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def call_good_cb(self):
"""
If good_cb returns True then keep it
:return:
"""
with LiveExecution.lock:
if self.good_cb and not self.good_cb():
self.good_cb = None |
def run_context(self):
"""
Context in which the user can run the source in a custom manner.
If no exceptions occur then the source will move from 'tenuous'
to 'known good'.
>>> with run_context() as (known_good, source, ns):
>>> ... exec source in ns
>>> ... ns['draw']()
"""
with LiveExecution.lock:
if self.edited_source is None:
yield True, self.known_good, self.ns
return
ns_snapshot = copy.copy(self.ns)
try:
yield False, self.edited_source, self.ns
self.known_good = self.edited_source
self.edited_source = None
self.call_good_cb()
return
except Exception as ex:
tb = traceback.format_exc()
self.call_bad_cb(tb)
self.edited_source = None
self.ns.clear()
self.ns.update(ns_snapshot) |
def cohesion(self, d=100):
""" Boids move towards the flock's centre of mass.
The centre of mass is the average position of all boids,
not including itself (the "perceived centre").
"""
vx = vy = vz = 0
for b in self.boids:
if b != self:
vx, vy, vz = vx+b.x, vy+b.y, vz+b.z
n = len(self.boids)-1
vx, vy, vz = vx/n, vy/n, vz/n
return (vx-self.x)/d, (vy-self.y)/d, (vz-self.z)/d |
def separation(self, r=10):
""" Boids keep a small distance from other boids.
Ensures that boids don't collide into each other,
in a smoothly accelerated motion.
"""
vx = vy = vz = 0
for b in self.boids:
if b != self:
if abs(self.x-b.x) < r: vx += (self.x-b.x)
if abs(self.y-b.y) < r: vy += (self.y-b.y)
if abs(self.z-b.z) < r: vz += (self.z-b.z)
return vx, vy, vz |
def alignment(self, d=5):
""" Boids match velocity with other boids.
"""
vx = vy = vz = 0
for b in self.boids:
if b != self:
vx, vy, vz = vx+b.vx, vy+b.vy, vz+b.vz
n = len(self.boids)-1
vx, vy, vz = vx/n, vy/n, vz/n
return (vx-self.vx)/d, (vy-self.vy)/d, (vz-self.vz)/d |
def limit(self, max=30):
""" The speed limit for a boid.
Boids can momentarily go very fast,
something that is impossible for real animals.
"""
if abs(self.vx) > max:
self.vx = self.vx/abs(self.vx)*max
if abs(self.vy) > max:
self.vy = self.vy/abs(self.vy)*max
if abs(self.vz) > max:
self.vz = self.vz/abs(self.vz)*max |
def _angle(self):
""" Returns the angle towards which the boid is steering.
"""
from math import atan, pi, degrees
a = degrees(atan(self.vy/self.vx)) + 360
if self.vx < 0: a += 180
return a |
def goal(self, x, y, z, d=50.0):
""" Tendency towards a particular place.
"""
return (x-self.x)/d, (y-self.y)/d, (z-self.z)/d |
def constrain(self):
""" Cages the flock inside the x, y, w, h area.
The actual cage is a bit larger,
so boids don't seem to bounce of invisible walls
(they are rather "encouraged" to stay in the area).
If a boid touches the ground level,
it may decide to perch there for a while.
"""
dx = self.w * 0.1
dy = self.h * 0.1
for b in self:
if b.x < self.x-dx: b.vx += _ctx.random(dx)
if b.y < self.y-dy: b.vy += _ctx.random(dy)
if b.x > self.x+self.w+dx: b.vx -= _ctx.random(dx)
if b.y > self.y+self.h+dy: b.vy -= _ctx.random(dy)
if b.z < 0: b.vz += 10
if b.z > 100: b.vz -= 10
if b.y > self._perch_y and _ctx.random() < self._perch:
b.y = self._perch_y
b.vy = -abs(b.vy) * 0.2
b.is_perching = True
try:
b._perch_t = self._perch_t()
except:
b._perch_t = self._perch_t |
def update(self,
shuffled=True,
cohesion=100,
separation=10,
alignment=5,
goal=20,
limit=30):
""" Calculates the next motion frame for the flock.
"""
# Shuffling the list of boids ensures fluid movement.
# If you need the boids to retain their position in the list
# each update, set the shuffled parameter to False.
from random import shuffle
if shuffled: shuffle(self)
m1 = 1.0 # cohesion
m2 = 1.0 # separation
m3 = 1.0 # alignment
m4 = 1.0 # goal
# The flock scatters randomly with a Boids.scatter chance.
# This means their cohesion (m1) is reversed,
# and their joint alignment (m3) is dimished,
# causing boids to oscillate in confusion.
# Setting Boids.scatter(chance=0) ensures they never scatter.
if not self.scattered and _ctx.random() < self._scatter:
self.scattered = True
if self.scattered:
m1 = -m1
m3 *= 0.25
self._scatter_i += 1
if self._scatter_i >= self._scatter_t:
self.scattered = False
self._scatter_i = 0
# A flock can have a goal defined with Boids.goal(x,y,z),
# a place of interest to flock around.
if not self.has_goal:
m4 = 0
if self.flee:
m4 = -m4
for b in self:
# A boid that is perching will continue to do so
# until Boid._perch_t reaches zero.
if b.is_perching:
if b._perch_t > 0:
b._perch_t -= 1
continue
else:
b.is_perching = False
vx1, vy1, vz1 = b.cohesion(cohesion)
vx2, vy2, vz2 = b.separation(separation)
vx3, vy3, vz3 = b.alignment(alignment)
vx4, vy4, vz4 = b.goal(self._gx, self._gy, self._gz, goal)
b.vx += m1*vx1 + m2*vx2 + m3*vx3 + m4*vx4
b.vy += m1*vy1 + m2*vy2 + m3*vy3 + m4*vy4
b.vz += m1*vz1 + m2*vz2 + m3*vz3 + m4*vz4
b.limit(limit)
b.x += b.vx
b.y += b.vy
b.z += b.vz
self.constrain() |
def iterscan(self, string, idx=0, context=None):
"""
Yield match, end_idx for each match
"""
match = self.scanner.scanner(string, idx).match
actions = self.actions
lastend = idx
end = len(string)
while True:
m = match()
if m is None:
break
matchbegin, matchend = m.span()
if lastend == matchend:
break
action = actions[m.lastindex]
if action is not None:
rval, next_pos = action(m, context)
if next_pos is not None and next_pos != matchend:
# "fast forward" the scanner
matchend = next_pos
match = self.scanner.scanner(string, matchend).match
yield rval, matchend
lastend = matchend |
def copy(self, graph):
""" Returns a copy of the layout for the given graph.
"""
l = self.__class__(graph, self.n)
l.i = 0
return l |
def create(iterations=1000, distance=1.0, layout=LAYOUT_SPRING, depth=True):
""" Returns a new graph with predefined styling.
"""
#global _ctx
_ctx.colormode(_ctx.RGB)
g = graph(iterations, distance, layout)
# Styles for different types of nodes.
s = style.style
g.styles.append(s(style.LIGHT , _ctx, fill = _ctx.color(0.0, 0.0, 0.0, 0.20)))
g.styles.append(s(style.DARK , _ctx, fill = _ctx.color(0.3, 0.5, 0.7, 0.75)))
g.styles.append(s(style.BACK , _ctx, fill = _ctx.color(0.5, 0.8, 0.0, 0.50)))
g.styles.append(s(style.IMPORTANT, _ctx, fill = _ctx.color(0.3, 0.6, 0.8, 0.75)))
g.styles.append(s(style.HIGHLIGHT, _ctx, stroke = _ctx.color(1.0, 0.0, 0.5), strokewidth=1.5))
g.styles.append(s(style.MARKED , _ctx))
g.styles.append(s(style.ROOT , _ctx, text = _ctx.color(1.0, 0.0, 0.4, 1.00),
stroke = _ctx.color(0.8, 0.8, 0.8, 0.60),
strokewidth = 1.5,
fontsize = 16,
textwidth = 150))
# Important nodes get a double stroke.
def important_node(s, node, alpha=1.0):
style.style(None, _ctx).node(s, node, alpha)
r = node.r * 1.4
_ctx.nofill()
_ctx.oval(node.x-r, node.y-r, r*2, r*2)
# Marked nodes have an inner dot.
def marked_node(s, node, alpha=1.0):
style.style(None, _ctx).node(s, node, alpha)
r = node.r * 0.3
_ctx.fill(s.stroke)
_ctx.oval(node.x-r, node.y-r, r*2, r*2)
g.styles.important.node = important_node
g.styles.marked.node = marked_node
g.styles.depth = depth
# Styling guidelines. All nodes have the default style, except:
# 1) a node directly connected to the root gets the LIGHT style.
# 2) a node with more than 4 edges gets the DARK style.
# 3) a node with a weight of 0.75-1.0 gets the IMPORTANT style.
# 4) the graph.root node gets the ROOT style.
# 5) the node last clicked gets the BACK style.
g.styles.guide.append(style.LIGHT , lambda graph, node: graph.root in node.links)
g.styles.guide.append(style.DARK , lambda graph, node: len(node.links) > 4)
g.styles.guide.append(style.IMPORTANT , lambda graph, node: node.weight > 0.75)
g.styles.guide.append(style.ROOT , lambda graph, node: node == graph.root)
g.styles.guide.append(style.BACK , lambda graph, node: node == graph.events.clicked)
# An additional rule applies every node's weight to its radius.
def balance(graph, node):
node.r = node.r*0.75 + node.r*node.weight*0.75
g.styles.guide.append("balance", balance)
# An additional rule that keeps leaf nodes closely clustered.
def cluster(graph, node):
if len(node.links) == 1:
node.links.edge(node.links[0]).length *= 0.5
g.styles.guide.append("cluster", cluster)
g.styles.guide.order = [
style.LIGHT, style.DARK, style.IMPORTANT, style.ROOT, style.BACK, "balance", "nurse"
]
return g |
def can_reach(self, node, traversable=lambda node, edge: True):
""" Returns True if given node can be reached over traversable edges.
