, object)
signal_AttrEdited = QtCore.Signal(object, object, object)
signal_PlugConnected = QtCore.Signal(object, object, object, object)
signal_PlugDisconnected = QtCore.Signal(object, object, object, object)
signal_SocketConnected = QtCore.Signal(object, object, object, object)
signal_SocketDisconnected = QtCore.Signal(object, object, object, object)
signal_GraphSaved = QtCore.Signal()
signal_GraphLoaded = QtCore.Signal()
signal_GraphCleared = QtCore.Signal()
signal_GraphEvaluated = QtCore.Signal()
signal_KeyPressed = QtCore.Signal(object)
signal_Dropped = QtCore.Signal()
def __init__(self, parent, configPath=defaultConfigPath):
"""
Initialize the graphics view.
"""
super(Nodz, self).__init__(parent)
# Load nodz configuration.
self.loadConfig(configPath)
# General data.
self.gridVisToggle = True
self.gridSnapToggle = False
self._nodeSnap = False
self.selectedNodes = None
# Connections data.
self.drawingConnection = False
self.currentHoveredNode = None
self.sourceSlot = None
# Display options.
self.currentState = 'DEFAULT'
self.pressedKeys = list()
def wheelEvent(self, event):
"""
Zoom in the view with the mouse wheel.
"""
self.currentState = 'ZOOM_VIEW'
self.setTransformationAnchor(QtWidgets.QGraphicsView.AnchorUnderMouse)
inFactor = 1.15
outFactor = 1 / inFactor
if event.delta() > 0:
zoomFactor = inFactor
else:
zoomFactor = outFactor
self.scale(zoomFactor, zoomFactor)
self.currentState = 'DEFAULT'
def mousePressEvent(self, event):
"""
Initialize tablet zoom, drag canvas and the selection.
"""
# Tablet zoom
if (event.button() == QtCore.Qt.RightButton and
event.modifiers() == QtCore.Qt.AltModifier):
self.currentState = 'ZOOM_VIEW'
self.initMousePos = event.pos()
self.zoomInitialPos = event.pos()
self.initMouse = QtGui.QCursor.pos()
self.setInteractive(False)
# Drag view
elif (event.button() == QtCore.Qt.MiddleButton and
event.modifiers() == QtCore.Qt.AltModifier):
self.currentState = 'DRAG_VIEW'
self.prevPos = event.pos()
self.setCursor(QtCore.Qt.ClosedHandCursor)
self.setInteractive(False)
# Rubber band selection
elif (event.button() == QtCore.Qt.LeftButton and
event.modifiers() == QtCore.Qt.NoModifier and
self.scene().itemAt(self.mapToScene(event.pos()), QtGui.QTransform()) is None):
self.currentState = 'SELECTION'
self._initRubberband(event.pos())
self.setInteractive(False)
# Drag Item
elif (event.button() == QtCore.Qt.LeftButton and
event.modifiers() == QtCore.Qt.NoModifier and
self.scene().itemAt(self.mapToScene(event.pos()), QtGui.QTransform()) is not None):
self.currentState = 'DRAG_ITEM'
self.setInteractive(True)
# Add selection
elif (event.button() == QtCore.Qt.LeftButton and
QtCore.Qt.Key_Shift in self.pressedKeys and
QtCore.Qt.Key_Control in self.pressedKeys):
self.currentState = 'ADD_SELECTION'
self._initRubberband(event.pos())
self.setInteractive(False)
# Subtract selection
elif (event.button() == QtCore.Qt.LeftButton and
event.modifiers() == QtCore.Qt.ControlModifier):
self.currentState = 'SUBTRACT_SELECTION'
self._initRubberband(event.pos())
self.setInteractive(False)
# Toggle selection
elif (event.button() == QtCore.Qt.LeftButton and
event.modifiers() == QtCore.Qt.ShiftModifier):
self.currentState = 'TOGGLE_SELECTION'
self._initRubberband(event.pos())
self.setInteractive(False)
else:
self.currentState = 'DEFAULT'
super(Nodz, self).mousePressEvent(event)
def mouseMoveEvent(self, event):
"""
Update tablet zoom, canvas dragging and selection.
