opengeode.py 106 KB
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#!/usr/bin/env python
# -*- coding: utf-8 -*-

# pylint: disable=C0302
"""
    OpenGEODE - A tiny, free SDL Editor for TASTE

    SDL is the Specification and Description Language (Z100 standard from ITU)

    Copyright (c) 2012-2013 European Space Agency

    Designed and implemented by Maxime Perrotin

    Contact: maxime.perrotin@esa.int
"""

import signal
import sys
import os
import argparse
import logging
import traceback
import re
import code
import pprint
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import random
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from functools import partial
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from itertools import chain
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# To freeze the application on Windows, all modules must be imported even
# when they are not directly used from this module (py2exe bug)
# NOQA makes flake8 ignore locally-ununsed modules
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# pylint: disable=W0611
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import enum  # NOQA
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import string  # NOQA
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import fnmatch  # NOQA
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import operator  # NOQA
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import subprocess  # NOQA
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import distutils  # NOQA
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import tempfile  # NOQA
import uuid  # NOQA
import importlib  # NOQA
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import antlr3  # NOQA
import antlr3.tree  # NOQA
import importlib  # NOQA
import PySide  # NOQA
import PySide.QtCore  # NOQA
import PySide.QtGui  # NOQA
import PySide.QtUiTools  # NOQA
import undoCommands  # NOQA
import sdl92Lexer  # NOQA
import sdl92Parser  # NOQA
import genericSymbols  # NOQA
import PySide.QtXml  # NOQA
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import singledispatch  # NOQA
import Asn1scc  # NOQA
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import Connectors  # NOQA
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import TextInteraction  # NOQA
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import pygraphviz  # NOQA
import sdlSymbols
import AdaGenerator
import ogParser
import ogAST
import Renderer
import Clipboard
import Statechart
import Lander
import Helper
import Pr
import CGenerator

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# Enable mypy type checking
try:
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    from typing import List, Union, Dict, Set, Any, Tuple
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except ImportError:
    pass

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try:
    import stringtemplate3  # NOQA
except ImportError:
    pass
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#from PySide import phonon

from PySide import QtGui, QtCore
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from PySide.QtCore import Qt, QSize, QFile, QIODevice, QRectF, QTimer, QPoint
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from PySide.QtUiTools import QUiLoader
from PySide import QtSvg

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from genericSymbols import(Symbol, Comment, Cornergrabber, Connection)
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from sdlSymbols import(Input, Output, Decision, DecisionAnswer, Task,
        ProcedureCall, TextSymbol, State, Start, Join, Label, Procedure,
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        ProcedureStart, ProcedureStop, StateStart, Connect, Process,
        ContinuousSignal)
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from TextInteraction import EditableText
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# Icons and png files generated from the resource file:
import icons  # NOQA

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# Logging: ist of properly loaded modules that will use it
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LOG = logging.getLogger(__name__)
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MODULES = [
    sdlSymbols,
    genericSymbols,
    ogAST,
    ogParser,
    Lander,
    AdaGenerator,
    undoCommands,
    Renderer,
    Clipboard,
    Statechart,
    Helper,
    Asn1scc,
    Connectors,
    Pr,
    TextInteraction,
    Connectors,
    CGenerator,
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] # type: List[module]
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# Define custom UserRoles
ANCHOR = Qt.UserRole + 1

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try:
    import LlvmGenerator
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    MODULES.append(LlvmGenerator)
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except ImportError:
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    pass
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try:
    import StgBackend
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    MODULES.append(StgBackend)
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except ImportError:
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    pass
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__all__ = ['opengeode', 'SDL_Scene', 'SDL_View', 'parse']
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__version__ = '1.5.7'
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if hasattr(sys, 'frozen'):
    # Detect if we are running on Windows (py2exe-generated)
    try:
        CUR_DIR = os.path.dirname(unicode
                (sys.executable, sys.getfilesystemencoding()))
    except TypeError:
        CUR_DIR = os.path.dirname(os.path.realpath(__file__))
    else:
        # Redirect stderr to a log file - to avoid py2exe error message
        # that pops up at application closure when app logs errors
        sys.stdout = open('opengeode_stdout.log', 'w')
        sys.stderr = open('opengeode_stderr.log', 'w')
else:
    CUR_DIR = os.path.dirname(os.path.realpath(__file__))


# Global handling all top-level elements
# It seems that if we don't keep a global list of these elements
# (START, STATE, and Text symbols)
# they sometimes get destroyed and disappear from the scene.
# As if a GC was deleting these object *even if they belong to the scene*
# (but have no parentItem). Most likely a Qt/Pyside bug.
G_SYMBOLS = set()


# Other Qt bug:
# QGraphicsTextItem don't stand that their parent item (usually an
# SDL symbol) is removed from the scene (scene.removeItem()). It
# provokes segfault when application exits.
# Workaround is to use hide()/show() to make items disappear
# from the scene (when deleted). Seems OK (MP 2013-03-26)

# Lookup table used to configure the context-dependent toolbars
ACTIONS = {
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    'block': [Process, Comment, TextSymbol],
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    'process': [Start, State, Input, Connect, ContinuousSignal, Task, Decision,
                DecisionAnswer, Output, ProcedureCall, TextSymbol, Comment,
                Label, Join, Procedure],
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    'procedure': [ProcedureStart, Task, Decision,
                  DecisionAnswer, Output, ProcedureCall, TextSymbol,
                  Comment, Label, Join, ProcedureStop],
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    'statechart': [],
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    'state': [StateStart, State, Input, Connect, ContinuousSignal, Task,
              Decision, DecisionAnswer, Output, ProcedureCall, TextSymbol,
              Comment, Label, Join, ProcedureStop, Procedure],
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    'clipboard': [Start, State, Input, Connect, Task, Decision, DecisionAnswer,
                  Output, ProcedureCall, TextSymbol, Comment, Label,
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                  Join, Procedure, Process, StateStart, ProcedureStop,
                  ContinuousSignal],
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    'lander': [],
    'asn1': []
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}


