scoutos / 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() |