April 2024 - This site, and Kamaelia are being updated. There is significant work needed, and PRs are welcome.


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):



Methods defined here


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.

__init__(self[, screensize][, fullscreen][, caption][, particleTypes][, initialTopology][, laws][, simCyclesPerRedraw][, border][, extraDrawing][, showGrid][, transparency][, position])

x.__init__(...) initializes x; see x.__class__.__doc__ for signature

_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() -> 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


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 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


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