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root / scout / scoutsim / GUI.py @ 6ee555a3

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#!/usr/bin/python
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# Behavior GUI
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# shell subprocess libs
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import subprocess
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import shlex  #for converting string commands to tokens
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import sys
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# GUI libs
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import wx
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import wx.lib.intctrl
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import wx.lib.agw.floatspin
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# not sure why these 2 are here
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import string
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import signal
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# ros imports for spawning and killing scout
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import rospy
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import roslib
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roslib.load_manifest("scoutsim")
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# scoutsim imports
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from scoutsim.srv import *
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from collections import defaultdict
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class Behaviors(object):
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    def __init__(self):
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        print "Warning: You should not need to create an instance of Behaviors"
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    # this takes advantage of the fact that our behavior list start at 1    
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    behaviors = ["Pause", "CW Circle", "CCW Circle", "Odometry",
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                          "Navigation Map", "Scheduler", "Warehouse",
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                          "Line Follow", "WL Test", "Maze Solve"]
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    @classmethod
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    def getNumber(self, behaviorName):
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        if (behaviorName in Behaviors.behaviors):
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            return Behaviors.behaviors.index(behaviorName)
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    @classmethod
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    def getName(self, index):
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        if (0 <= index < len(self.Behavior)):
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            return Behaviors.behaviors[index]
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        else:
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            return -1
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    @classmethod
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    def getBehaviors(self):
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        # "Pause" is not considered a behavior in GUI
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        return Behaviors.behaviors[1:]
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# each scout is represented by this class
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class Scout(object):
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    numOfScouts = 0 # class variable keeping track of scouts
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    def __init__(self, x=0, y=0, theta=0, name=u"",
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                       Scouts=None, oninit = False):
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        Scout.numOfScouts += 1 # reverted if not successful
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        if len(name) == 0:
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            # automatically give name according to numOfScouts
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            name = self.autoNameGen(Scouts)
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        # set vars
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        self.name = name
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        self.behavior = "chilling"
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        self.process =  None# used to keep track of all processes
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                        # related to this scout  
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        self.paused = False
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        self.valid = False
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        # these vars are right now just the original position
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        # but when ODOMETRY is done, we could actually use them
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        self.x, self.y = x, y 
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        self.theta = theta
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        # spawn the scout if it is not scout1 (automatically spawned)
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        if (not oninit): 
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            if (self.SpawnInSimulator()):
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                # spawned correctly
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                self.valid = True
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            else:
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                Scout.numOfScouts -= 1;
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    def autoNameGen(self, Scouts):
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        i = 1
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        while (True):
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            if not (("scout%d"%i) in Scouts):
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                return "scout%d"%i
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            i+=1
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        # update the classvariable
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    def SpawnInSimulator(self):
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        try:
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            # ros spawn routine
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            rospy.wait_for_service('/spawn');
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            service = rospy.ServiceProxy('/spawn', Spawn);
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            response = service(self.x, self.y, self.theta, self.name)
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            return True
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        except rospy.ServiceException as Error:
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            return False
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    def terminateOldBehavior(self):
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        if self.process != None:
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            # now terminate the process
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            self.process.terminate() #TODO: this kills the process
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                                     #      but maybe not the rosnode
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                                     #      change to "rosnode kill" instead
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            # make sure old behavior is terminated before we run the new one
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            self.process.wait()
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            # the following lines causes lag and does not solve real issues
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            # first unregister the node
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            #cmd = "rosnode kill /%s_behavior"%self.name
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            #temp = subprocess.Popen(cmd, shell=True)
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            #temp.wait() 
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            # this node loses contact but still is not cleaned up in rosnode
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            # however, this should not affect usage at all.
