Events
Interactive backends such as GLMakie
and WGLMakie
pass events to Observables collected in an Events
struct. By reacting to these one can build up custom interactions.
Note
If you are new to Observables you should first read Observables.
Observables with priority
With Observables, one can add callbacks also with a priority. Furthermore it allows for each listener to stop execution of lower priority listeners by returning Consume(true)
or simply Consume()
. Every other return value will be handled as Consume(false)
meaning that the listener will not block other listeners.
To understand how a PriorityObserable
works you may try this example:
using Makie
po = Observable(0)
println("With low priority listener:")
on(po, priority = -1) do x
println("Low priority: $x")
end
po[] = 1
println("\nWith medium priority listener:")
on(po, priority = 0) do x
println("Medium blocking priority: $x")
return Consume()
end
po[] = 2
println("\nWith high priority listener:")
on(po, priority = 1) do x
println("High Priority: $x")
return Consume(false)
end
po[] = 3
With low priority listener:
Low priority: 1
With medium priority listener:
Medium blocking priority: 2
With high priority listener:
High Priority: 3
Medium blocking priority: 3
With only the first listener connected Low priority: 1
gets printed. In this case the behavior is the same as normal Observables. The second listener we add is a blocking one because it returns Consume(true)
. Since it has a higher priority than the first one only the second listener will trigger. Thus we get Medium blocking priority: 2
. The third listener is non-blocking and at yet again higher priority. As such we get a result from both the third and second listener.
The Events struct
Events from the backend are stored in Observables within the Events
struct. You can access it with events(x)
where x
is a Figure
, Axis
, Axis3
, LScene
, FigureAxisPlot
or Scene
. Regardless of which source you use here you will always get the same struct. This is also true for accessing it directly via scene.events
. It contains the following fields:
window_area::Observable{Rect2i}
: Contains the current size of the window in pixels.window_dpi::Observable{Float64}
: Contains the DPI of the window.window_open::Observable{Bool}
: Containstrue
as long as the window is open.hasfocus::Observable{Bool}
: Containstrue
if the window is focused (in the foreground).entered_window::Observable{Bool}
: Contains true if the mouse is within the window (regardless of whether it is focused), i.e. when it is hovered.mousebutton::Observable{MouseButtonEvent}
: Contains the most recentMouseButtonEvent
which holds the relevantbutton::Mouse.Button
andaction::Mouse.Action
.mousebuttonstate::Set{Mouse.Button}
: Contains all currently pressed mouse buttons.mouseposition::Observable{NTuple{2, Float64}}
: Contains the most recent cursor position in pixel units relative to the root scene/window.scroll::Observable{NTuple{2, Float64}}
: Contains the most recent scroll offset.keyboardbutton::Observable{KeyEvent}
: Contains the most recentKeyEvent
which holds the relevantkey::Keyboard.Button
andaction::Keyboard.Action
.keyboardstate::Observable{Keyboard.Button}
: Contains all currently pressed keys.unicode_input::Observable{Char}
: Contains the most recently typed character.dropped_files::Observable{Vector{String}}
: Contains a list of filepaths to a collection files dragged into the window.tick::Observable{Makie.Tick}
: Contains the most recentMakie.Tick
. Atick
is produced for every frame rendered, i.e. at regular intervals for interactive figures, when a image is saved or whenrecord()
is used.
Mouse Interaction
There are three mouse events one can react to:
events.mousebutton
which holds aMouseButtonEvent
with relevantbutton
andaction
events.mouseposition
which holds the current cursor position relative to the window asNTuple{2, Float64}
in pixelevents.scroll
which holds anNTuple{2, Float64}
of the last scroll change
There is also events.mousebuttonstate
which holds all currently held buttons. This is not an Observable, so you can't react to changes here, but you can check it if you are looking for a specific combination of buttons.
As an example, let us set up a scene where we can draw lines between two points interactively. The first point is selected when the left mouse button gets pressed and the second when it gets released. To simplify things we start with a pixel space scene.
using GLMakie
GLMakie.activate!() # hide
points = Observable(Point2f[])
scene = Scene(camera = campixel!)
linesegments!(scene, points, color = :black)
scatter!(scene, points, color = :gray)
on(events(scene).mousebutton) do event
if event.button == Mouse.left
if event.action == Mouse.press || event.action == Mouse.release
mp = events(scene).mouseposition[]
push!(points[], mp)
notify(points)
end
end
end
scene
In simple cases like this we don't need a to use a priority for registering our callback to mousebutton
. Priority and Consume()
only become important when multiple interactions react to the same source and need to happen in a specific order or interfere with each other.
