Behaviors.Behaviors Class Reference

#include <class_behaviors_1_1_behaviors.h>

List of all members.

Public Member Functions

  __init__ ()
  getAllGroups ()
  Returns all of the behavior groups.
  getGroup ()
  Returns the group the behavior is in (if it is in one)
  addGroup ()
  Takes a list of behavior names and creates a group for them.
  removeFromGroup ()
  Takes a list of behavior names and removes them from the group they belong to.
  findBehaviorGroupOverlaps ()
  We want behavior groups to be exclusive, so this can be used to determine overlaps between behavior we want to put into a group and the existing behavior groups Returns a list of behavior groups representing the overlapping behaviors.
  anyBehaviorGroupConflicts ()
  We want behavior groups to be exclusive, so this can be used to check if any of the supplied behavior names are already in a behavior group.
  reportBehaviorGroupConflicts ()
  If the user is trying to put behaviors into a group which already exist in a group display a warning dialog.
  getUniqueName ()
  Given a behavior class, return a unique behavior name based upon the class.
  getUniqueLabel ()
  Given a behavior class, return a unique behavior label based upon the class.
  getCopyLabel ()
  isUniqueLabel ()
  Return True if the label is a unique behavior label, and False otherwise.
  checkBehaviorConflicts ()
  Return True if there are any behaviors having the same nodes.
  findNodeConflicts ()
  Given an iterable of node ids, return any conflicts that would exist if those node ids were added to the specified behavior (we only allow a node to belong to one behavior at a time).
  reportNodeConflicts ()
  If there are node conflicts, display a warning dialog to the user.
  createBehavior ()
  Create a behavior, associated with all of the selected nodes.

Member Function Documentation

Behaviors.Behaviors.__init__ ( )
Behaviors.Behaviors.getAllGroups ( )

Returns all of the behavior groups.

Behaviors.Behaviors.getGroup ( )

Returns the group the behavior is in (if it is in one)

Behaviors.Behaviors.addGroup ( )

Takes a list of behavior names and creates a group for them.

For undo purposes, returns a list of behavior groups representing the behaviors which were removed from existing groups in order to maintain exclusivity

Behaviors.Behaviors.removeFromGroup ( )

Takes a list of behavior names and removes them from the group they belong to.

Note the behaviors should all belong to the same group. For undo purposes, returns a copy of the behavior group as it was before the behaviors were removed from it

Behaviors.Behaviors.findBehaviorGroupOverlaps ( )

We want behavior groups to be exclusive, so this can be used to determine overlaps between behavior we want to put into a group and the existing behavior groups Returns a list of behavior groups representing the overlapping behaviors.

Behaviors.Behaviors.anyBehaviorGroupConflicts ( )

We want behavior groups to be exclusive, so this can be used to check if any of the supplied behavior names are already in a behavior group.

Behaviors.Behaviors.reportBehaviorGroupConflicts ( )

If the user is trying to put behaviors into a group which already exist in a group display a warning dialog.

Return True if the user wants to proceed, and False otherwise. This method must be called from the UI thread.

Behaviors.Behaviors.getUniqueName ( )

Given a behavior class, return a unique behavior name based upon the class.

We depend upon the fact that the behavior names are used as the key to this dict of behaviors.

Behaviors.Behaviors.getUniqueLabel ( )

Given a behavior class, return a unique behavior label based upon the class.

Behaviors.Behaviors.getCopyLabel ( )
Behaviors.Behaviors.isUniqueLabel ( )

Return True if the label is a unique behavior label, and False otherwise.

Behaviors.Behaviors.checkBehaviorConflicts ( )

Return True if there are any behaviors having the same nodes.

The skipBehaviorTypes is used for ignoring the type of behaviors in itself.

Behaviors.Behaviors.findNodeConflicts ( )

Given an iterable of node ids, return any conflicts that would exist if those node ids were added to the specified behavior (we only allow a node to belong to one behavior at a time).

Behaviors.Behaviors.reportNodeConflicts ( )

If there are node conflicts, display a warning dialog to the user.

Return True if the user wants to proceed, and False otherwise.

Behaviors.Behaviors.createBehavior ( )

Create a behavior, associated with all of the selected nodes.

Return the name of the new behavior, or None if no behavior was created. If there are node conflicts then the user is given the option to proceed or cancel. This method must be called from the ui thread.


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