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def log_errors(window, errors, warnings, clearfirst=True):
    ''' Report Error and Warnings on the console and in the log window '''
    if window and clearfirst:
        window.clear()
    for error in errors:
        if type(error[0]) == list:
            # should be fixed now, CHECKME - NO, NOT FULLY FIXED
            # problem is in decision answers branches
            error[0] = 'Internal error - ' + str(error[0])
        LOG.error(error[0])
        item = QtGui.QListWidgetItem(u'[ERROR] ' + error[0])
        if len(error) == 3:
            item.setData(Qt.UserRole, error[1])
            #found = self.scene().symbol_near(QPoint(*error[1]), 1)
            # Pyside bug: setData cannot store 'found' directly
            #item.setData(Qt.UserRole + 1, id(found))
            item.setData(Qt.UserRole + 1, error[2])
        if window:
            window.addItem(item)
    for warning in warnings:
        LOG.warning(warning[0])
        item = QtGui.QListWidgetItem(u'[WARNING] ' + str(warning[0]))
        if len(warning) == 3:
            item.setData(Qt.UserRole, warning[1])
            item.setData(Qt.UserRole + 1, warning[2])
        if window:
            window.addItem(item)
    if not errors and not warnings and window:
        window.addItem('No errors, no warnings!')



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class Vi_bar(QtGui.QLineEdit, object):
    ''' Line editor for the Vi-like command mode '''
    def __init__(self):
        ''' Create the bar - no need for parent '''
        super(Vi_bar, self).__init__()
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        self.history = []
        self.pointer = 0
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    def keyPressEvent(self, key_event):
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        ''' Handle key press - Escape, command history '''
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        super(Vi_bar, self).keyPressEvent(key_event)
        if key_event.key() == Qt.Key_Escape:
            self.clearFocus()
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            self.pointer = len(self.history)
        elif key_event.key() == Qt.Key_Return:
            self.history.append(self.text())
            self.pointer = len(self.history)
        elif key_event.key() == Qt.Key_Up:
            if self.text() and self.text() not in self.history:
                self.history.insert(self.pointer + 1, self.text())
            self.pointer = max(0, self.pointer - 1)
            try:
                self.setText(self.history[self.pointer])
            except IndexError as err:
                pass
        elif key_event.key() == Qt.Key_Down:
            self.pointer = min(len(self.history), self.pointer + 1)
            try:
                self.setText(self.history[self.pointer])
            except IndexError:
                pass
            pass
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class File_toolbar(QtGui.QToolBar, object):
    ''' Toolbar with file open, save, etc '''
    def __init__(self, parent):
        ''' Create the toolbar using standard icons '''
        super(File_toolbar, self).__init__(parent)
        self.setMovable(False)
        self.setFloatable(False)
        self.new_button = self.addAction(self.style().standardIcon(
            QtGui.QStyle.SP_FileIcon), 'New model')
        self.open_button = self.addAction(self.style().standardIcon(
            QtGui.QStyle.SP_DialogOpenButton), 'Open model')
        self.save_button = self.addAction(self.style().standardIcon(
            QtGui.QStyle.SP_DialogSaveButton), 'Save model')
        self.check_button = self.addAction(self.style().standardIcon(
            QtGui.QStyle.SP_DialogApplyButton), 'Check model')
        self.addSeparator()
        # Up arrow to come back from a subscene (e.g. procedure)
        self.up_button = self.addAction(self.style().standardIcon(
            QtGui.QStyle.SP_ArrowUp), 'Go one level above')
        self.up_button.setEnabled(False)


class Sdl_toolbar(QtGui.QToolBar, object):
    '''
        Toolbar with SDL symbols
        The list of symbols is passed as paramters at creation time ; the class
        looks for icons for the name of the symbols and .png extension.
        The buttons activation is context dependent. Configuration is done
        directly at symbol leval (using the "allowed_followers" property)
    '''
    def __init__(self, parent):
        ''' Create the toolbar, get icons and link actions '''
        super(Sdl_toolbar, self).__init__(parent)
        self.setMovable(False)
        self.setFloatable(False)
        self.setIconSize(QSize(35, 35))
        self.actions = {}

    def set_actions(self, bar_items):
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        ''' Set the icons and actions on the toolbar '''
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        self.actions = {}
        self.clear()
        for item in bar_items:
            item_name = item.__name__
            self.actions[item_name] = self.addAction(
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                           QtGui.QIcon(':icons/{}.png'
                                       .format(item_name.lower())), item_name)
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        self.update_menu()

    def enable_action(self, action):
        ''' Used as a slot to allow a scene to enable a menu action,
            e.g. if the Start symbol is deleted, the Start button
            shall be activated '''
        self.actions[action].setEnabled(True)

    def disable_action(self, action):
        ''' See description in enable_action '''
        self.actions[action].setEnabled(False)

    def update_menu(self, scene=None):
        ''' Context-dependent enabling/disabling of menu buttons '''
        try:
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            selection = list(scene.selected_symbols)
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        except AttributeError:
            selection = []
        if not selection:
            # Second chance, check if an item has focus (editable text)
            try:
                selection.append(scene.focusItem().parentItem())
            except AttributeError:
                pass
        if len(selection) > 1:
            # When several items are selected, disable all menu entries
            for _, action in self.actions.viewitems():
                action.setEnabled(False)
        elif not selection:
            # When nothing is selected:
            # activate everything, and when user selects an icon,
            # keep the action on hold until he clicks on the scene
            for action in self.actions.viewkeys():
                self.actions[action].setEnabled(True)