To make this example nicer, let us update the second point (the end of the line) whenever the mouse moves. For this we should set both the start and end point on Mouse.press
and update the end point when events(scene).mouseposition
changes as long as the mouse button is still pressed.
using GLMakie
GLMakie.activate!() # hide
points = Observable(Point2f[])
scene = Scene(camera = campixel!)
linesegments!(scene, points, color = :black)
scatter!(scene, points, color = :gray)
on(events(scene).mousebutton) do event
if event.button == Mouse.left && event.action == Mouse.press
mp = events(scene).mouseposition[]
push!(points[], mp, mp)
notify(points)
end
end
on(events(scene).mouseposition) do mp
mb = events(scene).mousebutton[]
if mb.button == Mouse.left && (mb.action == Mouse.press || mb.action == Mouse.repeat)
points[][end] = mp
notify(points)
end
end
scene
To give an example on how to use scroll
let's cycle through colors with the scroll wheel. scroll
holds two floats describing the last change in x and y direction, typically +1
or -1
.
using GLMakie
GLMakie.activate!() # hide
colors = to_colormap(:cyclic_mrybm_35_75_c68_n256)
idx = Observable(1)
color = map(i -> colors[mod1(i, length(colors))], idx)
points = Observable(Point2f[])
scene = Scene(camera = campixel!)
linesegments!(scene, points, color = color)
scatter!(scene, points, color = :gray, strokecolor = color, strokewidth = 1)
on(events(scene).mousebutton) do event
if event.button == Mouse.left && event.action == Mouse.press
mp = events(scene).mouseposition[]
push!(points[], mp, mp)
notify(points)
end
end
on(events(scene).mouseposition) do mp
mb = events(scene).mousebutton[]
if mb.button == Mouse.left && (mb.action == Mouse.press || mb.action == Mouse.repeat)
points[][end] = mp
notify(points)
end
end
on(events(scene).scroll) do (dx, dy)
idx[] = idx[] + sign(dy)
end
scene
Keyboard Interaction
You can use events.keyboardbutton
to react to a KeyEvent
and events.unicode_input
to react to specific characters being typed. Just like for mouse interactions there is also a set events.keyboardstate
holding all keys that are currently pressed.
Let's continue our example. Currently we can add points with mouse clicks and change colors by scrolling. A feature we are missing is the deletion of points. Let's implement this with keyboard events. Here we chose backspace
to delete from the end and delete
to delete from the start.
using GLMakie
GLMakie.activate!() # hide
colors = to_colormap(:cyclic_mrybm_35_75_c68_n256)
idx = Observable(1)
color = map(i -> colors[mod1(i, length(colors))], idx)
points = Observable(Point2f[])
scene = Scene(camera = campixel!)
linesegments!(scene, points, color = color)
scatter!(scene, points, color = :gray, strokecolor = color, strokewidth = 1)
on(events(scene).mousebutton) do event
if event.button == Mouse.left && event.action == Mouse.press
mp = events(scene).mouseposition[]
push!(points[], mp, mp)
notify(points)
end
end
on(events(scene).mouseposition) do mp
mb = events(scene).mousebutton[]
if mb.button == Mouse.left && (mb.action == Mouse.press || mb.action == Mouse.repeat)
points[][end] = mp
notify(points)
end
end
on(events(scene).scroll) do (dx, dy)
idx[] = idx[] + sign(dy)
end
on(events(scene).keyboardbutton) do event
if event.action == Keyboard.press || event.action == Keyboard.repeat
length(points[]) > 1 || return nothing
if event.key == Keyboard.backspace
pop!(points[])
pop!(points[])
notify(points)
elseif event.key == Keyboard.delete
popfirst!(points[])
popfirst!(points[])
notify(points)
end
end
end
scene
Point Picking
Makie provides a function pick(x[, position = events(x).mouseposition[]])
to get the plot displayed at a certain position with x
being a Figure
, Axis
, FigureAxisPlot
or Scene
. The function returns a primitive plot and an index. The primitive plots are the base plots drawable in backends:
scatter
text
lines
linesegments
mesh
meshscatter
surface
volume
voxels
image
heatmap
Every other plot is build from these somewhere down the line. For example fig, ax, p = scatterlines(rand(10))
has Lines
and Scatter
as it's primitive plots in p.plots
.
The index returned by pick()
relates to the main input of the respective primitive plot.
