NOTE it just type checks right now, but since meta programming is functional programming, this means with >90% probability that it might actually work this way....
85 lines
2.6 KiB
C++
85 lines
2.6 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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**
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** @todo WIP 10/2017 initial draft ////////////////////////////////////////////////////////////TICKET #1107
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*/
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#include "gui/interact/ui-coord-resolver.hpp"
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//#include "gui/ctrl/global-ctx.hpp"
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#include "lib/iter-stack.hpp"
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//#include "lib/symbol.hpp"
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//#include "lib/util.hpp"
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//using util::cStr;
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//using util::isnil;
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using lib::Symbol;
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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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/** @internal working data for path resolution */
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struct UICoordResolver::ResolutionState
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{
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using ChildIter = LocationQuery::ChildIter;
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lib::IterStack<ChildIter> backlog;
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lib::IterQueue<Resolution> solutions;
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};
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namespace { //
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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 produce a single solution.
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*/
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bool
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UICoordResolver::pathResolution()
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{
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}
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}}// namespace gui::interact
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