"""
# Zoom.
if self.currentState == 'ZOOM_VIEW':
offset = self.zoomInitialPos.x() - event.pos().x()
if offset > self.previousMouseOffset:
self.previousMouseOffset = offset
self.zoomDirection = -1
self.zoomIncr -= 1
elif offset == self.previousMouseOffset:
self.previousMouseOffset = offset
if self.zoomDirection == -1:
self.zoomDirection = -1
else:
self.zoomDirection = 1
else:
self.previousMouseOffset = offset
self.zoomDirection = 1
self.zoomIncr += 1
if self.zoomDirection == 1:
zoomFactor = 1.03
else:
zoomFactor = 1 / 1.03
# Perform zoom and re-center on initial click position.
pBefore = self.mapToScene(self.initMousePos)
self.setTransformationAnchor(QtWidgets.QGraphicsView.AnchorViewCenter)
self.scale(zoomFactor, zoomFactor)
pAfter = self.mapToScene(self.initMousePos)
diff = pAfter - pBefore
self.setTransformationAnchor(QtWidgets.QGraphicsView.NoAnchor)
self.translate(diff.x(), diff.y())
# Drag canvas.
elif self.currentState == 'DRAG_VIEW':
offset = self.prevPos - event.pos()
self.prevPos = event.pos()
self.verticalScrollBar().setValue(self.verticalScrollBar().value() + offset.y())
self.horizontalScrollBar().setValue(self.horizontalScrollBar().value() + offset.x())
# RuberBand selection.
elif (self.currentState == 'SELECTION' or
self.currentState == 'ADD_SELECTION' or
self.currentState == 'SUBTRACT_SELECTION' or
self.currentState == 'TOGGLE_SELECTION'):
self.rubberband.setGeometry(QtCore.QRect(self.origin, event.pos()).normalized())
super(Nodz, self).mouseMoveEvent(event)
def mouseReleaseEvent(self, event):
"""
Apply tablet zoom, dragging and selection.
"""
# Zoom the View.
if self.currentState == '.ZOOM_VIEW':
self.offset = 0
self.zoomDirection = 0
self.zoomIncr = 0
self.setInteractive(True)
# Drag View.
elif self.currentState == 'DRAG_VIEW':
self.setCursor(QtCore.Qt.ArrowCursor)
self.setInteractive(True)
# Selection.
elif self.currentState == 'SELECTION':
self.rubberband.setGeometry(QtCore.QRect(self.origin,
event.pos()).normalized())
painterPath = self._releaseRubberband()
self.setInteractive(True)
self.scene().setSelectionArea(painterPath)
# Add Selection.
elif self.currentState == 'ADD_SELECTION':
self.rubberband.setGeometry(QtCore.QRect(self.origin,
event.pos()).normalized())
painterPath = self._releaseRubberband()
self.setInteractive(True)
for item in self.scene().items(painterPath):
item.setSelected(True)
# Subtract Selection.
elif self.currentState == 'SUBTRACT_SELECTION':
self.rubberband.setGeometry(QtCore.QRect(self.origin,
event.pos()).normalized())
painterPath = self._releaseRubberband()
self.setInteractive(True)
for item in self.scene().items(painterPath):
item.setSelected(False)
# Toggle Selection
elif self.currentState == 'TOGGLE_SELECTION':
self.rubberband.setGeometry(QtCore.QRect(self.origin,
event.pos()).normalized())
painterPath = self._releaseRubberband()
self.setInteractive(True)
for item in self.scene().items(painterPath):
if item.isSelected():
item.setSelected(False)
else:
item.setSelected(True)
self.currentState = 'DEFAULT'
super(Nodz, self).mouseReleaseEvent(event)
def keyPressEvent(self, event):
"""
Save pressed key and apply shortcuts.
Shortcuts are:
DEL - Delete the selected nodes
F - Focus view on the selection
"""
if event.key() not in self.pressedKeys:
self.pressedKeys.append(event.key())
if event.key() in (QtCore.Qt.Key_Delete, QtCore.Qt.Key_Backspace):
self._deleteSelectedNodes()
if event.key() == QtCore.Qt.Key_F:
self._focus()
if event.key() == QtCore.Qt.Key_S:
self._nodeSnap = True
# Emit signal.
self.signal_KeyPressed.emit(event.key())
def keyReleaseEvent(self, event):
"""
Clear the key from the pressed key list.
