Add user defined anchor support to label; reorg mod

ordermodepps_backup
Tyler Goodlet 2021-07-16 07:45:42 -04:00
parent 2d787901f9
commit 2fd7ea812a
2 changed files with 195 additions and 169 deletions

View File

@ -32,7 +32,6 @@ import trio
from ..log import get_logger
from ._style import _min_points_to_show
from ._editors import SelectRect
from ._window import main_window
log = get_logger(__name__)

View File

@ -19,7 +19,7 @@ Non-shitty labels that don't re-invent the wheel.
"""
from inspect import isfunction
from typing import Callable
from typing import Callable, Optional
import pyqtgraph as pg
from PyQt5 import QtGui, QtWidgets
@ -31,6 +31,200 @@ from ._style import (
)
class Label:
"""
A plain ol' "scene label" using an underlying ``QGraphicsTextItem``.
After hacking for many days on multiple "label" systems inside
``pyqtgraph`` yet again we're left writing our own since it seems
all of those are over complicated, ad-hoc, transform-mangling,
messes which can't accomplish the simplest things via their inputs
(such as pinning to the left hand side of a view box).
Here we do the simple thing where the label uses callables to figure
out the (x, y) coordinate "pin point": nice and simple.
This type is another effort (see our graphics) to start making
small, re-usable label components that can actually be used to build
production grade UIs...
"""
def __init__(
self,
view: pg.ViewBox,
fmt_str: str,
color: str = 'bracket',
x_offset: float = 0,
font_size: str = 'small',
opacity: float = 0.666,
fields: dict = {},
update_on_range_change: bool = True,
) -> None:
vb = self.vb = view
self._fmt_str = fmt_str
self._view_xy = QPointF(0, 0)
self.scene_anchor: Optional[Callable[..., QPointF]] = None
self._x_offset = x_offset
txt = self.txt = QtWidgets.QGraphicsTextItem()
vb.scene().addItem(txt)
# configure font size based on DPI
dpi_font = DpiAwareFont(
font_size=font_size,
)
dpi_font.configure_to_dpi()
txt.setFont(dpi_font.font)
txt.setOpacity(opacity)
# register viewbox callbacks
if update_on_range_change:
vb.sigRangeChanged.connect(self.on_sigrange_change)
self._hcolor: str = ''
self.color = color
self.fields = fields
self.orient_v = 'bottom'
self._anchor_func = self.txt.pos().x
# not sure if this makes a diff
self.txt.setCacheMode(QtWidgets.QGraphicsItem.DeviceCoordinateCache)
# TODO: edit and selection support
# https://doc.qt.io/qt-5/qt.html#TextInteractionFlag-enum
# self.setTextInteractionFlags(QtGui.Qt.TextEditorInteraction)
@property
def color(self):
return self._hcolor
@color.setter
def color(self, color: str) -> None:
self.txt.setDefaultTextColor(pg.mkColor(hcolor(color)))
self._hcolor = color
def update(self) -> None:
'''Update this label either by invoking its
user defined anchoring function, or by positioning
to the last recorded data view coordinates.
'''
# move label in scene coords to desired position
anchor = self.scene_anchor
if anchor:
self.txt.setPos(anchor())
else:
# position based on last computed view coordinate
self.set_view_pos(self._view_xy.y())
def on_sigrange_change(self, vr, r) -> None:
return self.update()
@property
def w(self) -> float:
return self.txt.boundingRect().width()
@property
def h(self) -> float:
return self.txt.boundingRect().height()
def vbr(self) -> QRectF:
return self.vb.boundingRect()
def set_x_anchor_func(
self,
func: Callable,
) -> None:
assert isinstance(func(), float)
self._anchor_func = func
def set_view_pos(
self,
y: float,
x: Optional[float] = None,
) -> None:
if x is None:
scene_x = self._anchor_func() or self.txt.pos().x()
x = self.vb.mapToView(QPointF(scene_x, scene_x)).x()
# get new (inside the) view coordinates / position
self._view_xy = QPointF(x, y)
# map back to the outer UI-land "scene" coordinates
s_xy = self.vb.mapFromView(self._view_xy)
if self.orient_v == 'top':
s_xy = QPointF(s_xy.x(), s_xy.y() - self.h)
# move label in scene coords to desired position
self.txt.setPos(s_xy)
assert s_xy == self.txt.pos()
# def orient_on(self, h: str, v: str) -> None:
# pass
@property
def fmt_str(self) -> str:
return self._fmt_str
@fmt_str.setter
def fmt_str(self, fmt_str: str) -> None:
self._fmt_str = fmt_str
def format(
self,
**fields: dict
) -> str:
out = {}
