Yet another chainsaw massacre. One of the most obnoxious annoyances with C++ metaprogramming is the need to insert `typename` and `template` qualifiers into most definitions, to help the compiler to cope with the syntax, which is not context-free. The recent standards adds several clarifications, so that most of these qualifiers are redundant now, at least at places where it is unambiguously clear that only a type can be given. GCC already supports most of these relaxing rules (Clang unfortunately lags way behind with support of newer language features...)
298 lines
12 KiB
C++
298 lines
12 KiB
C++
/*
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GEN-NODE-LOCATION-QUERY.hpp - pose UI-coordinate location queries against a GenNode structure
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Copyright (C)
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2017, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file gen-node-location-query.hpp
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** Implementation of the stage::interact::LocationQuery interface to work on a GenNode tree.
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** The interface allows to pose queries against a concrete structure to verify and reshape some
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** [UI Coordinate specification](\ref UICoord); basically it offers methods to navigate within a
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** tree-like structure. While in the actual implementation, such a query interface would be backed
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** by navigating real UI structures, the implementation given here instead uses a generic tree structure
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** given as `Record<GenNode>`.
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**
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** # Representing UI structure as GenNode tree
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**
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** While basically the interface LocationQuery abstracts and reduces the structure of an UI into
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** just some hierarchically arranged and nested IDs, we should note some specific twists how a GenNode
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** tree is used here to represent the structure elements as defined through [UI coordinates](\ref UICoord):
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** - we use the special _type_ attribute to represent the _perspective_ within each window;
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** deliberately, we'll use this twisted structure here to highlight the fact that the
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** backing structure need not be homogeneous; rather, it may require explicit branching
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** - we use the _attributes_ within the GenNode "object" representation, since these are _named_
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** nested elements, and the whole notion of an UI coordinate path is based on named child components
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** - relying upon the [object builder notation](\ref Record::Mutator), it is possible to define a whole
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** structure as nested inline tree; named nested elements can be added with the `set(key, val)`
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** builder function, and for each nested scope, we start a new nested builder with `MakeRec()`.
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** - since GenNodeLocationQuery is conceived for writing test and verification code, there is a
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** special convention to set the `currentWindow` to be the last one in list -- in a real UI
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** this would not of course not be a configurable property of the LocationQuery, and rather
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** just reflect the transient window state and return the currently activated window
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**
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** @todo WIP 10/2017 started in the effort of shaping the LoactionQuery interface, and used
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** to support writing unit tests, to verify the UiCoordResolver. It remains to be seen
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** if this implementation can be used beyond this limited purpose
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**
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** @see UICoordResolver_test
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** @see IterExplorer_test
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** @see ui-coord-resolver.hpp
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** @see navigator.hpp
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*/
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#ifndef STAGE_INTERACT_GEN_NODE_LOCATION_QUERY_H
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#define STAGE_INTERACT_GEN_NODE_LOCATION_QUERY_H
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#include "lib/error.hpp"
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#include "lib/symbol.hpp"
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#include "stage/interact/ui-coord-resolver.hpp"
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#include "lib/diff/gen-node.hpp"
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#include "lib/format-string.hpp"
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#include "lib/iter-explorer.hpp"
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#include "lib/iter-source.hpp"
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#include "lib/itertools.hpp"
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#include "lib/util.hpp"
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#include <utility>
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#include <string>
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namespace stage {
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namespace interact {
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namespace error = lumiera::error;
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using lib::Symbol;
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using lib::Literal;
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using lib::diff::Rec;
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using util::isnil;
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using util::_Fmt;
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using std::forward;
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using std::string;
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/**
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* Test/Diagnostics: implementation of the LocationQuery-API
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* based on a abstract topological structure given as Record<GenNode> ("GenNode tree").
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* @remark intended for verifying path resolution and navigation through unit tests
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*/
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class GenNodeLocationQuery
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: public LocationQuery
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{
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Rec tree_;
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public:
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template<class REC>
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GenNodeLocationQuery(REC&& backingStructure)
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: tree_(std::forward<REC>(backingStructure))
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{ }
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/* === LocationQuery interface === */
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/** resolve Anchor against GenNode tree */
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virtual Literal
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determineAnchor (UICoord const& path) override
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{
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if (isnil(tree_) or not path.isPresent(UIC_WINDOW))
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return Symbol::BOTTOM;
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if (UIC_FIRST_WINDOW == path.getWindow())
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return getFirstWindow();
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if (UIC_CURRENT_WINDOW == path.getWindow())
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return getCurrentWindow();
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if (not tree_.hasAttribute(string{path.getWindow()})) /////////////////////////////////////TICKET #1113 : unnecessary repackaging of a Literal into string when GenNode ID is based on Literal
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return Symbol::BOTTOM;
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return path.getWindow();
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}
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/** evaluate to what extent a UIcoord spec matches the structure given as GenNode tree */
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virtual size_t
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determineCoverage (UICoord const& path) override
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{
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size_t depth = 0;
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drillDown (tree_, path, path.size(), depth);
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return depth;
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}
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/** get the sequence of child IDs at a designated position in the backing GenNode tree */
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virtual ChildIter
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getChildren (UICoord const& path, size_t pos) override
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{
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size_t depth = 0;
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Rec const& node = drillDown (tree_, path, pos, depth);
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if (depth != pos)
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throw error::State(_Fmt{"unable to drill down to depth %d: "
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"element %s at pos %d in path %s is in "
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"contradiction to actual UI structure"}
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% pos
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% (depth<path.size()? path[depth] : Symbol::BOTTOM)
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% depth
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% path
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);
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return TreeStructureNavigator::buildIterator(
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childNavigator (node, depth));
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}
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private:
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Literal
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getFirstWindow()
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{
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return Symbol{*tree_.keys()}; //////////////////////////////////////////////TICKET #1113 : warning use of Symbol table becomes obsolete when EntryID relies on Literal
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}
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Literal
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getCurrentWindow()
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{
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return Symbol{lib::pull_last (tree_.keys())}; //////////////////////////////////////////////TICKET #1113 : warning use of Symbol table becomes obsolete when EntryID relies on Literal
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} // special convention for unit-tests
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Literal
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resolveElm (UICoord const& path, size_t depth)
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{
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REQUIRE (path.isPresent(depth));
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return depth==UIC_WINDOW? GenNodeLocationQuery::determineAnchor(path)
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: path[depth];
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}
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Rec const&
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drillDown (Rec const& tree, UICoord const& path, size_t maxDepth, size_t& depth)
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{
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if (depth<maxDepth and path.isPresent(depth))
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{
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CStr pathElm = resolveElm (path, depth);
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if (hasNode (tree, pathElm, depth))
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{
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++depth;
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return drillDown (descendInto(tree,depth-1,pathElm), path, maxDepth, depth);
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}
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}
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return tree;
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}
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/** does the guiding tree contain the element as requested by the UICoord path?
