2017-10-02 18:11:21 +02:00
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/*
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UI-COORD-RESOLVER.hpp - 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.hpp
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** Evaluation of UI coordinates against a concrete window topology.
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** [UI-Coordinates](\ref UICoord) allow to describe and locate an interface component within the
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** Lumiera GUI through a topological access path. As such these coordinate specifications are abstract,
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** and need to be related, attached or resolved against the actual configuration of widgets in the UI.
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** Through this relation it becomes possible to pose meaningful queries over these coordinates, or to
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** build, rebuild and remould a coordinate specification.
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**
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** We need to avoid tainting with the intrinsics of the actual UI toolkit though -- which indicates
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** the UICoordResolver should be designed as an abstract intermediary, built on top of a command and
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** query interface, provided by the \ref Navigator and backed by the actual UI configuration.
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**
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** @todo WIP 10/2017 first draft ////////////////////////////////////////////////////////////////////////////TICKET #1106 generic UI coordinate system
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**
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** @see UICoordResolver_test
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** @see UICoord_test
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** @see navigator.hpp
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** @see view-locator.hpp
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*/
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#ifndef GUI_INTERACT_UI_COORD_RESOLVER_H
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#define GUI_INTERACT_UI_COORD_RESOLVER_H
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#include "lib/error.hpp"
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2017-10-16 02:39:22 +02:00
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#include "lib/symbol.hpp"
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2017-10-02 18:11:21 +02:00
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#include "gui/interact/ui-coord.hpp"
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2017-12-23 00:24:56 +01:00
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#include "lib/iter-tree-explorer.hpp"
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2017-10-21 01:53:13 +02:00
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#include "lib/iter-source.hpp"
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2017-10-30 03:10:51 +01:00
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#include "lib/util.hpp"
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2017-10-02 18:11:21 +02:00
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//#include <boost/noncopyable.hpp>
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//#include <string>
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//#include <vector>
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2017-10-16 02:39:22 +02:00
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#include <utility>
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2017-10-21 01:53:13 +02:00
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#include <memory>
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2017-10-02 18:11:21 +02:00
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namespace gui {
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namespace interact {
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namespace error = lumiera::error;
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// using std::unique_ptr;
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// using std::string;
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using lib::Literal;
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// using lib::Symbol;
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using util::unConst;
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2017-10-02 18:11:21 +02:00
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// using util::isnil;
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// using util::min;
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2017-12-22 19:35:36 +01:00
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/**
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* Interface to locate and move within a tree shaped structure.
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* The actual nature of this structure is to be kept abstracted through this interface.
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* The purpose of this construct is to build evaluations and matching operations on top.
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*/
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class TreeStructureNavigator
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: public lib::IterSource<Literal>
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{
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public:
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virtual ~TreeStructureNavigator(); ///< this is an interface
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/** expand into exploration of child elements at "current position".
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* At any point, a TreeStructureNavicator instance indicates and represents a position
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* within a tree-like structure. At the same time, it is part of a sequence of siblings,
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* which is accessible through iteration. This operation now allows to extend visitation
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* of siblings by consuming the current element and replacing it with the sequence of its
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* immediate child elements, exposing the first one as the _"current position"_.
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* @return pointer to a new heap allocated TreeStructureNavigator implementation, which
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* represents the sequence of children. The object `this` will not be affected.
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* @note it is the caller's responsibility to own and manage the generated navigator.
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* The typical (and recommended) way to achieve this is to rely on the embedded
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* type #iterator, which exposes an appropriately wired iterator::expandChildren()
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*/
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virtual TreeStructureNavigator* expandChildren() const =0;
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2017-12-23 00:24:56 +01:00
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2017-12-24 23:26:22 +01:00
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/** build a Lumiera Forward Iterator as front-end and managing Handle for a TreeStructureNavigator
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* or subclass. The provided pointer is assumed to point to heap allocated storage.
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2017-12-24 04:48:07 +01:00
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* @return copyable iterator front-end handle, which allows to retrieve once all values
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* yielded by this IterSource. The front-end _takes ownership_ of the given object.
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* @note the generated iterator is preconfigured to allow for _"child expansion"_, thereby
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* calling through the virtual API function expandChildren()
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*/
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2017-12-23 00:24:56 +01:00
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static auto
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buildIterator (TreeStructureNavigator* source)
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{
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2017-12-24 04:48:07 +01:00
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return lib::treeExplore (source)
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.expand([](TreeStructureNavigator& parent){ return parent.expandChildren(); });
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2017-12-23 00:24:56 +01:00
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}
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2017-12-22 19:35:36 +01:00
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};
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2017-10-16 02:39:22 +02:00
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/**
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2017-10-21 23:37:04 +02:00
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* Interface to discover a backing structure for the purpose of path navigation and resolution.