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    def changeBehavior(self, behavior):
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        self.behavior = behavior
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        if (behavior == "pause"):
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            self.paused = True
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        else:
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            self.paused = False
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        self.terminateOldBehavior()
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        # do rosprocess calls for new behavior
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        roscommand = shlex.split("rosrun libscout libscout %s %s"%
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                            (self.name, Behaviors.getNumber(self.behavior)))
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        self.process = subprocess.Popen(roscommand, shell=False)
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    def teleop(self):
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        # teleop involved only one command \
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        self.terminateOldBehavior()
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        self.process = None
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        cmd = "rosservice call /set_teleop %s"%self.name
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        try:
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            subprocess.Popen(shlex.split(cmd), shell=False)
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        except:
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            #not sure why this is happening....
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            # seems to be a ros thing
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            print "warning, socket error, ignored"
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    def killSelf(self):
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        # terminate its current behavior
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        self.terminateOldBehavior()
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        # ros call to kill scout in simulator
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        try:
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            rospy.wait_for_service("/kill")
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            service = rospy.ServiceProxy("/kill", Kill)
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            response = service(self.name)
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            Scout.numOfScouts -= 1
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            self.valid = False
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        except rospy.ServiceException, e:
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            print "warning: kill scout unsuccessful" 
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            self.valid = True
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        # remove from the class
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# a wrapper for wx Frame
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class Window(wx.App):
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    def __init__(self, title=""):
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        super(Window, self).__init__()
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        self.initUIFrame()
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    def initUIFrame(self):
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        self.GUIFrame = GUI(None, "hallo!")
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# actual GUI frame
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class GUI(wx.Frame):
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    def __init__(self, parent, title):
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        super(GUI, self).__init__(parent, title=title,
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            style=wx.DEFAULT_FRAME_STYLE ^ wx.RESIZE_BORDER, size=(600, 600))
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        # open up scoutsim race
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        if len(sys.argv) > 1:
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            map_name = sys.argv[1]
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        else:
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            map_name = "race"
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        command = shlex.split("rosrun scoutsim scoutsim_node " + map_name)
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        self.simWindowProcess = subprocess.Popen(command, shell=False)
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        #rospy.wait_for_service('/spawn') #don't know why this is here
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        # register call back for on close cleanup
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        self.Bind(wx.EVT_CLOSE, self.onClose) 
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        self.initData()
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        self.initUI()
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        self.Show(True)     
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    # do clean up after user close the window
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    def onClose(self, event):
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        print "Cleaning up all Processes"
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        # kill all the behavior processes
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        for scout in self.scouts:
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            process = self.scouts[scout].process
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            if (process != None):
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                process.terminate()
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        # kill the scout sim window
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        self.simWindowProcess.terminate()
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        print "done"
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        self.Destroy()
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    def initData(self):
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        self.scouts = {}
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        #FIXME: these arguments are not right...fix them!!!
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        self.scouts["scout1"] = Scout(x=0, y=0, theta=0, name="scout1",
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                                      Scouts = self.scouts, oninit=True)
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    # addButton callback
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    def addScout(self, x_wx, y_wx, theta_wx, name_wx):
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        # x, y, theta, name are given as wx Inputs
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        x = x_wx.GetValue()
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        y = y_wx.GetValue()
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        theta = theta_wx.GetValue()
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        name = name_wx.GetValue()
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        newSc = Scout(x, y, theta, name, self.scouts)
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        if (newSc.valid):
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            # successful
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            self.scouts[newSc.name] = newSc
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            self.addScoutBox(newSc.name)
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            # alert user spawn successful
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            wx.MessageBox(u"Scout '%s' created successfully at (%d,%d,%d\u00B0)"
