/* UICoordResolver - resolve UI coordinate spec against actual window topology Copyright (C) Lumiera.org 2017, Hermann Vosseler 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 //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