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GUI_actions.py
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GUI_actions.py
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"""
This file is part of HDCS.
HDCS is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
HDCS is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with HDCS. If not, see <http://www.gnu.org/licenses/>.
"""
import sys
import importlib
import Definitions
import Live_Keys
import numpy as np
import GUI_colors as colors
from time import time
from numpy.linalg import norm
from PyQt5 import QtCore, QtGui, QtWidgets
from PyQt5.QtGui import QColor
from GUI_custom import plotDrop
from ADCS_Link import ADCS_Link
from GUI_accessories import Dialog, Sound
import Test_definition
""" ---------------------------------------------------------------------------
Helper functions + variables
----------------------------------------------------------------------- """
def label_bounds(label): # convenience function to convert label to qgraphicsrect
geo = label.geometry()
return QtWidgets.QGraphicsRectItem(geo.x(),geo.y(),geo.width(),geo.height())
def extractCSS(style,att):
beg = style.index(att)+len(att)+1 # don't include :
end = style.index(';',beg) # don't include ';'
return style[beg:end]
def changeCSS(label,style,attribute,target):
style = style.replace(extractCSS(style,attribute),target)
label.setStyleSheet(style)
# Direction Vectors, used to calculate optimal lines!
N = np.array([0, 1])
E = np.array([1, 0])
S = np.array([0, -1])
W = np.array([-1, 0])
NE = np.array([np.cos(np.pi/4), np.sin(np.pi/4)])
NW = np.array([3*np.cos(np.pi/4), np.sin(3*np.pi/4)])
SE = np.array([np.cos(-np.pi/4), np.sin(-np.pi/4)])
SW = np.array([np.cos(-3*np.pi/4), np.sin(-3*np.pi/4)])
directions = [NE, SE, SW, NW]
""" ---------------------------------------------------------------------------
State label dynamic realtime updating functions
----------------------------------------------------------------------- """
def dub(data): # double printing scheme
data ='{0:.02f}'.format(data)
return str(data)
def trip(data): # triples printing scheme
data ='{0:.03f}'.format(data)
return str(data)
def alertState(gui,name):
""" Get the alerting state, -1(OFF), 0(OK) , 1(WARNING), or 2(CRITICAL)
For command blocks, returns the state of the object_name variable """
state = gui.State[name]
if name in gui.State_Limits_keys:
lower = gui.State_Limits[name][0]
upper = gui.State_Limits[name][1]
if state >= upper:
alert = 2
elif state <= lower:
alert = 2
elif (state >= (upper-lower)*0.75+lower and state < upper):
alert = 1
elif (state <= (upper-lower)*0.25+lower and state > lower) :
alert = 1
elif state == -1:
alert = -1 # not yet set
elif (upper-lower)*0.25+lower < state < (upper-lower)*0.75+lower :
alert = 0
else:
alert=state
return alert, state
def colorBackState(alert,state):
""" back color decider """
if alert==state: # Command blocks will do this, nothing else
if alert == 0:
return QColor(colors.disabled)
elif alert == 1:
return QColor(colors.active_blue_solid)
else:
if alert == -1:
return QColor(colors.disabled)
elif alert == 0:
return QColor(colors.active_blue_solid)
elif alert == 1:
return QColor(colors.warning_solid)
elif alert == 2:
return QColor(colors.critical)
def colorFloatingBackState(alert,state):
""" back color decider for "floating" blocks (text state colorers) """
if alert==state: # Command blocks will do this, or disabled sensors
if alert == 0:
return QColor(colors.white)
elif alert == 1:
return QColor(colors.white)
elif alert == -1:
return QColor(colors.transparent)
else:
if alert == -1:
return QColor(colors.transparent)
elif alert == 0:
return QColor(colors.transparent)
elif alert == 1:
return QColor(colors.transparent)
elif alert == 2:
return QColor(colors.white)
def colorForeState(alert,state):
""" fore color decider """
if alert==state: # Command blocks will do this, or disabled sensors
if alert == 0:
return QColor(colors.disabled)
elif alert == 1:
return QColor(colors.active_blue_solid)
elif alert == -1:
return QColor(colors.disabled)
else:
if alert == -1:
return QColor(colors.disabled)
elif alert == 0:
return QColor(colors.active_green)
elif alert == 1:
