LUMIERA.clone/src/gui/interact/ui-coord-resolver.hpp
2018-04-04 03:48:53 +02:00

601 lines
27 KiB
C++

/*
UI-COORD-RESOLVER.hpp - 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.hpp
** Evaluation of UI coordinates against a concrete window topology.
** [UI-Coordinates](\ref UICoord) allow to describe and locate an interface component within the
** Lumiera GUI through a topological access path. As such these coordinate specifications are abstract,
** and need to be related, attached or resolved against the actual configuration of widgets in the UI.
** Through this relation it becomes possible to pose meaningful queries over these coordinates, or to
** build, rebuild and remould a coordinate specification.
**
** We need to avoid tainting with the intrinsics of the actual UI toolkit though -- which indicates
** the UICoordResolver should be designed as an abstract intermediary, built on top of a command and
** query interface, provided by the \ref Navigator and backed by the actual UI configuration.
**
** # Abstraction
**
** The abstraction used to found this interface is twofold. For one, we rely on the notion of logical,
** topological [Coordinates in User Interface space](\ref UICoord). And secondly, we rely on a very
** limited form of navigation: we navigate a tree-shaped (abstracted) structure just by
** - iteration over siblings, which are children of our previous starting point
** - the ability, _on this iterator,_ to expand the "current child" and inject
** the next level of child iteration at its place, similar to the `flatMap`
** operation known from functional programming.
** Together, these two capabilities allow us to build exploring and backtracking evaluations,
** which is enough to build a secondary helper component on top, the gui::interact::UICoordResolver
**
**
** # UI coordinate path evaluation
**
** Such a _resolver_ can be used to relate and match a given, incomplete UI coordinate specification
** (a "pattern") against the actual UI topology. Evaluation is accomplished by first constituting an anchoring,
** followed by traversal of the coordinate spec and matching against a navigation path within the actual UI window
** configuration. This process might involve interpretation of some meta-symbols and interpolation of wildcards.
**
** As indicated above, the coordinate resolver internally relies on a [context query interface](\ref LocationQuery),
** to find out about existing windows, panels, views and tabs and to navigate the real UI structure. The actual
** implementation of this context query interface is backed by the \ref Navigator component exposed through the
** \ref InteractionDirector.
**
** ## Query operations
** In addition to the _locally decidable properties_ of a [coordinate spec](\ref UICoord), which are the explicitness
** and the presence of some component, several contextual predications may be queried:
**
** - *anchorage*
** ** the way the given coordinate spec is or can be anchored
** *** it is already _explicitly anchored_ by referring either to a specific window or by generic specification
** *** it _can be a anchored_ by interpolation of some wildcards
** *** it is _incomplete_ and need to be extended to allow anchoring
** *** it is _impossible to anchor_ in the current UI configuration
**
** - *coverage*
** ** the extent to which a given coordinate spec is backed by the actual UI configuration
** ** _please note_: to determine the coverage, the spec needs to be anchored, either explicitly,
** or by interpolation, or by extension of an incomplete spec
** *** it is _completely covered_
** *** it is _partially covered_ with an remaining, uncovered extension part
** *** it is _possible to cover completely_
** *** it is _impossible to cover_ related to the current UI topology
**
** \par Some fine points to note
** Anchorage and coverage are not the same thing, but coverage implies anchorage. Only when a path is complete
** (i.e. it starts with the window spec) and explicit (has no wildcards), then anchorage implies also partial coverage
** (namely at least to depth 1). To determine the possibility of coverage means to perform a resolution with backtracking
** to pick the maximal solution. Moreover, since "covered" means that the path specification _is at least partially supported
** by the real UI,_ we establish an additional constraint to ensure this resolution did not just match some arbitrary wildcards.