            # Check for singletons (e.g. START symbol)
            try:
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                for item in scene.visible_symb:
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                    try:
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                        if item.is_singleton:
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                            self.actions[
                                    item.__class__.__name__].setEnabled(False)
                    except (AttributeError, KeyError) as error:
                        LOG.debug(str(error))
            except AttributeError:
                pass
        else:
            # Only one selected item
            selection, = selection
            for action in self.actions.viewkeys():
                self.actions[action].setEnabled(False)
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            for action in getattr(selection, 'allowed_followers', []):
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                try:
                    self.actions[action].setEnabled(True)
                except KeyError:
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                    pass
                    #LOG.debug('No menu item for symbol "' + action + '"')
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class SDL_Scene(QtGui.QGraphicsScene, object):
    ''' Main graphic scene (canvas) where the user can place SDL symbols '''
    # Signal to be emitted when the scene is left (e.g. UP button)
    scene_left = QtCore.Signal()
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    context_change = QtCore.Signal()
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    def __init__(self, context='process'):
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        ''' Create a Scene for a given context:
            process, procedure, composite state, clipboard, etc.
            Design note: creating subclasses per context was evaluated but
            rejected - there are too few behavioural differences between them
            Creating tons of files / classes is not right. Keep it simple.
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        '''
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        super(SDL_Scene, self).__init__()
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        # Reference to the parent scene
        self.parent_scene = None
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        # mode can be "idle", "wait_connection_source", "select_items",
        # "wait_next_connection_point", "wait_placement"
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        self.mode = 'idle'
        self.context = context
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        self.allowed_symbols = ACTIONS[context]
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        # Configure the action menu
        all_possible_actions = set()
        for action in ACTIONS.viewvalues():
            all_possible_actions |= set(action)
        self.actions = {action.__name__: partial(self.add_symbol, action)
                for action in all_possible_actions}

        # Create a stack for handling undo/redo commands
        # (defined in undoCommands.py)
        self.undo_stack = QtGui.QUndoStack(self)
        # buttonSelected is used to set which symbol to draw
        # on next scene click (see mousePressEvent)
        self.button_selected = None
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        self.setBackgroundBrush(QtGui.QBrush(
                                           QtGui.QImage(':icons/texture.png')))
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        self.messages_window = None
        self.click_coordinates = None
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        self.orig_pos = None
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        self.process_name = 'opengeode'
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        # Scene name is used to update the tab window name when scene changes
        self.name = ''
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        # search_item/search_pattern are used for search/replace function
        self.search_item = None
        self.search_pattern = None
        # Selection rectangle when user clicks on the scene and moves mouse
        self.select_rect = None
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        # Keep a list of composite states: {'stateName': SDL_Scene}
        self._composite_states = {}
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        # Keep a track of highlighted symbols: { symbol: brush }
        self.highlighted = {}
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        self.refresh_requested = False
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    def is_aggregation(self):
        ''' Determine if the current scene is a state aggregation, i.e. if
        if contains only floating states without children
        '''
        for each in self.visible_symb:
            if each.hasParent:
                return False
            if not isinstance(each, State):
                # At the moment do not support Text Areas
                return False
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            if any(child for child in each.childSymbols()
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                    if isinstance(child, (Input, ContinuousSignal))):
                return False
        return True


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    @property
    def visible_symb(self):
        ''' Return the visible items of a scene '''
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        return (it for it in self.items() if it.isVisible() and
                isinstance(it, Symbol))

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    @property
    def editable_texts(self):
        ''' Return all EditableText areas of a scene '''
        return (it for it in self.items() if it.isVisible() and
                isinstance(it, EditableText))
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    @property
    def floating_symb(self):
        ''' Return the top level floating items of a scene '''
        return (it for it in self.visible_symb if not it.hasParent)
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    @property
    def processes(self):
        ''' Return visible processes components of the scene '''
        return (it for it in self.visible_symb if isinstance(it, Process) and
                not isinstance(it, Procedure))

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    @property
    def procedures(self):
        ''' Return visible procedures components of the scene '''
        return (it for it in self.visible_symb if isinstance(it, Procedure))

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    @property
    def states(self):
        ''' Return visible state components of the scene '''
        return (it for it in self.visible_symb if isinstance(it, State))

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    @property
    def texts(self):
        ''' Return visible text areas components of the scene '''
        return (it for it in self.visible_symb if isinstance(it, TextSymbol))

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    @property
    def procs(self):
        ''' Return visible procedure declaration components of the scene '''
        return (it for it in self.visible_symb if isinstance(it, Procedure))

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    @property
    def start(self):
        ''' Return visible start components of the scene '''
        return (it for it in self.visible_symb if isinstance(it, Start))

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    @property
    def floating_labels(self):
        ''' Return visible floating label components of the scene '''
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        return (it for it in self.floating_symb if isinstance(it, Label))
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    @property
    def returns(self):
        ''' Return visible return components of the scene '''
        return (it for it in self.visible_symb if isinstance(it,
                                                              ProcedureStop))

