Renderer.py 14.5 KB
Newer Older
Maxime Perrotin's avatar
Maxime Perrotin committed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
#!/usr/bin/env python
# -*- coding: utf-8 -*-

"""
    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

    This module is responsible for transforming AST elements to actual symbols

    It is separated from the main SDL_Scene class as the rendering can
    be done on any scene (e.g. clipboard).

    There is a single rendering function for all SDL construct, and a dispatch
    machanism (using the Python3-backported feature called singledispatch).

    Rendering can be done for single elements (returns the symbol) or for
    complete diagrams.

    This rendering capability is separated from the AST definition (ogAST.py)
    so that the AST module is kept independent from any graphical backend and
    is not related to Pyside.

    When rendering a (set of) symbol(s), update text autocompletion list(s).
"""

import ogAST
import sdlSymbols
import genericSymbols
import logging
Maxime Perrotin's avatar
Maxime Perrotin committed
37
from itertools import chain
Maxime Perrotin's avatar
Maxime Perrotin committed
38
from singledispatch import singledispatch
39
from ogParser import type_name
Maxime Perrotin's avatar
Maxime Perrotin committed
40
41
42

LOG = logging.getLogger(__name__)

Maxime Perrotin's avatar
Maxime Perrotin committed
43
44
45
46
47
48
49
50
__all__ = ['render', 'add_to_scene']


def add_to_scene(item, scene):
    ''' Add item to a scene after verifying that the scene allows it '''
    if type(item) in scene.allowed_symbols:
        scene.addItem(item)
    else:
51
        #print type(item), scene.allowed_symbols, scene.context
Maxime Perrotin's avatar
Maxime Perrotin committed
52
        raise TypeError('This symbol does not fit the current scene')
Maxime Perrotin's avatar
Maxime Perrotin committed
53

Maxime Perrotin's avatar
Maxime Perrotin committed
54

Maxime Perrotin's avatar
Maxime Perrotin committed
55
56
57
58
59
60
61
62
63
64
@singledispatch
def render(ast, scene, parent, states, terminators=None):
    ''' Render a transition action symbol on the scene '''
    _, _, _, _ = scene, parent, states, terminators
    # Default behaviour is to raise an exception, if there is no
    # rendering function for a given symbol. Otherwise the dispatch
    # mechanism forwards the call to a registered function (see below)
    raise TypeError('[Renderer] Unsupported symbol in branch: ' + repr(ast))


65
66
67
68
69
70
@render.register(ogAST.Block)
def _block(ast, scene):
    ''' Render a block, containing a set of process symbols '''
    top_level = []
    for each in ast.processes:
        top_level.append(render(each, scene))
71
72
73
    for each in ast.parent.text_areas:
        # Sytem level may contain text areas with signal definitions, etc.
        top_level.append(render(each, scene))
74
75
76
    if not ast.parent.text_areas:
        # If signals are declared outside from a textbox, create one
        signals = ["signal {si[name]}{param};\n".format(si=sig,
77
78
           param=('(' + sig['type'].ReferencedTypeName.replace('-', '_') + ')')
                 if 'type' in sig else '')
79
80
81
             for sig in ast.parent.signals]
        procedures = ["procedure {proc.inputString};\n{fpar}\nexternal;\n"
                      .format(proc=proc,
82
83
                              fpar="fpar\n    " + u",\n    ".join
                              ([u"{direc} {fpar[name]} {asn1}"
84
85
86
87
                                .format(fpar=fpar,
                                        direc="in"
                                           if fpar['direction']=='in'
                                           else 'in/out',
Maxime Perrotin's avatar
Maxime Perrotin committed
88
                                        asn1=getattr(fpar['type'],
89
                                           'ReferencedTypeName', 'TYPE_ERROR')
Maxime Perrotin's avatar
Maxime Perrotin committed
90
                                           .replace('-', '_'))
91
                                for fpar in proc.fpar]) + ';')
92
93
94
95
96
97
98
99
                        for proc in ast.parent.procedures]
        if signals or procedures:
            text_area = ogAST.TextArea()
            text_area.inputString = "{}\n\n{}".format('\n'.join(signals),
                                                      '\n'.join(procedures))
            text_area.pos_x = scene.itemsBoundingRect().width()
            text_area.pos_y = scene.itemsBoundingRect().y() + 10
            top_level.append(render(text_area, scene))
100
101
102
    return top_level


Maxime Perrotin's avatar
Maxime Perrotin committed
103
@render.register(ogAST.Process)
Maxime Perrotin's avatar
Maxime Perrotin committed
104
def _process(ast, scene, **_):
105
106
    ''' Render a Process symbol (in a BLOCK diagram) '''
    symbol = sdlSymbols.Process(ast, ast)
Maxime Perrotin's avatar
Maxime Perrotin committed
107
    add_to_scene(symbol, scene)
108
    return symbol
Maxime Perrotin's avatar
Maxime Perrotin committed
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128