** Rather we demand that behind rsp. below the last wildcard there is at least one further explicit component in the path spec,
** which is supported by the real UI. As a consequence, the coverage resolution may fail altogether, while still providing at
** least a possible anchor point.
**
** ## Mutations
** In addition to querying the interpretation of a given coordinate spec with respect to the current UI environment,
** it is also possible to rewrite or extend the spec based on this environment
**
** - *anchoring*
** ** in correspondence to the possible states of anchorage, we may derive an explicitly anchored spec
** *** by interpolating the given spec
** *** by interpretation and extension of the given spec
**
** - *covering*
** ** we may construct the covered part of a given spec, which includes automatic anchoring
**
** - *extending*
** ** a given UI coordinate pattern is covered...
** ** and _truncated_ to the covered part
** ** the given _extension suffix_ is then attached behind
**
** @see UICoordResolver_test
** @see UICoord_test
** @see navigator.hpp
** @see view-locator.hpp
*/
#ifndef GUI_INTERACT_UI_COORD_RESOLVER_H
#define GUI_INTERACT_UI_COORD_RESOLVER_H
#include "lib/error.hpp"
#include "lib/symbol.hpp"
#include "lib/format-string.hpp"
#include "gui/interact/ui-coord.hpp"
#include "lib/iter-tree-explorer.hpp"
#include "lib/iter-source.hpp"
#include "lib/depend.hpp"
#include "lib/util.hpp"
#include <utility>
#include <memory>
namespace gui {
namespace interact {
namespace error = lumiera::error;
using std::unique_ptr;
using util::unConst;
using lib::Literal;
using lib::Symbol;
/**
* Interface to locate and move within a tree shaped structure.
* The actual nature of this structure is to be kept abstracted through this interface.
* The purpose of this construct is to build evaluations and matching operations on top.
*/
class TreeStructureNavigator
: public lib::IterSource<Literal>
{
public:
virtual ~TreeStructureNavigator(); ///< this is an interface
/** expand into exploration of child elements at "current position".
* At any point, a TreeStructureNavicator instance indicates and represents a position
* within a tree-like structure. At the same time, it is part of a sequence of siblings,
* which is accessible through iteration. This operation now allows to extend visitation
* of siblings by consuming the current element and replacing it with the sequence of its
* immediate child elements, exposing the first one as the _"current position"_.
* @return pointer to a new heap allocated TreeStructureNavigator implementation, which
* represents the sequence of children. The object `this` will not be affected.
* @note it is the caller's responsibility to own and manage the generated navigator.
* The typical (and recommended) way to achieve this is to rely on the embedded
* type #iterator, which exposes an appropriately wired iterator::expandChildren()
*/
virtual TreeStructureNavigator* expandChildren() const =0;
/** build a Lumiera Forward Iterator as front-end and managing Handle for a TreeStructureNavigator
* or subclass. The provided pointer is assumed to point to heap allocated storage.
* @return copyable iterator front-end handle, which allows to retrieve once all values
* yielded by this IterSource. The front-end _takes ownership_ of the given object.
* @note the generated iterator is preconfigured to allow for _"child expansion"_, thereby
* calling through the virtual API function expandChildren()
*/
static auto
buildIterator (TreeStructureNavigator* source)
{
return lib::treeExplore (source)
.expand([](TreeStructureNavigator& parent){ return parent.expandChildren(); });
}
};
/**
* Interface to discover a backing structure for the purpose of path navigation and resolution.
* UICoord are meant to designate a position within the logical structure of an UI -- yet in fact
* they may be resolved against any tree-like topological structure, which can be queried through
* this interface.
* @see Navigator the implementation used in the Lumiera UI, as backed by actual GUI components
* @see InteractionDirector manages the Navigator and exposes it via lib::Depend<LocationQuery>
* @see GenNodeLocationQuery a dummy/test implementation, where the "UI topology" is hard wired
* as a tree of GenNode elements. This serves the purpose of unit testing, without having
* to rely on an actual UI.
*/
class LocationQuery
{
public:
virtual ~LocationQuery(); ///< this is an interface
/** access point to global LocationQuery service implementation */
static lib::Depend<LocationQuery> service;
using ChildIter = decltype (TreeStructureNavigator::buildIterator(0));
/** make the real anchor point explicit.
* @param path an explicit UICoord spec to be anchored in the actual UI
* @return _explicit_ literal window name, where the path can be anchored
* Symbol::BOTTOM in case the given path can not be anchored currently.