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    @property
    def composite_states(self):
        ''' Return states that contain a composite part '''
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        # Update the list first
        for each in self.states:
            if each.is_composite() and \
                  each.nested_scene not in self._composite_states.viewvalues():
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                self._composite_states[unicode(each).split()[0].lower()] = \
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                                                            each.nested_scene
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        return self._composite_states

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    @composite_states.setter
    def composite_states(self, value):
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        ''' Attribute setter '''
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        self._composite_states = value

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    @property
    def all_nested_scenes(self):
        ''' Return all nested scenes, recursively '''
        for each in self.visible_symb:
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            if each.nested_scene and isinstance(each.nested_scene, SDL_Scene):
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                yield each.nested_scene
                for sub in each.nested_scene.all_nested_scenes:
                    yield sub
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    @property
    def path(self):
        ''' Get the path to the current scene as a list
        e.g. ['BLOCK a', 'PROCESS b', ...]
        '''
        if not self.parent_scene:
            return [self.name[0:-3]]
        return self.parent_scene.path + [self.name[0:-3]]


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    @property
    def selected_symbols(self):
        ''' Generate the list of selected symbols (excluding grabbers) '''
        for selection in self.selectedItems():
            if isinstance(selection, Symbol):
                yield selection
            elif isinstance(selection, Cornergrabber):
                yield selection.parent

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    def quit_scene(self):
        ''' Called in case of scene switch (e.g. UP button) '''
        pass

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    def render_everything(self, ast):
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        ''' Render a process and its children scenes, recursively '''
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        already_created = []
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        def recursive_render(content, dest_scene):
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            ''' Process the rendering in scenes and nested scenes '''
            if isinstance(content, ogAST.Process):
                # XXX - should be set when entering the process
                self.process_name = ast.processName
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            try:
                # Render top-level items and their children:
                for each in Renderer.render(content, dest_scene):
                    G_SYMBOLS.add(each)
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                # Refreshing the scene may result in resizing some symbols
                dest_scene.refresh()
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                # Once everything is rendered, adjust position of each
                # symbol to the value from the AST (positions may be
                # slightly altered by the reshaping functions)
                def fix_pos_from_ast(symbol):
                    try:
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                        if(symbol.ast.pos_x is not None
                                and symbol.ast.pos_y is not None):
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                            relpos = symbol.mapFromScene(symbol.ast.pos_x,
                                                         symbol.ast.pos_y)
                            #symbol.pos_x += relpos.x()
                            #symbol.pos_y += relpos.y()
                            if not symbol.hasParent:
                                symbol.pos_x = symbol.ast.pos_x
                                symbol.pos_y = symbol.ast.pos_y
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                            else:
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                                symbol.position += relpos
                            symbol.update_connections()
                            # Update_position is called here because it
                            # is not possible to be sure that the
                            # positionning stored in the file will be
                            # rendered correctly on the host plaform.
                            # Font rendering may cause slight differences
                            # between Linux and Windows for example.
                            symbol.update_position()
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                        else:
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                            # No CIF coordinates: fix COMMENT position
                            if isinstance(symbol, genericSymbols.Comment):
                                symbol.pos_x = \
                                  symbol.parent.boundingRect().width() + 15
                                symbol.pos_y = 0
                            if not symbol.hasParent:
                                sc_br = dest_scene.itemsBoundingRect()
                                sy_br = symbol.mapRectToScene(
                                            symbol.boundingRect() |
                                            symbol.childrenBoundingRect())
                                symbol.pos_x += (sc_br.width() - sy_br.x())
                    except AttributeError:
                        # no AST, ignore (e.g. Connections, Cornergrabbers)
                        pass
                    else:
                        # Recursively fix pos of sub branches and followers
                        for branch in (elm for elm in symbol.childSymbols()
                                   if isinstance(elm,
                                         genericSymbols.HorizontalSymbol)):
                            fix_pos_from_ast(branch)
                        fix_pos_from_ast(symbol.next_aligned_symbol())
                        fix_pos_from_ast(symbol.comment)
                map(fix_pos_from_ast, dest_scene.floating_symb)
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            except TypeError:
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                LOG.error(traceback.format_exc())
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            # Render nested scenes, recursively:
            for each in (item for item in dest_scene.visible_symb
                         if item.nested_scene):
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                LOG.debug(u'Recursive scene: ' + unicode(each))
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                if isinstance(each.nested_scene, ogAST.CompositeState) \
                        and (not each.nested_scene.statename
                             or each.nested_scene in already_created):
                    # Ignore nested state scenes that already exist
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                    LOG.debug('Subscene "{}" ignored'.format(unicode(each)))
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                    continue
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                subscene = \
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                        self.create_subscene(each.__class__.__name__.lower(),
                                             dest_scene)
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                already_created.append(each.nested_scene)
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                subscene.name = unicode(each)
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                LOG.debug('Created scene: {}'.format(subscene.name))
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                recursive_render(each.nested_scene.content, subscene)
                each.nested_scene = subscene