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* UICoord are meant to designate a position within the logical structure of an UI -- yet in fact
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* they may be resolved against any tree-like topological structure, which can be queried through
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* this interface.
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* @see Navigator the implementation used in the Lumiera UI, as backed by actual GUI components
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2017-10-16 02:39:22 +02:00
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*/
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class LocationQuery
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{
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public:
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2017-12-22 22:37:39 +01:00
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virtual ~LocationQuery(); ///< this is an interface
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2017-12-24 23:26:22 +01:00
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using ChildIter = decltype (TreeStructureNavigator::buildIterator(0));
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2017-10-21 23:37:04 +02:00
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/** make the real anchor point explicit.
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* @param path an explicit UICoord spec to be anchored in the actual UI
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* @return _explicit_ literal window name, where the path can be anchored
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* Symbol::BOTTOM in case the given path can not be anchored currently.
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* @remark here "to anchor" means to match and thus "attach" the starting point
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* of the UIcoord path, i.e. the window spec, with an actual top-level
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* window existing in the current UI configuration and state. This operation
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* either confirms existence of a window given by explicit ID, or it supplies
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* the current meaning of the meta specs `currentWindow` and `firstWindow`,
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* again in the form of an explicit window name
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*/
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virtual Literal determineAnchor (UICoord const& path) =0;
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/** evaluate to what extent a UIcoord spec matches the actual UI
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2017-10-28 01:12:06 +02:00
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* @return the depth to which the given spec is _"covered"_ by the actual UI.
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2017-10-21 23:37:04 +02:00
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* Can be zero, in which case the given coordinates can not be resolved
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* and addressed within the currently existing windows, panes and views.
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* @note this operation does not perform any _resolution_ or interpolation of wildcards,
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* it just matches explicit UI component names.
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* @see UICoordResolver for a facility to perform such a resolution and to navigate paths.
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*/
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virtual size_t determineCoverage (UICoord const& path) =0;
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/** get the sequence of child components at a designated position in the actual UI
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* @param path an explicit UIcoord spec, expected to be anchored and at least partially
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* covered within the current configuration and state of the UI
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* @param pos depth where the given path shall be evaluated, starting with 0 at window level
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* @return an iterator to enumerate all child components actually existing in the current
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* UI below the location designated by path and pos.
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* @remark the path is only evaluated up to (not including) the given depth. Especially
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* when `pos == 0`, then the path is not evaluated and matched at all, rather
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* just the current list of top-level windows is returned.
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* @throw error::State when navigating the given path touches a non-existing element
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*/
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virtual ChildIter getChildren (UICoord const& path, size_t pos) =0;
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};
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2017-11-17 21:43:50 +01:00
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2017-10-02 18:11:21 +02:00
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/**
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* Query and mutate UICoord specifications in relation to actual UI topology.
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*
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* @todo initial draft as of 10/2017
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*/
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class UICoordResolver
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: public UICoord::Builder
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{
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struct Resolution
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{
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const char* anchor = nullptr;
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size_t depth = 0;
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std::unique_ptr<UICoord> covfefe;
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bool isResolved = false;
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};
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2017-12-22 19:35:36 +01:00
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2017-10-21 01:53:13 +02:00
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LocationQuery& query_;
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Resolution res_;
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struct ResolutionState;
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public:
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UICoordResolver (UICoord const& uic, LocationQuery& queryAPI)
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: Builder{uic}
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, query_{queryAPI}
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, res_{}
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{
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attempt_trivialResolution();
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}
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2017-10-02 18:11:21 +02:00
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2017-10-16 02:39:22 +02:00
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/* === query functions === */
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2017-10-30 01:47:29 +01:00
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/** is this path explicitly anchored at an existing window?
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* @remarks this also implies the path is complete and explicit (no wildcards).
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*/
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2017-10-18 03:40:26 +02:00
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bool
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isAnchored() const
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{
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return res_.isResolved
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and res_.anchor and res_.anchor != Symbol::BOTTOM;
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}
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2017-10-30 01:47:29 +01:00
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/** determine if a mutation is possible to anchor the path explicitly
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* @remarks basically this either means the path isAnchored(), or we're able
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* to calculate a path resolution, interpolating any wildcards.
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* And while the path resolution as such might fail, it was at least
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* successful to determine an anchor point. The existence of such an
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* anchor point implies the path is not totally in contradiction to the
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* existing UI */
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2017-10-18 03:40:26 +02:00
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bool
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canAnchor() const
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{
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return isAnchored()
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or (res_.isResolved and res_.covfefe)
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or unConst(this)->pathResolution()
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or isAnchored(); // resolution failed, but computed at least an anchor
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}
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2017-10-30 01:47:29 +01:00
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/** is this path at least _partially_ covered?
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* A covered path describes an access path through widgets actually existing in the UI.
