synodetik
Modular audiovisual synoptic node editor.
Installation
Just git clone the project. Open a terminal in the cloned folder.
$ python -m venv .venv
$ pip install -r requirements.txt
$ python synodetik.py
Module Development
Synodetik supports a modular architecture that allows developers to extend functionality through custom modules. Modules can add menu items, subscribe to events, and integrate with the node editor.
Module Locations
Modules can be placed in two locations:
| Location | Path | Description |
|---|---|---|
| Built-in | synodetik/modules/builtins/ |
Shipped with the application |
| User modules | ~/.synodetik/modules/ |
Custom user modules |
Creating a Module
Create a new Python file in one of the module directories. Your module must:
- Subclass the
Modulebase class - Implement the
infoproperty returning aModuleInfo - Implement
on_load()andon_unload()lifecycle methods
Basic Module Template
"""
My Custom Module - Brief description of what it does.
"""
from synodetik.modules import Module, ModuleInfo, MenuItem
from synodetik.events import EventType
class MyCustomModule(Module):
"""
Description of your module's functionality.
"""
@property
def info(self) -> ModuleInfo:
"""Return module metadata."""
return ModuleInfo(
id="my_custom_module", # Unique identifier (lowercase, no spaces)
name="My Custom Module", # Display name
version="1.0.0", # Semantic version
author="Your Name", # Author name
description="Does something useful", # Brief description
dependencies=[], # List of required module IDs
website="" # Optional documentation URL
)
def on_load(self) -> bool:
"""
Called when the module is activated.
Use this to:
- Subscribe to events
- Initialize resources
- Set up UI elements
Returns:
True if loading succeeded, False to abort
"""
print(f"{self.info.name} loaded!")
return True
def on_unload(self) -> None:
"""
Called when the module is deactivated.
Use this to:
- Unsubscribe from events
- Clean up resources
- Remove UI elements
"""
print(f"{self.info.name} unloaded!")
Adding Menu Items
Override get_menu_items() to add entries to the application menu:
def get_menu_items(self) -> list[MenuItem]:
"""Return menu items to add to the application."""
return [
MenuItem(
label="My Action", # Menu item text
callback=self._my_callback, # Function to call
shortcut="Ctrl+M", # Optional keyboard shortcut display
parent_menu="View", # Target menu: "File", "Edit", "View", "Modules"
separator_before=False # Add separator before this item
)
]
def _my_callback(self, sender=None, app_data=None):
"""Handle menu item click."""
print("Menu item clicked!")
Subscribing to Events
Use the event system to react to application changes:
def on_load(self) -> bool:
# Subscribe to events
self.events.on(EventType.MACHINE_ADDED, self._on_machine_added)
self.events.on(EventType.CONNECTION_CREATED, self._on_connection_created)
return True
def on_unload(self) -> None:
# Always unsubscribe when unloading
self.events.off(EventType.MACHINE_ADDED, self._on_machine_added)
self.events.off(EventType.CONNECTION_CREATED, self._on_connection_created)
def _on_machine_added(self, event):
"""Handle machine added event."""
machine = event.data.get('machine')
print(f"Machine added: {machine.name}")
def _on_connection_created(self, event):
"""Handle connection created event."""
connection = event.data.get('connection')
print(f"Connection created: {connection.id}")
Available Event Types
| Event | Description | Data |
|---|---|---|
APP_STARTED |
Application has started | - |
APP_CLOSING |
Application is closing | - |
SYNOPTIK_CREATED |
New synoptik created | synoptik |
SYNOPTIK_LOADED |
Synoptik loaded from file | synoptik |
SYNOPTIK_SAVED |
Synoptik saved to file | filepath |
SYNOPTIK_MODIFIED |
Synoptik was modified | machine_id, property, value |
MACHINE_ADDED |
Machine added to synoptik | machine |
MACHINE_REMOVED |
Machine removed from synoptik | machine_id |
CONNECTION_CREATED |
Connection created | connection |
CONNECTION_REMOVED |
Connection removed | connection_id |
TEMPLATE_CREATED |
Machine template created | machine |
TEMPLATE_DELETED |
Machine template deleted | machine_id |
Accessing Application Services
Modules have access to core services through properties:
def on_load(self) -> bool:
# Access the main application
app = self.app
# Access the current synoptik (diagram)
if self.app and self.app.synoptik:
machines = self.app.synoptik.machines
connections = self.app.synoptik.connections
# Access the event dispatcher
dispatcher = self.events
return True
Adding Context Menu Items
Override on_context_menu() to add items to the right-click menu:
def on_context_menu(self, menu_parent: int, context: dict) -> None:
"""
Called when building the context menu.
