target.py 44 KB

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  1. """
  2. Generated by Statechart compiler by Glenn De Jonghe, Joeri Exelmans, Simon Van Mierlo, and Yentl Van Tendeloo (for the inspiration)
  3. Model author: Sam Pieters
  4. Model name: Elevator Balls
  5. """
  6. from sccd.runtime.statecharts_core import *
  7. import sccd.runtime.libs.ui_v2 as ui
  8. import random
  9. import time
  10. CANVAS_DIMS = (800, 550)
  11. FLOOR_LENGTH = 350
  12. FLOOR_SPACE = 50
  13. FLOORS = 3
  14. # package "Elevator Balls"
  15. class MainApp(RuntimeClassBase):
  16. def __init__(self, controller):
  17. RuntimeClassBase.__init__(self, controller)
  18. self.inports["field_ui"] = controller.addInputPort("field_ui", self)
  19. self.semantics.big_step_maximality = StatechartSemantics.TakeMany
  20. self.semantics.internal_event_lifeline = StatechartSemantics.Queue
  21. self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep
  22. self.semantics.priority = StatechartSemantics.SourceParent
  23. self.semantics.concurrency = StatechartSemantics.Single
  24. # build Statechart structure
  25. self.build_statechart_structure()
  26. # user defined attributes
  27. self.window_id = None
  28. self.canvas_id = None
  29. self.num_floors = None
  30. self.floor_dimensions = None
  31. # call user defined constructor
  32. MainApp.user_defined_constructor(self)
  33. def user_defined_constructor(self):
  34. self.num_floors = 0
  35. self.button_num = FLOORS
  36. self.elevator_pos = None
  37. self.elevator_dim = None
  38. def user_defined_destructor(self):
  39. pass
  40. # builds Statechart structure
  41. def build_statechart_structure(self):
  42. # state <root>
  43. self.states[""] = State(0, "", self)
  44. # state /creating_window
  45. self.states["/creating_window"] = State(1, "/creating_window", self)
  46. self.states["/creating_window"].setEnter(self._creating_window_enter)
  47. # state /creating_canvas
  48. self.states["/creating_canvas"] = State(2, "/creating_canvas", self)
  49. self.states["/creating_canvas"].setEnter(self._creating_canvas_enter)
  50. # state /create_floors
  51. self.states["/create_floors"] = State(3, "/create_floors", self)
  52. # state /wait
  53. self.states["/wait"] = State(4, "/wait", self)
  54. # state /create_controls
  55. self.states["/create_controls"] = State(5, "/create_controls", self)
  56. # state /create_controls/create_buttons
  57. self.states["/create_controls/create_buttons"] = State(6, "/create_controls/create_buttons", self)
  58. # state /create_controls/create_buttons/create_a_button
  59. self.states["/create_controls/create_buttons/create_a_button"] = State(7, "/create_controls/create_buttons/create_a_button", self)
  60. self.states["/create_controls/create_buttons/create_a_button"].setEnter(self._create_controls_create_buttons_create_a_button_enter)
  61. # state /create_controls/create_buttons/start_a_button
  62. self.states["/create_controls/create_buttons/start_a_button"] = State(8, "/create_controls/create_buttons/start_a_button", self)
  63. # state /create_controls/create_buttons/check_next
  64. self.states["/create_controls/create_buttons/check_next"] = State(9, "/create_controls/create_buttons/check_next", self)
  65. # state /create_elevator
  66. self.states["/create_elevator"] = State(10, "/create_elevator", self)
  67. # state /creating
  68. self.states["/creating"] = State(11, "/creating", self)
  69. # state /running
  70. self.states["/running"] = State(12, "/running", self)
  71. # add children
  72. self.states[""].addChild(self.states["/creating_window"])
  73. self.states[""].addChild(self.states["/creating_canvas"])
  74. self.states[""].addChild(self.states["/create_floors"])
  75. self.states[""].addChild(self.states["/wait"])
  76. self.states[""].addChild(self.states["/create_controls"])
  77. self.states[""].addChild(self.states["/create_elevator"])
  78. self.states[""].addChild(self.states["/creating"])
  79. self.states[""].addChild(self.states["/running"])
  80. self.states["/create_controls"].addChild(self.states["/create_controls/create_buttons"])
  81. self.states["/create_controls/create_buttons"].addChild(self.states["/create_controls/create_buttons/create_a_button"])
  82. self.states["/create_controls/create_buttons"].addChild(self.states["/create_controls/create_buttons/start_a_button"])
  83. self.states["/create_controls/create_buttons"].addChild(self.states["/create_controls/create_buttons/check_next"])
  84. self.states[""].fixTree()
  85. self.states[""].default_state = self.states["/creating_window"]
  86. self.states["/create_controls"].default_state = self.states["/create_controls/create_buttons"]
  87. self.states["/create_controls/create_buttons"].default_state = self.states["/create_controls/create_buttons/create_a_button"]
  88. # transition /creating_window
  89. _creating_window_0 = Transition(self, self.states["/creating_window"], [self.states["/creating_canvas"]])
  90. _creating_window_0.setAction(self._creating_window_0_exec)
  91. _creating_window_0.setTrigger(Event("window_created", None))
  92. self.states["/creating_window"].addTransition(_creating_window_0)
  93. # transition /creating_canvas
  94. _creating_canvas_0 = Transition(self, self.states["/creating_canvas"], [self.states["/create_floors"]])