@render.register(ogAST.Automaton)
def _automaton(ast, scene):
    ''' Render graphical elements of a process or procedure '''
    top_level_symbols = []
    # Render text areas (DCL declarations, etc.)
    for text in ast.textAreas:
        top_level_symbols.append(render(text, scene))

    # Render procedures symbols
    top_level_symbols.extend(
            [render(proc, scene)
                            for proc in ast.inner_procedures
                            if not proc.external])

    # Render the start symbol
    if ast.start:
        top_level_symbols.append(render(ast.start, scene, ast.states))

129
130
131
132
    # Render named start symbols in nested states
    for each in ast.named_start:
        top_level_symbols.append(render(each, scene, ast.states))

Maxime Perrotin's avatar
Maxime Perrotin committed
133
134
135
136
137
    # Render floating labels
    for label in ast.floating_labels:
        top_level_symbols.append(render(label, scene, ast.states))

    # Render floating states
Maxime Perrotin's avatar
Maxime Perrotin committed
138
    nested_states = []
Maxime Perrotin's avatar
Maxime Perrotin committed
139
140
141
142
143
    for state in ast.states:
        # Create only floating states
        try:
            new_state = render(state, scene=scene, states=ast.states,
                               terminators=ast.parent.terminators)
144
            if new_state.nested_scene:
145
                if unicode(new_state).lower() in nested_states:
146
147
                    new_state.nested_scene = None
                else:
148
                    nested_states.append(unicode(new_state).lower())
Maxime Perrotin's avatar
Maxime Perrotin committed
149
150
151
152
153
        except TypeError:
            # Discard terminators (see _state function for explanation)
            pass
        else:
            top_level_symbols.append(new_state)
154
155

    # If the source .pr contained FPAR outside a textbox, create one
156
    if ast.parent.fpar and not any(x.fpar for x in ast.textAreas):
157
158
159
160
161
162
163
164
165
        text_area = ogAST.TextArea()
        fpars = ('{} {}'.format(fp['name'],
                                type_name(fp['type']).replace('-', '_'))
                    for fp in ast.parent.fpar)
        text_area.inputString = ("-- Formal parameters\n"
                                "fpar {};".format(',\n          '.join(fpars)))
        text_area.pos_x = scene.itemsBoundingRect().x() - 200
        text_area.pos_y = scene.itemsBoundingRect().y()
        top_level_symbols.append(render(text_area, scene))
Maxime Perrotin's avatar
Maxime Perrotin committed
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
    return top_level_symbols


@render.register(ogAST.State)
def _state(ast, scene, states, terminators, parent=None):
    ''' Render a floating state and its inputs '''
    _ = parent
    # Discard the state if it is a terminator too as it is not a floating
    # state in that case: it will be rendered together with all its (possible)
    # INPUT children in the render_terminator function.
    for term in terminators:
        if(term.kind == 'next_state' and
                term.pos_x == ast.pos_x and
                term.pos_y == ast.pos_y and
                term.inputString == ast.inputString):
            raise TypeError('This state is a terminator')
    new_state = sdlSymbols.State(parent=None, ast=ast)
    if new_state not in scene.items():
Maxime Perrotin's avatar
Maxime Perrotin committed
184
        add_to_scene(new_state, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
185

186
    for exit in chain(ast.inputs, ast.connects, ast.continuous_signals):
Maxime Perrotin's avatar
Maxime Perrotin committed
187
        render(exit, scene=scene, parent=new_state, states=states)
188
189
190

    new_state.nested_scene = ast.composite or ogAST.CompositeState()

Maxime Perrotin's avatar
Maxime Perrotin committed
191
192
193
194
195
196
197
198
    return new_state


@render.register(ogAST.Procedure)
def _procedure(ast, scene, parent=None, states=None):
    ''' Add a procedure symbol to the scene '''
    _, _ = parent, states
    proc_symbol = sdlSymbols.Procedure(ast, ast)
Maxime Perrotin's avatar
Maxime Perrotin committed
199
    add_to_scene(proc_symbol, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
200
201
202
203
204
205
206
207
    return proc_symbol


@render.register(ogAST.TextArea)
def _text_area(ast, scene, parent=None, states=None):
    ''' Render a text area from the AST '''
    _, _ = parent, states
    text = sdlSymbols.TextSymbol(ast)
Maxime Perrotin's avatar
Maxime Perrotin committed
208
    add_to_scene(text, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
209
210
211
212
213
214
215
216
    return text


@render.register(ogAST.Start)
def _start(ast, scene, states, parent=None):
    ''' Add the start symbol to a scene '''
    _ = parent
    start_symbol = sdlSymbols.Start(ast)
Maxime Perrotin's avatar
Maxime Perrotin committed
217
    add_to_scene(start_symbol, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
218
    if ast.transition:
Maxime Perrotin's avatar
Maxime Perrotin committed
219
        render(ast.transition, scene=scene, parent=start_symbol, states=states)
220
221
222
223
    return start_symbol


