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matplotlib / animation.py
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# TODO:
# * Loop Delay is broken on GTKAgg. This is because source_remove() is not
#   working as we want. PyGTK bug?
# * Documentation -- this will need a new section of the User's Guide.
#      Both for Animations and just timers.
#   - Also need to update http://www.scipy.org/Cookbook/Matplotlib/Animations
# * Blit
#   * Currently broken with Qt4 for widgets that don't start on screen
#   * Still a few edge cases that aren't working correctly
#   * Can this integrate better with existing matplotlib animation artist flag?
#     - If animated removes from default draw(), perhaps we could use this to
#       simplify initial draw.
# * Example
#   * Frameless animation - pure procedural with no loop
#   * Need example that uses something like inotify or subprocess
#   * Complex syncing examples
# * Movies
#   * Library to make movies?
#   * RC parameter for config?
#   * Can blit be enabled for movies?
# * Need to consider event sources to allow clicking through multiple figures
import itertools
from matplotlib.cbook import iterable
from matplotlib import verbose

class Animation(object):
    '''
    This class wraps the creation of an animation using matplotlib. It is
    only a base class which should be subclassed to provide needed behavior.

    *fig* is the figure object that is used to get draw, resize, and any
    other needed events.

    *event_source* is a class that can run a callback when desired events
    are generated, as well as be stopped and started. Examples include timers
    (see :class:`TimedAnimation`) and file system notifications.

    *blit* is a boolean that controls whether blitting is used to optimize
    drawing.
    '''
    def __init__(self, fig, event_source=None, blit=False):
        self._fig = fig
        self._blit = blit

        # These are the basics of the animation.  The frame sequence represents
        # information for each frame of the animation and depends on how the
        # drawing is handled by the subclasses. The event source fires events
        # that cause the frame sequence to be iterated.
        self.frame_seq = self.new_frame_seq()
        self.event_source = event_source

        # Clear the initial frame
        self._init_draw()

        # Instead of starting the event source now, we connect to the figure's
        # draw_event, so that we only start once the figure has been drawn.
        self._first_draw_id = fig.canvas.mpl_connect('draw_event', self._start)

        # Connect to the figure's close_event so that we don't continue to
        # fire events and try to draw to a deleted figure.
        self._close_id = self._fig.canvas.mpl_connect('close_event', self._stop)
        if blit:
            self._setup_blit()

    def _start(self, *args):
        '''
        Starts interactive animation. Adds the draw frame command to the GUI
        handler, calls show to start the event loop.
        '''
        # On start, we add our callback for stepping the animation and
        # actually start the event_source. We also disconnect _start
        # from the draw_events
        self.event_source.add_callback(self._step)
        self.event_source.start()
        self._fig.canvas.mpl_disconnect(self._first_draw_id)
        self._first_draw_id = None # So we can check on save

    def _stop(self, *args):
        # On stop we disconnect all of our events.
        if self._blit:
            self._fig.canvas.mpl_disconnect(self._resize_id)
        self._fig.canvas.mpl_disconnect(self._close_id)
        self.event_source.remove_callback(self._step)
        self.event_source = None

    def save(self, filename, fps=5, codec='mpeg4', clear_temp=True,
        frame_prefix='_tmp'):
        '''
        Saves a movie file by drawing every frame.

        *filename* is the output filename, eg :file:`mymovie.mp4`

        *fps* is the frames per second in the movie

        *codec* is the codec to be used,if it is supported by the output method.

        *clear_temp* specifies whether the temporary image files should be
        deleted.

        *frame_prefix* gives the prefix that should be used for individual
        image files.  This prefix will have a frame number (i.e. 0001) appended
        when saving individual frames.
        '''
        # Need to disconnect the first draw callback, since we'll be doing
        # draws. Otherwise, we'll end up starting the animation.
        if self._first_draw_id is not None:
            self._fig.canvas.mpl_disconnect(self._first_draw_id)
            reconnect_first_draw = True
        else:
            reconnect_first_draw = False

        fnames = []
        # Create a new sequence of frames for saved data. This is different
        # from new_frame_seq() to give the ability to save 'live' generated
        # frame information to be saved later.
        # TODO: Right now, after closing the figure, saving a movie won't
        # work since GUI widgets are gone. Either need to remove extra code
        # to allow for this non-existant use case or find a way to make it work.
        for idx,data in enumerate(self.new_saved_frame_seq()):
            #TODO: Need to see if turning off blit is really necessary
            self._draw_next_frame(data, blit=False)
            fname = '%s%04d.png' % (frame_prefix, idx)
            fnames.append(fname)
            verbose.report('Animation.save: saved frame %d to fname=%s'%(idx, fname), level='debug')
            self._fig.savefig(fname)

        self._make_movie(filename, fps, codec, frame_prefix)