            # Make sure all composite states are initially up to date
            # (Needed for the symbol shape to have dashed lines)
            for each in dest_scene.states:
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                if unicode(each).lower() in \
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                        dest_scene.composite_states.viewkeys():
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                    each.nested_scene = dest_scene.composite_states[
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                                                         unicode(each).lower()]
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        recursive_render(ast, self)
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    def refresh(self):
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        ''' Scene refresh - make sure it happens only once per cycle '''
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        #LOG.debug('scene refresh requested by '
        #          + str(traceback.extract_stack(limit=2)[-2][1:3]))
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        if not self.refresh_requested:
            self.refresh_requested = True
            QTimer.singleShot(0, self.scene_refresh)

    def scene_refresh(self):
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        ''' Refresh the symbols and connections in the scene '''
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        self.refresh_requested = False
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        #LOG.debug('scene refresh done')
#       for symbol in self.visible_symb:
#           symbol.updateConnectionPointPosition()
#           symbol.updateConnectionPoints()
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        for symbol in self.editable_texts:
            # EditableText refreshing - design explanation:
            # The first one is tricky: at symbol initialization,
            # the bounding rect of the text is computed from the raw
            # text value, without any formatting. However, it can
            # happen that text (especially when a model is loaded)
            # contains highlighted data (bold), which has the effect
            # of making the width of the text in fact wider than
            # the bounding rect. The set_text_alignment function,
            # that is applying the aligment of the text within its
            # bounding rect, can work only if the text width is fixed.
            # It has to set it according to the bounding rect, which,
            # therefore can be too small, and this has the effect of
            # pushing the exceeding character to the next line.
            # The only way to avoid this is to call setTextWidth
            # with the value -1 before the aligment is computed.
            # This has the effect of re-computing the bounding rect
            # and fixing the width issue.
            symbol.setTextWidth(-1)
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            #symbol.set_textbox_position()
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            symbol.try_resize()
            symbol.set_text_alignment()
        for symbol in self.visible_symb:
            symbol.update_connections()
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    def set_cursor(self, follower):
        ''' Set the cursor shape depending on the selected menu item '''
        for item in self.items():
            try:
                if follower.__name__ not in item.allowed_followers:
                    item.setCursor(Qt.ForbiddenCursor)
                else:
                    item.setCursor(Qt.PointingHandCursor)
            except AttributeError:
                # if there are items not having allowed_followers
                pass

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    def reset_cursor(self):
        ''' Reset the default cursor of an item '''
        for item in self.items():
            try:
                item.setCursor(item.default_cursor)
            except AttributeError:
                pass

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    def translate_to_origin(self):
        '''
            Translate all items to coordinate system starting at (0,0),
            in order to avoid negative coordinates
        '''
        try:
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            min_x = min(item.scenePos().x() for item in self.visible_symb)
            min_y = min(item.scenePos().y() for item in self.visible_symb)
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        except ValueError:
            # No item in the scene
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            return 0, 0
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        delta_x = -min_x if min_x < 0 else 0
        delta_y = -min_y if min_y < 0 else 0
        for item in self.floating_symb:
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            item.pos_x += delta_x
            item.pos_y += delta_y
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        return delta_x, delta_y

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    def set_selection(self, toolbar):
        ''' When the selection has changed, update menu, etc '''
        toolbar.update_menu(self)
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        for item in self.selected_symbols:
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            item.grabber.display()

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    def syntax_errors(self, symb):
        ''' Parse a symbol and return a list of syntax errors '''
        return symb.check_syntax('\n'.join(Pr.generate(symb, recursive=False)))


    def check_syntax(self, symbol):
        ''' Check syntax of a symbol and display a pop-up in case of errors '''
        errors = self.syntax_errors(symbol)

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        if not errors:
            return
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        for view in self.views():
            errs = []
            for error in errors:
                split = error.split()
                if split[0] == 'line' and len(split) > 1:
                    line_col = split[1].split(':')
                    if len(line_col) == 2:
                        # Get line number and column..to locate error
                        # line_nb, col = line_col
                        errs.append(' '.join(split[2:]))
                    else:
                        errs.append(error)
                else:
                    errs.append(error)
            self.clear_focus()
            msg_box = QtGui.QMessageBox(view)
            msg_box.setIcon(QtGui.QMessageBox.Warning)
            msg_box.setWindowTitle('OpenGEODE - Syntax Error')
            msg_box.setInformativeText('\n'.join(errs))
            msg_box.setText("Syntax error!")
            msg_box.setStandardButtons(QtGui.QMessageBox.Discard)
            msg_box.setDefaultButton(QtGui.QMessageBox.Discard)
            msg_box.exec_()

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    def global_syntax_check(self, ignore=set()):
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        ''' Parse each visible symbol in the current scene and its children
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            and check syntax using the parser
            Use a mutable parameter to avoid recursion on already visited
            scenes
        '''
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        res = True
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        reset = not ignore
        ignore.add(self)
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        for each in self.visible_symb:
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            errors = self.syntax_errors(each)
            if errors:
                res = False
            for err in errors:
                split = err.split()
                if split[0] == 'line' and len(split) > 1:
                    line_col = split[1].split(':')
                    if len(line_col) == 2:
                        # get line and col. line must be decremented because
                        # line 1 is the CIF comment which is not visible
                        line_nb, col = line_col
                        line_nb = int(line_nb) - 1
                        split[1] = '{}:{}'.format(line_nb, col)
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                pos = each.scenePos()
                fmt = [[' '.join(split), [pos.x(), pos.y()], self.path]]
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                log_errors(self.messages_window, fmt, [], clearfirst=False)