@render.register(ogAST.CompositeState_start)
Maxime Perrotin's avatar
Maxime Perrotin committed
224
def _composite_start(ast, scene, states, parent=None):
225
226
227
    ''' Add an editable start symbol to a scene (in composite states) '''
    _ = parent
    start_symbol = sdlSymbols.StateStart(ast)
Maxime Perrotin's avatar
Maxime Perrotin committed
228
    add_to_scene(start_symbol, scene)
229
230
231
    if ast.transition:
        render(ast.transition,
                      scene=scene, parent=start_symbol, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
232
233
234
235
236
237
238
239
    return start_symbol


@render.register(ogAST.Procedure_start)
def _procedure_start(ast, scene, states, parent=None):
    ''' Add the procedure start symbol to a scene '''
    _ = parent
    start_symbol = sdlSymbols.ProcedureStart(ast)
Maxime Perrotin's avatar
Maxime Perrotin committed
240
    add_to_scene(start_symbol, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
241
    if ast.transition:
Maxime Perrotin's avatar
Maxime Perrotin committed
242
        render(ast.transition, scene=scene, parent=start_symbol, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
243
244
245
246
247
248
249
250
251
    return start_symbol


@render.register(ogAST.Floating_label)
def _floating_label(ast, scene, states, parent=None):
    ''' Add a Floating label from the AST to the scene '''
    _ = parent
    lab = sdlSymbols.Label(parent=None, ast=ast)
    if lab not in scene.items():
Maxime Perrotin's avatar
Maxime Perrotin committed
252
        add_to_scene(lab, scene)
253
    lab.pos_x, lab.pos_y = ast.pos_x, ast.pos_y
Maxime Perrotin's avatar
Maxime Perrotin committed
254
    if ast.transition:
Maxime Perrotin's avatar
Maxime Perrotin committed
255
        render(ast.transition, scene=scene, parent=lab, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
256
257
258
259
260
261
    return lab


@render.register(ogAST.Transition)
def _transition(ast, scene, parent, states):
    ''' Add a transition to a scene '''
Maxime Perrotin's avatar
Maxime Perrotin committed
262
    for each in ast.actions:
Maxime Perrotin's avatar
Maxime Perrotin committed
263
        # pylint: disable=E1111
Maxime Perrotin's avatar
Maxime Perrotin committed
264
        parent = render(each, scene=scene, parent=parent, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
265
266

    if ast.terminator:
Maxime Perrotin's avatar
Maxime Perrotin committed
267
        render(ast.terminator, scene=scene, parent=parent, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291


@render.register(ogAST.Comment)
def _comment(ast, scene, parent, states=None):
    ''' Create a COMMENT symbol - note: relative positionning is lost '''
    _, _ = scene, states
    return genericSymbols.Comment(parent, ast=ast)


@render.register(ogAST.Task)
def _task(ast, scene, parent, states):
    ''' Create a TASK symbol '''
    _, _ = scene, states
    return sdlSymbols.Task(parent, ast=ast)


@render.register(ogAST.Output)
def _output(ast, scene, parent, states):
    ''' Create an OUTPUT or PROCEDURE CALL symbol '''
    _, _ = scene, states
    return sdlSymbols.Output(parent, ast=ast)


@render.register(ogAST.ProcedureCall)
Maxime Perrotin's avatar
Maxime Perrotin committed
292
def _procedure_call(ast, scene, parent, states):
Maxime Perrotin's avatar
Maxime Perrotin committed
293
294
295
296
297
298
299
300
301
302
303
    ''' Create an OUTPUT or PROCEDURE CALL symbol '''
    _, _ = scene, states
    return sdlSymbols.ProcedureCall(parent, ast=ast)


@render.register(ogAST.Decision)
def _decision(ast, scene, parent, states):
    ''' Create a DECISION symbol and all its answers '''
    symbol = sdlSymbols.Decision(parent, ast=ast)
    # Place the symbol at absolute coordinates
    if not parent:
304
        symbol.pos_x, symbol.pos_y = ast.pos_x, ast.pos_y
Maxime Perrotin's avatar
Maxime Perrotin committed
305
    for branch in ast.answers:
306
307
        render(branch, scene=scene, parent=symbol, states=states)
    symbol.updateConnectionPointPosition()
Maxime Perrotin's avatar
Maxime Perrotin committed
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
    return symbol


@render.register(ogAST.Label)
def _label(ast, scene, parent=None, states=None):
    ''' Create a LABEL symbol '''
    _, _ = scene, states
    return sdlSymbols.Label(parent, ast=ast)