        #Delete temporary files
        if clear_temp:
            import os
            verbose.report('Animation.save: clearing temporary fnames=%s'%str(fnames), level='debug')
            for fname in fnames:
                os.remove(fname)

        # Reconnect signal for first draw if necessary
        if reconnect_first_draw:
            self._first_draw_id = self._fig.canvas.mpl_connect('draw_event',
                self._start)

    def ffmpeg_cmd(self, fname, fps, codec, frame_prefix):
        # Returns the command line parameters for subprocess to use
        # ffmpeg to create a movie
        return ['ffmpeg', '-y', '-r', str(fps), '-b', '1800k', '-i',
            '%s%%04d.png' % frame_prefix, fname]

    def mencoder_cmd(self, fname, fps, codec, frame_prefix):
        # Returns the command line parameters for subprocess to use
        # mencoder to create a movie
        return ['mencoder', 'mf://%s*.png' % frame_prefix, '-mf',
            'type=png:fps=%d' % fps, '-ovc', 'lavc', '-lavcopts',
            'vcodec=%s' % codec, '-oac', 'copy', '-o', fname]

    def _make_movie(self, fname, fps, codec, frame_prefix, cmd_gen=None):
        # Uses subprocess to call the program for assembling frames into a
        # movie file.  *cmd_gen* is a callable that generates the sequence
        # of command line arguments from a few configuration options.
        from subprocess import Popen, PIPE
        if cmd_gen is None:
            cmd_gen = self.ffmpeg_cmd
        command = cmd_gen(fname, fps, codec, frame_prefix)
        verbose.report('Animation._make_movie running command: %s'%' '.join(command))
        proc = Popen(command, shell=False,
            stdout=PIPE, stderr=PIPE)
        proc.wait()

    def _step(self, *args):
        '''
        Handler for getting events. By default, gets the next frame in the
        sequence and hands the data off to be drawn.
        '''
        # Returns True to indicate that the event source should continue to
        # call _step, until the frame sequence reaches the end of iteration,
        # at which point False will be returned.
        try:
            framedata = self.frame_seq.next()
            self._draw_next_frame(framedata, self._blit)
            return True
        except StopIteration:
            return False

    def new_frame_seq(self):
        'Creates a new sequence of frame information.'
        # Default implementation is just an iterator over self._framedata
        return iter(self._framedata)

    def new_saved_frame_seq(self):
        'Creates a new sequence of saved/cached frame information.'
        # Default is the same as the regular frame sequence
        return self.new_frame_seq()

    def _draw_next_frame(self, framedata, blit):
        # Breaks down the drawing of the next frame into steps of pre- and
        # post- draw, as well as the drawing of the frame itself.
        self._pre_draw(framedata, blit)
        self._draw_frame(framedata)
        self._post_draw(framedata, blit)

    def _init_draw(self):
        # Initial draw to clear the frame. Also used by the blitting code
        # when a clean base is required.
        pass

    def _pre_draw(self, framedata, blit):
        # Perform any cleaning or whatnot before the drawing of the frame.
        # This default implementation allows blit to clear the frame.
        if blit:
            self._blit_clear(self._drawn_artists, self._blit_cache)

    def _draw_frame(self, framedata):
        # Performs actual drawing of the frame.
        raise NotImplementedError('Needs to be implemented by subclasses to'
            ' actually make an animation.')

    def _post_draw(self, framedata, blit):
        # After the frame is rendered, this handles the actual flushing of
        # the draw, which can be a direct draw_idle() or make use of the
        # blitting.
        if blit and self._drawn_artists:
            self._blit_draw(self._drawn_artists, self._blit_cache)
        else:
            self._fig.canvas.draw_idle()