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                            %(newSc.name, newSc.x, newSc.y, newSc.theta), 
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                            "Scout Created", wx.OK | wx.ICON_INFORMATION)
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        else:
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            #failed to create scout
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            wx.MessageBox("Scout Creation failed :( Check for duplicate name",
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                            "Add Scout failed", wx.OK | wx.ICON_ERROR)
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    def removeScout(self, name):
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        sct = self.scouts[name]
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        sct.killSelf()
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        if (sct.valid == False):
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            # successful, remove from the dictionary
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            del self.scouts[name]
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            # delete the refresh the display
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            self.mainArea.Hide(self.sizer[name]) #required by wx before remove
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            self.mainArea.Remove(self.sizer[name])
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            del self.sizer[name]
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            self.window.Layout()
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            self.window.Refresh()
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            self.window.Update()
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        else:
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            raise Exception
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    # runPressed
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    # change UI display and invoke change Behavior in scout
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    def changeBehavior(self, name, currBehaviorLabel, 
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                        pauseButton, newBehavior):
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        # to handle user pressing "Run" during pause
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        if (newBehavior != "Pause" and self.scouts[name].paused == True):
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            self.correctPauseButton(name, 
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                                        pauseButton, pauseToResume=True)
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        currBehaviorLabel.SetLabel(" | Current Behavior: %s"%newBehavior)
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        scout = self.scouts[name]
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        scout.changeBehavior(newBehavior)
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        self.correctTeleopButton(None)
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    def buttonDown(button):
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        return button.GetValue()
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    def pauseResumeScout(self, name, pauseButton, currBehaviorLabel, dropMenu):
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        if (pauseButton.GetValue() == True): # 
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            # change behavior to Pause
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            self.changeBehavior(name, currBehaviorLabel, pauseButton, "Pause")    
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            # change button to "Resume" & label to "Pause"
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            currBehaviorLabel.SetLabel("Pause")
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            self.correctPauseButton(name, 
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                                        pauseButton, pauseToResume=False)
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        else:
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            # resume
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            # change behavior to whatever is in the drop down menu
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            self.changeBehavior(name, currBehaviorLabel, pauseButton, 
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                        dropMenu.GetStringSelection())
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            self.correctPauseButton(name, 
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                                        pauseButton, pauseToResume=True)
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    def teleop(self, name):
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        self.correctTeleopButton(name)
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        self.scouts[name].teleop()
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    ############################ UI stuff here ###########################
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    def initUI(self):
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        self.allTeleopButtons = {}
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        self.initAddScoutArea()
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    def correctTeleopButton(self, teleopingName):
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        for name in self.allTeleopButtons:
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            if name == teleopingName:
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                self.allTeleopButtons[name].SetValue(True)
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            else:
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                self.allTeleopButtons[name].SetValue(False)
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    def correctPauseButton(self, name, pauseButton, pauseToResume):
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        if (pauseToResume):
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            print "correcting button!"
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            self.scouts[name].paused = False
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            pauseButton.SetValue(False) # unpress it
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            pauseButton.SetLabel("Pause")
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        else:
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            self.scouts[name].paused = True
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            pauseButton.SetValue(True) # press it
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            pauseButton.SetLabel("Resume")
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    # the labels and input boxes for adding a scout through GUI
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    def initAddScoutArea(self):
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        # all the layout stuff copied over: using grid layout
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        # button callbacks are changed
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        self.totalCols = 8
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        self.window = wx.ScrolledWindow(self, style=wx.VSCROLL)
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        self.mainArea = wx.GridSizer(cols=1)
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        sizer = wx.FlexGridSizer(rows=4, cols=self.totalCols, hgap=5, vgap=5)
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        # Labels
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        blankText = wx.StaticText(self.window, label="")
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        newScout = wx.StaticText(self.window, label="New Scout")