* @remark here "to anchor" means to match and thus "attach" the starting point
* of the UIcoord path, i.e. the window spec, with an actual top-level
* window existing in the current UI configuration and state. This operation
* either confirms existence of a window given by explicit ID, or it supplies
* the current meaning of the meta specs `currentWindow` and `firstWindow`,
* again in the form of an explicit window name
*/
virtual Literal determineAnchor (UICoord const& path) =0;
/** evaluate to what extent a UIcoord spec matches the actual UI
* @return the depth to which the given spec is _"covered"_ by the actual UI.
* Can be zero, in which case the given coordinates can not be resolved
* and addressed within the currently existing windows, panes and views.
* @remark a depth > 0 also implies that the path can be _anchored._
* @note this operation does not perform any _resolution_ or interpolation of wildcards,
* it just matches explicit UI component names.
* @see UICoordResolver for a facility to perform such a resolution and to navigate paths.
*/
virtual size_t determineCoverage (UICoord const& path) =0;
/** get the sequence of child components at a designated position in the actual UI
* @param path an explicit UIcoord spec, expected to be anchored and at least partially
* covered within the current configuration and state of the UI
* @param pos depth where the given path shall be evaluated, starting with 0 at window level
* @return an iterator to enumerate all child components actually existing in the current
* UI below the location designated by path and pos.
* @remark the path is only evaluated up to (not including) the given depth. Especially
* when `pos == 0`, then the path is not evaluated and matched at all, rather
* just the current list of top-level windows is returned.
* @throw error::State when navigating the given path touches a non-existing element
*/
virtual ChildIter getChildren (UICoord const& path, size_t pos) =0;
};
/**
* Query and mutate UICoord specifications in relation to actual UI topology.
* This specialised builder uses a _location query facility_ to retrieve information about
* the current actual UI topology. The UI coordinate spec given as initialisation acts as a
* _pattern_, to be *queried and resolved* against that actual UI topology in various ways
* - determine the _anchor point_, where this UI coordinate pattern will be rooted in the UI
* - determine to which extent this UI coordinate pattern can be _"covered"_ (= supported)
* by the exiting UI. To resolve this query, it is necessary to perform a matching search
* with backtracking, in order to find the best possible coverage
* ** the coverage can be _complete_, which means that all components mentioned explicitly
* within the pattern in fact exist in the actual UI
* ** a _partial coverage_ means that there is a prefix actually supported, while some
* extraneous tailing components do not (yet) exist in the UI.
* Moreover, the pattern can be *mutated to conform* with the existing UI topology:
* - the anchor point can be made explicit, which means to replace the _meta specifications_
* ** `firstWindow`
* ** `currentWindow`
* - the calculated _coverage solution_ can be interpolated into the pattern, thereby binding
* and replacing any placeholders ("wildcards", i.e. components designated as `"*"`)
* - we may _extend_ the pattern by attaching further elements, _behind_ the covered part.
* @note this is a _coordinate builder,_ which means that it works on a copy of the UI coordinate
* pattern provided at initialisation. The result, a possibly reworked UI coordinate spec
* can be _moved out_ into a new target UI coordinate (which is then immutable). The
* various query and binding operations work by side-effect on the internal state
* encapsulated within this builder.
* @warning computing a coverage solution for a sparsely defined pattern against a large
* UI topology can be expensive, since in worst case we have to perform a depth-first
* scan of the whole tree structure
*/
class UICoordResolver
: public UICoord::Builder
{
struct Resolution
{
const char* anchor = nullptr;
size_t depth = 0;
unique_ptr<UICoord> covfefe{};
bool isResolved = false;
};
LocationQuery& query_;
Resolution res_;
public:
UICoordResolver (UICoord const& uic, LocationQuery& queryAPI)
: Builder{uic}
, query_{queryAPI}
, res_{}
{
attempt_trivialResolution();
}
UICoordResolver (UICoord && uic, LocationQuery& queryAPI)
: Builder{std::move(uic)}
, query_{queryAPI}
, res_{}
{
attempt_trivialResolution();
}
/* === query functions === */
/** is this path explicitly anchored at an existing window?
* @remarks this also implies the path is complete and explicit (no wildcards).