For
scatter
andmeshscatter
it is an index into the positions given to the plot.For
text
it is an index into the merged character array.For
lines
andlinesegments
it is the end position of the selected line segment.For
image
,heatmap
andsurface
it is the linear index into the matrix argument of the plot (i.e. the given image, value or z-value matrix) that is closest to the selected position.For
voxels
it is the linear index into the given 3D Array.For
mesh
it is the largest vertex index of the picked triangle face.For
volume
it is always 0.
Let's implement adding, moving and deleting of scatter markers as an example. We could implement adding and deleting with left and right clicks, however that would overwrite existing axis interactions. To avoid this we implement adding as a + left click
and removing as d + left click
. Since these settings are more restrictive we want Makie to check if either of them applies first and default back to normal axis interactions otherwise. This means our interactions should have a higher priority than the defaults and block conditionally.
To gauge the priority of the existing axis interaction we can check Observables.listeners(events(fig).mousebutton)
after creating an Axis
. This will show the registered callbacks with their priority. The one with the big number (typemax(Int)) is an interaction at maximum priority which we can ignore. (This keeps events(fig).mousebuttonstate
up to date.) This leaves priority = 1
as the priority to beat.
To correctly place a new marker we will also need to get the mouseposition in axis units. Makie provides a function that does just that: mouseposition([scene = hovered_scene()])
. There is also a convenience function for the pixel space mouseposition relative to a specific scene mouseposition_px([scene = hovered_scene()])
. Both of these will usually be different from events.mouseposition
which is always in pixel units and always based on the full window.
Finally for deleting we need to figure out if and which scattered marker the cursor is over. We can do this with the pick()
function. As mentioned before, pick(ax)
will return the plot and (for scatter) an index into the position array, matching our marker. With this we can now set up adding and deleting markers.
using GLMakie
positions = Observable(rand(Point2f, 10))
fig, ax, p = scatter(positions)
on(events(fig).mousebutton, priority = 2) do event
if event.button == Mouse.left && event.action == Mouse.press
if Keyboard.d in events(fig).keyboardstate
# Delete marker
plt, i = pick(fig)
if plt == p
deleteat!(positions[], i)
notify(positions)
return Consume(true)
end
elseif Keyboard.a in events(fig).keyboardstate
# Add marker
push!(positions[], mouseposition(ax))
notify(positions)
return Consume(true)
end
end
return Consume(false)
end
fig
To implement dragging we need to keep track of some state. When we click on a marker we initiate a drag state. While in this state the hovered marker needs follow the cursor position (in axis coordinates). Once the mouse button is released we need to exit the drag state. All of this needs to again take higher priority than the default axis interactions and block them from happening.
using GLMakie
positions = Observable(rand(Point2f, 10))
dragging = false
idx = 1
fig, ax, p = scatter(positions)
on(events(fig).mousebutton, priority = 2) do event
global dragging, idx
if event.button == Mouse.left
if event.action == Mouse.press
plt, i = pick(fig)
if Keyboard.d in events(fig).keyboardstate && plt == p
# Delete marker
deleteat!(positions[], i)
notify(positions)
return Consume(true)
elseif Keyboard.a in events(fig).keyboardstate
# Add marker
push!(positions[], mouseposition(ax))
notify(positions)
return Consume(true)
else
# Initiate drag
dragging = plt == p
idx = i
return Consume(dragging)
end
elseif event.action == Mouse.release
# Exit drag
dragging = false
return Consume(false)
end
end
return Consume(false)
end
on(events(fig).mouseposition, priority = 2) do mp
if dragging
positions[][idx] = mouseposition(ax)
notify(positions)
return Consume(true)
end
return Consume(false)
end
fig
There are a couple of different methods of and functions related to pick
. The base method pick(scene, pos)
picks points exactly. For small markers or thin lines you may instead want to pick the closest plot element within a given range. This can be done with pick(scene, position, range)
. You can also get all plots and indices within a range sorted by distance with pick_sorted(scene, position, range)
. This can be useful if you want to filter certain plots out, for example the background of an Axis
.
If you just want to know whether the cursor is on a certain plot or set of plots you can use mouseover(scene, plots...)
. This will call Makie.flatten_plots(plots)
to break down all plots into primitive plots and check against pick. If you want continue using the output from pick you can use onpick(f, scene, plots...; range=1)
which performs this check and calls f(plot, index)
if it succeeds.