Args:
menu_parent: DearPyGui parent ID for adding items
context: Dict containing:
- 'selected_machines': List of selected machine IDs
- 'selected_connections': List of selected connection IDs
- 'position': Mouse position (x, y)
"""
import dearpygui.dearpygui as dpg
selected = context.get('selected_machines', [])
if selected:
dpg.add_menu_item(
label="My Custom Action",
callback=self._custom_action,
user_data=selected,
parent=menu_parent
)
def _custom_action(self, sender, app_data, user_data):
"""Handle context menu action."""
selected_machines = user_data
print(f"Action on: {selected_machines}")
Adding to Properties Panel
Override on_properties_panel() to add custom properties:
def on_properties_panel(self, panel_parent: int, selection: dict) -> None:
"""
Called when properties panel needs custom content.
Args:
panel_parent: DearPyGui parent ID for adding items
selection: Dict with selected machine/connection info
"""
import dearpygui.dearpygui as dpg
dpg.add_separator(parent=panel_parent)
dpg.add_text("My Module Properties", parent=panel_parent)
dpg.add_button(
label="Custom Action",
callback=self._panel_action,
parent=panel_parent
)
Complete Example: Statistics Module
Here's a complete example that displays synoptik statistics:
"""
Statistics module - Displays synoptik metrics.
"""
import dearpygui.dearpygui as dpg
from synodetik.modules import Module, ModuleInfo, MenuItem
from synodetik.events import EventType
class StatisticsModule(Module):
"""Displays statistics about the current synoptik."""
@property
def info(self) -> ModuleInfo:
return ModuleInfo(
id="statistics",
name="Statistics",
version="1.0.0",
author="Synodetik",
description="Display synoptik statistics"
)
def on_load(self) -> bool:
# Subscribe to relevant events
self.events.on(EventType.MACHINE_ADDED, self._update_stats)
self.events.on(EventType.MACHINE_REMOVED, self._update_stats)
self.events.on(EventType.CONNECTION_CREATED, self._update_stats)
self.events.on(EventType.CONNECTION_REMOVED, self._update_stats)
return True
def on_unload(self) -> None:
# Unsubscribe from events
self.events.off(EventType.MACHINE_ADDED, self._update_stats)
self.events.off(EventType.MACHINE_REMOVED, self._update_stats)
self.events.off(EventType.CONNECTION_CREATED, self._update_stats)
self.events.off(EventType.CONNECTION_REMOVED, self._update_stats)
# Clean up UI
if dpg.does_item_exist("stats_window"):
dpg.delete_item("stats_window")
def get_menu_items(self) -> list[MenuItem]:
return [
MenuItem(
label="Show Statistics",
callback=self._show_window,
parent_menu="View"
)
]
def _show_window(self, sender=None, app_data=None):
"""Create or focus the statistics window."""
if dpg.does_item_exist("stats_window"):
dpg.focus_item("stats_window")
return
with dpg.window(
label="Statistics",
tag="stats_window",
width=250,
height=150,
pos=(100, 100)
):
dpg.add_text("Machines: 0", tag="stats_machines")
dpg.add_text("Connections: 0", tag="stats_connections")
self._update_stats(None)
def _update_stats(self, event):
"""Update statistics display."""
if not self.app or not self.app.synoptik:
return
synoptik = self.app.synoptik
if dpg.does_item_exist("stats_machines"):
dpg.set_value("stats_machines", f"Machines: {len(synoptik.machines)}")
if dpg.does_item_exist("stats_connections"):
dpg.set_value("stats_connections", f"Connections: {len(synoptik.connections)}")
Best Practices
- Always clean up - Unsubscribe from events and delete UI elements in
on_unload() - Check for None - Always verify
self.appandself.app.synoptikexist before accessing - Use unique IDs - Prefix DearPyGui tags with your module ID to avoid conflicts
- Handle errors gracefully - Wrap callbacks in try/except to prevent crashes
- Document your module - Include docstrings explaining functionality
- Test thoroughly - Test loading, unloading, and all event handlers
Module Dependencies
If your module requires other modules, list them in dependencies:
@property
def info(self) -> ModuleInfo:
return ModuleInfo(
id="my_advanced_module",
name="Advanced Module",
version="1.0.0",
dependencies=["statistics", "other_module"] # Required modules
)
The module manager will automatically load dependencies before your module.