        for each in self.all_nested_scenes:
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            if each not in ignore:
                if not each.global_syntax_check():
                    res = False
        if reset:
            ignore.clear()
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        return res
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    def update_completion_list(self, symbol):
        ''' When text has changed on a symbol, update the data dictionnary '''
        pr_text = '\n'.join(Pr.generate(symbol,
                                        recursive=False,
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                                        nextstate=False, cpy=True))
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        symbol.update_completion_list(pr_text=pr_text)
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        self.context_change.emit()
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    def highlight(self, item):
        ''' Highlight a symbol '''
        if item in self.highlighted:
            return
        bound = item.boundingRect()
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        center = bound.center().x()
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        gradient = QtGui.QLinearGradient(center, 0, center, bound.height())
        gradient.setColorAt(0, Qt.cyan)
        gradient.setColorAt(1, Qt.white)
        self.highlighted[item] = item.brush()
        item.setBrush(QtGui.QBrush(gradient))

    def clear_highlight(self, item=None, reset=True):
        ''' Remove the highlighting of one item or all items on the scene '''
        if item in self.highlighted:
            self.setBrush(self.highlighted.pop(item))
        if reset:
            for item, brush in self.highlighted.viewitems():
                item.setBrush(brush)
            self.highlighted = {}

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    def find_text(self, pattern):
        ''' Return all symbols with matching text '''
        for item in (symbol for symbol in self.items()
                     if isinstance(symbol, EditableText)
                     and symbol.isVisible()):
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            try:
                res = re.search(pattern, unicode(item), flags=re.IGNORECASE)
            except re.error:
                # invalid pattern
                raise StopIteration
            if res:
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                yield item
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    def search(self, pattern, replace_with=None, cmd=None):
        ''' Search and replace function ; get next search result with key n
        cmd is a user string from the vi bar that by default for a replace
        is "s" (substittute string) but that can be a different command,
        e.g. "state" to limit the substitution to State components'''
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        self.clearSelection()
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        self.clear_highlight()
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        self.clear_focus()
        if pattern.endswith('\\'):
            # Avoid buggy pattern ending with a single backslash
            pattern += '\\'
        self.search_item = self.find_text(pattern)
        self.search_pattern = pattern
        if replace_with:
            with undoCommands.UndoMacro(self.undo_stack, 'Search and Replace'):
                for item in self.search_item:
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                    if(cmd and cmd != "s" and
                        item.parentItem().__class__.__name__.lower()
                                                               != cmd.lower()):
                        # filter symbols based on the user command
                        continue
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                    new_string = re.sub(pattern,
                                        replace_with,
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                                        unicode(item),
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                                        flags=re.IGNORECASE)
                    undo_cmd = undoCommands.ReplaceText(
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                                     item, unicode(item), new_string)
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                    self.undo_stack.push(undo_cmd)
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                    item.try_resize()
                    item.parentItem().select()
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                    self.update_completion_list(item.parent)
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            self.refresh()
        else:
            try:
                item = self.search_item.next()
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                item = item.parentItem()
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                item.select()
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                self.highlight(item)
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                item.ensureVisible()
            except StopIteration:
                LOG.info('Pattern not found')

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    def delete_selected_symbols(self):
        '''
            Remove selected symbols from the scene, with proper re-connections
        '''
        self.undo_stack.beginMacro('Delete items')
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        for item in self.selected_symbols:
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            if not item.scene():
                # Ignore if item has already been deleted
                # (in case of multiple selection)
                continue
            undo_cmd = undoCommands.DeleteSymbol(item)
            self.undo_stack.push(undo_cmd)
            try:
                item.branchEntryPoint.parent.updateConnectionPointPosition()
                item.branchEntryPoint.parent.updateConnectionPoints()
            except AttributeError:
                pass
        self.undo_stack.endMacro()

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    def copy_selected_symbols(self):
        '''
            Create a copy of selected symbols to a buffer (in AST form)
            Called when user presses Ctrl-C
        '''
        self.click_coordinates = None
        try:
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            Clipboard.copy(self.selected_symbols)
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        except TypeError as error_msg:
            try:
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                self.messages_window.addItem(unicode(error_msg))
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            except AttributeError:
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                LOG.error(unicode(error_msg))
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            raise

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    def cut_selected_symbols(self):
        '''
            Create a copy of selected symbols, then delete them
        '''
        try:
            self.copy_selected_symbols()
        except TypeError:
            LOG.error('Copy error - Cannot cut')
        else:
            self.delete_selected_symbols()

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    def paste_symbols(self):
        '''
            Paste previously copied symbols at selection point
        '''
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        parent = list(self.selected_symbols)
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        if len(parent) > 1:
            self.messages_window.addItem(
                    'Cannot paste when several items are selected')
        else:
            parent_item, = parent or [None]
            try:
                new_items = Clipboard.paste(parent_item, self)
            except TypeError as error_msg:
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                LOG.error(str(error_msg))
                try:
                    self.messages_window.addItem(str(error_msg))
                except AttributeError:
                    pass
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            else:
                self.undo_stack.beginMacro('Paste')
                for item in new_items:
                    # Allow pasting inputs when input is selected
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                    # Same for decision answers and connections
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                    if(isinstance(parent_item, genericSymbols.HorizontalSymbol)
                            and type(parent_item) == type(item)):
                        parent_item = parent_item.parentItem()

                    undo_cmd = undoCommands.InsertSymbol(item, parent_item,
                            pos=None if parent_item
                                     else self.click_coordinates or item.pos())

                    self.undo_stack.push(undo_cmd)
                    if parent_item:
                        parent_item = item
                    else:
                        G_SYMBOLS.add(item)
                    item.cam(item.pos(), item.pos())
                self.undo_stack.endMacro()
                self.refresh()

