Gaphor Canvas ============= This module contains a new canvas implementation for Gaphor. The basic idea is: - Items (canvas items) should be used as "adapter" for model elements. (not a real adapter since they are stateful). - The canvas determines the tree structure (which items are children of some other item is maintained by the canvas itself). - of course the constraint solver is present. - more modular: e.g. handle support could be swapped in and swapped out. - rendering using Cairo. To do ===== This is it as far as stage 1 is concerned. I have implemented: v a render cycle. v zoom and move functionality (canvas2world). v scroll-bars work. v a set of tools and a ToolChain (to chain them together). v rubberband selection Stage 2: v check the code with pylint for strange things. v line item v placement tool v connection protocol v make update cycle independent from render (expose) event. This is something we might do if the response is getting bad. ? rotating and shearing for Element items. Do we need this? Stage 3: v make double and triple click work. v text edit tool (gtk.Edit in popup window?) Stage n: - Drop-zone tool the idea is that for example you have a Package and when you drag a Class into it it automatically makes the Package its owning element. v undo management How it Works ============ The Canvas class (from canvas.py) acts as a container for Item's (from item.py). The item's parent/child relationships are maintained here (not in the Item!). An Item can have a set of Handle's (also from item.py) which can be used to manipulate the item (although this is not necessary). Each item has it's own coordinate system (a (0, 0) point). Item.matrix is the transformation relative to the parent item of the Item, as defined in the Canvas. The Canvas also contains a constraint Solver (from solver.py) that can be used to solve mathematical dependencies between items (such as Handles that should be aligned). The constraint solver is also a handy tool to keep constraint in the item true (e.g. make sure a box maintains it's rectangular shape). View (from view.py) is used to visualize a canvas. On a View, a Tool (from tool.py) can be assigned, which will handle user input (button presses, key presses, etc.). Painters (from painter.py) are used to do the actual drawing. This way it should be easy do draw to other media than the screen, such as a printer or PDF document. Updating item state ------------------- If an items needs updating, it sets out an update request on the Canvas (Canvas.request_update()). The canvas performs an update by calling: 1. Item.pre_update(context) 2. updating World-to-Item matrices, for fast transformation of coordinates from the world to the items' coordinate system. The w2i matrix is stored on the Item as Item._matrix_w2i. 3. solve constraints 4. normalize items by setting the coordinates of the first handle to (0, 0). 5. updating World-to-Item matrices again, just to be on the save side. 6. Item.post_update(context) The idea is to do as much updating as possible in the (pre_)update() methods, since they are called when the application is not handling user input. The context contains: cairo: a CairoContext, this can be used to calculate the dimensions of text for example NOTE: updating is done from the canvas, items should not update sub-items. After an update, the Item should be ready to be drawn. Drawing ------- Drawing is done by the View. All items marked for redraw (e.i. the items that had been updated) will be drawn in the order in which they reside in the Canvas (first root item, then it's children; second root item, etc.) There used to be a draw_children() method in the view context. This method has been rendered obsolete (mainly to speed up drawing). The view context passed to the Items draw() method has the following properties: view: the view we're drawing to cairo: the CairoContext to draw to selected: True if the item is actually selected in the view focused: True if the item has the focus hovered: True if the mouse pointer if over the item. Only the top-most item is marked as hovered. dropzone: The item is marked as drop zone. This happens then an item is dragged over the item and (if dropped) will become a child of this item. draw_all: True if everything drawable on the item should be drawn (e.g. when calculating the bounding boxes). The View automatically calculates the bounding box for the item, based on the items drawn in the draw(context) function (this is only done once after each Item.update()). The bounding box is in viewport coordinates. The actual drawing is done by Painters (painter.py). A series of Painters have been defined: one for handles, one for items. Tools ----- Behavior is added to the canvas(-view) by tools. Tools can be chained together in order to provide more complex behavior. To mak eit easy a DefaultTool has been defined: a ToolChain instance with the tools added that are listed in the following sections. ToolChain ~~~~~~~~~ The ToolChain does not do anything by itself. It delegates to a set of tools and keeps track of which tool has grabbed the focus. This happens most of the time when the uses presses a mouse button. The tool requests a grab() and all upcoming events (e.g. motion or button release events) are directly sent to the focused tool. HoverTool ~~~~~~~~~ A small and simple tool that does nothing more than making the item under the mouse button the "hovered item". When such an item is drawn, its context.hovered_item flag will be set to True. HandleTool ~~~~~~~~~~ The HandleTool is used to deal with handles. Handles can be dragged around. Clicking on a handle automatically makes the underlaying item the focused item. ItemTool ~~~~~~~~ The item tool takes care of selecting items and dragging items around. TextEditTool ~~~~~~~~~~~~ This is a demo-tool, featuring a text-edit popup. RubberbandTool ~~~~~~~~~~~~~~ The last toolin line is the rubberband tool. It's invoked when the mouse button is pressed on a section of the view where no items or handles are present. It allows the user to select items using a selection box (rubberband). Interaction ----------- Interaction with the canvas view (visual component) is handled by tools. Although the default tools do a fair amount of work, in most cases you'll see that especially the way items connect with each other is not the way you want it. That's okay. HandleTool provides some hooks (connect, disconnect and glue) to implement custom connection behavior (in fact, the default implementation doesn't do any connecting at all!). One of the problems you'll face is what to do when an item is removed from the canvas and there are other items (lines) connected to. This problem can be solved by providing a disconnect handler to the handle instance ones it is connected. A callable object (e.g. function) can be assigned to the handle. It is called at the moment the item it's connected to is removed from the canvas. Undo ==== Gaphas has a simple build-in system for registering changes in it's classes and notifying the application. This code resides in state.py. There is also a "reverter" framework in place. This "framework" is notified when objects change their state and will figure out the reverse operation that has to be applied in order to undo the operation. See state.txt and undo.txt for details and usage examples. Files ===== Canvas independent classes: tree.py: Central tree structure (no more CanvasGroupable) solver.py: A constraint solver (infinite domain, based on diacanvas2's solver) constraint.py: Constraint implementation. geometry.py: Matrix, Rectangle calculations. quadtree.py: A QuadTree spacial index. Used in the View to pick items quickly. Canvas classes: item.py: Canvas item and handle canvas.py: Canvas class view.py: Canvas view (renderer) class tool.py: Base class for Tools (which handle events on the view). Other: examples.py: Simple example classes. Guidelines ---------- Following the Python coding guidelines <http://www.python.org/dev/peps/pep-0008/> indentation should be 4 spaces (no tabs), function and method names should be lowercase_with_underscore(), and files should contain a __version__ property, like this: __version__ = "$Revision$" # $HeadURL$ It should be placed after the module docstring. This inhibits that for each .py file, the svn:keywords property should be set to "Revision HeadURL". This can be done manually: $ svn propset svn:keywords "Revision HeadURL" myfile.py or by configuring your ~/.subversion/config file to use auto-props: [miscellany] # ... enable-auto-props = yes [auto-props] # ... *.py = svn:keywords=Revision HeadURL
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