Add user defined anchor support to label; reorg mod
parent
86cb8421d9
commit
62517c1662
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@ -32,7 +32,6 @@ import trio
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from ..log import get_logger
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from ._style import _min_points_to_show
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from ._editors import SelectRect
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from ._window import main_window
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log = get_logger(__name__)
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@ -19,7 +19,7 @@ Non-shitty labels that don't re-invent the wheel.
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"""
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from inspect import isfunction
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from typing import Callable
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from typing import Callable, Optional
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import pyqtgraph as pg
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from PyQt5 import QtGui, QtWidgets
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@ -31,6 +31,200 @@ from ._style import (
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)
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class Label:
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"""
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A plain ol' "scene label" using an underlying ``QGraphicsTextItem``.
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After hacking for many days on multiple "label" systems inside
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``pyqtgraph`` yet again we're left writing our own since it seems
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all of those are over complicated, ad-hoc, transform-mangling,
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messes which can't accomplish the simplest things via their inputs
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(such as pinning to the left hand side of a view box).
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Here we do the simple thing where the label uses callables to figure
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out the (x, y) coordinate "pin point": nice and simple.
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This type is another effort (see our graphics) to start making
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small, re-usable label components that can actually be used to build
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production grade UIs...
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"""
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def __init__(
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self,
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view: pg.ViewBox,
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fmt_str: str,
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color: str = 'bracket',
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x_offset: float = 0,
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font_size: str = 'small',
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opacity: float = 0.666,
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fields: dict = {},
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update_on_range_change: bool = True,
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) -> None:
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vb = self.vb = view
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self._fmt_str = fmt_str
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self._view_xy = QPointF(0, 0)
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self.scene_anchor: Optional[Callable[..., QPointF]] = None
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self._x_offset = x_offset
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txt = self.txt = QtWidgets.QGraphicsTextItem()
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vb.scene().addItem(txt)
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# configure font size based on DPI
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dpi_font = DpiAwareFont(
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font_size=font_size,
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)
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dpi_font.configure_to_dpi()
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txt.setFont(dpi_font.font)
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txt.setOpacity(opacity)
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# register viewbox callbacks
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if update_on_range_change:
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vb.sigRangeChanged.connect(self.on_sigrange_change)
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self._hcolor: str = ''
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self.color = color
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self.fields = fields
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self.orient_v = 'bottom'
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self._anchor_func = self.txt.pos().x
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# not sure if this makes a diff
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self.txt.setCacheMode(QtWidgets.QGraphicsItem.DeviceCoordinateCache)
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# TODO: edit and selection support
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# https://doc.qt.io/qt-5/qt.html#TextInteractionFlag-enum
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# self.setTextInteractionFlags(QtGui.Qt.TextEditorInteraction)
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@property
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def color(self):
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return self._hcolor
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@color.setter
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def color(self, color: str) -> None:
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self.txt.setDefaultTextColor(pg.mkColor(hcolor(color)))
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self._hcolor = color
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def update(self) -> None:
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'''Update this label either by invoking its
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user defined anchoring function, or by positioning
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to the last recorded data view coordinates.
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'''
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# move label in scene coords to desired position
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anchor = self.scene_anchor
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if anchor:
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self.txt.setPos(anchor())
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else:
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# position based on last computed view coordinate
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self.set_view_pos(self._view_xy.y())
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def on_sigrange_change(self, vr, r) -> None:
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return self.update()
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@property
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def w(self) -> float:
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return self.txt.boundingRect().width()
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@property
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def h(self) -> float:
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return self.txt.boundingRect().height()
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def vbr(self) -> QRectF:
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return self.vb.boundingRect()
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def set_x_anchor_func(
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self,
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func: Callable,
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) -> None:
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assert isinstance(func(), float)
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self._anchor_func = func
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def set_view_pos(
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self,
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y: float,
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x: Optional[float] = None,
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) -> None:
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if x is None:
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scene_x = self._anchor_func() or self.txt.pos().x()
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x = self.vb.mapToView(QPointF(scene_x, scene_x)).x()
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# get new (inside the) view coordinates / position
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self._view_xy = QPointF(x, y)
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# map back to the outer UI-land "scene" coordinates
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s_xy = self.vb.mapFromView(self._view_xy)
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if self.orient_v == 'top':
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s_xy = QPointF(s_xy.x(), s_xy.y() - self.h)
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# move label in scene coords to desired position
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self.txt.setPos(s_xy)
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assert s_xy == self.txt.pos()
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# def orient_on(self, h: str, v: str) -> None:
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# pass
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@property
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def fmt_str(self) -> str:
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return self._fmt_str
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@fmt_str.setter
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def fmt_str(self, fmt_str: str) -> None:
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self._fmt_str = fmt_str
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def format(
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self,
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**fields: dict
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) -> str:
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out = {}
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# this is hacky support for single depth
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# calcs of field data from field data
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# ex. to calculate a $value = price * size
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for k, v in fields.items():
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if isfunction(v):
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out[k] = v(fields)
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else:
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out[k] = v
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text = self._fmt_str.format(**out)
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# for large numbers with a thousands place
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text = text.replace(',', ' ')
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self.txt.setPlainText(text)
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def render(self) -> None:
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self.format(**self.fields)
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def show(self) -> None:
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self.txt.show()
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def hide(self) -> None:
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self.txt.hide()
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def delete(self) -> None:
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self.vb.scene().removeItem(self.txt)
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def vbr_left(label) -> Callable[..., float]:
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"""Return a closure which gives the scene x-coordinate for the
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leftmost point of the containing view box.