  95. _creating_canvas_0.setAction(self._creating_canvas_0_exec)
  96. _creating_canvas_0.setTrigger(Event("canvas_created", None))
  97. self.states["/creating_canvas"].addTransition(_creating_canvas_0)
  98. # transition /create_floors
  99. _create_floors_0 = Transition(self, self.states["/create_floors"], [self.states["/create_controls"]])
  100. _create_floors_0.setTrigger(None)
  101. _create_floors_0.setGuard(self._create_floors_0_guard)
  102. self.states["/create_floors"].addTransition(_create_floors_0)
  103. _create_floors_1 = Transition(self, self.states["/create_floors"], [self.states["/wait"]])
  104. _create_floors_1.setAction(self._create_floors_1_exec)
  105. _create_floors_1.setTrigger(None)
  106. _create_floors_1.setGuard(self._create_floors_1_guard)
  107. self.states["/create_floors"].addTransition(_create_floors_1)
  108. # transition /wait
  109. _wait_0 = Transition(self, self.states["/wait"], [self.states["/wait"]])
  110. _wait_0.setAction(self._wait_0_exec)
  111. _wait_0.setTrigger(Event("instance_created", None))
  112. self.states["/wait"].addTransition(_wait_0)
  113. _wait_1 = Transition(self, self.states["/wait"], [self.states["/create_floors"]])
  114. _wait_1.setTrigger(Event("instance_started", None))
  115. self.states["/wait"].addTransition(_wait_1)
  116. # transition /create_controls/create_buttons/create_a_button
  117. _create_controls_create_buttons_create_a_button_0 = Transition(self, self.states["/create_controls/create_buttons/create_a_button"], [self.states["/create_controls/create_buttons/start_a_button"]])
  118. _create_controls_create_buttons_create_a_button_0.setAction(self._create_controls_create_buttons_create_a_button_0_exec)
  119. _create_controls_create_buttons_create_a_button_0.setTrigger(Event("instance_created", None))
  120. self.states["/create_controls/create_buttons/create_a_button"].addTransition(_create_controls_create_buttons_create_a_button_0)
  121. # transition /create_controls/create_buttons/start_a_button
  122. _create_controls_create_buttons_start_a_button_0 = Transition(self, self.states["/create_controls/create_buttons/start_a_button"], [self.states["/create_controls/create_buttons/check_next"]])
  123. _create_controls_create_buttons_start_a_button_0.setTrigger(Event("instance_started", None))
  124. self.states["/create_controls/create_buttons/start_a_button"].addTransition(_create_controls_create_buttons_start_a_button_0)
  125. # transition /create_controls/create_buttons/check_next
  126. _create_controls_create_buttons_check_next_0 = Transition(self, self.states["/create_controls/create_buttons/check_next"], [self.states["/create_controls/create_buttons/create_a_button"]])
  127. _create_controls_create_buttons_check_next_0.setAction(self._create_controls_create_buttons_check_next_0_exec)
  128. _create_controls_create_buttons_check_next_0.setTrigger(None)
  129. _create_controls_create_buttons_check_next_0.setGuard(self._create_controls_create_buttons_check_next_0_guard)
  130. self.states["/create_controls/create_buttons/check_next"].addTransition(_create_controls_create_buttons_check_next_0)
  131. _create_controls_create_buttons_check_next_1 = Transition(self, self.states["/create_controls/create_buttons/check_next"], [self.states["/create_elevator"]])
  132. _create_controls_create_buttons_check_next_1.setTrigger(None)
  133. _create_controls_create_buttons_check_next_1.setGuard(self._create_controls_create_buttons_check_next_1_guard)
  134. self.states["/create_controls/create_buttons/check_next"].addTransition(_create_controls_create_buttons_check_next_1)
  135. # transition /create_elevator
  136. _create_elevator_0 = Transition(self, self.states["/create_elevator"], [self.states["/creating"]])
  137. _create_elevator_0.setAction(self._create_elevator_0_exec)
  138. _create_elevator_0.setTrigger(None)
  139. self.states["/create_elevator"].addTransition(_create_elevator_0)
  140. # transition /creating
  141. _creating_0 = Transition(self, self.states["/creating"], [self.states["/running"]])
  142. _creating_0.setAction(self._creating_0_exec)
  143. _creating_0.setTrigger(Event("instance_created", None))
  144. self.states["/creating"].addTransition(_creating_0)
  145. # transition /running
  146. _running_0 = Transition(self, self.states["/running"], [self.states["/running"]])
  147. _running_0.setAction(self._running_0_exec)
  148. _running_0.setTrigger(Event("update_bounds", None))
  149. self.states["/running"].addTransition(_running_0)
  150. _running_1 = Transition(self, self.states["/running"], [self.states["/running"]])
  151. _running_1.setAction(self._running_1_exec)
  152. _running_1.setTrigger(Event("button_pressed", None))
  153. self.states["/running"].addTransition(_running_1)
  154. _running_2 = Transition(self, self.states["/running"], [self.states["/running"]])
  155. _running_2.setTrigger(Event("open_elevator", None))
  156. self.states["/running"].addTransition(_running_2)
  157. def _creating_window_enter(self):
  158. self.big_step.outputEvent(Event("create_window", self.getOutPortName("ui"), [CANVAS_DIMS[0], CANVAS_DIMS[1], "Bouncing Balls Elevator", self.inports['field_ui']]))
  159. def _creating_canvas_enter(self):
