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254 | class DataViewControl(Static):
current_value: Union[str, None] = None
related_scenes: Union[None, Mapping[str, Union[None, RenderScene]]] = None
scene_keys: Union[None, Dict[str, Union[None, RenderScene]]] = None
max_level: int = 0
control_table: Union[None, RenderableType] = None
reserved_keys: Tuple[str, ...] = ()
def on_mount(self):
self.compute_related_scenes(None)
self.commit()
def set_reserved_keys(self, keys: Iterable[str]):
self.reserved_keys = tuple(keys)
def get_title(
self,
key: str,
scene: Union[None, RenderScene],
scene_keys: Dict[str, Union[None, RenderScene]],
) -> RenderableType:
last_token = key.split(".")[-1]
title = None
found_key = None
for idx, command_key in enumerate(last_token):
if (
command_key.lower() not in self.reserved_keys
and command_key.lower() not in (x.lower() for x in scene_keys.keys())
):
replaced = last_token.replace(command_key, f"\[{command_key}]", 1)
if scene is None or scene.disabled:
title = Text.from_markup(f"[grey46]{replaced}[/grey46]")
else:
title = Text.from_markup(replaced)
found_key = command_key
break
if title is None:
raise NotImplementedError("Could not find free command key.")
if found_key is None:
raise NotImplementedError("Invalid key.")
scene_keys[found_key] = scene # tpye: ignore
return title
def render_sub_command_table(
self,
scene: Union[None, RenderScene],
scene_keys: Dict[str, Union[None, RenderScene]],
forced_titles: Dict[str, RenderableType],
row_list: Union[None, List[List[RenderableType]]] = None,
level: int = 0,
) -> Tuple[List[List[RenderableType]], int]:
if row_list is None:
row_list = []
if not scene:
return (row_list, level)
if not scene.related_scenes:
return (row_list, level)
level = level + 1
sub_list: List[RenderableType] = []
for scene_key, sub_scene in scene.related_scenes.items():
if scene_key in forced_titles.keys():
new_scene_key: RenderableType = forced_titles[scene_key]
else:
new_scene_key = self.get_title(
key=scene_key, scene=sub_scene, scene_keys=scene_keys
)
sub_list.append(new_scene_key)
row_list.append(sub_list)
for scene_key, sub_scene in scene.related_scenes.items():
_, level = self.render_sub_command_table(
scene=sub_scene,
scene_keys=scene_keys,
forced_titles=forced_titles,
row_list=row_list,
level=level,
)
return (row_list, level)
def render_sub_command_tree(
self,
key: str,
scene: Union[RenderScene, None],
scene_keys: Dict[str, Union[None, RenderScene]],
forced_titles: Dict[str, RenderableType],
node: Union[Tree, None] = None,
level: int = 0,
):
if key in forced_titles.keys():
title: RenderableType = forced_titles[key]
else:
title = self.get_title(key=key, scene=scene, scene_keys=scene_keys)
if node is None:
node = Tree(title)
else:
node = node.add(title)
if scene:
for scene_key, sub_scene in scene.related_scenes.items():
_, level = self.render_sub_command_tree(
key=f"{key}.{scene_key}",
scene=sub_scene,
scene_keys=scene_keys,
forced_titles=forced_titles,
node=node,
level=level + 1,
)
return (node, level)
def render_command_table(self) -> Tuple[RenderableType, int]:
max_level = 0
if self.related_scenes is None:
return "", max_level
scene_keys: Dict[str, Union[None, RenderScene]] = {}
forced_titles = {}
for key, scene in self.related_scenes.items():
title = self.get_title(key=key, scene=scene, scene_keys=scene_keys)
forced_titles[key] = title
render_as_tree = False
if render_as_tree:
row = []
table = Table(show_header=False, box=box.SIMPLE)
for key, scene in self.related_scenes.items():
table.add_column(f"category: {key}")
node, level = self.render_sub_command_tree(
key=key,
scene=scene,
scene_keys=scene_keys,
forced_titles=forced_titles,
)
row.append(node)
control_height = ((level * 2) - 1) + 2
if control_height > max_level:
max_level = control_height
table.add_row(*row)
else:
main_scene = RenderScene(
title=f"Value: {self.current_value}",
disabled=False,
description=f"Preview of value: {self.current_value}",
manifest_hash="",
render_config={},
related_scenes=self.related_scenes,
)
row_list, level = self.render_sub_command_table(
scene=main_scene,
scene_keys=scene_keys,
forced_titles=forced_titles,
)
table = Table(show_header=False, box=box.SIMPLE, show_lines=True)
if not row_list:
max_level = 0
else:
max_len = max([len(x) for x in row_list])
for i in range(0, max_len):
table.add_column(f"col_{i}")
for row in row_list:
table.add_row(*row)
if level > max_level:
max_level = level
self.scene_keys = scene_keys
return table, max_level
def compute_related_scenes(
self, related_scenes: Union[None, Mapping[str, Union[None, RenderScene]]]
) -> int:
self.related_scenes = related_scenes
self.control_table, self.max_level = self.render_command_table()
return self.max_level
def commit(self):
self.update(self.control_table)
def get_scene_for_key(self, key: str) -> Union[None, RenderScene]:
if self.scene_keys is None:
return None
if key in self.scene_keys.keys():
return self.scene_keys[key]
for x in self.scene_keys.keys():
if x.lower() == key.lower():
return self.scene_keys[x]
return None
|