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* @remarks this also implies the path is anchored, complete and explicit.
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* @note this predicate tests for _partial_ coverage, which means, there might
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* be some extraneous suffix in this path descending beyond existing UI
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*/
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2017-10-16 02:39:22 +02:00
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bool
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isCovered() const
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{
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return res_.isResolved
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and res_.depth > 0;
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}
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2017-10-30 03:10:51 +01:00
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/** there is no extraneous uncovered suffix in this path spec */
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bool
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isTotallyCovered() const
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{
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return res_.isResolved
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and res_.depth == this->uic_.size();
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}
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2017-10-30 01:47:29 +01:00
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/** determine if a mutation is possible to get the path (partially) covered.
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* @remarks in order to be successful, a path resolution must interpolate any gaps in the
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* path spec _and_ reach a point behind / below the gap (wildcards), where an existing
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* explicitly stated component in the path can be confirmed (covered) by the existing UI.
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* The idea behind this definition is that we do not want just some interpolated wildcards,
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* rather we really want to _confirm_ the essence of the path specification. Yet we accept
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* an extraneous suffix _in the explicitly given part_ of the path spec to extend beyond or
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* below what exists currently within the UI.
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*/
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bool
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canCover() const
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{
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return isCovered()
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or (res_.isResolved and res_.covfefe)
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or unConst(this)->pathResolution();
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}
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2017-10-16 02:39:22 +02:00
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/* === mutation functions === */
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2017-10-30 03:10:51 +01:00
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/** mutate the path to get it totally covered
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*/
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UICoordResolver
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cover()
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{
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if (isCovered())
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truncateTo (res_.depth);
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else if (canCover())
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{
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ASSERT (res_.isResolved);
|
|
|
|
|
REQUIRE (res_.covfefe);
|
|
|
|
|
res_.depth = res_.covfefe->size();
|
|
|
|
|
std::swap (this->uic_, *res_.covfefe);
|
|
|
|
|
res_.covfefe.reset();
|
|
|
|
|
ENSURE (isTotallyCovered());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
ASSERT (res_.isResolved);
|
|
|
|
|
REQUIRE (res_.depth == 0);
|
|
|
|
|
REQUIRE (not res_.covfefe);
|
|
|
|
|
truncateTo (0);
|
|
|
|
|
}
|
2017-10-16 02:39:22 +02:00
|
|
|
return std::move (*this);
|
|
|
|
|
}
|
|
|
|
|
|
2017-10-02 18:11:21 +02:00
|
|
|
|
2017-10-30 03:10:51 +01:00
|
|
|
/** mutate the path to extend it while keeping it partially covered
|
2017-10-02 18:11:21 +02:00
|
|
|
*/
|
2017-10-16 02:39:22 +02:00
|
|
|
UICoordResolver
|
|
|
|
|
extend (Literal pathExtension)
|
|
|
|
|
{
|
2017-10-30 03:10:51 +01:00
|
|
|
if (not isTotallyCovered())
|
|
|
|
|
cover();
|
|
|
|
|
ENSURE (isTotallyCovered());
|
|
|
|
|
append (pathExtension);
|
|
|
|
|
res_.depth = query_.determineCoverage (this->uic_); // coverage may grow
|
|
|
|
|
ENSURE (isCovered());
|
2017-10-16 02:39:22 +02:00
|
|
|
return std::move (*this);
|
|
|
|
|
}
|
2017-10-02 18:11:21 +02:00
|
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
2017-10-21 23:47:27 +02:00
|
|
|
/** establish a trivial anchorage and coverage, if possible.
|
|
|
|
|
* @note when the UICoord contains wildcards or is incomplete,
|
|
|
|
|
* a full resolution with backtracking is necessary to
|
|
|
|
|
* determine anchorage and coverage
|
|
|
|
|
*/
|
2017-10-21 01:53:13 +02:00
|
|
|
void
|
|
|
|
|
attempt_trivialResolution()
|
|
|
|
|
{
|
2017-10-21 23:47:27 +02:00
|
|
|
if (not uic_.isExplicit()) return;
|
|
|
|
|
res_.anchor = query_.determineAnchor (this->uic_);
|
|
|
|
|
res_.depth = query_.determineCoverage(this->uic_);
|
|
|
|
|
res_.isResolved = true;
|
2017-10-21 01:53:13 +02:00
|
|
|
}
|
|
|
|
|
|
2017-11-17 21:43:50 +01:00
|
|
|
/** @internal algorithm to resolve this UICoord path against the actual UI topology. */
|
2017-10-21 01:53:13 +02:00
|
|
|
bool pathResolution();
|
2017-10-02 18:11:21 +02:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}}// namespace gui::interact
|
|
|
|
|
#endif /*GUI_INTERACT_UI_COORD_RESOLVER_H*/
|