  160. self.big_step.outputEvent(Event("create_canvas", self.getOutPortName("ui"), [self.window_id, CANVAS_DIMS[0], CANVAS_DIMS[1] - 150, {'background':'#fff'}, self.inports['field_ui']]))
  161. def _create_controls_create_buttons_create_a_button_enter(self):
  162. self.big_step.outputEventOM(Event("create_instance", None, [self, "button", "ElevatorButton", self.window_id, self.canvas_id, self.button_num - 1]))
  163. def _creating_window_0_exec(self, parameters):
  164. window_id = parameters[0]
  165. self.window_id = window_id
  166. self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [window_id, ui.EVENTS.WINDOW_CLOSE, 'window_close', self.inports['field_ui']]))
  167. self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [window_id, ui.EVENTS.KEY_PRESS, 'key_press', self.inports['field_ui']]))
  168. def _creating_canvas_0_exec(self, parameters):
  169. canvas_id = parameters[0]
  170. self.canvas_id = canvas_id
  171. def _create_floors_0_guard(self, parameters):
  172. return self.num_floors == FLOORS
  173. def _create_floors_1_exec(self, parameters):
  174. self.big_step.outputEventOM(Event("create_instance", None, [self, "floor", "Floor", self.canvas_id, self.num_floors]))
  175. self.num_floors += 1
  176. def _create_floors_1_guard(self, parameters):
  177. return self.num_floors != FLOORS
  178. def _wait_0_exec(self, parameters):
  179. association_name = parameters[0]
  180. self.big_step.outputEventOM(Event("start_instance", None, [self, association_name]))
  181. def _create_controls_create_buttons_create_a_button_0_exec(self, parameters):
  182. association_name = parameters[0]
  183. self.big_step.outputEventOM(Event("start_instance", None, [self, association_name]))
  184. def _create_controls_create_buttons_check_next_0_exec(self, parameters):
  185. self.button_num -= 1
  186. def _create_controls_create_buttons_check_next_0_guard(self, parameters):
  187. return self.button_num != 1
  188. def _create_controls_create_buttons_check_next_1_guard(self, parameters):
  189. return self.button_num == 1
  190. def _create_elevator_0_exec(self, parameters):
  191. self.big_step.outputEventOM(Event("create_instance", None, [self, "elevator", "Elevator", self.canvas_id]))
  192. def _creating_0_exec(self, parameters):
  193. association_name = parameters[0]
  194. self.big_step.outputEventOM(Event("start_instance", None, [self, association_name]))
  195. self.big_step.outputEventOM(Event("narrow_cast", None, [self, association_name, Event("set_association_name", None, [association_name, self.canvas_id, self.window_id])]))
  196. self.big_step.outputEventOM(Event("associate_instance", None, [self, 'floor', association_name]))
  197. def _running_0_exec(self, parameters):
  198. pos = parameters[0]
  199. dim = parameters[1]
  200. vel = parameters[2]
  201. self.big_step.outputEventOM(Event("broad_cast", None, [self, Event("update_elevator_bounds", None, [pos, dim, vel])]))
  202. def _running_1_exec(self, parameters):
  203. floor_number = parameters[0]
  204. self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'elevator', Event("move_elevator", None, [floor_number])]))
  205. def initializeStatechart(self):
  206. # enter default state
  207. self.default_targets = self.states["/creating_window"].getEffectiveTargetStates()
  208. RuntimeClassBase.initializeStatechart(self)
  209. class Floor(RuntimeClassBase):
  210. def __init__(self, controller, canvas_id, floor_num):
  211. RuntimeClassBase.__init__(self, controller)
  212. self.inports["floor_ui"] = controller.addInputPort("floor_ui", self)
  213. self.semantics.big_step_maximality = StatechartSemantics.TakeMany
  214. self.semantics.internal_event_lifeline = StatechartSemantics.Queue
  215. self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep
  216. self.semantics.priority = StatechartSemantics.SourceParent
  217. self.semantics.concurrency = StatechartSemantics.Single
  218. # build Statechart structure
  219. self.build_statechart_structure()
  220. # user defined attributes
  221. self.window_id = None
  222. self.canvas_id = None
  223. self.elevator_id = None
  224. # call user defined constructor
  225. Floor.user_defined_constructor(self, canvas_id, floor_num)
  226. def user_defined_constructor(self, canvas_id, floor_num):
  227. self.canvas_id = canvas_id;
  228. self.floor_num = floor_num;
  229. height = CANVAS_DIMS[1] - 150
  230. y_dim = (height - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
  231. self.dim = {'x': FLOOR_LENGTH, 'y': y_dim};
  232. # start position from the bottom instead of from the top
  233. # self.pos = {'x': FLOOR_LENGTH / 2, 'y': (y_dim /2) + (self.floor_num * (y_dim + FLOOR_SPACE))};
  234. self.pos = {'x': FLOOR_LENGTH / 2, 'y': height - (y_dim /2) - ( self.floor_num * (y_dim + FLOOR_SPACE) )};
  235. def user_defined_destructor(self):
  236. pass
  237. # builds Statechart structure
  238. def build_statechart_structure(self):
  239. # state <root>
  240. self.states[""] = State(0, "", self)
  241. # state /creating_floor
  242. self.states["/creating_floor"] = State(1, "/creating_floor", self)
  243. self.states["/creating_floor"].setEnter(self._creating_floor_enter)
  244. # state /running
  245. self.states["/running"] = State(2, "/running", self)
  246. # state /running/create_random_ball