@render.register(ogAST.Answer)
def _answer(ast, scene, parent, states):
    ''' Create an ANSWER symbol and build its following transition '''
    symbol = sdlSymbols.DecisionAnswer(parent, ast=ast)
    # Place the symbol at absolute coordinates so that if
    # the branch has NEXTSTATEs symbols, they are properly placed
    if not parent:
325
        symbol.pos_x, symbol.pos_y = ast.pos_x, ast.pos_y
Maxime Perrotin's avatar
Maxime Perrotin committed
326
    if ast.transition:
327
        render(ast.transition, scene=scene, parent=symbol, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
328
329
330
331
332
333
334
335
    return symbol


@render.register(ogAST.Terminator)
def _terminator(ast, scene, parent, states):
    ''' Create a TERMINATOR symbol '''
    if ast.label:
        # pylint: disable=E1111
Maxime Perrotin's avatar
Maxime Perrotin committed
336
        parent = render(ast.label, scene=scene, parent=parent, states=states)
Maxime Perrotin's avatar
Maxime Perrotin committed
337
338
339
340
341
342
343
344
    if ast.kind == 'next_state':
        # Create a new state symbol
        symbol = sdlSymbols.State(parent=parent, ast=ast)
        # If the terminator is also a new state, render the inputs below
        for state_ast in states:
            if (state_ast.inputString == ast.inputString and
                    state_ast.pos_x == ast.pos_x and
                    state_ast.pos_y == ast.pos_y):
Maxime Perrotin's avatar
Maxime Perrotin committed
345
346
                symbol.nested_scene = state_ast.composite or \
                                      ogAST.CompositeState()
347
348
349
                for each in chain(state_ast.inputs,
                                  state_ast.connects,
                                  state_ast.continuous_signals):
Maxime Perrotin's avatar
Maxime Perrotin committed
350
351
                    render(each, scene=scene, parent=symbol, states=states)
                break
Maxime Perrotin's avatar
Maxime Perrotin committed
352
        symbol.nested_scene = ast.composite or ogAST.CompositeState()
Maxime Perrotin's avatar
Maxime Perrotin committed
353
354
    elif ast.kind == 'join':
        symbol = sdlSymbols.Join(parent, ast)
355
    elif ast.kind in ('return', 'stop'):
Maxime Perrotin's avatar
Maxime Perrotin committed
356
357
358
359
360
361
362
363
364
365
366
367
        symbol = sdlSymbols.ProcedureStop(parent, ast)
    else:
        raise TypeError('Unsupported terminator: ' + repr(ast))
    return symbol


@render.register(ogAST.Input)
def _input(ast, scene, parent, states):
    ''' Add input from the AST to the scene '''
    # Note: PROVIDED clause is not supported
    inp = sdlSymbols.Input(parent, ast=ast)
    if inp not in scene.items():
Maxime Perrotin's avatar
Maxime Perrotin committed
368
        add_to_scene(inp, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
369
    if not parent:
370
        inp.pos_x, inp.pos_y = ast.pos_x, ast.pos_y
Maxime Perrotin's avatar
Maxime Perrotin committed
371
372
373
374
375
376
    if ast.transition:
        render(ast.transition,
               scene=scene,
               parent=inp,
               states=states)
    return inp
Maxime Perrotin's avatar
Maxime Perrotin committed
377

Maxime Perrotin's avatar
Maxime Perrotin committed
378

379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
@render.register(ogAST.ContinuousSignal)
def _continuous_signal(ast, scene, parent, states):
    ''' Add continuous signal to the scene '''
    cont = sdlSymbols.ContinuousSignal(parent, ast=ast)
    if cont not in scene.items():
        add_to_scene(cont, scene)
    if not parent:
        cont.pos_x, cont.pos_y = ast.pos_x, ast.pos_y
    if ast.transition:
        render(ast.transition,
               scene=scene,
               parent=cont,
               states=states)
    return cont


Maxime Perrotin's avatar
Maxime Perrotin committed
395
@render.register(ogAST.Connect)
Maxime Perrotin's avatar
Maxime Perrotin committed
396
def _connect(ast, scene, parent, states):
Maxime Perrotin's avatar
Maxime Perrotin committed
397
398
399
    ''' Add connect symbol from the AST to the scene '''
    conn = sdlSymbols.Connect(parent, ast=ast)
    if conn not in scene.items():
Maxime Perrotin's avatar
Maxime Perrotin committed
400
        add_to_scene(conn, scene)
Maxime Perrotin's avatar
Maxime Perrotin committed
401
    if not parent:
402
        conn.pos_x, conn.pos_y = ast.pos_x, ast.pos_y
Maxime Perrotin's avatar
Maxime Perrotin committed
403
404
405
406
407
408
    if ast.transition:
        render(ast.transition,
               scene=scene,
               parent=conn,
               states=states)
    return conn