To enforce edge direction, use a node==edge.node1 traversable.
"""
if isinstance(node, str):
node = self.graph[node]
for n in self.graph.nodes:
n._visited = False
return proximity.depth_first_search(self,
visit=lambda n: node == n,
traversable=traversable
) |
def copy(self, empty=False):
""" Create a copy of the graph (by default with nodes and edges).
"""
g = graph(self.layout.n, self.distance, self.layout.type)
g.layout = self.layout.copy(g)
g.styles = self.styles.copy(g)
g.events = self.events.copy(g)
if not empty:
for n in self.nodes:
g.add_node(n.id, n.r, n.style, n.category, n.label, (n == self.root), n.__dict__)
for e in self.edges:
g.add_edge(e.node1.id, e.node2.id, e.weight, e.length, e.label, e.__dict__)
return g |
def clear(self):
""" Remove nodes and edges and reset the layout.
"""
dict.clear(self)
self.nodes = []
self.edges = []
self.root = None
self.layout.i = 0
self.alpha = 0 |
def add_node(self, id, radius=8, style=style.DEFAULT, category="", label=None, root=False,
properties={}):
""" Add node from id and return the node object.
"""
if self.has_key(id):
return self[id]
if not isinstance(style, str) and style.__dict__.has_key["name"]:
style = style.name
n = node(self, id, radius, style, category, label, properties)
self[n.id] = n
self.nodes.append(n)
if root: self.root = n
return n |
def add_edge(self, id1, id2, weight=0.0, length=1.0, label="", properties={}):
""" Add weighted (0.0-1.0) edge between nodes, creating them if necessary.
The weight represents the importance of the connection (not the cost).
"""
if id1 == id2: return None
if not self.has_key(id1): self.add_node(id1)
if not self.has_key(id2): self.add_node(id2)
n1 = self[id1]
n2 = self[id2]
# If a->b already exists, don't re-create it.
# However, b->a may still pass.
if n1 in n2.links:
if n2.links.edge(n1).node1 == n1:
return self.edge(id1, id2)
weight = max(0.0, min(weight, 1.0))
e = edge(n1, n2, weight, length, label, properties)
self.edges.append(e)
n1.links.append(n2, e)
n2.links.append(n1, e)
return e |
def remove_node(self, id):
""" Remove node with given id.
"""
if self.has_key(id):
n = self[id]
self.nodes.remove(n)
del self[id]
# Remove all edges involving id and all links to it.
for e in list(self.edges):
if n in (e.node1, e.node2):
if n in e.node1.links:
e.node1.links.remove(n)
if n in e.node2.links:
e.node2.links.remove(n)
self.edges.remove(e) |
def remove_edge(self, id1, id2):
""" Remove edges between nodes with given id's.
"""
for e in list(self.edges):
if id1 in (e.node1.id, e.node2.id) and \
id2 in (e.node1.id, e.node2.id):
e.node1.links.remove(e.node2)
e.node2.links.remove(e.node1)
self.edges.remove(e) |
def edge(self, id1, id2):
""" Returns the edge between the nodes with given id1 and id2.
"""
if id1 in self and \
id2 in self and \
self[id2] in self[id1].links:
return self[id1].links.edge(id2)
return None |
def update(self, iterations=10):
""" Iterates the graph layout and updates node positions.
"""
# The graph fades in when initially constructed.
self.alpha += 0.05
self.alpha = min(self.alpha, 1.0)
# Iterates over the graph's layout.
# Each step the graph's bounds are recalculated
# and a number of iterations are processed,
# more and more as the layout progresses.
if self.layout.i == 0:
self.layout.prepare()
self.layout.i += 1
elif self.layout.i == 1:
self.layout.iterate()
elif self.layout.i < self.layout.n:
n = min(iterations, self.layout.i / 10 + 1)
for i in range(n):
self.layout.iterate()
# Calculate the absolute center of the graph.
min_, max = self.layout.bounds
self.x = _ctx.WIDTH - max.x*self.d - min_.x*self.d
self.y = _ctx.HEIGHT - max.y*self.d - min_.y*self.d
self.x /= 2
self.y /= 2
return not self.layout.done |
def offset(self, node):
""" Returns the distance from the center to the given node.
"""
x = self.x + node.x - _ctx.WIDTH/2
y = self.y + node.y - _ctx.HEIGHT/2
return x, y |
def draw(self, dx=0, dy=0, weighted=False, directed=False, highlight=[], traffic=None):
""" Layout the graph incrementally.
The graph is drawn at the center of the canvas.
The weighted and directed parameters visualize edge weight and direction.
The highlight specifies list of connected nodes.
The path will be colored according to the "highlight" style.
Clicking and dragging events are monitored.
"""
self.update()
# Draw the graph background.
s = self.styles.default
s.graph_background(s)
# Center the graph on the canvas.
_ctx.push()
_ctx.translate(self.x+dx, self.y+dy)
# Indicate betweenness centrality.
if traffic:
if isinstance(traffic, bool):
traffic = 5
for n in self.nodes_by_betweenness()[:traffic]:
try: s = self.styles[n.style]
except: s = self.styles.default
if s.graph_traffic:
s.graph_traffic(s, n, self.alpha)
# Draw the edges and their labels.
s = self.styles.default
if s.edges:
s.edges(s, self.edges, self.alpha, weighted, directed)
# Draw each node in the graph.
# Apply individual style to each node (or default).
for n in self.nodes:
try: s = self.styles[n.style]
except: s = self.styles.default
if s.node:
s.node(s, n, self.alpha)
# Highlight the given shortest path.
try: s = self.styles.highlight
except: s = self.styles.default
if s.path:
s.path(s, self, highlight)
# Draw node id's as labels on each node.
for n in self.nodes:
try: s = self.styles[n.style]
except: s = self.styles.default
if s.node_label:
s.node_label(s, n, self.alpha)
# Events for clicked and dragged nodes.
# Nodes will resist being dragged by attraction and repulsion,
# put the event listener on top to get more direct feedback.
#self.events.update()
_ctx.pop() |
def prune(self, depth=0):
""" Removes all nodes with less or equal links than depth.
"""
for n in list(self.nodes):
if len(n.links) <= depth:
self.remove_node(n.id) |
def betweenness_centrality(self, normalized=True):
""" Calculates betweenness centrality and returns an node id -> weight dictionary.
Node betweenness weights are updated in the process.
"""
bc = proximity.brandes_betweenness_centrality(self, normalized)
for id, w in bc.iteritems(): self[id]._betweenness = w
return bc |
def eigenvector_centrality(self, normalized=True, reversed=True, rating={},
start=None, iterations=100, tolerance=0.0001):
""" Calculates eigenvector centrality and returns an node id -> weight dictionary.
Node eigenvalue weights are updated in the process.
"""
ec = proximity.eigenvector_centrality(
self, normalized, reversed, rating, start, iterations, tolerance
)
for id, w in ec.iteritems(): self[id]._eigenvalue = w
return ec |
def nodes_by_betweenness(self, treshold=0.0):
""" Returns nodes sorted by betweenness centrality.
Nodes with a lot of passing traffic will be at the front of the list.
"""
nodes = [(n.betweenness, n) for n in self.nodes if n.betweenness > treshold]
nodes.sort(); nodes.reverse()
return [n for w, n in nodes] |
def nodes_by_eigenvalue(self, treshold=0.0):
""" Returns nodes sorted by eigenvector centrality.
Nodes with a lot of incoming traffic will be at the front of the list
"""
nodes = [(n.eigenvalue, n) for n in self.nodes if n.eigenvalue > treshold]
nodes.sort(); nodes.reverse()
return [n for w, n in nodes] |
def nodes_by_category(self, category):
""" Returns nodes with the given category attribute.
"""
return [n for n in self.nodes if n.category == category] |
def crown(self, depth=2):
""" Returns a list of leaves, nodes connected to leaves, etc.
"""
nodes = []
for node in self.leaves: nodes += node.flatten(depth-1)
return cluster.unique(nodes) |
def _density(self):
""" The number of edges in relation to the total number of possible edges.
"""
return 2.0*len(self.edges) / (len(self.nodes) * (len(self.nodes)-1)) |
def load(self, id):
""" Rebuilds the graph around the given node id.
"""
self.clear()
# Root node.
self.add_node(id, root=True)
# Directly connected nodes have priority.
for w, id2 in self.get_links(id):
self.add_edge(id, id2, weight=w)
if len(self) > self.max:
break
# Now get all the other nodes in the cluster.
for w, id2, links in self.get_cluster(id):
for id3 in links:
self.add_edge(id3, id2, weight=w)
self.add_edge(id, id3, weight=w)
#if len(links) == 0:
# self.add_edge(id, id2)
if len(self) > self.max:
break
# Provide a backlink to the previous root.
if self.event.clicked:
g.add_node(self.event.clicked) |
def click(self, node):
""" Callback from graph.events when a node is clicked.
"""
if not self.has_node(node.id): return
if node == self.root: return
self._dx, self._dy = self.offset(node)
self.previous = self.root.id
self.load(node.id) |
def bezier_arc(x1, y1, x2, y2, start_angle=0, extent=90):
""" Compute a cubic Bezier approximation of an elliptical arc.