  247. self.states["/running/create_random_ball"] = State(3, "/running/create_random_ball", self)
  248. self.states["/running/create_random_ball"].setEnter(self._running_create_random_ball_enter)
  249. self.states["/running/create_random_ball"].setExit(self._running_create_random_ball_exit)
  250. # state /running/wait
  251. self.states["/running/wait"] = State(4, "/running/wait", self)
  252. # add children
  253. self.states[""].addChild(self.states["/creating_floor"])
  254. self.states[""].addChild(self.states["/running"])
  255. self.states["/running"].addChild(self.states["/running/create_random_ball"])
  256. self.states["/running"].addChild(self.states["/running/wait"])
  257. self.states[""].fixTree()
  258. self.states[""].default_state = self.states["/creating_floor"]
  259. self.states["/running"].default_state = self.states["/running/create_random_ball"]
  260. # transition /creating_floor
  261. _creating_floor_0 = Transition(self, self.states["/creating_floor"], [self.states["/running"]])
  262. _creating_floor_0.setTrigger(Event("rectangle_created", None))
  263. self.states["/creating_floor"].addTransition(_creating_floor_0)
  264. # transition /running/create_random_ball
  265. _running_create_random_ball_0 = Transition(self, self.states["/running/create_random_ball"], [self.states["/running/wait"]])
  266. _running_create_random_ball_0.setAction(self._running_create_random_ball_0_exec)
  267. _running_create_random_ball_0.setTrigger(Event("_0after"))
  268. self.states["/running/create_random_ball"].addTransition(_running_create_random_ball_0)
  269. # transition /running/wait
  270. _running_wait_0 = Transition(self, self.states["/running/wait"], [self.states["/running/create_random_ball"]])
  271. _running_wait_0.setAction(self._running_wait_0_exec)
  272. _running_wait_0.setTrigger(Event("instance_created", None))
  273. self.states["/running/wait"].addTransition(_running_wait_0)
  274. def _creating_floor_enter(self):
  275. self.big_step.outputEvent(Event("create_rectangle", self.getOutPortName("ui"), [self.canvas_id, self.pos['x'], self.pos['y'], self.dim['x'], self.dim['y'], {'fill':'white', 'outline': 'black'}, self.inports['floor_ui']]))
  276. def _running_create_random_ball_enter(self):
  277. self.addTimer(0, random.randint(2, 10))
  278. def _running_create_random_ball_exit(self):
  279. self.removeTimer(0)
  280. def _running_create_random_ball_0_exec(self, parameters):
  281. self.big_step.outputEventOM(Event("create_instance", None, [self, "balls", "Ball", self.canvas_id, self.floor_num, 10, self.pos['y']]))
  282. def _running_wait_0_exec(self, parameters):
  283. association_name = parameters[0]
  284. self.big_step.outputEventOM(Event("start_instance", None, [self, association_name]))
  285. self.big_step.outputEventOM(Event("narrow_cast", None, [self, association_name, Event("set_association_name", None, [association_name])]))
  286. def initializeStatechart(self):
  287. # enter default state
  288. self.default_targets = self.states["/creating_floor"].getEffectiveTargetStates()
  289. RuntimeClassBase.initializeStatechart(self)
  290. class ElevatorButton(RuntimeClassBase):
  291. def __init__(self, controller, window_id, canvas_id, number):
  292. RuntimeClassBase.__init__(self, controller)
  293. self.inports["button_ui"] = controller.addInputPort("button_ui", self)
  294. self.semantics.big_step_maximality = StatechartSemantics.TakeMany
  295. self.semantics.internal_event_lifeline = StatechartSemantics.Queue
  296. self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep
  297. self.semantics.priority = StatechartSemantics.SourceParent
  298. self.semantics.concurrency = StatechartSemantics.Single
  299. # build Statechart structure
  300. self.build_statechart_structure()
  301. # call user defined constructor
  302. ElevatorButton.user_defined_constructor(self, window_id, canvas_id, number)
  303. def user_defined_constructor(self, window_id, canvas_id, number):
  304. self.window_id = window_id;
  305. self.canvas_id = canvas_id;
  306. self.button_id = None;
  307. self.dim = {'x': 120, 'y': (50 + (FLOORS * 30))}
  308. self.pos = {'x': CANVAS_DIMS[0] - ((self.dim['x'] / 2) + 10), 'y': (self.dim['y'] / 2) + 10}
  309. self.r = 10
  310. self.number = number;
  311. def user_defined_destructor(self):
  312. pass
  313. # builds Statechart structure
  314. def build_statechart_structure(self):
  315. # state <root>
  316. self.states[""] = State(0, "", self)
  317. # state /creating
  318. self.states["/creating"] = State(1, "/creating", self)
  319. self.states["/creating"].setEnter(self._creating_enter)
  320. # state /running
  321. self.states["/running"] = State(2, "/running", self)
  322. # add children
  323. self.states[""].addChild(self.states["/creating"])
  324. self.states[""].addChild(self.states["/running"])
  325. self.states[""].fixTree()
  326. self.states[""].default_state = self.states["/creating"]
  327. # transition /creating
  328. _creating_0 = Transition(self, self.states["/creating"], [self.states["/running"]])
  329. _creating_0.setAction(self._creating_0_exec)
  330. _creating_0.setTrigger(Event("button_created", None))
  331. self.states["/creating"].addTransition(_creating_0)
  332. # transition /running
  333. _running_0 = Transition(self, self.states["/running"], [self.states["/running"]])
