pyqtgraph/pyqtgraph/dockarea/DockArea.py
Luke Campagnola af59296231 Reorganized directory structure to be more standard
Started new SVG exporter
Merged updates from ACQ4
2012-12-25 00:43:31 -05:00

297 lines
9.9 KiB
Python

# -*- coding: utf-8 -*-
from pyqtgraph.Qt import QtCore, QtGui
from .Container import *
from .DockDrop import *
from .Dock import Dock
import pyqtgraph.debug as debug
import weakref
## TODO:
# - containers should be drop areas, not docks. (but every slot within a container must have its own drop areas?)
# - drop between tabs
# - nest splitters inside tab boxes, etc.
class DockArea(Container, QtGui.QWidget, DockDrop):
def __init__(self, temporary=False, home=None):
Container.__init__(self, self)
QtGui.QWidget.__init__(self)
DockDrop.__init__(self, allowedAreas=['left', 'right', 'top', 'bottom'])
self.layout = QtGui.QVBoxLayout()
self.layout.setContentsMargins(0,0,0,0)
self.layout.setSpacing(0)
self.setLayout(self.layout)
self.docks = weakref.WeakValueDictionary()
self.topContainer = None
self.raiseOverlay()
self.temporary = temporary
self.tempAreas = []
self.home = home
def type(self):
return "top"
def addDock(self, dock, position='bottom', relativeTo=None):
"""Adds a dock to this area.
=========== =================================================================
Arguments:
dock The new Dock object to add.
position 'bottom', 'top', 'left', 'right', 'over', or 'under'
relativeTo If relativeTo is None, then the new Dock is added to fill an
entire edge of the window. If relativeTo is another Dock, then
the new Dock is placed adjacent to it (or in a tabbed
configuration for 'over' and 'under').
=========== =================================================================
"""
## Determine the container to insert this dock into.
## If there is no neighbor, then the container is the top.
if relativeTo is None or relativeTo is self:
if self.topContainer is None:
container = self
neighbor = None
else:
container = self.topContainer
neighbor = None
else:
if isinstance(relativeTo, basestring):
relativeTo = self.docks[relativeTo]
container = self.getContainer(relativeTo)
neighbor = relativeTo
## what container type do we need?
neededContainer = {
'bottom': 'vertical',
'top': 'vertical',
'left': 'horizontal',
'right': 'horizontal',
'above': 'tab',
'below': 'tab'
}[position]
## Can't insert new containers into a tab container; insert outside instead.
if neededContainer != container.type() and container.type() == 'tab':
neighbor = container
container = container.container()
## Decide if the container we have is suitable.
## If not, insert a new container inside.
if neededContainer != container.type():
if neighbor is None:
container = self.addContainer(neededContainer, self.topContainer)
else:
container = self.addContainer(neededContainer, neighbor)
## Insert the new dock before/after its neighbor
insertPos = {
'bottom': 'after',
'top': 'before',
'left': 'before',
'right': 'after',
'above': 'before',
'below': 'after'
}[position]
#print "request insert", dock, insertPos, neighbor
container.insert(dock, insertPos, neighbor)
dock.area = self
self.docks[dock.name()] = dock
def moveDock(self, dock, position, neighbor):
"""
Move an existing Dock to a new location.