(x1, y1) and (x2, y2) are the corners of the enclosing rectangle.
The coordinate system has coordinates that increase to the right and down.
Angles, measured in degress, start with 0 to the right (the positive X axis)
and increase counter-clockwise.
The arc extends from start_angle to start_angle+extent.
I.e. start_angle=0 and extent=180 yields an openside-down semi-circle.
The resulting coordinates are of the form (x1,y1, x2,y2, x3,y3, x4,y4)
such that the curve goes from (x1, y1) to (x4, y4) with (x2, y2) and
(x3, y3) as their respective Bezier control points.
"""
x1,y1, x2,y2 = min(x1,x2), max(y1,y2), max(x1,x2), min(y1,y2)
if abs(extent) <= 90:
frag_angle = float(extent)
nfrag = 1
else:
nfrag = int(ceil(abs(extent)/90.))
if nfrag == 0:
warnings.warn('Invalid value for extent: %r' % extent)
return []
frag_angle = float(extent) / nfrag
x_cen = (x1+x2)/2.
y_cen = (y1+y2)/2.
rx = (x2-x1)/2.
ry = (y2-y1)/2.
half_angle = radians(frag_angle) / 2
kappa = abs(4. / 3. * (1. - cos(half_angle)) / sin(half_angle))
if frag_angle < 0:
sign = -1
else:
sign = 1
point_list = []
for i in range(nfrag):
theta0 = radians(start_angle + i*frag_angle)
theta1 = radians(start_angle + (i+1)*frag_angle)
c0 = cos(theta0)
c1 = cos(theta1)
s0 = sin(theta0)
s1 = sin(theta1)
if frag_angle > 0:
signed_kappa = -kappa
else:
signed_kappa = kappa
point_list.append((x_cen + rx * c0,
y_cen - ry * s0,
x_cen + rx * (c0 + signed_kappa * s0),
y_cen - ry * (s0 - signed_kappa * c0),
x_cen + rx * (c1 - signed_kappa * s1),
y_cen - ry * (s1 + signed_kappa * c1),
x_cen + rx * c1,
y_cen - ry * s1))
return point_list |
def angle(x1, y1, x2, y2):
""" The angle in degrees between two vectors.
"""
sign = 1.0
usign = (x1*y2 - y1*x2)
if usign < 0:
sign = -1.0
num = x1*x2 + y1*y2
den = hypot(x1,y1) * hypot(x2,y2)
ratio = min(max(num/den, -1.0), 1.0)
return sign * degrees(acos(ratio)) |
def transform_from_local(xp, yp, cphi, sphi, mx, my):
""" Transform from the local frame to absolute space.
"""
x = xp * cphi - yp * sphi + mx
y = xp * sphi + yp * cphi + my
return (x,y) |
def elliptical_arc_to(x1, y1, rx, ry, phi, large_arc_flag, sweep_flag, x2, y2):
""" An elliptical arc approximated with Bezier curves or a line segment.
Algorithm taken from the SVG 1.1 Implementation Notes:
http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
"""
# Basic normalization.
rx = abs(rx)
ry = abs(ry)
phi = phi % 360
# Check for certain special cases.
if x1==x2 and y1==y2:
# Omit the arc.
# x1 and y1 can obviously remain the same for the next segment.
return []
if rx == 0 or ry == 0:
# Line segment.
return [(x2,y2)]
rphi = radians(phi)
cphi = cos(rphi)
sphi = sin(rphi)
# Step 1: Rotate to the local coordinates.
dx = 0.5*(x1 - x2)
dy = 0.5*(y1 - y2)
x1p = cphi * dx + sphi * dy
y1p = -sphi * dx + cphi * dy
# Ensure that rx and ry are large enough to have a unique solution.
lam = (x1p/rx)**2 + (y1p/ry)**2
if lam > 1.0:
scale = sqrt(lam)
rx *= scale
ry *= scale
# Step 2: Solve for the center in the local coordinates.
num = max((rx*ry)**2 - (rx*y1p)**2 - (ry*x1p)**2, 0.0)
den = ((rx*y1p)**2 + (ry*x1p)**2)
a = sqrt(num / den)
cxp = a * rx*y1p/ry
cyp = -a * ry*x1p/rx
if large_arc_flag == sweep_flag:
cxp = -cxp
cyp = -cyp
# Step 3: Transform back.
mx = 0.5*(x1+x2)
my = 0.5*(y1+y2)
# Step 4: Compute the start angle and the angular extent of the arc.
# Note that theta1 is local to the phi-rotated coordinate space.
dx = (x1p-cxp) / rx
dy = (y1p-cyp) / ry
dx2 = (-x1p-cxp) / rx
dy2 = (-y1p-cyp) / ry
theta1 = angle(1,0,dx,dy)
dtheta = angle(dx,dy,dx2,dy2)
if not sweep_flag and dtheta > 0:
dtheta -= 360
elif sweep_flag and dtheta < 0:
dtheta += 360
# Step 5: Break it apart into Bezier arcs.
p = []
control_points = bezier_arc(cxp-rx,cyp-ry,cxp+rx,cyp+ry, theta1, dtheta)
for x1p,y1p, x2p,y2p, x3p,y3p, x4p,y4p in control_points:
# Transform them back to asbolute space.
p.append((
transform_from_local(x2p,y2p,cphi,sphi,mx,my) +
transform_from_local(x3p,y3p,cphi,sphi,mx,my) +
transform_from_local(x4p,y4p,cphi,sphi,mx,my)
))
return p |
def _create_view(self, name="shoebot-output"):
""" Create the gtk.TextView used for shell output """
view = Gtk.TextView()
view.set_editable(False)
fontdesc = Pango.FontDescription("Monospace")
view.modify_font(fontdesc)
view.set_name(name)
buff = view.get_buffer()
buff.create_tag('error', foreground='red')
return view |
def set_bot(self, bot):
''' Bot must be set before running '''
self.bot = bot
self.sink.set_bot(bot) |
def settings(self, **kwargs):
'''
Pass a load of settings into the canvas
'''
for k, v in kwargs.items():
setattr(self, k, v) |
def size_or_default(self):
'''
If size is not set, otherwise set size to DEFAULT_SIZE
and return it.
This means, only the first call to size() is valid.
'''
if not self.size:
self.size = self.DEFAULT_SIZE
return self.size |
def set_size(self, size):
'''
Size is only set the first time it is called
Size that is set is returned
'''
if self.size is None:
self.size = size
return size
else:
return self.size |
def snapshot(self, target, defer=True, file_number=None):
'''
Ask the drawqueue to output to target.
target can be anything supported by the combination
of canvas implementation and drawqueue implmentation.
If target is not supported then an exception is thrown.
'''
output_func = self.output_closure(target, file_number)
if defer:
self._drawqueue.append(output_func)
else:
self._drawqueue.append_immediate(output_func) |
def flush(self, frame):
'''
Passes the drawqueue to the sink for rendering
'''
self.sink.render(self.size_or_default(), frame, self._drawqueue)
self.reset_drawqueue() |
def overlap(self, x1, y1, x2, y2, r=5):
""" Returns True when point 1 and point 2 overlap.
There is an r treshold in which point 1 and point 2
are considered to overlap.
"""
if abs(x2-x1) < r and abs(y2-y1) < r:
return True
else:
return False |
def reflect(self, x0, y0, x, y):
""" Reflects the point x, y through origin x0, y0.
"""
rx = x0 - (x-x0)
ry = y0 - (y-y0)
return rx, ry |
def angle(self, x0, y0, x1, y1):
""" Calculates the angle between two points.
"""
a = degrees( atan((y1-y0) / (x1-x0+0.00001)) ) + 360
if x1-x0 < 0: a += 180
return a |
def coordinates(self, x0, y0, distance, angle):
""" Calculates the coordinates of a point from the origin.
"""
x = x0 + cos(radians(angle)) * distance
y = y0 + sin(radians(angle)) * distance
return Point(x, y) |
def contains_point(self, x, y, d=2):
""" Returns true when x, y is on the path stroke outline.
"""
if self.path != None and len(self.path) > 1 \
and self.path.contains(x, y):
# If all points around the mouse are also part of the path,
# this means we are somewhere INSIDE the path.
# Only points near the edge (i.e. on the outline stroke)
# should propagate.
if not self.path.contains(x+d, y) \
or not self.path.contains(x, y+d) \
or not self.path.contains(x-d, y) \
or not self.path.contains(x, y-d) \
or not self.path.contains(x+d, y+d) \
or not self.path.contains(x-d, y-d) \
or not self.path.contains(x+d, y-d) \
or not self.path.contains(x-d, y+d):
return True
return False |
def insert_point(self, x, y):
""" Inserts a point on the path at the mouse location.
We first need to check if the mouse location is on the path.
Inserting point is time intensive and experimental.