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    def sdl_to_statechart(self, basic=True):
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        ''' Create a graphviz representation of the SDL model '''
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        pr_raw = Pr.parse_scene(self)
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        pr_data = unicode('\n'.join(pr_raw))
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        ast, _, _ = ogParser.parse_pr(string=pr_data)
        try:
            process_ast, = ast.processes
        except ValueError:
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            LOG.debug('No statechart to render')
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            return None
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        # Flatten nested states (no, because neato does not support it,
        # dot supports only vertically-aligned states, and fdp does not
        # support curved edges and is buggy with pygraphviz anyway)
        # Helper.flatten(process_ast)
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        return Statechart.create_dot_graph(process_ast, basic)
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    def export_branch_to_picture(self, symbol, filename, doc_format):
        ''' Save a symbol and its followers to a file '''
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        temp_scene = SDL_Scene(context=self.context)
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        temp_scene.messages_window = self.messages_window
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        self.clearSelection()
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        self.clear_highlight()
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        symbol.select()
        try:
            self.copy_selected_symbols()
            temp_scene.paste_symbols()
            temp_scene.export_img(filename, doc_format)
        except AttributeError:
            pass

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    def export_img(self, filename=None, doc_format='png', split=False):
        ''' Save the scene as a PNG/SVG or PDF document
            If specified, split the diagram in multiple files, one
            per top-level floating item
        '''
        if not filename:
            return

        if split:
            # Save in multiple files
            index = 0
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            for item in self.floating_symb:
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                name = '{}-{}'.format(filename, str(index))
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                LOG.info('Saving {ext} file: {name}.{ext}'
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                         .format(ext=doc_format, name=name))
                self.export_branch_to_picture(item, name, doc_format)
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                index += 1

        if filename.split('.')[-1] != doc_format:
            filename += '.' + doc_format

        self.clearSelection()
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        self.clear_highlight()
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        self.clear_focus()
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        # Copy in a different scene to get the smallest rectangle
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        other_scene = SDL_Scene(context=self.context)
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        other_scene.messages_window = self.messages_window
        other_scene.setBackgroundBrush(QtGui.QBrush())
        for each in self.floating_symb:
            each.select()
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            try:
                self.copy_selected_symbols()
            except AttributeError as err:
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                LOG.debug(str(traceback.format_exc()))
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                LOG.error(str(err))
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            other_scene.paste_symbols()
            each.select(False)
        rect = other_scene.sceneRect()

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        # enlarge the rect to fit extra pixels due to antialiasing
        rect.adjust(-5, -5, 5, 5)
        if doc_format == 'png':
            device = QtGui.QImage(rect.size().toSize(),
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                                  QtGui.QImage.Format_ARGB32)
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            device.fill(Qt.transparent)
        elif doc_format == 'svg':
            device = QtSvg.QSvgGenerator()
            device.setFileName(filename)
            device.setTitle('OpenGEODE SDL Diagram')
            device.setSize(rect.size().toSize())
        elif doc_format == 'pdf':
            device = QtGui.QPrinter()
            device.setOutputFormat(QtGui.QPrinter.PdfFormat)
            device.setPaperSize(
                    rect.size().toSize(), QtGui.QPrinter.Point)
            device.setFullPage(True)
            device.setOutputFileName(filename)
        else:
            LOG.error('Output format not supported: ' + doc_format)
        painter = QtGui.QPainter(device)
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        other_scene.render(painter, source=rect)
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        try:
            device.save(filename)
        except AttributeError:
            # Due to inconsistencies in Qt API - only QtGui.QImage has the save
            pass
        if painter.isActive():
            painter.end()

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    def clear_focus(self):
        ''' Clear focus from any item on the scene '''
        try:
            self.focusItem().clearFocus()
        except AttributeError:
            # if no focus item
            pass

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    def symbol_near(self, pos, dist=5, selectable_only=True):
        ''' If any, returns symbol around pos '''
        items = self.items(
                QRectF(pos.x() - dist, pos.y() - dist, 2 * dist, 2 * dist))
        for item in items:
            if((selectable_only and item.flags() &
                    QtGui.QGraphicsItem.ItemIsSelectable)
                    or not selectable_only):
                return item.parent if isinstance(item, Cornergrabber) else item

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    def can_insert(self, pos, item_type):
        ''' Check if we can add an item type at a given position '''
        parent_item = self.symbol_near(pos)
        if not parent_item:
            # No symbol at the given position
            if item_type.needs_parent:
                raise TypeError(str(item_type.__name__) + ' needs a parent')
            else:
                return None
        else:
            # Check if item as pos accepts item type as follower
            if item_type.__name__ in parent_item.allowed_followers:
                return parent_item
            else:
                raise TypeError(parent_item.__class__.__name__ +
                                ' symbol cannot be followed by ' +
                                item_type.__name__)

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    def create_subscene(self, context, parent=None):
        ''' Create a new SDL scene, e.g. for nested symbols '''
        subscene = SDL_Scene(context=context)
        subscene.messages_window = self.messages_window
        subscene.parent_scene = parent
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        subscene.context_change.connect(self.context_change.emit)
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        return subscene


