Kamaelia docs : Kamaelia.Visualisation.PhysicsGraph.TopologyViewer.TopologyViewer

Kamaelia.Visualisation.PhysicsGraph.TopologyViewer.TopologyViewer

For examples and more explanations, see the module level docs.


class TopologyViewer(Kamaelia.UI.MH.PyGameApp, Axon.Component.component)

TopologyViewer(...) -> new TopologyViewer component.

A component that takes incoming topology (change) data and displays it live using pygame. A simple physics model assists with visual layout. Particle types, appearance and physics interactions can be customised.

Keyword arguments (in order):

  • screensize -- (width,height) of the display area (default = (800,600))
  • fullscreen -- True to start up in fullscreen mode (default = False)
  • caption -- Caption for the pygame window (default = "Topology Viewer")
  • particleTypes -- dict("type" -> klass) mapping types of particle to classes used to render them (default = {"-":RenderingParticle})
  • initialTopology -- (nodes,bonds) where bonds=list((src,dst)) starting state for the topology (default=([],[]))
  • laws -- Physics laws to apply between particles (default = SimpleLaws(bondlength=100))
  • simCyclesPerRedraw -- number of physics sim cycles to run between each redraw (default=1)
  • border -- Minimum distance from edge of display area that new particles appear (default=100)
  • extraDrawing -- Optional extra object to be rendered (default=None)
  • showGrid -- False, or True to show gridlines (default=True)
  • transparency -- None, or (r,g,b) colour to make transparent
  • position -- None, or (left,top) position for surface within pygame window

Inboxes

  • control : Shutdown signalling
  • events : Place where we recieve events from the outside world
  • displaycontrol : Replies from Pygame Display service
  • inbox : Topology (change) data describing an Axon system
  • alphacontrol : Alpha (transparency) of the image (value 0..255)

Outboxes

  • outbox : Notification and topology output
  • signal : NOT USED
  • displaysignal : Requests to Pygame Display service

Methods defined here

Warning!

You should be using the inbox/outbox interface, not these methods (except construction). This documentation is designed as a roadmap as to their functionalilty for maintainers and new component developers.

_generateXY(self, posSpec)

generateXY(posSpec) -> (x,y) or raises ValueError

posSpec == "randompos" or "auto" -> random (x,y) within the surface (specified border distance in from the edege) posSpec == "(XXX,YYY)" -> specified x,y (positive or negative integers)

addParticle(self, *particles)

Add particles to the system

breakBond(self, source, dest)

Break a bond from source to destination particle, specified by IDs

doCommand(self, msg)

Proceses a topology command tuple: [ "ADD", "NODE", <id>, <name>, <positionSpec>, <particle type> ] [ "DEL", "NODE", <id> ] [ "ADD", "LINK", <id from>, <id to> ] [ "DEL", "LINK", <id from>, <id to> ] [ "DEL", "ALL" ] [ "GET", "ALL" ]

getParticleLabel(self, node_id)

getParticleLabel(node_id) -> particle's name

Returns the name/label of the specified particle.

getTopology(self)

getTopology() -> list of command tuples that would build the current topology

keyDownHandler(self, event)

Handle keypresses: ESCAPE, Q : quits F : toggles fullscreen mode arrows : scroll the view

keyUpHandler(self, event)

Handle releases of keys

mainLoop(self)

Main loop.

Proceses commands from "inbox" inbox, runs physics simulation, then renders display

FIXME: This is massively broken, this component overrides initialiseComponent, and also has a main AND has a mainLoop.

makeBond(self, source, dest)

Make a bond from source to destination particle, specified by IDs

quit(self[, event])

Cause termination.

removeParticle(self, *ids)

Remove particle(s) specified by their ids.

Also breaks any bonds to/from that particle.

render(self)

Render elements to self.screen

scroll(self, ('dx', 'dy'))

Scroll the contents being displayed on the surface by (dx,dy) left and up.

selectParticle(self, particle)

Select the specified particle.

updateParticleLabel(self, node_id, new_name)

updateParticleLabel(node_id, new_name) -> updates the given nodes name & visual label if it exists

node_id - an id for an already existing node new_name - a string (may include spaces) defining the new node name

Feedback

Got a problem with the documentation? Something unclear that could be clearer? Want to help improve it? Constructive criticism is very welcome - especially if you can suggest a better rewording!

Please leave you feedback here in reply to the documentation thread in the Kamaelia blog.

-- Automatic documentation generator, 05 Jun 2009 at 03:01:38 UTC/GMT


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