return QColor(colors.warning_solid)
elif alert == 2:
return QColor(colors.critical)
def updateLabel(gui,name):
""" Update a specific state label in Interface.stateLabels
All calls are try/except wrapped to prevent needless crashes
"""
flag, fg, bg = gui.stateLabels[name] # flag, foreground, background
alert, value = alertState(gui,name) # value is Interface.State[name]
if 'cs' in flag: # text colors state
if 'd1' in flag: # text displays state
fg.setText(dub(value))
rebrush = fg.brush()
try: # TEMP
rebrush.setColor( colorForeState(alert,value) )
except:
print(name)
fg.setBrush(rebrush)
rebrush = bg.brush()
rebrush.setColor( colorFloatingBackState(alert,value) )
bg.setBrush(rebrush)
elif 'd0' in flag: # text does not display state
rebrush = fg.brush()
rebrush.setColor( colorForeState(alert,value) )
fg.setBrush(rebrush)
rebrush = bg.brush()
rebrush.setColor( colorFloatingBackState(alert,value) )
bg.setBrush(rebrush)
elif 'bs' in flag: # back colors state
if 'd1' in flag:
fg.setText(dub(value))
rebrush = bg.brush()
try:
rebrush.setColor( colorBackState(alert,value) )
bg.setBrush(rebrush)
except TypeError: # Occurs for objects need manual coloring
pass
elif 'd0' in flag:
rebrush = bg.brush()
rebrush.setColor( colorBackState(alert,value) )
bg.setBrush(rebrush)
""" ---------------------------------------------------------------------------
Dynamic line creation and updating
----------------------------------------------------------------------- """
def makeLine(gui,p1,p2,scene,view):
''' Make a nicely bent line between the nodes '''
# Check if y position is 'pretty much' equal
if abs(p1.y()-p2.y()) < p1.height()/2:
y_similar = 1
else:
y_similar = 0
# Check if x position is 'pretty much' equal
if abs(p1.x()-p2.x()) < p1.width()/2:
x_similar = 1
else:
x_similar = 0
# If aligned in at least one axis
if ((x_similar and y_similar) or (x_similar and not y_similar)
or (not x_similar and y_similar) ):
r1 = [p1.x() + p1.width()/2,p1.y() + p1.height()/2]
r2 = [p2.x() + p2.width()/2,p2.y() + p2.height()/2]
r1 = view.mapFromScene(r1[0],r1[1])
r2 = view.mapFromScene(r2[0],r2[1])
line = QtCore.QLineF(r1,r2)
pen = QtGui.QPen(QtGui.QColor(colors.disabled))
linerefs = [scene.addLine(line,pen)]
#pens = [pen]
else: # If not aligned in any axis
# Create vector between points
r1 = [p1.x() + p1.width()/2,p1.y() + p1.height()/2]
r2 = [p2.x() + p2.width()/2,p2.y() + p2.height()/2]
shortest = np.array(r2)-np.array(r1)
# Find which direction vector (N, NE, E, etc.) is closest to the vector
angles = []
for vector in directions:
vector = np.array(vector)
dotnorm = np.dot(vector,shortest)
dotnorm = dotnorm / np.dot(norm(vector),norm(shortest))
angles.append(np.arccos(dotnorm))
i = angles.index(min(angles))
# Create a line with the vector's direction, multiplied by a magnitude
# which puts either x or y smack-dab aligned with point 2
mea = list(abs(shortest)).index(min(abs(shortest))) # min error axis
mag = abs(shortest)[mea]/abs(directions[i][mea])
vect = mag*directions[i] #*(norm(shortest)/np.cos(angles[i]))
vect[0]+=r1[0]
vect[1]+=r1[1]
r1 = view.mapFromScene(r1[0],r1[1])
mid = view.mapFromScene(vect[0],vect[1])
line = QtCore.QLineF(r1,mid)
pen = QtGui.QPen(QtGui.QColor(colors.disabled))
linerefs = [scene.addLine(line,pen)]
r2 = view.mapFromScene(r2[0],r2[1])
line = QtCore.QLineF(mid,r2)
pen = QtGui.QPen(QtGui.QColor(colors.disabled))
lineref = scene.addLine(line,pen)
linerefs.append( lineref )
return linerefs
def makeLines(gui,scene,view):
""" Make nicely bent lines between all qualified nodes """
start = time()
All = gui.centralwidget.findChildren(QtWidgets.QLabel)
Labels = {obj.objectName(): obj for obj in All}
p1 = gui.adcs_u1.geometry()
p2 = gui.u1_adcs.geometry()
# Create all labels, in both directions
lines = {}
for name,obj in Labels.items():
pair = {}
for other_name in Labels.keys():
namecmp = name.split('_')
othncmp = other_name.split('_')
if ( set(namecmp).issubset(set(othncmp)) and (name!=other_name)
and ('_' in name) and ('label' not in name)):
pair[name]=other_name
if len(pair)>0:
for key,match in pair.items():
p1 = Labels[key].geometry()
p2 = Labels[match].geometry()
lines[name] = makeLine(gui, p1, p2, scene, view)