"""
if event.key() == QtCore.Qt.Key_S:
self._nodeSnap = False
if event.key() in self.pressedKeys:
self.pressedKeys.remove(event.key())
def _initRubberband(self, position):
"""
Initialize the rubber band at the given position.
"""
self.rubberBandStart = position
self.origin = position
self.rubberband.setGeometry(QtCore.QRect(self.origin, QtCore.QSize()))
self.rubberband.show()
def _releaseRubberband(self):
"""
Hide the rubber band and return the path.
"""
painterPath = QtGui.QPainterPath()
rect = self.mapToScene(self.rubberband.geometry())
painterPath.addPolygon(rect)
self.rubberband.hide()
return painterPath
def _focus(self):
"""
Center on selected nodes or all of them if no active selection.
"""
if self.scene().selectedItems():
itemsArea = self._getSelectionBoundingbox()
self.fitInView(itemsArea, QtCore.Qt.KeepAspectRatio)
else:
itemsArea = self.scene().itemsBoundingRect()
self.fitInView(itemsArea, QtCore.Qt.KeepAspectRatio)
def _getSelectionBoundingbox(self):
"""
Return the bounding box of the selection.
"""
bbx_min = None
bbx_max = None
bby_min = None
bby_max = None
bbw = 0
bbh = 0
for item in self.scene().selectedItems():
pos = item.scenePos()
x = pos.x()
y = pos.y()
w = x + item.boundingRect().width()
h = y + item.boundingRect().height()
# bbx min
if bbx_min is None:
bbx_min = x
elif x < bbx_min:
bbx_min = x
# end if
# bbx max
if bbx_max is None:
bbx_max = w
elif w > bbx_max:
bbx_max = w
# end if
# bby min
if bby_min is None:
bby_min = y
elif y < bby_min:
bby_min = y
# end if
# bby max
if bby_max is None:
bby_max = h
elif h > bby_max:
bby_max = h
# end if
# end if
bbw = bbx_max - bbx_min
bbh = bby_max - bby_min
return QtCore.QRectF(QtCore.QRect(bbx_min, bby_min, bbw, bbh))
def _deleteSelectedNodes(self):
"""
Delete selected nodes.
"""
selected_nodes = list()
for node in self.scene().selectedItems():
selected_nodes.append(node.name)
node._remove()
# Emit signal.
self.signal_NodeDeleted.emit(selected_nodes)
def _returnSelection(self):
"""
Wrapper to return selected items.
"""
selected_nodes = list()
if self.scene().selectedItems():
for node in self.scene().selectedItems():
selected_nodes.append(node.name)
# Emit signal.
self.signal_NodeSelected.emit(selected_nodes)
##################################################################
# API
##################################################################
def loadConfig(self, filePath):
"""
Set a specific configuration for this instance of Nodz.
:type filePath: str.
:param filePath: The path to the config file that you want to
use.
"""
self.config = utils._loadConfig(filePath)
def initialize(self):
"""
Setup the view's behavior.
"""
# Setup view.
config = self.config
self.setRenderHint(QtGui.QPainter.Antialiasing, config['antialiasing'])
self.setRenderHint(QtGui.QPainter.TextAntialiasing, config['antialiasing'])
self.setRenderHint(QtGui.QPainter.HighQualityAntialiasing, config['antialiasing_boost'])
self.setRenderHint(QtGui.QPainter.SmoothPixmapTransform, config['smooth_pixmap'])
self.setRenderHint(QtGui.QPainter.NonCosmeticDefaultPen, True)
self.setViewportUpdateMode(QtWidgets.QGraphicsView.FullViewportUpdate)
self.setTransformationAnchor(QtWidgets.QGraphicsView.AnchorUnderMouse)
self.setHorizontalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOff)
self.setVerticalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOff)
self.rubberband = QtWidgets.QRubberBand(QtWidgets.QRubberBand.Rectangle, self)
# Setup scene.
scene = NodeScene(self)
sceneWidth = config['scene_width']
sceneHeight = config['scene_height']
scene.setSceneRect(0, 0, sceneWidth, sceneHeight)
self.setScene(scene)
# Connect scene node moved signal
scene.signal_NodeMoved.connect(self.signal_NodeMoved)
# Tablet zoom.
self.previousMouseOffset = 0
self.zoomDirection = 0
self.zoomIncr = 0
# Connect signals.
self.scene().selectionChanged.connect(self._returnSelection)
# NODES
def createNode(self, name='default', preset='node_default', position=None, alternate=True):
"""
Create a new node with a given name, position and color.