*/
bool
isAnchored() const
{
return res_.anchor
and res_.anchor != Symbol::BOTTOM;
}
/** determine if a mutation is possible to anchor the path explicitly
* @remarks basically this either means the path isAnchored(), or we're able
* to calculate a path resolution, interpolating any wildcards.
* And while the path resolution as such might fail, it was at least
* successful to determine an anchor point. The existence of such an
* anchor point implies the path is not totally in contradiction to the
* existing UI */
bool
canAnchor() const
{
return isAnchored()
or (res_.isResolved and res_.covfefe)
or unConst(this)->pathResolution()
or isAnchored(); // resolution failed, but computed at least an anchor
}
/** is this path at least _partially_ covered?
* A covered path describes an access path through widgets actually existing in the UI.
* @remark this also implies the path is anchored, complete and explicit.
* @note this predicate tests for _partial_ coverage, which means, there might
* be some extraneous suffix in this path descending beyond existing UI
*/
bool
isCoveredPartially() const
{
return res_.isResolved
and res_.depth > 0;
}
/** this path is completely covered by the currently existing UI structure;
* @remark there is no extraneous uncovered suffix in this path spec;
* moreover, the path is anchored, complete and explicit
*/
bool
isCovered() const
{
return res_.isResolved
and res_.depth == this->uic_.size();
}
/** synonymous to #isCovered() */
bool
isCoveredTotally() const
{
return isCovered();
}
/** determine if a mutation is possible to get the path (partially) covered.
* @remarks in order to be successful, a path resolution must interpolate any gaps in the
* path spec _and_ reach a point behind / below the gap (wildcards), where an existing
* explicitly stated component in the path can be confirmed (covered) by the existing UI.
* The idea behind this definition is that we do not want just some interpolated wildcards,
* rather we really want to _confirm_ the essence of the path specification. Yet we accept
* an extraneous suffix _in the explicitly given part_ of the path spec to extend beyond or
* below what exists currently within the UI.
*/
bool
canCover() const
{
return isCovered() // either explicit coverage known
or (res_.isResolved and res_.covfefe) // or previous matching run found (partial) solution
or unConst(this)->pathResolution() // perform matching run now to find total coverage
or (res_.covfefe); // or at least partial coverage was found
}
/* === mutation functions === */
/** mutate the path to get it totally covered
* - make the anchorage explicit
* - possibly match and expand any wildcards
* - then truncate the UI-Coordinate spec to that part
* actually covered by the UI
* @note if the coordinate spec can not be covered at all,
* it will be truncated to zero size
*/
UICoordResolver&&
cover()
{
if (isCoveredPartially() and not res_.covfefe)
{
ASSERT (res_.anchor); // depth > 0 implies anchorage
window (res_.anchor); // thus make this anchor explicit
truncateTo (res_.depth);
}
else if (canCover())
{
ASSERT (res_.isResolved);
REQUIRE (res_.covfefe);
res_.depth = res_.covfefe->size();
this->uic_ = std::move (*res_.covfefe);
res_.covfefe.reset();
}
else
{
ASSERT (res_.isResolved);
REQUIRE (res_.depth == 0);
REQUIRE (not res_.covfefe);
truncateTo (0);
}
ENSURE (isCovered());
return std::move (*this);
}
/** mutate the path by resolving all wildcards to achieve partial coverage
* - anchorage and all wildcards will be resolved against current UI
* - but an extraneous, uncovered, explicit suffix is retained
* @note if the coordinate spec can not be (partially) covered at all,
* it will be truncated to zero size
*/
UICoordResolver&&
coverPartially()
{
if (isCoveredPartially() and not res_.covfefe)
{
ASSERT (res_.anchor);
window (res_.anchor); // just ensure the anchor info is explicit,
} // the rest is already in place and explicit
else if (canCover())
{
ASSERT (res_.isResolved);
REQUIRE (res_.covfefe);
REQUIRE (uic_.size() >= res_.covfefe->size());
res_.depth = res_.covfefe->size();
// possibly overwrite placeholders by explicitly resolved info...
for (size_t pos = 0; pos < res_.depth; ++pos )
overwrite (pos, (*res_.covfefe)[pos]);
res_.covfefe.reset();
}
else
{
ASSERT (res_.isResolved);
REQUIRE (res_.depth == 0);
REQUIRE (not res_.covfefe);
truncateTo (0);
}
ENSURE (empty() or (isCoveredPartially() and uic_.isExplicit()));
return std::move (*this); // no wildcards remain
}
/** mutate the window part of the path such as
* to make the anchorage explicit, if possible
* @remark if the path starts with meta specs like
* `firstWindow` or `currentWindow`, they will be
* replaced by their current meaning. If the path
* is incomplete, but can somehow be resolved, we
* use the anchorage as indicated by that resolution,
* without interpolating the rest of the path.