# Take duplicate lines, and decide which is the best,
# then delete the one that isn't as good.
lines_mod = dict(lines)
for name,line in lines.items():
line_pair = None
for other_name in Labels.keys():
namecmp = name.split('_')
othncmp = other_name.split('_')
if ( set(namecmp).issubset(set(othncmp)) and (name!=other_name)
and ('_' in name) and ('label' not in name) ):
line_pair=(lines[name],lines[other_name]) # found a pair, yay!
break
if len(line_pair) > 1:
line_items = line_pair[0] # [primary line]
othr_items = line_pair[1] # [other line]
cost_line, cost_othr = 0.0, 0.0 # cost variables
# Count collisions with any other labels, add that to the cost
# Takes about 0.1s
for _, label in Labels.items():
for segment in line_items:
cost_line += float(segment.collidesWithItem(label_bounds(label)))
for segment in othr_items:
cost_othr += float(segment.collidesWithItem(label_bounds(label)))
# Add up length of line segments, add that to the cost
for segment in line_items:
cost_line += segment.shape().length()
for segment in othr_items:
cost_othr += segment.shape().length()
# Just in case lengths + # collisions is identical,
# also add to cost the float proximity to other labels,
# but not including the endpoints! (too much proximity there)
# -> Note the weight meaning we don't value this as much
for _, label in Labels.items():
segment = line_items[0] # [1st segment]
label_ctr = label_bounds(label).boundingRect().center()
cost_line += 1/(0.1+(segment.line().p2()-label_ctr).manhattanLength())
segment = othr_items[0] # [1st segment]
label_ctr = label_bounds(label).boundingRect().center()
cost_othr += 1/(0.1+(segment.line().p2()-label_ctr).manhattanLength())
# Figure out who is worse, and mark for deletion
if cost_line > cost_othr:
deleteme = [name,line_pair[0]]
else:
deleteme = [other_name,line_pair[1]]
try:
#print('del',deleteme[0])
lines_mod.pop(deleteme[0]) # remove by key, deletes lines + pens
for segment in deleteme[1]:
scene.removeItem(segment) # remove line objects in scene
except KeyError as e: # happens if line was deleted earlier and we missed it
pass
lines = lines_mod
gui.line_keys = lines.keys()
print('Line generation took',time()-start,'seconds')
return lines
def updateLineStates(gui,line_name):
""" update a single line's state, inherited from its connected nodes """
# first, make some decisions based on the line's name
node_names = line_name.split('_')
if ( (node_names[0] in Definitions.Control_Keys) and
(node_names[1] in Definitions.Control_Keys) ):
# Hey, that means this is a COMMAND line!
# (Both ends must be active for the line to activate)
if gui.State[node_names[0]] and gui.State[node_names[1]]:
# Turn on!
for segment in gui.lines[line_name]:
repen = segment.pen()
repen.setColor( QColor(colors.active_blue_solid) )
segment.setPen( repen )
else:
# Turn off
for segment in gui.lines[line_name]:
repen = segment.pen()
repen.setColor( QColor(colors.disabled) )
segment.setPen( repen )
else:
# Hey, that means this is a NON-COMMAND line!
# (Only one end must be active for the line to activate)
# Pick the end that actually IS in gui.State
for name in node_names:
if name in gui.stateLabel_keys:
name = name
break
# Turn on/off - with the same color!
flag, fg, bg = gui.stateLabels[name] # flag, foreground, background
alert, value = alertState(gui,name) # value is Interface.State[name]
if 'cs' in flag:
buddybrush = fg.brush()
elif 'bs' in flag:
buddybrush = bg.brush()
buddycolor = buddybrush.color()
for segment in gui.lines[line_name]:
repen = segment.pen()
repen.setColor( buddycolor )
repen.setWidth( alert+1 ) # range from 1-3 in width
segment.setPen( repen )
""" ---------------------------------------------------------------------------
Functions to update specific elements of the gui not encompassed by dynamic
lables or dynamic lines
----------------------------------------------------------------------- """
def updateThrust(gui):
""" Update the thrust direction plot """
xy = np.array([ gui.State['z0']-gui.State['z2'],
gui.State['z1']-gui.State['z3'] ])
if norm(xy) > 77:
xy = 77*xy/norm(xy)
centerx=gui.xyfbg.x()+gui.xyfbg.width()/2
centery=gui.xyfbg.y()+gui.xyfbg.height()/2
center = QtCore.QPointF(centerx, centery)
xy = QtCore.QPointF(centerx+xy[0], centery+xy[1])
line = QtCore.QLineF(center,xy)
pen = QtGui.QPen(QtGui.QColor(colors.active_blue))
pen.setWidthF(3)
if hasattr(gui,'xyflineref'):
gui.xyflineref.setLine(line)
else:
gui.xyflineref = gui.scene.addLine(line,pen)
def updateLiveLog_Keys(gui):
try:
importlib.reload(Live_Keys)
except:
pass
gui.livelog_keys = Live_Keys.keys
for key in list(Live_Keys.keys):
if key not in Definitions.State:
gui.livelog_keys.remove(key)
def updateLiveLog(gui,init=False):
if init:
gui.live_log_frozen = 1
gui.livelog_freeze_button.setChecked(1)
if not gui.live_log_frozen:
gui.livelog.setTextColor(QtGui.QColor('#FFFFFF'))
updateLiveLog_Keys(gui)
line = ''.join([' %s:%s |' % (key, gui.State[key])
for key in gui.livelog_keys])
gui.livelog.insertPlainText(line+'\n')
gui.livelog.moveCursor(QtGui.QTextCursor.End)
def updateRegulator(gui):
""" Update the regulator view """
r = gui.State['Rn']
gui.Rnum.setText(dub(r))
geo = QtCore.QRect(453,420,71*r,41)
geo = gui.Rnumbar.setGeometry(geo)
def updateAnnunciator(gui,init=False):
""" Update or initialize the annunciator panel """
if init:
gui.flames.setVisible(0)
gui.CSYNC.setVisible(0)
gui.fa1.setVisible(0)
gui.fa2.setVisible(0)
else: # general update takes no arguments
gui.fa1.setVisible(gui.State['Fa1'])
gui.fa2.setVisible(gui.State['Fa2'])
gui.u3disconn.setVisible(not gui.State['u3'])
gui.u4disconn.setVisible(not gui.State['u4'])
gui.pwrdisconn.setVisible(not (gui.State['B1'] and gui.State['B1']) )
gui.CSYNC.setVisible((gui.State['C1'] - gui.State['C2']
>= gui.State_Limits['C1-2'][1]))
if gui.State['A'] and gui.State['B'] and gui.State['Rbool']:
gui.flames.setVisible(1)
else:
gui.flames.setVisible(0)
gui.stop_state.setVisible(gui.State['E'])
gui.arm_state.setVisible(gui.State['a'])
if gui.l_State['F1'] != gui.State['F1']:
gui.f1_toggle()
if gui.l_State['F2'] != gui.State['F2']:
gui.f2_toggle()
def updateAlarms(gui):
""" Update the master caution and warning alarms + sounds"""
# Perform state checks at time interval
warning_keys = [('E',1),]
for warning_key, sensitivity in warning_keys:
if gui.State[warning_key] == sensitivity:
if gui.State[warning_key] != gui.l_State[warning_key]:
gui.Alarms['warning'].append((warning_key,sensitivity))
caution_keys = [('u3',0),('u4',0),('B1',0),('B2',0),('a',0)]
for caution_key, sensitivity in caution_keys:
if gui.State[caution_key] == sensitivity:
if gui.State[caution_key] != gui.l_State[caution_key]:
gui.Alarms['caution'].append((caution_key,sensitivity))
# Perform alarm updates
if len(gui.Alarms['warning']):
gui.sound('caution')
gui.warning_alarm.setStyleSheet(''' color: white;
background-color:#B02109;
border: 1px solid white;''')
# for all active, double check if needs to be
for warning_key, sensitivity in gui.Alarms['warning']:
if gui.State[warning_key] != sensitivity:
gui.Alarms['warning'].remove((warning_key,sensitivity))
if len(gui.Alarms['warning']) == 0:
gui.warning_alarm.setStyleSheet('''color: gray;
background-color:transparent;
border: 1px solid gray;''')
elif gui.Alarms['warning'] != gui.l_Alarms['warning']:
gui.warning_alarm.setStyleSheet(''' color: gray;
background-color:transparent;
border: 1px solid gray;''')
if len(gui.Alarms['caution']):
# Space time intervals farther
if time() - gui.l_Caution >= 1:
gui.l_Caution = time()
gui.sound('caution')
gui.caution_alarm.setStyleSheet(''' color: white;
background-color:#dd6300;
border: 1px solid white;''')
for caution_key, sensitivity in gui.Alarms['caution']:
if gui.State[caution_key] != sensitivity:
gui.Alarms['caution'].remove((caution_key,sensitivity))
if len(gui.Alarms['caution']) == 0:
gui.caution_alarm.setStyleSheet('''color: gray;
background-color:transparent;
border: 1px solid gray;''')
elif gui.Alarms['caution'] != gui.l_Alarms['caution']:
gui.caution_alarm.setStyleSheet(''' color: gray;
background-color:transparent;
border: 1px solid gray;''')
def updateCount(gui):
flag, fg, bg = gui.stateLabels['count']
if gui.State['Cm']==0:
if gui.State['C1']>=-10: # inside 10 sec, critical if halted
alert = 2
else:
alert = -1
elif gui.State['Cm']==1:
alert = 0
elif gui.State['Cm']==2:
alert = 1
rebrush = bg.brush()
rebrush.setColor( colorBackState(alert,10) ) # 10 makes color mode as we want
bg.setBrush(rebrush)
def updateComms(gui):
# to prevent colors from looking disconnected when dt==0.0, add tiny amount
gui.State['dt'] = time() - gui._Thread.lasttime + 0.0000001
updateLabel(gui,'dt')
if gui._Thread.ADCS.connected:
gui.State['adcs'] = 1
gui.State['hdcs'] = 1
gui.setWindowTitle("Human Digital Control Station [HDCS] - Connected")
else:
gui.State['adcs'] = 0
gui.State['hdcs'] = 0
gui.setWindowTitle("Human Digital Control Station [HDCS] - Disconnected")
updateLabel(gui,'adcs')
line_key = gui.look_for_linekey('adcs','it')
updateLineStates(gui,line_key)
def updateCommands(gui):
""" Update any Commands which need to be reset or verified,
or act on Commands which have evolved into States """
# Update wireless control link(s)
gui.Command_F2.update(gui,['F2'])
if gui.Command['UC']:
# If had sent an upload command, reset to prevent re-requesting
gui.Command['UC']=0
if gui.Command['RS']=='MICRO':
# If had sent a micro reset, reset to prevent re-requesting
gui.Command['RS']=0
if gui.Command['RS'] == 'ADCS' and not gui._Thread.ADCS.connected:
# If had sent an ADCS reset, and we observe disconnect, clear the cmd
gui.Command['RS']=0
if gui.Command['RS'] == 'ADCS_OFF' and not gui._Thread.ADCS.connected:
# If had sent an ADCS stop, and we observe disconnect, clear the cmd
gui.Command['RS']=0
if gui.State['TM']:
# Upload the matrix one line at a time, one transaction at a time
if gui.State['TM'] > len(gui.tdf.TestMatrix):