"""
try:
bezier = _ctx.ximport("bezier")
except:
from nodebox.graphics import bezier
# Do a number of checks distributed along the path.
# Keep the one closest to the actual mouse location.
# Ten checks works fast but leads to imprecision in sharp corners
# and curves closely located next to each other.
# I prefer the slower but more stable approach.
n = 100
closest = None
dx0 = float("inf")
dy0 = float("inf")
for i in range(n):
t = float(i)/n
pt = self.path.point(t)
dx = abs(pt.x-x)
dy = abs(pt.y-y)
if dx+dy <= dx0+dy0:
dx0 = dx
dy0 = dy
closest = t
# Next, scan the area around the approximation.
# If the closest point is located at 0.2 on the path,
# we need to scan between 0.1 and 0.3 for a better
# approximation. If 1.5 was the best guess, scan
# 1.40, 1.41 ... 1.59 and so on.
# Each decimal precision takes 20 iterations.
decimals = [3,4]
for d in decimals:
d = 1.0/pow(10,d)
for i in range(20):
t = closest-d + float(i)*d*0.1
if t < 0.0: t = 1.0+t
if t > 1.0: t = t-1.0
pt = self.path.point(t)
dx = abs(pt.x-x)
dy = abs(pt.y-y)
if dx <= dx0 and dy <= dy0:
dx0 = dx
dy0 = dy
closest_precise = t
closest = closest_precise
# Update the points list with the inserted point.
p = bezier.insert_point(self.path, closest_precise)
i, t, pt = bezier._locate(self.path, closest_precise)
i += 1
pt = PathElement()
pt.cmd = p[i].cmd
pt.x = p[i].x
pt.y = p[i].y
pt.ctrl1 = Point(p[i].ctrl1.x, p[i].ctrl1.y)
pt.ctrl2 = Point(p[i].ctrl2.x, p[i].ctrl2.y)
pt.freehand = False
self._points.insert(i, pt)
self._points[i-1].ctrl1 = Point(p[i-1].ctrl1.x, p[i-1].ctrl1.y)
self._points[i+1].ctrl1 = Point(p[i+1].ctrl1.x, p[i+1].ctrl1.y)
self._points[i+1].ctrl2 = Point(p[i+1].ctrl2.x, p[i+1].ctrl2.y) |
def update(self):
""" Update runs each frame to check for mouse interaction.
Alters the path by allowing the user to add new points,
drag point handles and move their location.
Updates are automatically stored as SVG
in the given filename.
"""
x, y = mouse()
if self.show_grid:
x, y = self.grid.snap(x, y)
if _ctx._ns["mousedown"] \
and not self.freehand:
self._dirty = True
# Handle buttons first.
# When pressing down on a button, all other action halts.
# Buttons appear near a point being edited.
# Once clicked, actions are resolved.
if self.edit != None \
and not self.drag_point \
and not self.drag_handle1 \
and not self.drag_handle2:
pt = self._points[self.edit]
dx = pt.x+self.btn_x
dy = pt.y+self.btn_y
# The delete button
if self.overlap(dx, dy, x, y, r=self.btn_r):
self.delete = self.edit
return
# The moveto button,
# active on the last point in the path.
dx += self.btn_r*2 + 2
if self.edit == len(self._points) -1 and \
self.overlap(dx, dy, x, y, r=self.btn_r):
self.moveto = self.edit
return
if self.insert:
self.inserting = True
return
# When not dragging a point or the handle of a point,
# i.e. the mousebutton was released and then pressed again,
# check to see if a point on the path is pressed.
# When this point is not the last new point,
# enter edit mode.
if not self.drag_point and \
not self.drag_handle1 and \
not self.drag_handle2:
self.editing = False
indices = range(len(self._points))
indices.reverse()
for i in indices:
pt = self._points[i]
if pt != self.new \
and self.overlap(x, y, pt.x, pt.y) \
and self.new == None:
# Don't select a point if in fact
# it is at the same location of the first handle
# of the point we are currently editing.
if self.edit == i+1 \
and self.overlap(self._points[i+1].ctrl1.x,
self._points[i+1].ctrl1.y, x, y):
continue
else:
self.edit = i
self.editing = True
break
# When the mouse button is down,
# edit mode continues as long as
# a point or handle is dragged.
# Else, stop editing and switch to add-mode
# (the user is clicking somewhere on the canvas).
if not self.editing:
if self.edit != None:
pt = self._points[self.edit]
if self.overlap(pt.ctrl1.x, pt.ctrl1.y, x, y) or \
self.overlap(pt.ctrl2.x, pt.ctrl2.y, x, y):
self.editing = True
else:
self.edit = None
# When not in edit mode, there are two options.
# Either no new point is defined and the user is
# clicking somewhere on the canvas (add a new point)
# or the user is dragging the handle of the new point.
# Adding a new point is a fluid click-to-locate and
# drag-to-curve action.
if self.edit == None:
if self.new == None:
# A special case is when the used clicked
# the moveto button on the last point in the path.
# This indicates a gap (i.e. MOVETO) in the path.
self.new = PathElement()
if self.moveto == True \
or len(self._points) == 0:
cmd = MOVETO
self.moveto = None
self.last_moveto = self.new
else:
cmd = CURVETO
self.new.cmd = cmd
self.new.x = x
self.new.y = y
self.new.ctrl1 = Point(x, y)
self.new.ctrl2 = Point(x, y)
self.new.freehand = False
# Don't forget to map the point's ctrl1 handle
# to the ctrl2 handle of the previous point.
# This makes for smooth, continuous paths.
if len(self._points) > 0:
prev = self._points[-1]
rx, ry = self.reflect(prev.x, prev.y, prev.ctrl2.x, prev.ctrl2.y)
self.new.ctrl1 = Point(rx, ry)
self._points.append(self.new)
else:
# Illustrator-like behavior:
# when the handle is dragged downwards,
# the path bulges upwards.
rx, ry = self.reflect(self.new.x, self.new.y, x, y)
self.new.ctrl2 = Point(rx, ry)
# Edit mode
elif self.new == None:
pt = self._points[self.edit]
# The user is pressing the mouse on a point,
# enter drag-point mode.
if self.overlap(pt.x, pt.y, x, y) \
and not self.drag_handle1 \
and not self.drag_handle2 \
and not self.new != None:
self.drag_point = True
self.drag_handle1 = False
self.drag_handle2 = False
# The user is pressing the mouse on a point's handle,
# enter drag-handle mode.
if self.overlap(pt.ctrl1.x, pt.ctrl1.y, x, y) \
and pt.cmd == CURVETO \
and not self.drag_point \
and not self.drag_handle2:
self.drag_point = False
self.drag_handle1 = True
self.drag_handle2 = False
if self.overlap(pt.ctrl2.x, pt.ctrl2.y, x, y) \
and pt.cmd == CURVETO \
and not self.drag_point \
and not self.drag_handle1:
self.drag_point = False
self.drag_handle1 = False
self.drag_handle2 = True
# In drag-point mode,
# the point is located at the mouse coordinates.
# The handles move relatively to the new location
# (e.g. they are retained, the path does not distort).
# Modify the ctrl1 handle of the next point as well.
if self.drag_point == True:
dx = x - pt.x
dy = y - pt.y
pt.x = x
pt.y = y
pt.ctrl2.x += dx
pt.ctrl2.y += dy
if self.edit < len(self._points)-1:
rx, ry = self.reflect(pt.x, pt.y, x, y)
next = self._points[self.edit+1]
next.ctrl1.x += dx
next.ctrl1.y += dy
# In drag-handle mode,
# set the path's handle to the mouse location.
# Rotate the handle of the next or previous point
# to keep paths smooth - unless the user is pressing "x".
if self.drag_handle1 == True:
pt.ctrl1 = Point(x, y)
if self.edit > 0 \
and self.last_key != "x":
prev = self._points[self.edit-1]
d = self.distance(prev.x, prev.y, prev.ctrl2.x, prev.ctrl2.y)
a = self.angle(prev.x, prev.y, pt.ctrl1.x, pt.ctrl1.y)
prev.ctrl2 = self.coordinates(prev.x, prev.y, d, a+180)
if self.drag_handle2 == True:
pt.ctrl2 = Point(x, y)
if self.edit < len(self._points)-1 \
and self.last_key != "x":
next = self._points[self.edit+1]
d = self.distance(pt.x, pt.y, next.ctrl1.x, next.ctrl1.y)
a = self.angle(pt.x, pt.y, pt.ctrl2.x, pt.ctrl2.y)
next.ctrl1 = self.coordinates(pt.x, pt.y, d, a+180)
elif not self.freehand:
# The mouse button is released
# so we are not dragging anything around.
self.new = None
self.drag_point = False
self.drag_handle1 = False
self.drag_handle2 = False
# The delete button for a point was clicked.
if self.delete != None and len(self._points) > 0:
i = self.delete
cmd = self._points[i].cmd
del self._points[i]
if 0 < i < len(self._points):
prev = self._points[i-1]
rx, ry = self.reflect(prev.x, prev.y, prev.ctrl2.x, prev.ctrl2.y)
self._points[i].ctrl1 = Point(rx, ry)
# Also delete all the freehand points
# prior to this point.
start_i = i
while i > 1:
i -= 1
pt = self._points[i]
if pt.freehand:
del self._points[i]
elif i < start_i-1 and pt.freehand == False:
if pt.cmd == MOVETO:
del self._points[i]
break
# When you delete a MOVETO point,
# the last moveto (the one where the dashed line points to)
# needs to be updated.
if len(self._points) > 0 \
and (cmd == MOVETO or i == 0):
self.last_moveto = self._points[0]
for pt in self._points:
if pt.cmd == MOVETO:
self.last_moveto = pt
self.delete = None
self.edit = None
# The moveto button for the last point
# in the path was clicked.
elif isinstance(self.moveto, int):
self.moveto = True
self.edit = None
# We are not editing a node and
# the mouse is hovering over the path outline stroke:
# it is possible to insert a point here.
elif self.edit == None \
and self.contains_point(x, y, d=2):
self.insert = True
else:
self.insert = False
# Commit insert of new point.
if self.inserting \
and self.contains_point(x, y, d=2):
self.insert_point(x, y)
self.insert = False
self.inserting = False
# No modifications are being made right now
# and the SVG file needs to be updated.
if self._dirty == True:
self.export_svg()
