lumiera_/src/gui/interact/ui-coord-resolver.cpp
Ichthyostega 0ea5583b62 Navigator: explicitly reject solutions that did not bind all wildcards
...this makes most of the remaining test cases pass

only a plain anchor is not yet properly interpolated
2018-01-05 03:57:27 +01:00

205 lines
8.3 KiB
C++

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