# this is hacky support for single depth
# calcs of field data from field data
# ex. to calculate a $value = price * size
for k, v in fields.items():
if isfunction(v):
out[k] = v(fields)
else:
out[k] = v
text = self._fmt_str.format(**out)
# for large numbers with a thousands place
text = text.replace(',', ' ')
self.txt.setPlainText(text)
def render(self) -> None:
self.format(**self.fields)
def show(self) -> None:
self.txt.show()
def hide(self) -> None:
self.txt.hide()
def delete(self) -> None:
self.vb.scene().removeItem(self.txt)
def vbr_left(label) -> Callable[..., float]:
"""Return a closure which gives the scene x-coordinate for the
leftmost point of the containing view box.
@ -85,170 +279,3 @@ def right_axis(
return ryaxis.pos().x() # + axis_offset - 2
return on_axis
class Label:
"""
A plain ol' "scene label" using an underlying ``QGraphicsTextItem``.
After hacking for many days on multiple "label" systems inside
``pyqtgraph`` yet again we're left writing our own since it seems
all of those are over complicated, ad-hoc, transform-mangling,
messes which can't accomplish the simplest things via their inputs
(such as pinning to the left hand side of a view box).
Here we do the simple thing where the label uses callables to figure
out the (x, y) coordinate "pin point": nice and simple.
This type is another effort (see our graphics) to start making
small, re-usable label components that can actually be used to build
production grade UIs...
"""
def __init__(
self,
view: pg.ViewBox,
fmt_str: str,
color: str = 'bracket',
x_offset: float = 0,
font_size: str = 'small',
opacity: float = 0.666,
fields: dict = {}
) -> None:
vb = self.vb = view
self._fmt_str = fmt_str
self._view_xy = QPointF(0, 0)
self._x_offset = x_offset
txt = self.txt = QtWidgets.QGraphicsTextItem()
vb.scene().addItem(txt)
# configure font size based on DPI
dpi_font = DpiAwareFont(
font_size=font_size,
)
dpi_font.configure_to_dpi()
txt.setFont(dpi_font.font)
txt.setOpacity(opacity)
# register viewbox callbacks
vb.sigRangeChanged.connect(self.on_sigrange_change)
self._hcolor: str = ''
self.color = color
self.fields = fields
self.orient_v = 'bottom'
self._anchor_func = self.txt.pos().x
# not sure if this makes a diff
self.txt.setCacheMode(QtWidgets.QGraphicsItem.DeviceCoordinateCache)
# TODO: edit and selection support
# https://doc.qt.io/qt-5/qt.html#TextInteractionFlag-enum
# self.setTextInteractionFlags(QtGui.Qt.TextEditorInteraction)
@property
def color(self):
return self._hcolor
@color.setter
def color(self, color: str) -> None:
self.txt.setDefaultTextColor(pg.mkColor(hcolor(color)))
self._hcolor = color
def on_sigrange_change(self, vr, r) -> None:
self.set_view_y(self._view_xy.y())
@property
def w(self) -> float:
return self.txt.boundingRect().width()
@property
def h(self) -> float:
return self.txt.boundingRect().height()
def vbr(self) -> QRectF:
return self.vb.boundingRect()
def set_x_anchor_func(
self,
func: Callable,
) -> None:
assert isinstance(func(), float)
self._anchor_func = func
def set_view_y(
self,
y: float,
) -> None:
scene_x = self._anchor_func() or self.txt.pos().x()
# get new (inside the) view coordinates / position
self._view_xy = QPointF(
self.vb.mapToView(QPointF(scene_x, scene_x)).x(),
y,
)
# map back to the outer UI-land "scene" coordinates
s_xy = self.vb.mapFromView(self._view_xy)
if self.orient_v == 'top':
s_xy = QPointF(s_xy.x(), s_xy.y() - self.h)
# move label in scene coords to desired position
self.txt.setPos(s_xy)
assert s_xy == self.txt.pos()
def orient_on(self, h: str, v: str) -> None:
pass
@property
def fmt_str(self) -> str:
return self._fmt_str
@fmt_str.setter
def fmt_str(self, fmt_str: str) -> None:
self._fmt_str = fmt_str
def format(self, **fields: dict) -> str:
out = {}
# this is hacky support for single depth
# calcs of field data from field data
# ex. to calculate a $value = price * size
for k, v in fields.items():
if isfunction(v):
out[k] = v(fields)
else:
out[k] = v
text = self._fmt_str.format(**out)
# for large numbers with a thousands place
text = text.replace(',', ' ')
self.txt.setPlainText(text)
def render(self) -> None:
self.format(**self.fields)
def show(self) -> None:
self.txt.show()
def hide(self) -> None:
self.txt.hide()
def delete(self) -> None:
self.vb.scene().removeItem(self.txt)