  334. _running_0.setAction(self._running_0_exec)
  335. _running_0.setTrigger(Event("mouse_click", self.getInPortName("button_ui")))
  336. _running_0.setGuard(self._running_0_guard)
  337. self.states["/running"].addTransition(_running_0)
  338. def _creating_enter(self):
  339. self.big_step.outputEvent(Event("create_button", self.getOutPortName("ui"), [self.window_id, self.number, self.inports['button_ui']]))
  340. def _creating_0_exec(self, parameters):
  341. button_id = parameters[0]
  342. self.button_id = button_id
  343. self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [button_id, ui.EVENTS.MOUSE_CLICK, "mouse_click", self.inports['button_ui']]))
  344. def _running_0_exec(self, parameters):
  345. x = parameters[0]
  346. y = parameters[1]
  347. button = parameters[2]
  348. self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("button_pressed", None, [self.number])]))
  349. def _running_0_guard(self, parameters):
  350. x = parameters[0]
  351. y = parameters[1]
  352. button = parameters[2]
  353. return button == ui.MOUSE_BUTTONS.LEFT
  354. def initializeStatechart(self):
  355. # enter default state
  356. self.default_targets = self.states["/creating"].getEffectiveTargetStates()
  357. RuntimeClassBase.initializeStatechart(self)
  358. class Elevator(RuntimeClassBase):
  359. def __init__(self, controller, canvas_id):
  360. RuntimeClassBase.__init__(self, controller)
  361. self.inports["elevator_ui"] = controller.addInputPort("elevator_ui", self)
  362. self.semantics.big_step_maximality = StatechartSemantics.TakeMany
  363. self.semantics.internal_event_lifeline = StatechartSemantics.Queue
  364. self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep
  365. self.semantics.priority = StatechartSemantics.SourceParent
  366. self.semantics.concurrency = StatechartSemantics.Single
  367. # build Statechart structure
  368. self.build_statechart_structure()
  369. # user defined attributes
  370. self.window_id = None
  371. self.canvas_id = None
  372. self.elevator_id = None
  373. # call user defined constructor
  374. Elevator.user_defined_constructor(self, canvas_id)
  375. def user_defined_constructor(self, canvas_id):
  376. self.canvas_id = canvas_id;
  377. height = CANVAS_DIMS[1] - 150
  378. elevator_height = (height - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
  379. self.dim = {'x': elevator_height, 'y': elevator_height};
  380. self.vel = -2;
  381. self.current_floor = 0;
  382. self.pos = {'x': FLOOR_LENGTH + (elevator_height / 2), 'y': (height - (elevator_height / 2))};
  383. self.next_pos = {'x': FLOOR_LENGTH / 2, 'y': None};
  384. self.smooth = 0.6; # value between 0 and 1
  385. def user_defined_destructor(self):
  386. pass
  387. # builds Statechart structure
  388. def build_statechart_structure(self):
  389. # state <root>
  390. self.states[""] = State(0, "", self)
  391. # state /root
  392. self.states["/root"] = State(1, "/root", self)
  393. # state /root/waiting
  394. self.states["/root/waiting"] = State(2, "/root/waiting", self)
  395. # state /root/creating_elevator
  396. self.states["/root/creating_elevator"] = State(3, "/root/creating_elevator", self)
  397. self.states["/root/creating_elevator"].setEnter(self._root_creating_elevator_enter)
  398. # state /root/running
  399. self.states["/root/running"] = State(4, "/root/running", self)
  400. # state /root/running/idle
  401. self.states["/root/running/idle"] = State(5, "/root/running/idle", self)
  402. self.states["/root/running/idle"].setEnter(self._root_running_idle_enter)
  403. # state /root/running/move
  404. self.states["/root/running/move"] = State(6, "/root/running/move", self)
  405. self.states["/root/running/move"].setEnter(self._root_running_move_enter)
  406. self.states["/root/running/move"].setExit(self._root_running_move_exit)
  407. # add children
  408. self.states[""].addChild(self.states["/root"])
  409. self.states["/root"].addChild(self.states["/root/waiting"])
  410. self.states["/root"].addChild(self.states["/root/creating_elevator"])
  411. self.states["/root"].addChild(self.states["/root/running"])
  412. self.states["/root/running"].addChild(self.states["/root/running/idle"])
  413. self.states["/root/running"].addChild(self.states["/root/running/move"])
  414. self.states[""].fixTree()
  415. self.states[""].default_state = self.states["/root"]
  416. self.states["/root"].default_state = self.states["/root/waiting"]
  417. self.states["/root/running"].default_state = self.states["/root/running/idle"]
  418. # transition /root/waiting
  419. _root_waiting_0 = Transition(self, self.states["/root/waiting"], [self.states["/root/creating_elevator"]])
  420. _root_waiting_0.setAction(self._root_waiting_0_exec)
  421. _root_waiting_0.setTrigger(Event("set_association_name", None))
  422. self.states["/root/waiting"].addTransition(_root_waiting_0)
  423. # transition /root/creating_elevator
  424. _root_creating_elevator_0 = Transition(self, self.states["/root/creating_elevator"], [self.states["/root/running"]])
  425. _root_creating_elevator_0.setAction(self._root_creating_elevator_0_exec)
  426. _root_creating_elevator_0.setTrigger(Event("rectangle_created", None))
  427. self.states["/root/creating_elevator"].addTransition(_root_creating_elevator_0)