:type name: str.
:param name: The name of the node. The name has to be unique
as it is used as a key to store the node object.
:type preset: str.
:param preset: The name of graphical preset in the config file.
:type position: QtCore.QPoint.
:param position: The position of the node once created. If None,
it will be created at the center of the scene.
:type alternate: bool.
:param alternate: The attribute color alternate state, if True,
every 2 attribute the color will be slightly
darker.
:return : The created node
"""
# Check for name clashes
if name in self.scene().nodes.keys():
print('A node with the same name already exists : {0}'.format(name))
print('Node creation aborted !')
return
else:
nodeItem = NodeItem(name=name, alternate=alternate, preset=preset,
config=self.config)
# Store node in scene.
self.scene().nodes[name] = nodeItem
if not position:
# Get the center of the view.
position = self.mapToScene(self.viewport().rect().center())
# Set node position.
self.scene().addItem(nodeItem)
nodeItem.setPos(position - nodeItem.nodeCenter)
# Emit signal.
self.signal_NodeCreated.emit(name)
return nodeItem
def deleteNode(self, node):
"""
Delete the specified node from the view.
:type node: class.
:param node: The node instance that you want to delete.
"""
if not node in self.scene().nodes.values():
print('Node object does not exist !')
print('Node deletion aborted !')
return
if node in self.scene().nodes.values():
nodeName = node.name
node._remove()
# Emit signal.
self.signal_NodeDeleted.emit([nodeName])
def editNode(self, node, newName=None):
"""
Rename an existing node.
:type node: class.
:param node: The node instance that you want to delete.
:type newName: str.
:param newName: The new name for the given node.
"""
if not node in self.scene().nodes.values():
print('Node object does not exist !')
print('Node edition aborted !')
return
oldName = node.name
if newName != None:
# Check for name clashes
if newName in self.scene().nodes.keys():
print('A node with the same name already exists : {0}'.format(newName))
print('Node edition aborted !')
return
else:
node.name = newName
# Replace node data.
self.scene().nodes[newName] = self.scene().nodes[oldName]
self.scene().nodes.pop(oldName)
# Store new node name in the connections
if node.sockets:
for socket in node.sockets.values():
for connection in socket.connections:
connection.socketNode = newName
if node.plugs:
for plug in node.plugs.values():
for connection in plug.connections:
connection.plugNode = newName
node.update()
# Emit signal.
self.signal_NodeEdited.emit(oldName, newName)
# ATTRS
def createAttribute(self, node, name='default', index=-1, preset='attr_default', plug=True, socket=True, dataType=None, plugMaxConnections=-1, socketMaxConnections=1):
"""
Create a new attribute with a given name.
:type node: class.
:param node: The node instance that you want to delete.
:type name: str.
:param name: The name of the attribute. The name has to be
unique as it is used as a key to store the node
object.
:type index: int.
:param index: The index of the attribute in the node.
:type preset: str.
:param preset: The name of graphical preset in the config file.
:type plug: bool.
:param plug: Whether or not this attribute can emit connections.
:type socket: bool.
:param socket: Whether or not this attribute can receive
connections.
:type dataType: type.
:param dataType: Type of the data represented by this attribute
in order to highlight attributes of the same
type while performing a connection.
:type plugMaxConnections: int.
:param plugMaxConnections: The maximum connections that the plug can have (-1 for infinite).
:type socketMaxConnections: int.
:param socketMaxConnections: The maximum connections that the socket can have (-1 for infinite).