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        newScoutName = wx.StaticText(self.window, label="Name:")
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        startXTitle = wx.StaticText(self.window, label="X:")
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        startYTitle = wx.StaticText(self.window, label="Y:")
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        startThetaTitle = wx.StaticText(self.window, label="Rad:")
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        # Inputs
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        newScoutInput = wx.TextCtrl(self.window)
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        startX = wx.lib.agw.floatspin.FloatSpin(self.window, min_val=0, digits=5)
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        startY = wx.lib.agw.floatspin.FloatSpin(self.window, min_val=0, digits=5)
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        startTheta = wx.lib.agw.floatspin.FloatSpin(self.window, min_val=0, digits=5)
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        addButton = wx.Button(self.window, id=wx.ID_ADD)
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        # Pretty Stuff
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        hLine = wx.StaticLine(self.window, size=(600, 5))
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        bottomHLine = wx.StaticLine(self.window, size=(600, 5))
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        # Row 0: just the label add scout
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        sizer.Add(newScout)
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        for i in range(7):
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            sizer.AddStretchSpacer(1)
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        # Row 1: input(name), x coord, y coord, rad, 
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        sizer.AddMany([newScoutName, (newScoutInput, 0, wx.EXPAND), startXTitle,
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            startX, startYTitle, startY, startThetaTitle, startTheta])
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        # Row 2: just the add button to the right
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        for i in range(7):
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            sizer.AddStretchSpacer(1)
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        sizer.Add(addButton)
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        # Row 3
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        # Events
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        addButton.Bind(wx.EVT_BUTTON, lambda event: self.addScout(
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            startX, startY, startTheta, newScoutInput))
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        sizer.AddGrowableCol(idx=1)
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        self.mainArea.Add(sizer, proportion=1, flag=wx.ALL|wx.EXPAND, border=10)
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        self.window.SetSizer(self.mainArea)
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        self.sizer = defaultdict()
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        self.window.Layout()
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        # make the scout1's controller
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        self.addScoutBox("scout1");
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    # copied over from old GUI
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    def addScoutBox(self, name):
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        self.sizer[name] = wx.FlexGridSizer(rows=2, cols=5, hgap=5, vgap=5)
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        # Labels
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        scoutName = wx.StaticText(self.window, label="Scout: %s"%name)
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        behaviorLabel = wx.StaticText(self.window, label="Behavior: ")
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        currBehaviorLabel = wx.StaticText(self.window,
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            label="  |  Current Behavior: Slacking off")
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        # Inputs
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        # drop down menue
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        scoutChoices = wx.Choice(self.window, 
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                                    choices=Behaviors.getBehaviors())
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        #   buttons
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        pauseButton = wx.ToggleButton(self.window, label="Pause")
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        runButton = wx.Button(self.window, label="Run")
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        killButton = wx.Button(self.window, label="Kill")
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        teleopButton = wx.ToggleButton(self.window, label="Teleop")
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        self.allTeleopButtons[name] = teleopButton
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        # row 0
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        self.sizer[name].Add(scoutName)
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        self.sizer[name].Add(currBehaviorLabel, wx.EXPAND | wx.ALIGN_RIGHT)
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        self.sizer[name].AddStretchSpacer(1)
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        self.sizer[name].AddStretchSpacer(1)
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        self.sizer[name].Add(killButton, wx.ALIGN_RIGHT)
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        # row 1
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        self.sizer[name].Add(behaviorLabel)
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        self.sizer[name].Add(scoutChoices, wx.EXPAND)
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        self.sizer[name].Add(runButton)
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        self.sizer[name].Add(pauseButton, wx.ALIGN_RIGHT)
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        self.sizer[name].Add(teleopButton) 
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        # Events
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        killButton.Bind(wx.EVT_BUTTON, lambda event: self.removeScout(name))
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        runButton.Bind(wx.EVT_BUTTON,
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                lambda event: self.changeBehavior(name, currBehaviorLabel,
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                    pauseButton, # needed to handle press "run" during pause
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                    scoutChoices.GetStringSelection()))
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        pauseButton.Bind(wx.EVT_TOGGLEBUTTON, 
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            lambda event: self.pauseResumeScout(name, pauseButton,
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                                        currBehaviorLabel, scoutChoices))
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        teleopButton.Bind(wx.EVT_TOGGLEBUTTON, 
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                                lambda event: self.teleop(name))
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        self.mainArea.Add(self.sizer[name], proportion=1,
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            flag=wx.ALL | wx.EXPAND, border=10)
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        self.window.Layout()
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        return True
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if __name__ == '__main__':
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    # open up GUI
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    window = Window(title="Colony Scout Manager")
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    window.MainLoop()