The ispressed
function
If you are implementing interactions based on key events you may want these keys to be adjustable without changing your code directly. A simple way to do this would be to have the hotkey saved in a variable outside the observer function:
hotkey = Keyboard.a
on(events(fig).keyboardbutton) do event
if event.key == hotkey
...
end
end
This way you can change hotkey
to any other key without changing the callback function. The problem with this is that you are restricted to just one key. If you want to switch to a combination like ctrl + a you would still have to replace the callback. ispressed()
is supposed to handle this for you. All you need to do is replace the comparison:
hotkey = Keyboard.a
on(events(fig).keyboardbutton) do event
if ispressed(fig, hotkey)
...
end
end
With this hotkey
can now be
A
Bool
which will be returned directly.A single key or mouse button.
A
Tuple
,Vector
orSet
of keys and mouse buttons which all must be pressed.A logical expression of keys and mouse buttons with
!
,&
and|
. Each key will be checked individually and the result will be combined as the expression dictates.
Furthermore you can wrap any of the above in Exclusively
to discard matches where additional buttons are pressed. All of these options are order independent. Here are some examples:
hotkey = Mouse.left
matches any state with the left mouse button pressed.hotkey = (Keyboard.left_control, Keyboard.a)
matches any state with both left control and a pressed.hotkey = Exclusively((Keyboard.left_control, Keyboard.a))
matches if only left control and a are pressed.hotkey = Keyboard.left_control & Keyboard.a
is equivalent to(Keyboard.left_control, Keyboard.a)
hotkey = (Keyboard.left_control | Keyboard.right_control) & Keyboard.a
allows either left or right control with a.
Note that the way we used ispressed
above, the condition will be true for "press" and "repeat" events. You can further restrict to one or the other by checking event.action
. If you wish to react to a "release" event, you will need to pass event.key
/event.button
as a third argument to ispressed(fig, hotkey, event.key)
. This will tell ispressed
to assume the key or button is pressed if it is part of the hotkey.
Interactive Widgets
Makie has a couple of useful interactive widgets like sliders, buttons and menus, which you can learn about in the Blocks section.
Recording Animations with Interactions
You can record a Scene
while you're interacting with it. Just use the record
function (also see the Animations page) and allow interaction by sleep
ing in the loop.
In this example, we sample from the Scene scene
for 10 seconds, at a rate of 10 frames per second.
fps = 10
record(scene, "test.mp4"; framerate = fps) do io
for i = 1:100
sleep(1/fps)
recordframe!(io)
end
end
Tick Events
Tick events are produced by the renderloop in GLMakie and WGLMakie, as well as Makie.save
and Makie.record
for all backends. They allow you to synchronize tasks such as animations with rendering. A Tick contains the following information:
state::Makie.TickState
: Describes the situation in which the tick was produced. These include:Makie.UnknownTickState
: A catch-all for uncategorized ticks. Currently only used for initialization of the tick event.Makie.PausedRenderTick
: A tick originating from a paused renderloop in GLMakie. (This refers to the last attempt to draw a frame.)Makie.SkippedRenderTick
: A tick originating from arender_on_demand = true
renderloop in GLMakie where the last frame has been reused. (This happens when nothing about the displayed frame has changed. For animation you may consider this a regular render tick.)Makie.RegularRenderTick
: A tick from a renderloop where the last frame has been redrawn.Makie.OneTimeRenderTick
: A tick produced before generating an image forMakie.save
andMakie.record
.
count::Int64
: Number of ticks produced since the first. Duringrecord
this is relative to the first recorded frame.time::Float64
: The time that has passed since the first tick in seconds. Duringrecord
this is relative to the first recorded frame and increments based on theframerate
set in record.delta_time::Float64
: The time that has passed since the last tick in seconds. Duringrecord
this is1 / framerate
.
For an animation you will generally not need to worry about tick state. You can simply update the relevant data as needed.
on(events(fig).tick) do tick
# For a simulation you may want to use delta times for updates:
position[] = position[] + tick.delta_time * velocity
# For a solved system you may want to use the total time to compute the current state:
position[] = trajectory(tick.time)
# For a data record you may want to use count to move to the next data point(s)
position[] = position_record[mod1(tick.count, end)]
end
For an interactive figure this will produce an animation synchronized with real time. Within record
the tick times match up the set framerate
such that the animation in the produced video matches up with real time.
Note that the underlying VideoStream
filters tick events other than state = OneTimeRenderTick
. This is done to prevent jumping (wrong count, time) or acceleration (extra ticks) of animations in videos due to extra ticks. (This is specifically an issue with WGLMakie, as it still runs a normal renderloop while recording.) Ticks will no longer be filtered once the VideoStream
object is deleted or the video is saved. The behavior can also be turned off by setting filter_ticks = false
.
For reference, a tick
generally happens after other events have been processed and before the next frame will be drawn. The exception is WGLMakie which runs an independent timer to avoid excessive message passing between Javascript and Julia.