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* @remark this function abstracts a special asymmetry of the tree representation:
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* at `level==UIC_PERSP` (the second level), the perspective info is packed into
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* the type meta attribute. This was done on purpose, to verify our design is able
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* to handle such implementation intricacies, which we expect to encounter
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* when navigating the widgets of a real-world UI toolkit set
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*/
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static bool
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hasNode (Rec const& tree, CStr pathElm, size_t depth)
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{
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return depth==UIC_PERSP? pathElm == tree.getType()
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: tree.hasAttribute(pathElm);
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}
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/** within `tree` _at level_ `depth` descend into the child element designated by `pathElm` */
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static Rec const&
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descendInto (Rec const& tree, size_t depth, CStr pathElm)
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{
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return depth==UIC_PERSP? tree // perspective info is attached as type at the parent node
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: tree.get(pathElm).data.get<Rec>();
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}
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/* ==== iterate over siblings with the ability to expand one node's children ==== */
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/** @return a heap allocated object attached at "current tree position" while
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* exposing the names of all child nodes [through iteration](\ref lib::IterSource)
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*/
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static TreeStructureNavigator*
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childNavigator (Rec const& node, size_t depth)
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{
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//////////////////////////////////////////////////////////////////////////TICKET #1113 : capturing the string into the global Symbol table becomes obsolete, once GenNode exposes Literal as ID
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auto internedString = [](string const& id) -> Literal
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{
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return Symbol{id};
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};
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return depth==UIC_PERSP? buildNavigator (node, depth, singleValIterator (internedString (node.getType())))
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: buildNavigator (node, depth, transformIterator (node.keys(), internedString));
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}
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/**
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* Helper to navigate a tree topology represented as GenNode tree.
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* Basically this is a lib::IterSource<Literal> to encapsulate a sequence of sibling nodes.
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* A "current element" representation is layered on top to allow to expand one level deeper
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* on demand. This "child expansion" is triggered by invoking the `expandChildren()` function
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* on the iterator front-end provided as LocationQuery::ChildIter
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*/
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template<class PAR>
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class GenNodeNavigator
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: public PAR
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{
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Rec const& pos_;
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size_t depth_;
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virtual TreeStructureNavigator*
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expandChildren() const override
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{
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return childNavigator (descendInto (pos_,depth_, currentChild_), depth_+1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1125 : work around the misaligned IterSource design
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// The design of IterSource attempts to be too clever, and we have to pay for it now...
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// If IterSource would just work like a StateCore and expose the "current element" via API call,
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// then we'd be able to retrieve the name of the current child node. Unfortunately it doesn't
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// and thus we rig a "wire tap" here and capture the node names whenever an iteration happens.
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//
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Literal currentChild_ = Symbol::BOTTOM;
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using Pos = PAR::Pos;
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virtual Pos
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firstResult () override
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{
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Pos pos = PAR::firstResult();
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if (pos) currentChild_ = *pos;
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return pos;
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}
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virtual void
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nextResult(Pos& pos) override
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{
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PAR::nextResult (pos);
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if (pos) currentChild_ = *pos;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1125 : work around the misaligned IterSource design
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public:
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template<class IT>
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GenNodeNavigator(Rec const& node, size_t depth, IT&& rawChildIter)
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: PAR{forward<IT> (rawChildIter)}
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, pos_{node}
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, depth_{depth}
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{ }
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};
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/** type rebinding helper to pick up the concrete child iterator type `IT` */
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template<class IT>
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static TreeStructureNavigator*
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buildNavigator (Rec const& node, size_t depth, IT && rawIterator)
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{
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return new GenNodeNavigator<
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lib::WrappedLumieraIter<IT,
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TreeStructureNavigator>> {node, depth, forward<IT> (rawIterator)};
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}
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};
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}}// namespace stage::interact
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#endif /*STAGE_INTERACT_GEN_NODE_LOCATION_QUERY_H*/
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