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@ -85,170 +279,3 @@ def right_axis(
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return ryaxis.pos().x() # + axis_offset - 2
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return on_axis
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class Label:
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"""
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A plain ol' "scene label" using an underlying ``QGraphicsTextItem``.
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After hacking for many days on multiple "label" systems inside
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``pyqtgraph`` yet again we're left writing our own since it seems
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all of those are over complicated, ad-hoc, transform-mangling,
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messes which can't accomplish the simplest things via their inputs
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(such as pinning to the left hand side of a view box).
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Here we do the simple thing where the label uses callables to figure
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out the (x, y) coordinate "pin point": nice and simple.
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This type is another effort (see our graphics) to start making
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small, re-usable label components that can actually be used to build
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production grade UIs...
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"""
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def __init__(
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self,
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view: pg.ViewBox,
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fmt_str: str,
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color: str = 'bracket',
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x_offset: float = 0,
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font_size: str = 'small',
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opacity: float = 0.666,
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fields: dict = {}
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) -> None:
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vb = self.vb = view
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self._fmt_str = fmt_str
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self._view_xy = QPointF(0, 0)
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self._x_offset = x_offset
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txt = self.txt = QtWidgets.QGraphicsTextItem()
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vb.scene().addItem(txt)
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# configure font size based on DPI
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dpi_font = DpiAwareFont(
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font_size=font_size,
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)
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dpi_font.configure_to_dpi()
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txt.setFont(dpi_font.font)
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txt.setOpacity(opacity)
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# register viewbox callbacks
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vb.sigRangeChanged.connect(self.on_sigrange_change)
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self._hcolor: str = ''
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self.color = color
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self.fields = fields
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self.orient_v = 'bottom'
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self._anchor_func = self.txt.pos().x
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# not sure if this makes a diff
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self.txt.setCacheMode(QtWidgets.QGraphicsItem.DeviceCoordinateCache)
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# TODO: edit and selection support
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# https://doc.qt.io/qt-5/qt.html#TextInteractionFlag-enum
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# self.setTextInteractionFlags(QtGui.Qt.TextEditorInteraction)
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@property
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def color(self):
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return self._hcolor
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@color.setter
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def color(self, color: str) -> None:
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self.txt.setDefaultTextColor(pg.mkColor(hcolor(color)))
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self._hcolor = color
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def on_sigrange_change(self, vr, r) -> None:
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self.set_view_y(self._view_xy.y())
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@property
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def w(self) -> float:
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return self.txt.boundingRect().width()
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@property
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def h(self) -> float:
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return self.txt.boundingRect().height()
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def vbr(self) -> QRectF:
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return self.vb.boundingRect()
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def set_x_anchor_func(
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self,
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func: Callable,
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) -> None:
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assert isinstance(func(), float)
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self._anchor_func = func
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def set_view_y(
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self,
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y: float,
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) -> None:
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scene_x = self._anchor_func() or self.txt.pos().x()
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# get new (inside the) view coordinates / position
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self._view_xy = QPointF(
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self.vb.mapToView(QPointF(scene_x, scene_x)).x(),
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y,
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)
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# map back to the outer UI-land "scene" coordinates
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s_xy = self.vb.mapFromView(self._view_xy)
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if self.orient_v == 'top':
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s_xy = QPointF(s_xy.x(), s_xy.y() - self.h)
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# move label in scene coords to desired position
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self.txt.setPos(s_xy)
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assert s_xy == self.txt.pos()
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def orient_on(self, h: str, v: str) -> None:
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pass
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@property
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def fmt_str(self) -> str:
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return self._fmt_str
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@fmt_str.setter
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def fmt_str(self, fmt_str: str) -> None:
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self._fmt_str = fmt_str
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def format(self, **fields: dict) -> str:
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out = {}
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# this is hacky support for single depth
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# calcs of field data from field data
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# ex. to calculate a $value = price * size
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for k, v in fields.items():
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if isfunction(v):
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out[k] = v(fields)
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else:
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out[k] = v
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text = self._fmt_str.format(**out)
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# for large numbers with a thousands place
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text = text.replace(',', ' ')
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self.txt.setPlainText(text)
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def render(self) -> None:
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self.format(**self.fields)
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def show(self) -> None:
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self.txt.show()
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def hide(self) -> None:
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self.txt.hide()
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def delete(self) -> None:
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self.vb.scene().removeItem(self.txt)
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