Source code for qtpynodeeditor.node_connection_interaction

import logging
import typing
from typing import Optional, Tuple

from qtpy.QtCore import QPointF

from .exceptions import (ConnectionCycleFailure, ConnectionDataTypeFailure,
                         ConnectionPointFailure, ConnectionPortNotEmptyFailure,
                         ConnectionRequiresPortFailure, ConnectionSelfFailure,
                         NodeConnectionFailure)
from .port import PortType, opposite_port
from .type_converter import TypeConverter

if typing.TYPE_CHECKING:
    from .connection import Connection  # noqa
    from .flow_scene import FlowScene  # noqa
    from .node import Node  # noqa
    from .port import Port  # noqa


logger = logging.getLogger(__name__)


[docs]class NodeConnectionInteraction: def __init__(self, node: 'Node', connection: 'Connection', scene: 'FlowScene'): ''' An interactive connection interaction to complete `connection` with the given node Parameters ---------- node : Node connection : Connection scene : FlowScene ''' self._node = node self._connection = connection self._scene = scene @property def creates_cycle(self): """Would completing the connection introduce a cycle?""" required_port = self.connection_required_port return self.connection_node.has_connection_by_port_type( self._node, required_port)
[docs] def can_connect(self) -> Tuple['Port', Optional[TypeConverter]]: """ Can connect when following conditions are met: 1) Connection 'requires' a port - i.e., is missing either a start node or an end node 2) Connection's vacant end is above the node port in the user interface 3) Node port is vacant 4) Connection does not introduce a cycle in the graph 5) Connection type equals node port type, or there is a registered type conversion that can translate between the two Parameters ---------- Returns ------- port : Port The port to be connected. converter : TypeConverter The data type converter to use. Raises ------ NodeConnectionFailure ConnectionDataTypeFailure If port data types are not compatible """ # 1) Connection requires a port required_port = self.connection_required_port if required_port == PortType.none: raise ConnectionRequiresPortFailure('Connection requires a port') elif required_port not in (PortType.input, PortType.output): raise ValueError(f'Invalid port specified {required_port}') # 1.5) Forbid connecting the node to itself node = self.connection_node if node == self._node: raise ConnectionSelfFailure(f'Cannot connect {node} to itself') # 2) connection point is on top of the node port connection_point = self.connection_end_scene_position(required_port) port = self.node_port_under_scene_point(required_port, connection_point) if not port: raise ConnectionPointFailure( f'Connection point {connection_point} is not on node {node}') # 3) Node port is vacant if not port.can_connect: raise ConnectionPortNotEmptyFailure( f'Port {required_port} {port} cannot connect' ) # 4) Cycle check if self.creates_cycle: raise ConnectionCycleFailure( f'Connecting {self._node} and {node} would introduce a ' f'cycle in the graph' ) # 5) Connection type equals node port type, or there is a registered # type conversion that can translate between the two connection_data_type = self._connection.data_type(opposite_port(required_port)) candidate_node_data_type = port.data_type if connection_data_type.id == candidate_node_data_type.id: return port, None registry = self._scene.registry if required_port == PortType.input: converter = registry.get_type_converter(connection_data_type, candidate_node_data_type) else: converter = registry.get_type_converter(candidate_node_data_type, connection_data_type) if not converter: raise ConnectionDataTypeFailure( f'{connection_data_type} and {candidate_node_data_type} are not compatible' ) return port, converter
[docs] def try_connect(self) -> bool: """ Try to connect the nodes. Steps:: 1) Check conditions from 'can_connect' 1.5) If the connection is possible but a type conversion is needed, add a converter node to the scene, and connect it properly 2) Assign node to required port in Connection 3) Assign Connection to empty port in NodeState 4) Adjust Connection geometry 5) Poke model to initiate data transfer Returns ------- value : bool """ # 1) Check conditions from 'can_connect' try: port, converter = self.can_connect() except NodeConnectionFailure as ex: logger.debug('Cannot connect node', exc_info=ex) logger.info('Cannot connect node: %s', ex) return False # 1.5) If the connection is possible but a type conversion is needed, # assign a convertor to connection if converter: self._connection.type_converter = converter # 2) Assign node to required port in Connection port.add_connection(self._connection) # 3) Assign Connection to empty port in NodeState # The port is not longer required after this function self._connection.connect_to(port) # 4) Adjust Connection geometry self._node.graphics_object.move_connections() # 5) Poke model to intiate data transfer _, out_port = self._connection.ports if out_port: out_port.node.on_data_updated(out_port) return True
[docs] def disconnect(self, port_to_disconnect: PortType): """ 1) Node and Connection should be already connected 2) If so, clear Connection entry in the NodeState 3) Propagate invalid data to IN node 4) Set Connection end to 'requiring a port' Parameters ---------- port_to_disconnect : PortType """ port_index = self._connection.get_port_index(port_to_disconnect) state = self._node.state # clear pointer to Connection in the NodeState state.erase_connection(port_to_disconnect, port_index, self._connection) # Propagate invalid data to IN node self._connection.propagate_empty_data() # clear Connection side self._connection.clear_node(port_to_disconnect) self._connection.required_port = port_to_disconnect self._connection.graphics_object.grabMouse()
@property def connection_required_port(self) -> PortType: """ The required port type to complete the connection Returns ------- value : PortType """ return self._connection.required_port @property def connection_node(self): """The node already specified for the connection""" required_port = self.connection_required_port return self._connection.get_node(opposite_port(required_port))
[docs] def connection_end_scene_position(self, port_type: PortType) -> QPointF: """ Connection end scene position Parameters ---------- port_type : PortType Returns ------- value : QPointF """ go = self._connection.graphics_object geometry = self._connection.geometry end_point = geometry.get_end_point(port_type) return go.mapToScene(end_point)
[docs] def node_port_scene_position(self, port_type: PortType, port_index: int) -> QPointF: """ Node port scene position Parameters ---------- port_type : PortType port_index : int Returns ------- value : QPointF """ port = self._node.state[port_type][port_index] return port.get_mapped_scene_position( self._node.graphics_object.sceneTransform())
[docs] def node_port_under_scene_point(self, port_type: PortType, scene_point: QPointF) -> Optional['Port']: """ Node port under scene point Parameters ---------- port_type : PortType p : QPointF Returns ------- port : Port """ node_geom = self._node.geometry scene_transform = self._node.graphics_object.sceneTransform() return node_geom.check_hit_scene_point(port_type, scene_point, scene_transform)
[docs] def node_port_is_empty(self, port_type: PortType, port_index: int) -> bool: """ Node port is empty Parameters ---------- port_type : PortType port_index : int Returns ------- value : bool """ port = self._node.state[port_type][port_index] return port.can_connect