"""
if not node in self.scene().nodes.values():
print('Node object does not exist !')
print('Attribute creation aborted !')
return
if name in node.attrs:
print('An attribute with the same name already exists : {0}'.format(name))
print('Attribute creation aborted !')
return
node._createAttribute(name=name, index=index, preset=preset, plug=plug, socket=socket, dataType=dataType, plugMaxConnections=plugMaxConnections, socketMaxConnections=socketMaxConnections)
# Emit signal.
self.signal_AttrCreated.emit(node.name, index)
def deleteAttribute(self, node, index):
"""
Delete the specified attribute.
:type node: class.
:param node: The node instance that you want to delete.
:type index: int.
:param index: The index of the attribute in the node.
"""
if not node in self.scene().nodes.values():
print('Node object does not exist !')
print('Attribute deletion aborted !')
return
node._deleteAttribute(index)
# Emit signal.
self.signal_AttrDeleted.emit(node.name, index)
def editAttribute(self, node, index, newName=None, newIndex=None):
"""
Edit the specified attribute.
:type node: class.
:param node: The node instance that you want to delete.
:type index: int.
:param index: The index of the attribute in the node.
:type newName: str.
:param newName: The new name for the given attribute.
:type newIndex: int.
:param newIndex: The index for the given attribute.
"""
if not node in self.scene().nodes.values():
print('Node object does not exist !')
print('Attribute creation aborted !')
return
if newName != None:
if newName in node.attrs:
print('An attribute with the same name already exists : {0}'.format(newName))
print('Attribute edition aborted !')
return
else:
oldName = node.attrs[index]
# Rename in the slot item(s).
if node.attrsData[oldName]['plug']:
node.plugs[oldName].attribute = newName
node.plugs[newName] = node.plugs[oldName]
node.plugs.pop(oldName)
for connection in node.plugs[newName].connections:
connection.plugAttr = newName
if node.attrsData[oldName]['socket']:
node.sockets[oldName].attribute = newName
node.sockets[newName] = node.sockets[oldName]
node.sockets.pop(oldName)
for connection in node.sockets[newName].connections:
connection.socketAttr = newName
# Replace attribute data.
node.attrsData[oldName]['name'] = newName
node.attrsData[newName] = node.attrsData[oldName]
node.attrsData.pop(oldName)
node.attrs[index] = newName
if isinstance(newIndex, int):
attrName = node.attrs[index]
utils._swapListIndices(node.attrs, index, newIndex)
# Refresh connections.
for plug in node.plugs.values():
plug.update()
if plug.connections:
for connection in plug.connections:
if isinstance(connection.source, PlugItem):
connection.source = plug
connection.source_point = plug.center()
else:
connection.target = plug
connection.target_point = plug.center()
if newName:
connection.plugAttr = newName
connection.updatePath()
for socket in node.sockets.values():
socket.update()
if socket.connections:
for connection in socket.connections:
if isinstance(connection.source, SocketItem):
connection.source = socket
connection.source_point = socket.center()
else:
connection.target = socket
connection.target_point = socket.center()
if newName:
connection.socketAttr = newName
connection.updatePath()
self.scene().update()
node.update()
# Emit signal.
if newIndex:
self.signal_AttrEdited.emit(node.name, index, newIndex)
else:
self.signal_AttrEdited.emit(node.name, index, index)
# GRAPH
def saveGraph(self, filePath='path'):
"""
Get all the current graph infos and store them in a .json file
at the given location.
:type filePath: str.
:param filePath: The path where you want to save your graph at.
"""
data = dict()
# Store nodes data.
data['NODES'] = dict()
nodes = self.scene().nodes.keys()
for node in nodes:
nodeInst = self.scene().nodes[node]
preset = nodeInst.nodePreset
nodeAlternate = nodeInst.alternate
data['NODES'][node] = {'preset': preset,
'position': [nodeInst.pos().x(), nodeInst.pos().y()],
'alternate': nodeAlternate,
'attributes': []}
attrs = nodeInst.attrs
for attr in attrs:
attrData = nodeInst.attrsData[attr]
# serialize dataType if needed.
if isinstance(attrData['dataType'], type):
attrData['dataType'] = str(attrData['dataType'])
data['NODES'][node]['attributes'].append(attrData)
# Store connections data.
data['CONNECTIONS'] = self.evaluateGraph()
# Save data.
try:
utils._saveData(filePath=filePath, data=data)
except:
print('Invalid path : {0}'.format(filePath))
print('Save aborted !')
return False
# Emit signal.
self.signal_GraphSaved.emit()
def loadGraph(self, filePath='path'):
"""
Get all the stored info from the .json file at the given location
and recreate the graph as saved.