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    def place_symbol(self, item_type, parent, pos=None, rect=None):
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        ''' Draw a symbol on the scene '''
        item = item_type()
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        if rect is not None:
            # Optionally size the new item
            item.set_shape(rect.width(), rect.height())
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        # Add the item to the scene
        if item not in self.items():
            self.addItem(item)
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        # Create Undo command (makes the call to the insert_symbol function):
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        undo_cmd = undoCommands.InsertSymbol(item=item, parent=parent, pos=pos)
        self.undo_stack.push(undo_cmd)
        # If no item is selected (e.g. new STATE), add it to the scene
        if not parent:
            G_SYMBOLS.add(item)

        if item_type == Decision:
            # When creating a new decision, add two default answers
            self.place_symbol(item_type=DecisionAnswer, parent=item)
            self.place_symbol(item_type=DecisionAnswer, parent=item)
        elif item_type in (Procedure, State, Process):
            # Create a sub-scene for clickable symbols
            item.nested_scene = \
                    self.create_subscene(item_type.__name__.lower(), self)

        self.clearSelection()
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        self.clear_highlight()
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        self.clear_focus()
        item.select()
        item.cam(item.pos(), item.pos())
        # When item is placed, immediately set focus to input text
        item.edit_text()

        for view in self.views():
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            view.view_refresh()
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            view.ensureVisible(item)
        return item



    def add_symbol(self, item_type):
        ''' Add a symbol, or postpone until a parent symbol is selected  '''
        try:
            # If an item is selected or if its text has focus,
            # use it as parent item for the newly inserted item
            selection, = (list(self.selected_symbols) or
                          [self.focusItem().parentItem()])
            with undoCommands.UndoMacro(self.undo_stack, 'Place Symbol'):
                self.place_symbol(item_type=item_type, parent=selection)
        except (ValueError, AttributeError):
            # Menu item clicked but no symbol selected
            # -> store until user clicks on the scene
            self.messages_window.clear()
            self.messages_window.addItem(
                    'Click on the scene to place the symbol')
            self.button_selected = item_type
            if item_type == Connection:
                self.mode = 'wait_connection_source'
            else:
                self.mode = 'wait_placement'
            self.set_cursor(item_type)
            return None



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    # pylint: disable=C0103
    def mousePressEvent(self, event):
        '''
            Handle mouse click on the scene:
            If a symbol was selected in the menu, check if it can be inserted
            Otherwise store the coordinates, in which case if the user does
            a paste action with floating items, they will be placed there.
        '''
        self.reset_cursor()
        # First propagate event to symbols for specific treatment
        super(SDL_Scene, self).mousePressEvent(event)
        # Store mouse coordinates as possible paste position
        self.click_coordinates = event.scenePos()
        # Enter state machine
        if self.mode == 'idle' and event.button() == Qt.LeftButton:
            # Idle mode: click triggers selection square
            nearby_connection = self.symbol_near(event.scenePos(),
                                                 selectable_only=False)
            connection_selected = False
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            if isinstance(nearby_connection, Connection):
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                # Click near a connection - forward the event to it
                # (some connections like statechart Edges can react)
                nearby_connection.mousePressEvent(event)
                connection_selected = True
            if not self.symbol_near(event.scenePos(), dist=1):
                self.mode = 'select_items'
                self.orig_pos = event.scenePos()
                self.select_rect = self.addRect(
                        QRectF(self.orig_pos, self.orig_pos))
                if self.context == 'statechart' and not connection_selected:
                    # Specific treatment for statecharts - should subclass
                    for item in self.items():
                        # Remove all Edges control points from the scene
                        try:
                            item.bezier_set_visible(False)
                        except AttributeError:
                            pass

        elif self.mode == 'wait_placement':
            try:
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                parent = self.can_insert(event.scenePos(),
                                         self.button_selected)
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            except TypeError as err:
                self.messages_window.addItem(str(err))
            else:
                with undoCommands.UndoMacro(self.undo_stack, 'Place Symbol'):
                    item = self.place_symbol(
                            item_type=self.button_selected,
                            parent=parent,
                            pos=event.scenePos() if not parent else None)
            # self.button_selected = None
            self.mode = 'idle'
        elif self.mode == 'wait_connection_source':
            # Check location, and if ok:
            self.mode = 'wait_next_connection_point'
            # if not OK, reset and:
            self.mode = 'idle'

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    # pylint: disable=C0103
    def mouseMoveEvent(self, event):
        ''' Handle Click + Mouse move, based on the mode '''
        if event.buttons() == Qt.NoButton or self.mode == 'idle':
            return super(SDL_Scene, self).mouseMoveEvent(event)
        elif self.mode == 'select_items':
            rect = QRectF(self.orig_pos, event.scenePos())
            self.select_rect.setRect(rect.normalized())
        elif self.mode == 'wait_next_connection_point':
            # Update the line
            pass

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    def quick_menu(self, pos, rect):
        ''' Add actions on the fly to the context-dependent menu that is
        displayed when the user draws a box on the screen '''
        menu       = QtGui.QMenu('Select item to add')
        singletons = (i.__class__ for i in self.visible_symb if i.is_singleton)
        candidates = filter(lambda x: not x.needs_parent
                                      and not x in singletons,
                            ACTIONS.get(self.context, []))

        def add_symbol(sort, rect):
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            size = rect if sort.default_size == "any" else None
            symb = self.place_symbol(sort, parent=None, pos=rect.topLeft(),
                                     rect=size)
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        def setup_action(sort):
            name   = sort.__name__
            icon   = QtGui.QIcon(':icons/{}.png'.format(name.lower()))
            action = menu.addAction(icon, name)
            action.triggered.connect(partial(add_symbol,
                                             sort,
                                             rect=rect))
        if map(setup_action, candidates):
            menu.exec_(pos)

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    # pylint: disable=C0103
    def mouseReleaseEvent(self, event):
        if self.mode == 'select_items':
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            found = False
            rect = self.select_rect.