lumiera_documentation/src/gui/interact/ui-coord-resolver.cpp

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/*
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.
**
** @todo WIP 10/2017 initial draft ////////////////////////////////////////////////////////////TICKET #1107
*/
#include "gui/interact/ui-coord-resolver.hpp"
//#include "gui/ctrl/global-ctx.hpp"
//#include "lib/symbol.hpp"
//#include "lib/util.hpp"
#include <boost/noncopyable.hpp>
//using util::cStr;
//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_);
PathArray::normalise();
return *this;
}
void
setAt (size_t depth, Literal newSpec)
{
Literal* storage = PathArray::expandPosition (depth);
PathArray::setContent (storage, newSpec);
currDepth_ = depth+1;
}
};
}//(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()
{
size_t maxDepth = 0;
PathManipulator coverage;
size_t coordDepth = this->uic_.size();
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 elm = uic_[depth]; // pick search pattern component at that depth
if (elm != *iter and // if no direct match
elm != Symbol::EMPTY) // and not a wildcard in the pattern
return false; // it's no solution; backtracking to next alternative
coverage.setAt (depth, *iter); // record match rsp. interpolate wildcard into output
iter.expandChildren(); // next iteration will match one level down into the tree
return elm != Symbol::EMPTY; // wildcard match itself does not count as solution
}) // ...yet we'll continue matching with children
.filter ([&](auto& iter)
{
if (iter.depth()+1 <= maxDepth) // filter for maximum solution length
return false;
maxDepth = 1 + iter.depth();
return true;
})
.transform ([&](auto&)
{
return coverage.retrieveResult();
});
// 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;
return true;
}
}}// namespace gui::interact