self._dirty = False
# Keyboard interaction.
if _ctx._ns["keydown"]:
self.last_key = _ctx._ns["key"]
self.last_keycode = _ctx._ns["keycode"]
if not _ctx._ns["keydown"] and self.last_key != None:
# If the TAB-key is pressed,
# switch the magnetic grid either on or off.
if self.last_keycode == KEY_TAB:
self.show_grid = not self.show_grid
# When "f" is pressed, switch freehand mode.
if self.last_key == "f":
self.edit = None
self.freehand = not self.freehand
if self.freehand:
self.msg = "freehand"
else:
self.msg = "curves"
# When ESC is pressed exit edit mode.
if self.last_keycode == KEY_ESC:
self.edit = None
# When BACKSPACE is pressed, delete current point.
if self.last_keycode == _ctx.KEY_BACKSPACE \
and self.edit != None:
self.delete = self.edit
self.last_key = None
self.last_code = None
# Using the keypad you can scroll the screen.
if _ctx._ns["keydown"]:
dx = 0
dy = 0
keycode = _ctx._ns["keycode"]
if keycode == _ctx.KEY_LEFT:
dx = -10
elif keycode == _ctx.KEY_RIGHT:
dx = 10
if keycode == _ctx.KEY_UP:
dy = -10
elif keycode == _ctx.KEY_DOWN:
dy = 10
if dx != 0 or dy != 0:
for pt in self._points:
pt.x += dx
pt.y += dy
pt.ctrl1.x += dx
pt.ctrl1.y += dy
pt.ctrl2.x += dx
pt.ctrl2.y += dy |
def draw(self):
""" Draws the editable path and interface elements.
"""
# Enable interaction.
self.update()
x, y = mouse()
# Snap to grid when enabled.
# The grid is enabled with the TAB key.
if self.show_grid:
self.grid.draw()
x, y = self.grid.snap(x, y)
_ctx.strokewidth(self.strokewidth)
if self.freehand:
self.draw_freehand()
r = 4
_ctx.nofill()
if len(self._points) > 0:
first = True
for i in range(len(self._points)):
# Construct the path.
pt = self._points[i]
if first:
_ctx.beginpath(pt.x, pt.y)
first = False
else:
if pt.cmd == CLOSE:
_ctx.closepath()
elif pt.cmd == MOVETO:
_ctx.moveto(pt.x, pt.y)
elif pt.cmd == LINETO:
_ctx.lineto(pt.x, pt.y)
elif pt.cmd == CURVETO:
_ctx.curveto(pt.ctrl1.x, pt.ctrl1.y,
pt.ctrl2.x, pt.ctrl2.y,
pt.x, pt.y)
# In add- or edit-mode,
# display the current point's handles.
if ((i == self.edit and self.new == None) \
or pt == self.new) \
and pt.cmd == CURVETO \
and not pt.freehand:
_ctx.stroke(self.handle_color)
_ctx.nofill()
_ctx.oval(pt.x-r, pt.y-r, r*2, r*2)
_ctx.stroke(self.handle_color)
_ctx.line(pt.ctrl2.x, pt.ctrl2.y, pt.x, pt.y)
_ctx.fill(self.handle_color)
# Display the new point's handle being dragged.
if pt == self.new \
and not pt.freehand:
rx, ry = self.reflect(pt.x, pt.y, pt.ctrl2.x, pt.ctrl2.y)
_ctx.stroke(self.handle_color)
_ctx.line(rx, ry, pt.x, pt.y)
_ctx.nostroke()
_ctx.fill(self.handle_color)
_ctx.oval(rx-r/2, ry-r/2, r, r)
# Display handles for point being edited.
if i == self.edit \
and self.new == None \
and pt.cmd == CURVETO \
and not pt.freehand:
_ctx.oval(pt.ctrl2.x-r/2, pt.ctrl2.y-r/2, r, r)
if i > 0:
prev = self._points[i-1]
_ctx.line(pt.ctrl1.x, pt.ctrl1.y, prev.x, prev.y)
_ctx.oval(pt.ctrl1.x-r/2, pt.ctrl1.y-r/2, r, r)
if i > 0 and self._points[i-1].cmd != MOVETO:
_ctx.line(prev.ctrl2.x, prev.ctrl2.y, prev.x, prev.y)
if i < len(self._points)-1:
next = self._points[i+1]
if next.cmd == CURVETO:
_ctx.line(next.ctrl1.x, next.ctrl1.y, pt.x, pt.y)
# When hovering over a point,
# highlight it.
elif self.overlap(x, y, pt.x, pt.y) \
and not pt.freehand:
self.insert = False # quit insert mode
_ctx.nofill()
_ctx.stroke(self.handle_color)
_ctx.oval(pt.x-r, pt.y-r, r*2, r*2)
# Provide visual coordinates
# for points being dragged, moved or hovered.
_ctx.fontsize(9)
_ctx.fill(self.handle_color)
txt = " ("+str(int(pt.x))+", "+str(int(pt.y))+")"
if (i == self.edit and self.new == None) \
or pt == self.new \
and not pt.freehand:
_ctx.text(txt, pt.x+r, pt.y+2)
elif self.overlap(x, y, pt.x, pt.y) \
and not pt.freehand:
_ctx.text(txt, pt.x+r, pt.y+2)
# Draw a circle for each point
# in the path.
if not pt.freehand:
if pt.cmd != MOVETO:
_ctx.fill(self.path_color)
_ctx.nostroke()
else:
_ctx.stroke(self.path_color)
_ctx.nofill()
_ctx.oval(pt.x-r/2, pt.y-r/2, r, r)
# Draw the current path,
# update the path property.
_ctx.stroke(self.path_color)
_ctx.fill(self.path_fill)
_ctx.autoclosepath(False)
p = _ctx.endpath()
self.path = p
# Possible to insert a point here.
if self.insert:
_ctx.stroke(self.handle_color)
_ctx.nofill()
_ctx.oval(x-r*0.8, y-r*0.8, r*1.6, r*1.6)
# When not editing a node,
# prospect how the curve will continue
# when adding a new point.
if self.edit == None \
and self.new == None \
and self.moveto != True \
and not self.freehand:
_ctx.nofill()
_ctx.stroke(self.new_color)
rx, ry = self.reflect(pt.x, pt.y, pt.ctrl2.x, pt.ctrl2.y)
_ctx.beginpath(pt.x, pt.y)
_ctx.curveto(rx, ry, x, y, x, y)
_ctx.endpath()
# A dashed line indicates what
# a CLOSETO would look like.
if self.last_moveto != None:
start = self.last_moveto
else:
start = self._points[0]
p = _ctx.line(x, y, start.x, start.y, draw=False)
try: p._nsBezierPath.setLineDash_count_phase_([2,4], 2, 50)
except:
pass
_ctx.drawpath(p)
# When doing a MOVETO,
# show the new point hovering at the mouse location.
elif self.edit == None \
and self.new == None \
and self.moveto != None:
_ctx.stroke(self.new_color)
_ctx.nofill()
_ctx.oval(x-r*0.8, y-r*0.8, r*1.6, r*1.6)
# Draws button for a point being edited.
# The first button deletes the point.
# The second button, which appears only on the last point
# in the path, tells the editor to perform a MOVETO
# before adding a new point.
if self.edit != None:
pt = self._points[self.edit]
x = pt.x + self.btn_x
y = pt.y + self.btn_y
r = self.btn_r
_ctx.nostroke()
_ctx.fill(0,0,0,0.2)
_ctx.fill(self.handle_color)
_ctx.oval(x-r, y-r, r*2, r*2)
_ctx.fill(1)
_ctx.rotate(45)
_ctx.rect(x-r+2, y-0.625, r+1, 1.25)
_ctx.rotate(-90)
_ctx.rect(x-r+2, y-0.625, r+1, 1.25)
_ctx.reset()
if self.edit == len(self._points)-1:
_ctx.fill(self.handle_color)
_ctx.oval(x+r*2+2-r, y-r, r*2, r*2)
_ctx.fill(1)
_ctx.rect(x+r*2+2-2.25, y-r+3, 1.5, r-1)
_ctx.rect(x+r*2+2+0.75, y-r+3, 1.5, r-1)
# Handle onscreen notifications.
# Any text in msg is displayed in a box in the center
# and slowly fades away, after which msg is cleared.
if self.msg != "":
self.msg_alpha -= 0.1
_ctx.nostroke()
_ctx.fill(0,0,0, self.msg_alpha)
_ctx.fontsize(18)
_ctx.lineheight(1)
w = _ctx.textwidth(self.msg)
_ctx.rect(_ctx.WIDTH/2-w/2-9, _ctx.HEIGHT/2-27, w+18, 36, roundness=0.4)
_ctx.fill(1,1,1, 0.8)
_ctx.align(CENTER)
_ctx.text(self.msg, 0, _ctx.HEIGHT/2, width=_ctx.WIDTH)
if self.msg_alpha <= 0.0:
self.msg = ""
self.msg_alpha = 1.0 |
def draw_freehand(self):
""" Freehand sketching.