"""
old = dock.container()
## Moving to the edge of a tabbed dock causes a drop outside the tab box
if position in ['left', 'right', 'top', 'bottom'] and neighbor is not None and neighbor.container() is not None and neighbor.container().type() == 'tab':
neighbor = neighbor.container()
self.addDock(dock, position, neighbor)
old.apoptose()
def getContainer(self, obj):
if obj is None:
return self
return obj.container()
def makeContainer(self, typ):
if typ == 'vertical':
new = VContainer(self)
elif typ == 'horizontal':
new = HContainer(self)
elif typ == 'tab':
new = TContainer(self)
return new
def addContainer(self, typ, obj):
"""Add a new container around obj"""
new = self.makeContainer(typ)
container = self.getContainer(obj)
container.insert(new, 'before', obj)
#print "Add container:", new, " -> ", container
if obj is not None:
new.insert(obj)
self.raiseOverlay()
return new
def insert(self, new, pos=None, neighbor=None):
if self.topContainer is not None:
self.topContainer.containerChanged(None)
self.layout.addWidget(new)
self.topContainer = new
#print self, "set top:", new
new._container = self
self.raiseOverlay()
#print "Insert top:", new
def count(self):
if self.topContainer is None:
return 0
return 1
#def paintEvent(self, ev):
#self.drawDockOverlay()
def resizeEvent(self, ev):
self.resizeOverlay(self.size())
def addTempArea(self):
if self.home is None:
area = DockArea(temporary=True, home=self)
self.tempAreas.append(area)
win = QtGui.QMainWindow()
win.setCentralWidget(area)
area.win = win
win.show()
else:
area = self.home.addTempArea()
#print "added temp area", area, area.window()
return area
def floatDock(self, dock):
"""Removes *dock* from this DockArea and places it in a new window."""
area = self.addTempArea()
area.win.resize(dock.size())
area.moveDock(dock, 'top', None)
def removeTempArea(self, area):
self.tempAreas.remove(area)
#print "close window", area.window()
area.window().close()
def saveState(self):
"""
Return a serialized (storable) representation of the state of
all Docks in this DockArea."""
state = {'main': self.childState(self.topContainer), 'float': []}
for a in self.tempAreas:
geo = a.win.geometry()
geo = (geo.x(), geo.y(), geo.width(), geo.height())
state['float'].append((a.saveState(), geo))
return state
def childState(self, obj):
if isinstance(obj, Dock):
return ('dock', obj.name(), {})
else:
childs = []
for i in range(obj.count()):
childs.append(self.childState(obj.widget(i)))
return (obj.type(), childs, obj.saveState())
def restoreState(self, state):
"""
Restore Dock configuration as generated by saveState.
Note that this function does not create any Docks--it will only
restore the arrangement of an existing set of Docks.
"""
## 1) make dict of all docks and list of existing containers
containers, docks = self.findAll()
oldTemps = self.tempAreas[:]
#print "found docks:", docks
## 2) create container structure, move docks into new containers
self.buildFromState(state['main'], docks, self)
## 3) create floating areas, populate
for s in state['float']:
a = self.addTempArea()
a.buildFromState(s[0]['main'], docks, a)
a.win.setGeometry(*s[1])
## 4) Add any remaining docks to the bottom
for d in docks.values():
self.moveDock(d, 'below', None)
#print "\nKill old containers:"
## 5) kill old containers
for c in containers:
c.close()
for a in oldTemps:
a.apoptose()
def buildFromState(self, state, docks, root, depth=0):
typ, contents, state = state
pfx = " " * depth
if typ == 'dock':
try:
obj = docks[contents]
del docks[contents]
except KeyError:
raise Exception('Cannot restore dock state; no dock with name "%s"' % contents)
else:
obj = self.makeContainer(typ)
root.insert(obj, 'after')
#print pfx+"Add:", obj, " -> ", root
if typ != 'dock':
for o in contents:
self.buildFromState(o, docks, obj, depth+1)
obj.apoptose(propagate=False)
obj.restoreState(state) ## this has to be done later?
def findAll(self, obj=None, c=None, d=None):
if obj is None:
obj = self.topContainer
## check all temp areas first
if c is None:
c = []
d = {}
for a in self.tempAreas:
c1, d1 = a.findAll()
c.extend(c1)
d.update(d1)
if isinstance(obj, Dock):
d[obj.name()] = obj
elif obj is not None:
c.append(obj)
for i in range(obj.count()):
o2 = obj.widget(i)
c2, d2 = self.findAll(o2)
c.extend(c2)
d.update(d2)
return (c, d)
def apoptose(self):
#print "apoptose area:", self.temporary, self.topContainer, self.topContainer.count()
if self.temporary and self.topContainer.count() == 0:
self.topContainer = None
self.home.removeTempArea(self)
#self.close()