Command System (Undo/Redo)
Synodetik provides a command pattern implementation for undo/redo functionality. Modules can create custom undoable commands and integrate with the application's undo/redo stack.
Keyboard Shortcuts
| Action | Shortcut |
|---|---|
| Undo | Ctrl+Z |
| Redo | Ctrl+Y or Ctrl+Shift+Z |
Using the Command Manager
from synodetik.core.commands import get_command_manager
# Get the global command manager
manager = get_command_manager()
# Check state
if manager.can_undo:
print(f"Can undo: {manager.undo_description}")
if manager.can_redo:
print(f"Can redo: {manager.redo_description}")
# Execute undo/redo
manager.undo()
manager.redo()
Creating Custom Commands
Create undoable commands by subclassing Command:
from synodetik.core.commands import Command, get_command_manager
class ChangeColorCommand(Command):
"""Command to change a machine's color."""
def __init__(self, machine, new_color: str):
super().__init__()
self._machine = machine
self._new_color = new_color
self._old_color = machine.color # Store for undo
@property
def description(self) -> str:
return f"Change color of '{self._machine.name}'"
def execute(self) -> None:
"""Apply the new color."""
self._machine.color = self._new_color
# Update UI if needed
def undo(self) -> None:
"""Restore the old color."""
self._machine.color = self._old_color
# Update UI if needed
# Execute the command (adds to undo stack)
cmd = ChangeColorCommand(machine, "#FF5500")
get_command_manager().execute(cmd)
Built-in Commands
| Command | Description |
|---|---|
AddMachineCommand |
Add a machine to the synoptik |
RemoveMachineCommand |
Remove a machine and its connections |
MoveMachineCommand |
Move a machine to a new position |
CreateConnectionCommand |
Create a connection between ports |
RemoveConnectionCommand |
Remove a connection |
Batch Commands
Group multiple commands into a single undo operation:
manager = get_command_manager()
# Start batch mode
manager.begin_batch()
# Execute multiple commands
manager.execute(cmd1)
manager.execute(cmd2)
manager.execute(cmd3)
# End batch - all commands become one undo operation
manager.end_batch("Import machines")
# Now undo() will undo all three commands at once
State Change Notifications
Listen for undo/redo state changes (useful for updating UI):
def on_state_changed(state):
"""Called when undo/redo state changes."""
print(f"Can undo: {state.can_undo} ({state.undo_description})")
print(f"Can redo: {state.can_redo} ({state.redo_description})")
print(f"History: {state.undo_count} undo, {state.redo_count} redo")
get_command_manager().on_state_changed = on_state_changed
Example: Undoable Module Action
Complete example of a module with undoable actions:
from synodetik.modules import Module, ModuleInfo, MenuItem
from synodetik.core.commands import Command, get_command_manager
class SetNoteCommand(Command):
"""Command to set a note on a machine."""
def __init__(self, machine, note: str):
super().__init__()
self._machine = machine
self._new_note = note
self._old_note = getattr(machine, 'note', '')
@property
def description(self) -> str:
return f"Set note on '{self._machine.name}'"
def execute(self) -> None:
self._machine.note = self._new_note
def undo(self) -> None:
self._machine.note = self._old_note
class NotesModule(Module):
"""Module that adds notes to machines."""
@property
def info(self) -> ModuleInfo:
return ModuleInfo(
id="notes",
name="Machine Notes",
version="1.0.0",
author="Developer",
description="Add notes to machines"
)
def on_load(self) -> bool:
return True
def on_unload(self) -> None:
pass
def set_note(self, machine, note: str):
"""Set a note on a machine (undoable)."""
cmd = SetNoteCommand(machine, note)
get_command_manager().execute(cmd)