"""
if _ctx._ns["mousedown"]:
x, y = mouse()
if self.show_grid:
x, y = self.grid.snap(x, y)
if self.freehand_move == True:
cmd = MOVETO
self.freehand_move = False
else:
cmd = LINETO
# Add a new LINETO to the path,
# except when starting to draw,
# then a MOVETO is added to the path.
pt = PathElement()
if cmd != MOVETO:
pt.freehand = True # Used when mixed with curve drawing.
else:
pt.freehand = False
pt.cmd = cmd
pt.x = x
pt.y = y
pt.ctrl1 = Point(x,y)
pt.ctrl2 = Point(x,y)
self._points.append(pt)
# Draw the current location of the cursor.
r = 4
_ctx.nofill()
_ctx.stroke(self.handle_color)
_ctx.oval(pt.x-r, pt.y-r, r*2, r*2)
_ctx.fontsize(9)
_ctx.fill(self.handle_color)
_ctx.text(" ("+str(int(pt.x))+", "+str(int(pt.y))+")", pt.x+r, pt.y)
self._dirty = True
else:
# Export the updated drawing,
# remember to do a MOVETO on the next interaction.
self.freehand_move = True
if self._dirty:
self._points[-1].freehand = False
self.export_svg()
self._dirty = False |
def export_svg(self):
""" Exports the path as SVG.
Uses the filename given when creating this object.
The file is automatically updated to reflect
changes to the path.
"""
d = ""
if len(self._points) > 0:
d += "M "+str(self._points[0].x)+" "+str(self._points[0].y)+" "
for pt in self._points:
if pt.cmd == MOVETO:
d += "M "+str(pt.x)+" "+str(pt.y)+" "
elif pt.cmd == LINETO:
d += "L "+str(pt.x)+" "+str(pt.y)+" "
elif pt.cmd == CURVETO:
d += "C "
d += str(pt.ctrl1.x)+" "+str(pt.ctrl1.y)+" "
d += str(pt.ctrl2.x)+" "+str(pt.ctrl2.y)+" "
d += str(pt.x)+" "+str(pt.y)+" "
c = "rgb("
c += str(int(self.path_color.r*255)) + ","
c += str(int(self.path_color.g*255)) + ","
c += str(int(self.path_color.b*255)) + ")"
s = '<?xml version="1.0"?>\n'
s += '<svg width="'+str(_ctx.WIDTH)+'pt" height="'+str(_ctx.HEIGHT)+'pt">\n'
s += '<g>\n'
s += '<path d="'+d+'" fill="none" stroke="'+c+'" stroke-width="'+str(self.strokewidth)+'" />\n'
s += '</g>\n'
s += '</svg>\n'
f = open(self.file+".svg", "w")
f.write(s)
f.close() |
def download(self, size=SIZE_XLARGE, thumbnail=False, wait=60, asynchronous=False):
""" Downloads this image to cache.
Calling the download() method instantiates an asynchronous URLAccumulator
that will fetch the image's URL from Flickr.
A second process then downloads the file at the retrieved URL.
Once it is done downloading, this image will have its path property
set to an image file in the cache.
"""
if thumbnail == True: size = SIZE_THUMBNAIL # backwards compatibility
self._size = disambiguate_size(size)
self._wait = wait
self._asynchronous = asynchronous
url = "http://api.flickr.com/services/rest/?method=flickr.photos.getSizes"
url += "&photo_id=" + self.id
url += "&api_key=" + API_KEY
URLAccumulator.__init__(self, url, wait, asynchronous, "flickr", ".xml", 2)
if not asynchronous:
return self.path |
def gtk_mouse_button_down(self, widget, event):
''' Handle right mouse button clicks '''
if self.menu_enabled and event.button == 3:
menu = self.uimanager.get_widget('/Save as')
menu.popup(None, None, None, None, event.button, event.time)
else:
super(ShoebotWindow, self).gtk_mouse_button_down(widget, event) |
def show_variables_window(self):
"""
Show the variables window.
"""
if self.var_window is None and self.bot._vars:
self.var_window = VarWindow(self, self.bot, '%s variables' % (self.title or 'Shoebot'))
self.var_window.window.connect("destroy", self.var_window_closed) |
def hide_variables_window(self):
"""
Hide the variables window
"""
if self.var_window is not None:
self.var_window.window.destroy()
self.var_window = None |
def var_window_closed(self, widget):
"""
Called if user clicked close button on var window
:param widget:
:return:
"""
# TODO - Clean up the menu handling stuff its a bit spagetti right now
self.action_group.get_action('vars').set_active(False)
self.show_vars = False
self.var_window = None |
def schedule_snapshot(self, format):
"""
Tell the canvas to perform a snapshot when it's finished rendering
:param format:
:return:
"""
bot = self.bot
canvas = self.bot.canvas
script = bot._namespace['__file__']
if script:
filename = os.path.splitext(script)[0] + '.' + format
else:
filename = 'output.' + format
f = canvas.output_closure(filename, self.bot._frame)
self.scheduled_snapshots.append(f) |
def trigger_fullscreen_action(self, fullscreen):
"""
Toggle fullscreen from outside the GUI,
causes the GUI to updated and run all its actions.
"""
action = self.action_group.get_action('fullscreen')
action.set_active(fullscreen) |
def do_fullscreen(self, widget):
"""
Widget Action to Make the window fullscreen and update the bot.
"""
self.fullscreen()
self.is_fullscreen = True
# next lines seem to be needed for window switching really to
# fullscreen mode before reading it's size values
while Gtk.events_pending():
Gtk.main_iteration()
# we pass informations on full-screen size to bot
self.bot._screen_width = Gdk.Screen.width()
self.bot._screen_height = Gdk.Screen.height()
self.bot._screen_ratio = self.bot._screen_width / self.bot._screen_height |
def do_unfullscreen(self, widget):
"""
Widget Action to set Windowed Mode.
"""
self.unfullscreen()
self.is_fullscreen = False
self.bot._screen_ratio = None |
def do_window_close(self, widget, data=None):
"""
Widget Action to Close the window, triggering the quit event.
"""
publish_event(QUIT_EVENT)
if self.has_server:
self.sock.close()
self.hide_variables_window()
self.destroy()
self.window_open = False |
def do_toggle_fullscreen(self, action):
"""
Widget Action to Toggle fullscreen from the GUI
"""
is_fullscreen = action.get_active()
if is_fullscreen:
self.fullscreen()
else:
self.unfullscreen() |
def do_toggle_play(self, action):
"""
Widget Action to toggle play / pause.
"""
# TODO - move this into bot controller
# along with stuff in socketserver and shell
if self.pause_speed is None and not action.get_active():
self.pause_speed = self.bot._speed
self.bot._speed = 0
else:
self.bot._speed = self.pause_speed
self.pause_speed = None |
def do_toggle_variables(self, action):
"""
Widget Action to toggle showing the variables window.
"""
self.show_vars = action.get_active()
if self.show_vars:
self.show_variables_window()
else:
self.hide_variables_window() |
def main_iteration(self):
"""
Called from main loop, if your sink needs to handle GUI events
do it here.
Check any GUI flags then call Gtk.main_iteration to update things.
"""
if self.show_vars:
self.show_variables_window()
else:
self.hide_variables_window()
for snapshot_f in self.scheduled_snapshots:
fn = snapshot_f(self.last_draw_ctx)
print("Saved snapshot: %s" % fn)
else:
self.scheduled_snapshots = deque()
while Gtk.events_pending():
Gtk.main_iteration() |
def _set_initial_defaults(self):
'''Set the default values. Called at __init__ and at the end of run(),
do that new draw loop iterations don't take up values left over by the
previous one.'''
DEFAULT_WIDTH, DEFAULT_HEIGHT = self._canvas.DEFAULT_SIZE
self.WIDTH = self._namespace.get('WIDTH', DEFAULT_WIDTH)
self.HEIGHT = self._namespace.get('HEIGHT', DEFAULT_WIDTH)
if 'WIDTH' in self._namespace or 'HEIGHT' in self._namespace:
self.size(w=self._namespace.get('WIDTH'), h=self._namespace.get('HEIGHT'))
self._transformmode = Bot.CENTER
self._canvas.settings(
fontfile="assets/notcouriersans.ttf",
fontsize=16,
align=Bot.LEFT,
lineheight=1,
fillcolor=self.color(.2),
strokecolor=None,
strokewidth=1.0,
background=self.color(1, 1, 1)) |
def _mouse_pointer_moved(self, x, y):
'''GUI callback for mouse moved'''
self._namespace['MOUSEX'] = x
self._namespace['MOUSEY'] = y |
def _key_pressed(self, key, keycode):
'''GUI callback for key pressed'''
self._namespace['key'] = key
self._namespace['keycode'] = keycode
self._namespace['keydown'] = True |
def _makeInstance(self, clazz, args, kwargs):
'''Creates an instance of a class defined in this document.
This method sets the context of the object to the current context.'''
inst = clazz(self, *args, **kwargs)
return inst |
def _makeColorableInstance(self, clazz, args, kwargs):
"""
Create an object, if fill, stroke or strokewidth
is not specified, get them from the _canvas
:param clazz:
:param args:
:param kwargs:
:return:
"""
kwargs = dict(kwargs)
fill = kwargs.get('fill', self._canvas.fillcolor)
if not isinstance(fill, Color):
fill = Color(fill, mode='rgb', color_range=1)
kwargs['fill'] = fill
stroke = kwargs.get('stroke', self._canvas.strokecolor)
if not isinstance(stroke, Color):
stroke = Color(stroke, mode='rgb', color_range=1)
kwargs['stroke'] = stroke
kwargs['strokewidth'] = kwargs.get('strokewidth', self._canvas.strokewidth)
inst = clazz(self, *args, **kwargs)
return inst |
def color(self, *args):
'''
:param args: color in a supported format.
:return: Color object containing the color.
'''
return self.Color(mode=self.color_mode, color_range=self.color_range, *args) |
def grid(self, cols, rows, colSize=1, rowSize=1, shuffled=False):
"""Returns an iterator that contains coordinate tuples.
The grid can be used to quickly create grid-like structures.