  428. # transition /root/running/idle
  429. _root_running_idle_0 = Transition(self, self.states["/root/running/idle"], [self.states["/root/running/move"]])
  430. _root_running_idle_0.setAction(self._root_running_idle_0_exec)
  431. _root_running_idle_0.setTrigger(Event("move_elevator", None))
  432. self.states["/root/running/idle"].addTransition(_root_running_idle_0)
  433. # transition /root/running/move
  434. _root_running_move_0 = Transition(self, self.states["/root/running/move"], [self.states["/root/running/move"]])
  435. _root_running_move_0.setAction(self._root_running_move_0_exec)
  436. _root_running_move_0.setTrigger(Event("_0after"))
  437. self.states["/root/running/move"].addTransition(_root_running_move_0)
  438. _root_running_move_1 = Transition(self, self.states["/root/running/move"], [self.states["/root/running/idle"]])
  439. _root_running_move_1.setAction(self._root_running_move_1_exec)
  440. _root_running_move_1.setTrigger(None)
  441. _root_running_move_1.setGuard(self._root_running_move_1_guard)
  442. self.states["/root/running/move"].addTransition(_root_running_move_1)
  443. def _root_creating_elevator_enter(self):
  444. self.big_step.outputEvent(Event("create_rectangle", self.getOutPortName("ui"), [self.canvas_id, self.pos['x'], self.pos['y'], self.dim['x'], self.dim['y'], {'fill':'white', 'outline': 'black'}, self.inports['elevator_ui']]))
  445. def _root_running_idle_enter(self):
  446. self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("update_bounds", None, [self.pos, self.dim, self.vel])]))
  447. def _root_running_move_enter(self):
  448. self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("update_bounds", None, [self.pos, self.dim, self.vel])]))
  449. self.addTimer(0, 0.02)
  450. def _root_running_move_exit(self):
  451. self.removeTimer(0)
  452. def _root_waiting_0_exec(self, parameters):
  453. association_name = parameters[0]
  454. canvas_id = parameters[1]
  455. window_id = parameters[2]
  456. self.association_name = association_name
  457. self.canvas_id = canvas_id
  458. self.window_id = window_id
  459. def _root_creating_elevator_0_exec(self, parameters):
  460. canvas_id = parameters[0]
  461. rect_id = parameters[1]
  462. self.elevator_id = rect_id
  463. def _root_running_idle_0_exec(self, parameters):
  464. floor_number = parameters[0]
  465. if self.current_floor < floor_number:
  466. self.vel = -2
  467. else:
  468. self.vel = 2
  469. self.current_floor = floor_number
  470. height = (CANVAS_DIMS[1] - 150)
  471. y_dim = (height - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
  472. self.next_pos['y'] = height - (y_dim /2) - (self.current_floor * (y_dim + FLOOR_SPACE));
  473. def _root_running_move_0_exec(self, parameters):
  474. self.big_step.outputEvent(Event("set_element_pos", self.getOutPortName("ui"), [self.canvas_id, self.elevator_id, self.pos['x'], self.pos['y']]))
  475. self.pos['y'] += self.vel
  476. def _root_running_move_1_exec(self, parameters):
  477. self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("open_elevator", None, [])]))
  478. def _root_running_move_1_guard(self, parameters):
  479. return (self.vel > 0 and self.pos['y'] > self.next_pos['y']) or (self.vel < 0 and self.pos['y'] < self.next_pos['y'])
  480. def initializeStatechart(self):
  481. # enter default state
  482. self.default_targets = self.states["/root"].getEffectiveTargetStates()
  483. RuntimeClassBase.initializeStatechart(self)
  484. class Ball(RuntimeClassBase):
  485. def __init__(self, controller, canvas_id, floor_num, x, y):
  486. RuntimeClassBase.__init__(self, controller)
  487. self.inports["ball_ui"] = controller.addInputPort("ball_ui", self)
  488. self.semantics.big_step_maximality = StatechartSemantics.TakeMany
  489. self.semantics.internal_event_lifeline = StatechartSemantics.Queue
  490. self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep
  491. self.semantics.priority = StatechartSemantics.SourceParent
  492. self.semantics.concurrency = StatechartSemantics.Single
  493. # build Statechart structure
  494. self.build_statechart_structure()
  495. # user defined attributes
  496. self.canvas_id = None
  497. self.pos = None
  498. # call user defined constructor
  499. Ball.user_defined_constructor(self, canvas_id, floor_num, x, y)
  500. def user_defined_constructor(self, canvas_id, floor_num, x, y):
  501. self.canvas_id = canvas_id;
  502. self.floor_num = floor_num;
  503. self.elevator_floor = 0;
  504. self.elevator_open = True;
  505. self.r = 5.0;
  506. self.vel = {'x': random.uniform(-5.0, 5.0), 'y': random.uniform(-5.0, 5.0)};
  507. self.pos = {'x': x, 'y': y};
  508. self.smooth = 0.6; # value between 0 and 1
  509. def user_defined_destructor(self):
  510. pass
  511. # builds Statechart structure
  512. def build_statechart_structure(self):
  513. # state <root>
  514. self.states[""] = State(0, "", self)
  515. # state /main_behaviour
  516. self.states["/main_behaviour"] = State(1, "/main_behaviour", self)
  517. # state /main_behaviour/initializing
  518. self.states["/main_behaviour/initializing"] = State(2, "/main_behaviour/initializing", self)
  519. # state /main_behaviour/creating_circle
  520. self.states["/main_behaviour/creating_circle"] = State(3, "/main_behaviour/creating_circle", self)