    # The rest of the code in this class is to facilitate easy blitting
    def _blit_draw(self, artists, bg_cache):
        # Handles blitted drawing, which renders only the artists given instead
        # of the entire figure.
        updated_ax = []
        for a in artists:
            # If we haven't cached the background for this axes object, do
            # so now. This might not always be reliable, but it's an attempt
            # to automate the process.
            if a.axes not in bg_cache:
                bg_cache[a.axes] = a.figure.canvas.copy_from_bbox(a.axes.bbox)
            a.axes.draw_artist(a)
            updated_ax.append(a.axes)

        # After rendering all the needed artists, blit each axes individually.
        for ax in set(updated_ax):
            ax.figure.canvas.blit(ax.bbox)

    def _blit_clear(self, artists, bg_cache):
        # Get a list of the axes that need clearing from the artists that
        # have been drawn. Grab the appropriate saved background from the
        # cache and restore.
        axes = set(a.axes for a in artists)
        for a in axes:
            a.figure.canvas.restore_region(bg_cache[a])

    def _setup_blit(self):
        # Setting up the blit requires: a cache of the background for the
        # axes
        self._blit_cache = dict()
        self._drawn_artists = []
        self._resize_id = self._fig.canvas.mpl_connect('resize_event',
            self._handle_resize)
        self._post_draw(None, self._blit)

    def _handle_resize(self, *args):
        # On resize, we need to disable the resize event handling so we don't
        # get too many events. Also stop the animation events, so that
        # we're paused. Reset the cache and re-init. Set up an event handler
        # to catch once the draw has actually taken place.
        self._fig.canvas.mpl_disconnect(self._resize_id)
        self.event_source.stop()
        self._blit_cache.clear()
        self._init_draw()
        self._resize_id = self._fig.canvas.mpl_connect('draw_event', self._end_redraw)

    def _end_redraw(self, evt):
        # Now that the redraw has happened, do the post draw flushing and
        # blit handling. Then re-enable all of the original events.
        self._post_draw(None, self._blit)
        self.event_source.start()
        self._fig.canvas.mpl_disconnect(self._resize_id)
        self._resize_id = self._fig.canvas.mpl_connect('resize_event',
            self._handle_resize)


class TimedAnimation(Animation):
    '''
    :class:`Animation` subclass that supports time-based animation, drawing
    a new frame every *interval* milliseconds.

    *repeat* controls whether the animation should repeat when the sequence
    of frames is completed.

    *repeat_delay* optionally adds a delay in milliseconds before repeating
    the animation.
    '''
    def __init__(self, fig, interval=200, repeat_delay=None, repeat=True,
            event_source=None, *args, **kwargs):
        # Store the timing information
        self._interval = interval
        self._repeat_delay = repeat_delay
        self.repeat = repeat

        # If we're not given an event source, create a new timer. This permits
        # sharing timers between animation objects for syncing animations.
        if event_source is None:
            event_source = fig.canvas.new_timer()
            event_source.interval = self._interval

        Animation.__init__(self, fig, event_source=event_source, *args, **kwargs)

    def _step(self, *args):
        '''
        Handler for getting events.
        '''
        # Extends the _step() method for the Animation class.  If
        # Animation._step signals that it reached the end and we want to repeat,
        # we refresh the frame sequence and return True. If _repeat_delay is
        # set, change the event_source's interval to our loop delay and set the
        # callback to one which will then set the interval back.
        still_going = Animation._step(self, *args)
        if not still_going and self.repeat:
            if self._repeat_delay:
                self.event_source.remove_callback(self._step)
                self.event_source.add_callback(self._loop_delay)
                self.event_source.interval = self._repeat_delay
            self.frame_seq = self.new_frame_seq()
            return True
        else:
            return still_going

    def _stop(self, *args):
        # If we stop in the middle of a loop delay (which is relatively likely
        # given the potential pause here, remove the loop_delay callback as
        # well.
        self.event_source.remove_callback(self._loop_delay)
        Animation._stop(self)

    def _loop_delay(self, *args):
        # Reset the interval and change callbacks after the delay.
        self.event_source.remove_callback(self._loop_delay)
        self.event_source.interval = self._interval
        self.event_source.add_callback(self._step)


class ArtistAnimation(TimedAnimation):
    '''
    Before calling this function, all plotting should have taken place
    and the relevant artists saved.