A common way to use them is:
for x, y in grid(10,10,12,12):
rect(x,y, 10,10)
"""
# Taken ipsis verbis from Nodebox
from random import shuffle
rowRange = range(int(rows))
colRange = range(int(cols))
if (shuffled):
shuffle(rowRange)
shuffle(colRange)
for y in rowRange:
for x in colRange:
yield (x * colSize, y * rowSize) |
def snapshot(self, target=None, defer=None, autonumber=False):
'''Save the contents of current surface into a file or cairo surface/context
:param filename: Can be a filename or a Cairo surface.
:param defer: If true, buffering/threading may be employed however output will not be immediate.
:param autonumber: If true then a number will be appended to the filename.
'''
if autonumber:
file_number = self._frame
else:
file_number = None
if isinstance(target, cairo.Surface):
# snapshot to Cairo surface
if defer is None:
self._canvas.snapshot(surface, defer)
defer = False
ctx = cairo.Context(target)
# this used to be self._canvas.snapshot, but I couldn't make it work.
# self._canvas.snapshot(target, defer)
# TODO: check if this breaks when taking more than 1 snapshot
self._canvas._drawqueue.render(ctx)
return
elif target is None:
# If nothing specified, use a default filename from the script name
script_file = self._namespace.get('__file__')
if script_file:
target = os.path.splitext(script_file)[0] + '.svg'
file_number = True
if target:
# snapshot to file, target is a filename
if defer is None:
defer = True
self._canvas.snapshot(target, defer=defer, file_number=file_number)
else:
raise ShoebotError('No image saved') |
def show(self, format='png', as_data=False):
'''Returns an Image object of the current surface. Used for displaying
output in Jupyter notebooks. Adapted from the cairo-jupyter project.'''
from io import BytesIO
b = BytesIO()
if format == 'png':
from IPython.display import Image
surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, self.WIDTH, self.HEIGHT)
self.snapshot(surface)
surface.write_to_png(b)
b.seek(0)
data = b.read()
if as_data:
return data
else:
return Image(data)
elif format == 'svg':
from IPython.display import SVG
surface = cairo.SVGSurface(b, self.WIDTH, self.HEIGHT)
surface.finish()
b.seek(0)
data = b.read()
if as_data:
return data
else:
return SVG(data) |
def ximport(self, libName):
'''
Import Nodebox libraries.
The libraries get _ctx, which provides
them with the nodebox API.
:param libName: Library name to import
'''
# from Nodebox
lib = __import__(libName)
self._namespace[libName] = lib
lib._ctx = self
return lib |
def size(self, w=None, h=None):
'''Set the canvas size
Only the first call will actually be effective.
:param w: Width
:param h: height
'''
if not w:
w = self._canvas.width
if not h:
h = self._canvas.height
if not w and not h:
return (self._canvas.width, self._canvas.height)
# FIXME: Updating in all these places seems a bit hacky
w, h = self._canvas.set_size((w, h))
self._namespace['WIDTH'] = w
self._namespace['HEIGHT'] = h
self.WIDTH = w # Added to make evolution example work
self.HEIGHT = h |
def speed(self, framerate=None):
'''Set animation framerate.
:param framerate: Frames per second to run bot.
:return: Current framerate of animation.
'''
if framerate is not None:
self._speed = framerate
self._dynamic = True
else:
return self._speed |
def set_callbacks(self, **kwargs):
''' Set callbacks for input events '''
for name in self.SUPPORTED_CALLBACKS:
func = kwargs.get(name, getattr(self, name))
setattr(self, name, func) |
def complement(clr):
"""
Returns the color and its complement in a list.
"""
clr = color(clr)
colors = colorlist(clr)
colors.append(clr.complement)
return colors |
def complementary(clr):
"""
Returns a list of complementary colors.
The complement is the color 180 degrees across
the artistic RYB color wheel.
The list contains darker and softer contrasting
and complementing colors.
"""
clr = color(clr)
colors = colorlist(clr)
# A contrasting color: much darker or lighter than the original.
c = clr.copy()
if clr.brightness > 0.4:
c.brightness = 0.1 + c.brightness * 0.25
else:
c.brightness = 1.0 - c.brightness * 0.25
colors.append(c)
# A soft supporting color: lighter and less saturated.
c = clr.copy()
c.brightness = 0.3 + c.brightness
c.saturation = 0.1 + c.saturation * 0.3
colors.append(c)
# A contrasting complement: very dark or very light.
clr = clr.complement
c = clr.copy()
if clr.brightness > 0.3:
c.brightness = 0.1 + clr.brightness * 0.25
else:
c.brightness = 1.0 - c.brightness * 0.25
colors.append(c)
# The complement and a light supporting variant.
colors.append(clr)
c = clr.copy()
c.brightness = 0.3 + c.brightness
c.saturation = 0.1 + c.saturation * 0.25
colors.append(c)
return colors |
def split_complementary(clr):
"""
Returns a list with the split complement of the color.
The split complement are the two colors to the left and right
of the color's complement.
"""
clr = color(clr)
colors = colorlist(clr)
clr = clr.complement
colors.append(clr.rotate_ryb(-30).lighten(0.1))
colors.append(clr.rotate_ryb(30).lighten(0.1))
return colors |
def left_complement(clr):
"""
Returns the left half of the split complement.
A list is returned with the same darker and softer colors
as in the complementary list, but using the hue of the
left split complement instead of the complement itself.
"""
left = split_complementary(clr)[1]
colors = complementary(clr)
colors[3].h = left.h
colors[4].h = left.h
colors[5].h = left.h
colors = colorlist(
colors[0], colors[2], colors[1], colors[3], colors[4], colors[5]
)
return colors |
def right_complement(clr):
"""
Returns the right half of the split complement.
"""
right = split_complementary(clr)[2]
colors = complementary(clr)
colors[3].h = right.h
colors[4].h = right.h
colors[5].h = right.h
colors = colorlist(
colors[0], colors[2], colors[1], colors[5], colors[4], colors[3]
)
return colors |
def analogous(clr, angle=10, contrast=0.25):
"""
Returns colors that are next to each other on the wheel.
These yield natural color schemes (like shades of water or sky).
The angle determines how far the colors are apart,
making it bigger will introduce more variation.
The contrast determines the darkness/lightness of
the analogue colors in respect to the given colors.
"""
contrast = max(0, min(contrast, 1.0))
clr = color(clr)
colors = colorlist(clr)
for i, j in [(1, 2.2), (2, 1), (-1, -0.5), (-2, 1)]:
c = clr.rotate_ryb(angle * i)
t = 0.44 - j * 0.1
if clr.brightness - contrast * j < t:
c.brightness = t
else:
c.brightness = clr.brightness - contrast * j
c.saturation -= 0.05
colors.append(c)
return colors |
def monochrome(clr):
"""
Returns colors in the same hue with varying brightness/saturation.
"""
def _wrap(x, min, threshold, plus):
if x - min < threshold:
return x + plus
else:
return x - min
colors = colorlist(clr)
c = clr.copy()
c.brightness = _wrap(clr.brightness, 0.5, 0.2, 0.3)
c.saturation = _wrap(clr.saturation, 0.3, 0.1, 0.3)
colors.append(c)
c = clr.copy()
c.brightness = _wrap(clr.brightness, 0.2, 0.2, 0.6)
colors.append(c)
c = clr.copy()
c.brightness = max(0.2, clr.brightness + (1 - clr.brightness) * 0.2)
c.saturation = _wrap(clr.saturation, 0.3, 0.1, 0.3)
colors.append(c)
c = clr.copy()
c.brightness = _wrap(clr.brightness, 0.5, 0.2, 0.3)
colors.append(c)
return colors |
def triad(clr, angle=120):
"""
Returns a triad of colors.
The triad is made up of this color and two other colors
that together make up an equilateral triangle on
the artistic color wheel.
"""
clr = color(clr)
colors = colorlist(clr)
colors.append(clr.rotate_ryb(angle).lighten(0.1))
colors.append(clr.rotate_ryb(-angle).lighten(0.1))
return colors |
def tetrad(clr, angle=90):
"""
Returns a tetrad of colors.
The tetrad is made up of this color and three other colors
that together make up a cross on the artistic color wheel.
"""
clr = color(clr)
colors = colorlist(clr)
c = clr.rotate_ryb(angle)
if clr.brightness < 0.5:
c.brightness += 0.2
else:
c.brightness -= -0.2
colors.append(c)
c = clr.rotate_ryb(angle * 2)
if clr.brightness < 0.5:
c.brightness += 0.1
else:
c.brightness -= -0.1
colors.append(c)
colors.append(clr.rotate_ryb(angle * 3).lighten(0.1))
return colors |
def compound(clr, flip=False):
"""
Roughly the complement and some far analogs.
"""
def _wrap(x, min, threshold, plus):
if x - min < threshold:
return x + plus
else:
return x - min
d = 1
if flip: d = -1
clr = color(clr)
colors = colorlist(clr)
c = clr.rotate_ryb(30 * d)
c.brightness = _wrap(clr.brightness, 0.25, 0.6, 0.25)
colors.append(c)
c = clr.rotate_ryb(30 * d)
c.saturation = _wrap(clr.saturation, 0.4, 0.1, 0.4)
c.brightness = _wrap(clr.brightness, 0.4, 0.2, 0.4)
colors.append(c)
c = clr.rotate_ryb(160 * d)
c.saturation = _wrap(clr.saturation, 0.25, 0.1, 0.25)
c.brightness = max(0.2, clr.brightness)
colors.append(c)
c = clr.rotate_ryb(150 * d)
c.saturation = _wrap(clr.saturation, 0.1, 0.8, 0.1)
c.brightness = _wrap(clr.brightness, 0.3, 0.6, 0.3)
colors.append(c)
c = clr.rotate_ryb(150 * d)
c.saturation = _wrap(clr.saturation, 0.1, 0.8, 0.1)
c.brightness = _wrap(clr.brightness, 0.4, 0.2, 0.4)
# colors.append(c)
return colors |
def outline(path, colors, precision=0.4, continuous=True):
"""
Outlines each contour in a path with the colors in the list.
