...this makes most of the remaining test cases pass only a plain anchor is not yet properly interpolated
205 lines
8.3 KiB
C++
205 lines
8.3 KiB
C++
/*
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UICoordResolver - resolve UI coordinate spec against actual window topology
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Copyright (C) Lumiera.org
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2017, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file ui-coord-resolver.cpp
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** Implementation details of resolving a UICoord path against the actual UI topology.
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** Algorithm to match a UI-Coord spec, possibly with wildcards, against the current actual tree of UI widgets.
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**
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*/
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#include "gui/interact/ui-coord-resolver.hpp"
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#include "lib/util.hpp"
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#include <boost/noncopyable.hpp>
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using util::isnil;
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using lib::Symbol;
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using lib::treeExplore;
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namespace gui {
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namespace interact {
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// emit typeinfo and VTables here....
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TreeStructureNavigator::~TreeStructureNavigator() { }
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LocationQuery::~LocationQuery() { }
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namespace { // Helpers for patch matching algorithm
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/**
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* Special UI-Coordinate builder
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* to define the solution path step by step
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* while we recurse down into the reference tree
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* @note when backtracking, an existing solution will
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* be partially rewritten starting from lower depth
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*/
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class PathManipulator
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: public UICoord
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{
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size_t currDepth_;
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public:
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PathManipulator ()
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: UICoord{}
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, currDepth_{0}
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{ }
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// inherited copy operations
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UICoord const&
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retrieveResult()
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{
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PathArray::truncateTo(currDepth_);
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return *this;
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}
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void
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setAt (size_t depth, Literal newSpec)
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{
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Literal* storage = PathArray::expandPosition (depth);
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PathArray::setContent (storage, newSpec);
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currDepth_ = depth+1;
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}
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};
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size_t
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find_wildcardFree_suffix (UICoord const& uic)
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{
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size_t pos = uic.size();
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for ( ; 0 < pos; --pos)
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{
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Literal const& elm = uic[pos-1];
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if (elm == Symbol::ANY or elm == Symbol::EMPTY)
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break;
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}
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return pos;
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}
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}//(End) implementation details
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/**
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* Since UICoord path specifications may contain gaps and wildcards, we may attempt
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* to fill in these missing parts by matching against the topological structure of an actual UI.
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* In the general case, finding a solution requires a depth-first exponential brute-force search
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* over the whole structure tree, since we have to try every possible branch until we can disprove
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* the possibility of a match. Implemented as depth-first search with backtracking, this scanning
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* pass produces a list of possible matches, from which we pick the first one with maximum
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* coverage, to yield a single solution.
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* @remark the search and matching is based on an iterator pipeline builder, with the special ability
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* to expand and recurse into the children of the current element on demand: when `expandChildren()`
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* was invoked, the next iteration will continue with the first child element; there is a stack of
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* such "child expansions" -- meaning that the search will backtrack and explore further possibilities
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* later on. Each position where the pattern matches the actual tree is marked as possible solution.
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* As a sideeffect, a new coordinate spec to reflect the actual coverage is built and re-written,
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* while the algorithm proceeds. Thus, at any point marked as solution, the current (partial)
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* solution can be retrieved and copied from this PathManipulator buffer.
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* An additional filter layer discriminates the first maximal solutions seen thus far.
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*/
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bool
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UICoordResolver::pathResolution()
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{
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// Helper to detect a wildcard match
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auto wildMatch = [&](Literal patt, Literal curr, size_t depth)
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{
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return patt == Symbol::ANY
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or patt == Symbol::EMPTY
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or (isAnchored() and curr == res_.anchor and depth == UIC_WINDOW);
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}; // transitive argument: assuming res_.anchor was computed for
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// the same coordinate pattern used here for patch resolution
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// algorithm state
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size_t maxDepth = 0;
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PathManipulator coverage;
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const size_t coordDepth = this->uic_.size();
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const size_t minSolutionDepth = find_wildcardFree_suffix (uic_);
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auto searchAlgo = query_.getChildren (uic_, 0)
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.expandOnIteration()
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.filter ([&](auto& iter)
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{
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size_t depth = iter.depth(); // we are at that depth in target tree
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if (depth >= coordDepth) // search pattern exhausted
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return false;
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Literal patt = uic_[depth]; // pick search pattern component at that depth
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Literal curr = *iter; // iterator points at current tree position (ID)
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if (patt == curr or // if either direct match
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wildMatch(patt,curr,depth)) // or wildcard match
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{
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coverage.setAt (depth,curr); // record match rsp. interpolate wildcard into output
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iter.expandChildren(); // next iteration will match one level down into the tree
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}
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return patt == curr; // only direct match counts as (partial) solution
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})
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.filter ([&](auto& iter)
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{
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if (iter.depth() < minSolutionDepth)
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return false; // filter solutions which did not bind all wildcards
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if (iter.depth()+1 <= maxDepth) // filter for maximum solution length
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return false;
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maxDepth = 1 + iter.depth();
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return true;
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})
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.transform ([&](auto&) -> UICoord const&
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{
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return coverage.retrieveResult();
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});
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// is (partial) coverage possible?
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// search computes definitive answer!
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res_.isResolved = true;
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// perform the matching
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if (isnil (searchAlgo))
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return false; // no solution found
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while (searchAlgo) // pull first maximal solution
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{
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if (not res_.covfefe)
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res_.covfefe.reset (new UICoord {*searchAlgo});
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else
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*res_.covfefe = *searchAlgo;
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++searchAlgo;
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}
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ENSURE (res_.covfefe and res_.covfefe->size() >= 1);
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res_.anchor = res_.covfefe->getWindow();
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// but depth reflects only that part coverable without wildcards
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if (res_.depth == 0)
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res_.depth = query_.determineCoverage(uic_);
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if (res_.depth == 0 and res_.anchor)
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res_.depth = 1;
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// signal success only when total coverage is possible
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return res_.covfefe->size() == uic_.size();
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}
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}}// namespace gui::interact
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