gui.Command['TM'] = 0
else:
try:
gui.Command['TM'] = gui.tdf.TestMatrix[gui.State['TM'] - 1]
print('>>TM STATE',gui.State['TM'],'OBSERVED, COMMANDING:',gui.Command['TM'])
except IndexError as e:
print("updateCommands for 'TM' exception >>",e)
# Back-propogate feedback command states to command variable
'''
for key in Definitions.Feedback_Command_Keys:
if (gui.Command[key] != gui.State[key] and
gui.l_Cmd[key] != gui.l_State[key] ) :
# If TWICE the state was not the command,
# we have a back-propogated switch event
gui.Command[key] = gui.State[key]
'''
def updateAverages(gui,keys):
for key in keys:
try:
gui.averages[key]['vals'].append(gui.State[key])
except KeyError:
# first time
gui.averages[key] = {}
gui.averages[key]['vals'] = [gui.State[key]]
if len(gui.averages[key]['vals']) > 10:
gui.averages[key]['vals'].pop(0)
history = gui.averages[key]['vals']
gui.averages[key]['avg'] = sum(history) / len(history)
def updateGenerated(gui):
""" Update state variables which are generated from other data """
# Regulator variables
gui.State['Rbool'] = int(bool(gui.State['R']))
gui.State['Rn'] = gui.State['R']/100
# Thrust variables
gui.State['xf0'] = gui.State['z0']+gui.State['z1']
gui.State['xf1'] = gui.State['z2']+gui.State['z3']
gui.State['yf0'] = gui.State['z1']+gui.State['z2']
gui.State['yf1'] = gui.State['z0']+gui.State['z3']
gui.State['zf'] = (gui.State['z0']+gui.State['z1']+
gui.State['z2']+gui.State['z3'])
# Count variable
gui.State['count'] = (gui.State['c1']+gui.State['c1_']/1000)
gui.State['count'] += (gui.State['c2']+gui.State['c2_']/1000)
gui.State['count'] /= 2
# Latest non-zero mass flow rate
if abs(gui.State['m0'] - gui.State['l_m0']) > 0:
gui.State['dm0'] = (gui.State['m0'] - gui.State['l_m0'])
gui.State['dm0'] /= (time() - gui.last_m0_check)
gui.last_m0_check = time()
gui.State['l_m0'] = float(gui.State['m0'])
# Average variables
updateAverages(gui,['m0','zf','t1','t2'])
def addPlot(gui):
""" Add a new plot to the program """
gui.beingDragged = []
if len(gui.plots)<=7: # >7 exceeds width of over-cover
plot = plotDrop(gui,len(gui.plots),gui.plotDropFrame)
gui.scene.addItem(plot)
gui.plots += [plot]
print('Added plot!')
def freezePlots(gui,value):
for plot in gui.plots:
plot.freeze(value)
def closePlots(gui):
""" Close all plots currently active """
for plot in gui.plots:
plot.remove()
gui.scene.removeItem(plot)
gui.plots = []
""" ---------------------------------------------------------------------------
Updating for all state variable views
----------------------------------------------------------------------- """
def updateState(gui,state):
#start = time()
gui.State.update(state)
# These must be run before others
updateCount(gui)
updateComms(gui)
updateCommands(gui)
updateGenerated(gui)
# Update master alarms
updateAlarms(gui)
# Update plot windows
for plot in gui.plots:
plot.update(gui.State)
# Update state labels
for name in gui.stateLabel_keys:
updateLabel(gui,name)
# Update dynamic line states
for line_name in gui.line_keys:
updateLineStates(gui,line_name)
# Update other elements
updateThrust(gui)
updateLiveLog(gui)
updateRegulator(gui)
updateAnnunciator(gui)
gui.procs.autoChecks()
# Save copy of last state and command
gui.l_State = dict(gui.State)
gui.l_Cmd = dict(gui.Command)
gui.l_Alarms = dict(gui.Alarms)
if gui.log.active:
gui.log.Commit([gui.State,gui.Command])
#print('Update:',1/(time()-start),'Hz')