Each contour starts with the first color in the list,
and ends with the last color in the list.
Because each line segment is drawn separately,
works only with corner-mode transforms.
"""
# The count of points in a given path/contour.
def _point_count(path, precision):
return max(int(path.length * precision * 0.5), 10)
# The total count of points in the path.
n = sum([_point_count(contour, precision) for contour in path.contours])
# For a continuous gradient,
# we need to calculate a subrange in the list of colors
# for each contour to draw colors from.
contour_i = 0
contour_n = len(path.contours) - 1
if contour_n == 0: continuous = False
i = 0
for contour in path.contours:
if not continuous: i = 0
# The number of points for each contour.
j = _point_count(contour, precision)
first = True
for pt in contour.points(j):
if first:
first = False
else:
if not continuous:
# If we have a list of 100 colors and 50 points,
# point i maps to color i*2.
clr = float(i) / j * len(colors)
else:
# In a continuous gradient of 100 colors,
# the 2nd contour in a path with 10 contours
# draws colors between 10-20
clr = float(i) / n * len(colors) - 1 * contour_i / contour_n
_ctx.stroke(colors[int(clr)])
_ctx.line(x0, y0, pt.x, pt.y)
x0 = pt.x
y0 = pt.y
i += 1
pt = contour.point(0.9999999) # Fix in pathmatics!
_ctx.line(x0, y0, pt.x, pt.y)
contour_i += 1 |
def guess_name(clr):
"""
Guesses the shade and hue name of a color.
If the given color is named in the named_colors list, return that name.
Otherwise guess its nearest hue and shade range.
"""
clr = Color(clr)
if clr.is_transparent: return "transparent"
if clr.is_black: return "black"
if clr.is_white: return "white"
if clr.is_black: return "black"
for name in named_colors:
try:
r, g, b = named_colors[name]
except:
continue
if r == clr.r and g == clr.g and b == clr.b:
return name
for shade in shades:
if clr in shade:
return shade.name + " " + clr.nearest_hue()
break
return clr.nearest_hue() |
def shader(x, y, dx, dy, radius=300, angle=0, spread=90):
"""
Returns a 0.0 - 1.0 brightness adjusted to a light source.
The light source is positioned at dx, dy.
The returned float is calculated for x, y position
(e.g. an oval at x, y should have this brightness).
The radius influences the strength of the light,
angle and spread control the direction of the light.
"""
if angle != None:
radius *= 2
# Get the distance and angle between point and light source.
d = sqrt((dx - x) ** 2 + (dy - y) ** 2)
a = degrees(atan2(dy - y, dx - x)) + 180
# If no angle is defined,
# light is emitted evenly in all directions
# and carries as far as the defined radius
# (e.g. like a radial gradient).
if d <= radius:
d1 = 1.0 * d / radius
else:
d1 = 1.0
if angle is None:
return 1 - d1
# Normalize the light's direction and spread
# between 0 and 360.
angle = 360 - angle % 360
spread = max(0, min(spread, 360))
if spread == 0:
return 0.0
# Objects that fall within the spreaded direction
# of the light are illuminated.
d = abs(a - angle)
if d <= spread / 2:
d2 = d / spread + d1
else:
d2 = 1.0
# Wrapping from 0 to 360:
# a light source with a direction of 10 degrees
# and a spread of 45 degrees illuminates
# objects between 0 and 35 degrees and 350 and 360 degrees.
if 360 - angle <= spread / 2:
d = abs(360 - angle + a)
if d <= spread / 2:
d2 = d / spread + d1
# Wrapping from 360 to 0.
if angle < spread / 2:
d = abs(360 + angle - a)
if d <= spread / 2:
d2 = d / spread + d1
return 1 - max(0, min(d2, 1)) |
def aggregated(cache=DEFAULT_CACHE):
"""
A dictionary of all aggregated words.
They keys in the dictionary correspond to subfolders in the aggregated cache.
Each key has a list of words. Each of these words is the name of an XML-file
in the subfolder. The XML-file contains color information harvested from the web
(or handmade).
"""
global _aggregated_name, _aggregated_dict
if _aggregated_name != cache:
_aggregated_name = cache
_aggregated_dict = {}
for path in glob(os.path.join(cache, "*")):
if os.path.isdir(path):
p = os.path.basename(path)
_aggregated_dict[p] = glob(os.path.join(path, "*"))
_aggregated_dict[p] = [os.path.basename(f)[:-4] for f in _aggregated_dict[p]]
return _aggregated_dict |
def search_engine(query, top=5, service="google", license=None,
cache=os.path.join(DEFAULT_CACHE, "google")):
"""
Return a color aggregate from colors and ranges parsed from the web.
T. De Smedt, http://nodebox.net/code/index.php/Prism
"""
# Check if we have cached information first.
try:
a = theme(query, cache=cache)
return a
except:
pass
if service == "google":
from web import google
search_engine = google
if service == "yahoo":
from web import yahoo
search_engine = yahoo
if license:
yahoo.license_key = license
# Sort all the primary hues (plus black and white) for q.
sorted_colors = search_engine.sort(
[h for h in primary_hues] + ["black", "white"],
context=query, strict=True, cached=True
)
# Sort all the shades (bright, hard, ...) for q.
sorted_shades = search_engine.sort(
[str(s) for s in shades],
context=query, strict=True, cached=True
)
# Reforms '"black death"' to 'black'.
f = lambda x: x.strip("\"").split()[0]
# Take the top most relevant hues.
n2 = sum([w for h, w in sorted_colors[:top]])
sorted_colors = [(color(f(h)), w / n2) for h, w in sorted_colors[:top]]
# Take the three most relevant shades.
n2 = sum([w for s, w in sorted_shades[:3]])
sorted_shades = [(shade(f(s)), w / n2) for s, w in sorted_shades[:3]]
a = theme(cache=cache)
a.name = query
for clr, w1 in sorted_colors:
for rng, w2 in sorted_shades:
a.add_range(rng, clr, w1 * w2)
a._save()
return a |
def morguefile(query, n=10, top=10):
"""
Returns a list of colors drawn from a morgueFile image.
With the Web library installed,
downloads a thumbnail from morgueFile and retrieves pixel colors.
"""
from web import morguefile
images = morguefile.search(query)[:top]
path = choice(images).download(thumbnail=True, wait=10)
return ColorList(path, n, name=query) |
def str_to_rgb(self, str):
""" Returns RGB values based on a descriptive string.
If the given str is a named color, return its RGB values.
Otherwise, return a random named color that has str
in its name, or a random named color which name appears in str.
Specific suffixes (-ish, -ed, -y and -like) are recognised
as well, for example, if you need a random variation of "red"
you can use reddish (or greenish, yellowy, etc.)
"""
str = str.lower()
for ch in "_- ":
str = str.replace(ch, "")
# if named_hues.has_key(str):
# clr = color(named_hues[str], 1, 1, mode="hsb")
# return clr.r, clr.g, clr.b
if named_colors.has_key(str):
return named_colors[str]
for suffix in ["ish", "ed", "y", "like"]:
str = re.sub("(.*?)" + suffix + "$", "\\1", str)
str = re.sub("(.*?)dd$", "\\1d", str)
matches = []
for name in named_colors:
if name in str or str in name:
matches.append(named_colors[name])
if len(matches) > 0:
return choice(matches)
return named_colors["transparent"] |
def rotate_ryb(self, angle=180):
""" Returns a color rotated on the artistic RYB color wheel.
An artistic color wheel has slightly different opposites
(e.g. purple-yellow instead of purple-lime).
It is mathematically incorrect but generally assumed
to provide better complementary colors.
http://en.wikipedia.org/wiki/RYB_color_model
"""
h = self.h * 360
angle = angle % 360
# Approximation of Itten's RYB color wheel.
# In HSB, colors hues range from 0-360.
# However, on the artistic color wheel these are not evenly distributed.
# The second tuple value contains the actual distribution.
wheel = [
(0, 0), (15, 8),
(30, 17), (45, 26),
(60, 34), (75, 41),
(90, 48), (105, 54),
(120, 60), (135, 81),
(150, 103), (165, 123),
(180, 138), (195, 155),
(210, 171), (225, 187),
(240, 204), (255, 219),
(270, 234), (285, 251),
(300, 267), (315, 282),
(330, 298), (345, 329),
(360, 0)
]
# Given a hue, find out under what angle it is
# located on the artistic color wheel.
for i in _range(len(wheel) - 1):
x0, y0 = wheel[i]
x1, y1 = wheel[i + 1]
if y1 < y0:
y1 += 360
if y0 <= h <= y1:
a = 1.0 * x0 + (x1 - x0) * (h - y0) / (y1 - y0)
break
# And the user-given angle (e.g. complement).
a = (a + angle) % 360
# For the given angle, find out what hue is
# located there on the artistic color wheel.
for i in _range(len(wheel) - 1):
x0, y0 = wheel[i]
x1, y1 = wheel[i + 1]
if y1 < y0:
y1 += 360
if x0 <= a <= x1:
h = 1.0 * y0 + (y1 - y0) * (a - x0) / (x1 - x0)
break
h = h % 360
return Color(h / 360, self.s, self.brightness, self.a, mode="hsb", name="") |
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