    frame_info is a list, with each list entry a collection of artists that
    represent what needs to be enabled on each frame. These will be disabled
    for other frames.
    '''
    def __init__(self, fig, artists, *args, **kwargs):
        # Internal list of artists drawn in the most recent frame.
        self._drawn_artists = []

        # Use the list of artists as the framedata, which will be iterated
        # over by the machinery.
        self._framedata = artists
        TimedAnimation.__init__(self, fig, *args, **kwargs)

    def _init_draw(self):
        # Make all the artists involved in *any* frame invisible
        axes = []
        for f in self.new_frame_seq():
            for artist in f:
                artist.set_visible(False)
                # Assemble a list of unique axes that need flushing
                if artist.axes not in axes:
                    axes.append(artist.axes)

        # Flush the needed axes
        for ax in axes:
            ax.figure.canvas.draw()

    def _pre_draw(self, framedata, blit):
        '''
        Clears artists from the last frame.
        '''
        if blit:
            # Let blit handle clearing
            self._blit_clear(self._drawn_artists, self._blit_cache)
        else:
            # Otherwise, make all the artists from the previous frame invisible
            for artist in self._drawn_artists:
                artist.set_visible(False)

    def _draw_frame(self, artists):
        # Save the artists that were passed in as framedata for the other
        # steps (esp. blitting) to use.
        self._drawn_artists = artists

        # Make all the artists from the current frame visible
        for artist in artists:
            artist.set_visible(True)

class FuncAnimation(TimedAnimation):
    '''
    Makes an animation by repeatedly calling a function *func*, passing in
    (optional) arguments in *fargs*.

    *frames* can be a generator, an iterable, or a number of frames.

    *init_func* is a function used to draw a clear frame. If not given, the
    results of drawing from the first item in the frames sequence will be
    used.
    '''
    def __init__(self, fig, func, frames=None ,init_func=None, fargs=None,
            save_count=None, **kwargs):
        if fargs:
            self._args = fargs
        else:
            self._args = ()
        self._func = func

        # Amount of framedata to keep around for saving movies. This is only
        # used if we don't know how many frames there will be: in the case
        # of no generator or in the case of a callable.
        self.save_count = save_count

        # Set up a function that creates a new iterable when needed. If nothing
        # is passed in for frames, just use itertools.count, which will just
        # keep counting from 0. A callable passed in for frames is assumed to
        # be a generator. An iterable will be used as is, and anything else
        # will be treated as a number of frames.
        if frames is None:
            self._iter_gen = itertools.count
        elif callable(frames):
            self._iter_gen = frames
        elif iterable(frames):
            self._iter_gen = lambda: iter(frames)
            self.save_count = len(frames)
        else:
            self._iter_gen = lambda: iter(range(frames))
            self.save_count = frames

        # If we're passed in and using the default, set it to 100.
        if self.save_count is None:
            self.save_count = 100

        self._init_func = init_func

        # Needs to be initialized so the draw functions work without checking
        self._save_seq = []

        TimedAnimation.__init__(self, fig, **kwargs)

        # Need to reset the saved seq, since right now it will contain data
        # for a single frame from init, which is not what we want.
        self._save_seq = []

    def new_frame_seq(self):
        # Use the generating function to generate a new frame sequence
        return self._iter_gen()

    def new_saved_frame_seq(self):
        # Generate an iterator for the sequence of saved data. If there are
        # no saved frames, generate a new frame sequence and take the first
        # save_count entries in it.
        if self._save_seq:
            return iter(self._save_seq)
        else:
            return itertools.islice(self.new_frame_seq(), self.save_count)

    def _init_draw(self):
        # Initialize the drawing either using the given init_func or by
        # calling the draw function with the first item of the frame sequence.
        # For blitting, the init_func should return a sequence of modified
        # artists.
        if self._init_func is None:
            self._draw_frame(self.new_frame_seq().next())
        else:
            self._drawn_artists = self._init_func()

    def _draw_frame(self, framedata):
        # Save the data for potential saving of movies.
        self._save_seq.append(framedata)

        # Make sure to respect save_count (keep only the last save_count around)
        self._save_seq = self._save_seq[-self.save_count:]

        # Call the func with framedata and args. If blitting is desired,
        # func needs to return a sequence of any artists that were modified.
        self._drawn_artists = self._func(framedata, *self._args)