:type filePath: str.
:param filePath: The path where you want to load your graph from.
"""
# Load data.
if os.path.exists(filePath):
data = utils._loadData(filePath=filePath)
else:
print('Invalid path : {0}'.format(filePath))
print('Load aborted !')
return False
# Apply nodes data.
nodesData = data['NODES']
nodesName = nodesData.keys()
for name in nodesName:
preset = nodesData[name]['preset']
position = nodesData[name]['position']
position = QtCore.QPointF(position[0], position[1])
alternate = nodesData[name]['alternate']
node = self.createNode(name=name,
preset=preset,
position=position,
alternate=alternate)
# Apply attributes data.
attrsData = nodesData[name]['attributes']
for attrData in attrsData:
index = attrsData.index(attrData)
name = attrData['name']
plug = attrData['plug']
socket = attrData['socket']
preset = attrData['preset']
dataType = attrData['dataType']
plugMaxConnections = attrData['plugMaxConnections']
socketMaxConnections = attrData['socketMaxConnections']
# un-serialize data type if needed
if (isinstance(dataType, str) and dataType.find('<') == 0):
dataType = eval(str(dataType.split('\'')[1]))
self.createAttribute(node=node,
name=name,
index=index,
preset=preset,
plug=plug,
socket=socket,
dataType=dataType,
plugMaxConnections=plugMaxConnections,
socketMaxConnections=socketMaxConnections
)
# Apply connections data.
connectionsData = data['CONNECTIONS']
for connection in connectionsData:
source = connection[0]
sourceNode = source.split('.')[0]
sourceAttr = source.split('.')[1]
target = connection[1]
targetNode = target.split('.')[0]
targetAttr = target.split('.')[1]
self.createConnection(sourceNode, sourceAttr,
targetNode, targetAttr)
self.scene().update()
# Emit signal.
self.signal_GraphLoaded.emit()
def createConnection(self, sourceNode, sourceAttr, targetNode, targetAttr):
"""
Create a manual connection.
:type sourceNode: str.
:param sourceNode: Node that emits the connection.
:type sourceAttr: str.
:param sourceAttr: Attribute that emits the connection.
:type targetNode: str.
:param targetNode: Node that receives the connection.
:type targetAttr: str.
:param targetAttr: Attribute that receives the connection.
"""
plug = self.scene().nodes[sourceNode].plugs[sourceAttr]
socket = self.scene().nodes[targetNode].sockets[targetAttr]
connection = ConnectionItem(plug.center(), socket.center(), plug, socket)
connection.plugNode = plug.parentItem().name
connection.plugAttr = plug.attribute
connection.socketNode = socket.parentItem().name
connection.socketAttr = socket.attribute
plug.connect(socket, connection)
socket.connect(plug, connection)
connection.updatePath()
self.scene().addItem(connection)
return connection
def evaluateGraph(self):
"""
Create a list of connection tuples.
[("sourceNode.attribute", "TargetNode.attribute"), ...]
"""
scene = self.scene()
data = list()
for item in scene.items():
if isinstance(item, ConnectionItem):
connection = item
data.append(connection._outputConnectionData())
# Emit Signal
self.signal_GraphEvaluated.emit()
return data
def clearGraph(self):
"""
Clear the graph.
"""
self.scene().clear()
self.scene().nodes = dict()
# Emit signal.
self.signal_GraphCleared.emit()
##################################################################
# END API
##################################################################
class NodeScene(QtWidgets.QGraphicsScene):
"""
The scene displaying all the nodes.
"""
signal_NodeMoved = QtCore.Signal(str, object)
def __init__(self, parent):
"""
Initialize the class.
"""
super(NodeScene, self).__init__(parent)
# General.
self.gridSize = parent.config['grid_size']
# Nodes storage.
self.nodes = dict()
def dragEnterEvent(self, event):
"""
Make the dragging of nodes into the scene possible.
"""
event.setDropAction(QtCore.Qt.MoveAction)
event.accept()
def dragMoveEvent(self, event):