  521. self.states["/main_behaviour/creating_circle"].setEnter(self._main_behaviour_creating_circle_enter)
  522. # state /main_behaviour/bouncing
  523. self.states["/main_behaviour/bouncing"] = State(4, "/main_behaviour/bouncing", self)
  524. self.states["/main_behaviour/bouncing"].setEnter(self._main_behaviour_bouncing_enter)
  525. self.states["/main_behaviour/bouncing"].setExit(self._main_behaviour_bouncing_exit)
  526. # state /main_behaviour/ball_delete
  527. self.states["/main_behaviour/ball_delete"] = State(5, "/main_behaviour/ball_delete", self)
  528. # state /deleted
  529. self.states["/deleted"] = State(6, "/deleted", self)
  530. # add children
  531. self.states[""].addChild(self.states["/main_behaviour"])
  532. self.states[""].addChild(self.states["/deleted"])
  533. self.states["/main_behaviour"].addChild(self.states["/main_behaviour/initializing"])
  534. self.states["/main_behaviour"].addChild(self.states["/main_behaviour/creating_circle"])
  535. self.states["/main_behaviour"].addChild(self.states["/main_behaviour/bouncing"])
  536. self.states["/main_behaviour"].addChild(self.states["/main_behaviour/ball_delete"])
  537. self.states[""].fixTree()
  538. self.states[""].default_state = self.states["/main_behaviour"]
  539. self.states["/main_behaviour"].default_state = self.states["/main_behaviour/initializing"]
  540. # transition /main_behaviour/initializing
  541. _main_behaviour_initializing_0 = Transition(self, self.states["/main_behaviour/initializing"], [self.states["/main_behaviour/creating_circle"]])
  542. _main_behaviour_initializing_0.setAction(self._main_behaviour_initializing_0_exec)
  543. _main_behaviour_initializing_0.setTrigger(Event("set_association_name", None))
  544. self.states["/main_behaviour/initializing"].addTransition(_main_behaviour_initializing_0)
  545. # transition /main_behaviour/creating_circle
  546. _main_behaviour_creating_circle_0 = Transition(self, self.states["/main_behaviour/creating_circle"], [self.states["/main_behaviour/bouncing"]])
  547. _main_behaviour_creating_circle_0.setAction(self._main_behaviour_creating_circle_0_exec)
  548. _main_behaviour_creating_circle_0.setTrigger(Event("circle_created", None))
  549. self.states["/main_behaviour/creating_circle"].addTransition(_main_behaviour_creating_circle_0)
  550. # transition /main_behaviour/bouncing
  551. _main_behaviour_bouncing_0 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/bouncing"]])
  552. _main_behaviour_bouncing_0.setAction(self._main_behaviour_bouncing_0_exec)
  553. _main_behaviour_bouncing_0.setTrigger(Event("_0after"))
  554. self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_0)
  555. _main_behaviour_bouncing_1 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/bouncing"]])
  556. _main_behaviour_bouncing_1.setAction(self._main_behaviour_bouncing_1_exec)
  557. _main_behaviour_bouncing_1.setTrigger(Event("open_elevator", None))
  558. self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_1)
  559. _main_behaviour_bouncing_2 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/ball_delete"]])
  560. _main_behaviour_bouncing_2.setTrigger(None)
  561. _main_behaviour_bouncing_2.setGuard(self._main_behaviour_bouncing_2_guard)
  562. self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_2)
  563. _main_behaviour_bouncing_3 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/bouncing"]])
  564. _main_behaviour_bouncing_3.setAction(self._main_behaviour_bouncing_3_exec)
  565. _main_behaviour_bouncing_3.setTrigger(Event("update_elevator_bounds", None))
  566. self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_3)
  567. # transition /main_behaviour/ball_delete
  568. _main_behaviour_ball_delete_0 = Transition(self, self.states["/main_behaviour/ball_delete"], [self.states["/deleted"]])
  569. _main_behaviour_ball_delete_0.setAction(self._main_behaviour_ball_delete_0_exec)
  570. _main_behaviour_ball_delete_0.setTrigger(Event("delete_self", None))
  571. self.states["/main_behaviour/ball_delete"].addTransition(_main_behaviour_ball_delete_0)
  572. def _main_behaviour_creating_circle_enter(self):
  573. self.big_step.outputEvent(Event("create_circle", self.getOutPortName("ui"), [self.canvas_id, self.pos['x'], self.pos['y'], self.r, {'fill':'#000'}, self.inports['ball_ui']]))
  574. def _main_behaviour_bouncing_enter(self):
  575. self.addTimer(0, 0.02)
  576. def _main_behaviour_bouncing_exit(self):
  577. self.removeTimer(0)
  578. def _main_behaviour_initializing_0_exec(self, parameters):
  579. association_name = parameters[0]
  580. self.association_name = association_name
  581. def _main_behaviour_creating_circle_0_exec(self, parameters):
  582. canvas_id = parameters[0]
  583. circle_id = parameters[1]
  584. self.circle_id = circle_id
  585. def _main_behaviour_bouncing_0_exec(self, parameters):
  586. if self.floor_num == -1:
  587. pass
  588. """
  589. if self.pos['x'] - self.r < self.rect_pos['x'] - (self.rect_dim['x'] / 2):
  590. if self.elevator_open:
  591. self.floor_num = self.elevator_floor
  592. else:
  593. self.pos['x'] = self.rect_pos['x'] - (self.rect_dim['x'] / 2) + self.r
  594. self.vel['x'] = -self.vel['x']
  595. elif self.pos['x'] + self.r > self.rect_pos['x'] + (self.rect_dim['x'] / 2):
