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Gaphas is a GTK+ based diagramming widget

Project description

Gaphas

Code style: black Build status Coverage

This module contains a new canvas implementation for Gaphor.

The basic idea is:

  • Items (canvas items) can be added to a Canvas.

  • The canvas maintains the tree structure (parent-child relationships between items).

  • A constraint solver is used to maintain item constraints and inter-item constraints.

  • The item (and user) should not be bothered with things like bounding-box calculations.

  • Very modular: e.g. handle support could be swapped in and swapped out.

  • Rendering using Cairo.

Gaphas is released under the terms of the GNU Library General Public License (LGPL). See the COPYING file for details.

How it Works

The Canvas class (from canvas.py) acts as a container for Item’s (from item.py). The item’s parent/child relationships are maintained here (not in the Item!).

An Item can have a set of Handle’s (from connector.py) which can be used to manipulate the item (although this is not necessary). Each item has it’s own coordinate system (a (0, 0) point). Item.matrix is the transformation relative to the parent item of the Item, as defined in the Canvas. Handles can connect to Ports. A Port is a location (line or point) where a handle is allowed to connect on another item. The process of connecting depends on the case at hand, but most often involves the creation of some sort of constraint between the Handle and the item it’s connecting to (see doc/ports.txt).

The Canvas also contains a constraint Solver (from solver.py) that can be used to solve mathematical dependencies between items (such as Handles that should be aligned). The constraint solver is also a handy tool to keep constraint in the item true (e.g. make sure a box maintains it’s rectangular shape).

View (from view.py) is used to visualize a canvas. On a View, a Tool (from tool.py) can be applied, which will handle user input (button presses, key presses, etc.). Painters (from painter.py) are used to do the actual drawing. This way it should be easy do draw to other media than the screen, such as a printer or PDF document.

Updating item state

If an items needs updating, it sets out an update request on the Canvas (Canvas.request_update()). The canvas performs an update by calling:

  1. Item.pre_update(context) for each item marked for update

  2. Updating Canvas-to-Item matrices, for fast transformation of coordinates from the canvas’ to the items’ coordinate system. The c2i matrix is stored on the Item as Item._matrix_c2i.

  3. Solve constraints.

  4. Normalize items by setting the coordinates of the first handle to (0, 0).

  5. Updating Canvas-to-Item matrices for items that have been changed by normalization, just to be on the save side.

  6. Item.post_update(context) for each item marked for update, including items that have been marked during constraint solving.

The idea is to do as much updating as possible in the {pre|post}_update() methods, since they are called when the application is not handling user input.

The context contains:

cairo:

a CairoContext, this can be used to calculate the dimensions of text for example

NOTE: updating is done from the canvas, items should not update sub-items.

After an update, the Item should be ready to be drawn.

Constraint solving

A word about the constraint solver seems in place. It is one of the big features of this library after all. The Solver is able to solve constraints. Constraints can be applied to items (Variables owned by the item actually). Element items, for example, uses constraints to maintain their recangular shape. Constraints can be created between items (for example a line that connects to a box).

Constraints that apply to one item are pretty straight forward, as all variables live in the same coordinate system (of the item). The variables (in most cases a Handle’s x and y coordinate) can simply be put in a constraint.

When two items are connected to each other and constraints are created, a problem shows up: variables live in separate coordinate systems. To overcome this problem a Projection (from solver.py) has been defined. With a Projection instance, a variable can be “projected” on another coordinate system. In this case, where two items are connecting to each other, the Canvas’ coordinate system is used.

Drawing

Drawing is done by the View. All items marked for redraw (e.i. the items that had been updated) will be drawn in the order in which they reside in the Canvas (first root item, then it’s children; second root item, etc.)

The view context passed to the Items draw() method has the following properties:

view:

the view we’re drawing to

cairo:

the CairoContext to draw to

selected:

True if the item is actually selected in the view

focused:

True if the item has the focus

hovered:

True if the mouse pointer if over the item. Only the top-most item is marked as hovered.

dropzone:

The item is marked as drop zone. This happens then an item is dragged over the item and (if dropped) will become a child of this item.

draw_all:

True if everything drawable on the item should be drawn (e.g. when calculating the bounding boxes).

The View automatically calculates the bounding box for the item, based on the items drawn in the draw(context) function (this is only done when really necessary, e.g. after an update of the item). The bounding box is in viewport coordinates.

The actual drawing is done by Painters (painter.py). A series of Painters have been defined: one for handles, one for items, etc.

Tools

Behaviour is added to the canvas(-view) by tools.

Tools can be chained together in order to provide more complex behaviour.

To make it easy a DefaultTool has been defined: a ToolChain instance with the tools added that are listed in the following sections.

ToolChain

The ToolChain does not do anything by itself. It delegates to a set of tools and keeps track of which tool has grabbed the focus. This happens most of the time when the uses presses a mouse button. The tool requests a grab() and all upcoming events (e.g. motion or button release events) are directly sent to the focused tool.

HoverTool

A small and simple tool that does nothing more than making the item under the mouse button the “hovered item”. When such an item is drawn, its context.hovered_item flag will be set to True.

HandleTool

The HandleTool is used to deal with handles. Handles can be dragged around. Clicking on a handle automatically makes the underlying item the focused item.

ItemTool

The item tool takes care of selecting items and dragging items around.

TextEditTool

This is a demo-tool, featuring a text-edit pop-up.

RubberbandTool

The last tool in line is the rubber band tool. It’s invoked when the mouse button is pressed on a section of the view where no items or handles are present. It allows the user to select items using a selection box (rubber band).

Interaction

Interaction with the canvas view (visual component) is handled by tools. Although the default tools do a fair amount of work, in most cases you’ll see that especially the way items connect with each other is not the way you want it. That’s okay. HandleTool provides some hooks (connect, disconnect and glue) to implement custom connection behaviour (in fact, the default implementation doesn’t do any connecting at all!).

One of the problems you’ll face is what to do when an item is removed from the canvas and there are other items (lines) connected to. This problem can be overcome by providing a disconnect handler to the handle instance ones it is connected. A callable object (e.g. function) can be assigned to the handle. It is called at the moment the item it’s connected to is removed from the canvas.

Undo

Gaphas has a simple build-in system for registering changes in it’s classes and notifying the application. This code resides in state.py.

There is also a “reverter” framework in place. This “framework” is notified when objects change their state and will figure out the reverse operation that has to be applied in order to undo the operation.

See state.txt and undo.txt for details and usage examples.

Guidelines

Documentation should be in UK English.

Following the Python coding guidelines indentation should be 4 spaces (no tabs), function and method names should be lowercase_with_underscore(). We’re using two white lines as separator between methods, as it makes method boundries more clear.

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