*/
UICoordResolver&&
anchor()
{
if (canAnchor())
{
window (res_.anchor);
normalise();
}
return std::move (*this);
}
/** mutate the path to extend it while keeping it partially covered
* @param pathExtension a literal specification, which is extended immediately
* behind the actually covered part of the path, irrespective of the depth
* @note the extension may contain '/', which are treated as component separators
*/
UICoordResolver&&
extend (Literal pathExtension)
{
if (not isCovered())
cover();
ENSURE (isCovered());
append (pathExtension);
res_.depth = query_.determineCoverage (this->uic_); // coverage may grow
return std::move (*this);
}
/** mutate the path and extend it with components at fixed positions
* @param partialExtensionSpec UI coordinates used as extension
* @throw if the extension would overwrite the covered part.
* @remark this is the typical use case, where we want to place some component
* explicitly at a given depth (e.g. a new view or tab)
*/
UICoordResolver&&
extend (UICoord const& partialExtensionSpec)
{
if (not canCover())
uic_ = partialExtensionSpec;
else
{
REQUIRE (res_.isResolved);
size_t coverable = res_.covfefe? res_.covfefe->size() : res_.depth;
auto newContent = partialExtensionSpec.begin();
size_t extensionPos = newContent? partialExtensionSpec.indexOf(*newContent) : coverable;
if (coverable > extensionPos)
throw error::Invalid (util::_Fmt{"Attempt to extend covered path %s with %s "
"would overwrite positions %d to %d (incl)"}
% (res_.covfefe? *res_.covfefe : UICoord{uic_.rebuild().truncateTo(res_.depth)})
% partialExtensionSpec
% extensionPos
% (coverable-1));
cover();
for ( ; newContent; ++newContent, ++extensionPos )
overwrite (extensionPos, *newContent);
normalise();
}
res_ = Resolution{}; // start over with pristine resolution state
attempt_trivialResolution();
canCover();
return std::move (*this);
}
/** mutate to turn a wildcard into _existentially quantified._
* This means to assume (or require) that an element actually exists at the given position,
* without knowing or caring about its actual name. This becomes relevant when matching for
* _partially covered_ path; normal wildcards are only accepted to build a solution, when
* the matching can be confirmed by an explicit element after (below) the wildcard part.
* While this restriction serves to prevent ambiguous and surprising arbitrary matches,
* it can sometimes defeat any solution, e.g. when creating a new panel on top of an
* existing but irrelevant perspective.
*/
UICoordResolver&&
existentiallyQuantify (size_t pos)
{
if (pos < uic_.size() and not uic_.isPresent(pos))
overwrite (pos, UIC_ELIDED);
return std::move (*this);
}
/** diagnostics */
operator string() const { return string(this->uic_); }
size_t coverDepth() const { return res_.depth; }
private:
/** 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. The same is true
* when the pattern uses an elided element, since such
* an existentially quantified item must be interpolated.
*/
void
attempt_trivialResolution()
{
res_.anchor = query_.determineAnchor (this->uic_);
if (not uic_.isExplicit()) return;
res_.depth = query_.determineCoverage(this->uic_);
if (util::contains (this->uic_, UIC_ELIDED)) return; // existentially quantified
res_.isResolved = true;
}
/** @internal algorithm to resolve this UICoord path against the actual UI topology.
* @return true if total coverage is possible (by interpolating wildcards)
* @remark after invoking this function, res_.isResolved and possible coverage are set.
*/
bool pathResolution();
};
}}// namespace gui::interact
#endif /*GUI_INTERACT_UI_COORD_RESOLVER_H*/