  596. self.pos['x'] = self.rect_pos['x'] + (self.rect_dim['x'] / 2) - self.r
  597. self.vel['x'] = -self.vel['x']
  598. # Check collision with the top and bottom borders
  599. if self.pos['y'] - self.r < self.rect_pos['y'] - (self.rect_dim['y'] / 2):
  600. self.pos['y'] = self.rect_pos['y'] - (self.rect_dim['y'] / 2) + self.r
  601. self.vel['y'] = -self.vel['y'] + self.rect_vel
  602. elif self.pos['y'] + self.r > self.rect_pos['y'] + (self.rect_dim['y'] / 2):
  603. self.pos['y'] = self.rect_pos['y'] + (self.rect_dim['y'] / 2) - self.r
  604. self.vel['y'] = -self.vel['y'] + self.rect_vel
  605. """
  606. else:
  607. floor_height = ((CANVAS_DIMS[1] - 150) - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
  608. floor_dim = {'x': FLOOR_LENGTH, 'y': floor_height};
  609. floor_pos = {'x': FLOOR_LENGTH / 2, 'y': (CANVAS_DIMS[1] - 150) - (floor_height /2) - ( self.floor_num * (floor_height + FLOOR_SPACE) )};
  610. if self.pos['x'] - self.r < floor_pos['x'] - (floor_dim['x'] / 2):
  611. self.pos['x'] = floor_pos['x'] - (floor_dim['x'] / 2) + self.r
  612. self.vel['x'] = -self.vel['x']
  613. elif self.pos['x'] + self.r > floor_pos['x'] + (floor_dim['x'] / 2):
  614. if self.elevator_open and (self.elevator_floor == self.floor_num):
  615. self.floor_num = -1
  616. else:
  617. self.pos['x'] = floor_pos['x'] + (floor_dim['x'] / 2) - self.r
  618. self.vel['x'] = -self.vel['x']
  619. # Check collision with the top and bottom borders
  620. if self.pos['y'] - self.r < floor_pos['y'] - (floor_dim['y'] / 2):
  621. self.pos['y'] = floor_pos['y'] - (floor_dim['y'] / 2) + self.r
  622. self.vel['y'] = -self.vel['y']
  623. elif self.pos['y'] + self.r > floor_pos['y'] + (floor_dim['y'] / 2):
  624. self.pos['y'] = floor_pos['y'] + (floor_dim['y'] / 2) - self.r # Correct position
  625. self.vel['y'] = -self.vel['y']
  626. self.big_step.outputEvent(Event("move_element", self.getOutPortName("ui"), [self.canvas_id, self.circle_id, self.vel['x'], self.vel['y']]))
  627. self.pos['x'] += self.vel['x']
  628. self.pos['y'] += self.vel['y']
  629. def _main_behaviour_bouncing_1_exec(self, parameters):
  630. self.elevator_open = True
  631. def _main_behaviour_bouncing_2_guard(self, parameters):
  632. return self.pos['x'] - self.r < 2
  633. def _main_behaviour_bouncing_3_exec(self, parameters):
  634. pos = parameters[0]
  635. dim = parameters[1]
  636. vel = parameters[2]
  637. self.rect_pos = pos
  638. self.rect_dim = dim
  639. self.rect_vel = vel
  640. self.elevator_open = False
  641. def _main_behaviour_ball_delete_0_exec(self, parameters):
  642. self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'floor', Event("delete_ball", None, [self.association_name])]))
  643. self.big_step.outputEvent(Event("destroy_element", self.getOutPortName("ui"), [self.canvas_id, self.circle_id]))
  644. def initializeStatechart(self):
  645. # enter default state
  646. self.default_targets = self.states["/main_behaviour"].getEffectiveTargetStates()
  647. RuntimeClassBase.initializeStatechart(self)
  648. class ObjectManager(ObjectManagerBase):
  649. def __init__(self, controller):
  650. ObjectManagerBase.__init__(self, controller)
  651. def instantiate(self, class_name, construct_params):
  652. if class_name == "MainApp":
  653. instance = MainApp(self.controller)
  654. instance.associations = {}
  655. instance.associations["floor"] = Association("Floor", 2, -1)
  656. instance.associations["button"] = Association("ElevatorButton", 0, -1)
  657. instance.associations["elevator"] = Association("Elevator", 1, 1)
  658. elif class_name == "Floor":
  659. instance = Floor(self.controller, construct_params[0], construct_params[1])
  660. instance.associations = {}
  661. instance.associations["parent"] = Association("MainApp", 1, 1)
  662. instance.associations["balls"] = Association("Ball", 0, -1)
  663. elif class_name == "ElevatorButton":
  664. instance = ElevatorButton(self.controller, construct_params[0], construct_params[1], construct_params[2])
  665. instance.associations = {}
  666. instance.associations["parent"] = Association("MainApp", 1, 1)
  667. elif class_name == "Elevator":
  668. instance = Elevator(self.controller, construct_params[0])
  669. instance.associations = {}
  670. instance.associations["floors"] = Association("Floor", 0, -1)
  671. instance.associations["parent"] = Association("MainApp", 1, 1)
  672. elif class_name == "Ball":
  673. instance = Ball(self.controller, construct_params[0], construct_params[1], construct_params[2], construct_params[3])
  674. instance.associations = {}
  675. instance.associations["parent"] = Association("MainApp", 1, 1)
  676. else:
  677. raise Exception("Cannot instantiate class " + class_name)
  678. return instance
  679. class Controller(EventLoopControllerBase):
  680. def __init__(self, event_loop_callbacks, finished_callback = None, behind_schedule_callback = None):
  681. if finished_callback == None: finished_callback = None
  682. if behind_schedule_callback == None: behind_schedule_callback = None
  683. EventLoopControllerBase.__init__(self, ObjectManager(self), event_loop_callbacks, finished_callback, behind_schedule_callback)
  684. self.addInputPort("ui")
  685. self.addOutputPort("ui")
  686. self.object_manager.createInstance("MainApp", [])