ginger/gim/view/view.go

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// Package view implements rendering a graph to a terminal.
//
// Steps for rendering
//
// - Preprocessing: Disjoin Graph into multiple Graphs, and decide how to
// arrange them (maybe sort by number of vertices or number of edges (or the
// sum of both) or something).
//
// - Convert Graph into internal representation.
// - Still uses gg.Graph, but vertices and edge values are wrapped in types
// internal to this package, and on which further mapping will be done.
// - Positions unknown at this point.
// - Junctions are converted to value vertices with set edge order.
// - Edges contain both their body and their tail/head rune.
//
// - Find eligible "root" vertex, probably by one which has the fewest input
// edges.
//
// - Find cycles and reverse edges as needed.
// - The to/from vertices are reversed, as are the head/tail runes, so the
// direction will appear consistent with the original graph
// - TODO this might not be necessary? Or at least may need to be modified.
// In the paper this is done, but that algorithm allows for edges upward
// from their tail, whereas this one doesn't. It might only be necessary
// for the MST stuff, in which case this might only need to take place
// within Positioning-Part1.
//
// - Replace edge bodies with a vertex with a single input/output edge.
//
// - Position all vertices
// - `coord` field on vertices used as row/column coordinates.
// - Positioning will be done with down being the primary direction and
// right being the secondary direction.
// - Part 1) find vertical positions for all vertices (aka assign rows)
// - This step uses some fancy MST stuff as outlined by (TODO refer to
// paper here).
// - Part 2) find horizontal positions within rows (aka assign columns)
// - Part of this will include creating ephemeral vertices where an
// edge spans a row without having a vertex on it. These will be
// removed as the final part of this step.
// - The jist of this step is to find vertex ordering which reduces
// number of edge crossings between adjacent rows.
// - Some extra care is taken for cases where an edge's from vertex is
// not a lower row than its to vertex.
// - This is an unavoidable case, as at the least a vertex may
// connect to itself.
// - These edges will have their `switchback` field set to true.
// - For the purposes of calculating edge crossings these edges
// should be ignored. During the absolute positioning and drawing
// steps they will be accounted for and dealt with.
// - Part 3) row/column positions into terminal positions, which are
// stored on the vertices in the `pos` field. Primary/secondary
// direction are taken into account here.
//
// - Post-processing: any additional absolute positioning and other formatting
// given by the user for the Graph should be done here
//
// - Draw vertices and their edges to buffer
// - At this point drawing vertices is easy. Edges is more complicated but
// the start/end positions of each edge should already be known, so while
// drawing may be complex it's not difficult.
//
package view
import (
"sort"
"github.com/mediocregopher/ginger/gg"
"github.com/mediocregopher/ginger/gim/geo"
"github.com/mediocregopher/ginger/gim/terminal"
"github.com/mediocregopher/ginger/gim/view/constraint"
)
// View wraps a single Graph instance and a set of display options for it, and
// generates renderable terminal output for it.
type View struct {
g *gg.Graph
start gg.Value // TODO shouldn't need this
primFlowDir, secFlowDir geo.XY
}
// New instantiates and returns a view around the given Graph instance, with
// start indicating the value vertex to consider the "root" of the graph.
//
// Drawing is done by aligning the vertices into rows and columns in such a way
// as to reduce edge crossings. primaryDir indicates the direction edges will
// primarily be pointed in. For example, if it is geo.Down then adjacent
// vertices will be arranged into columns.
//
// secondaryDir indicates the direction vertices should be arranged when they
// end up in the same "rank" (e.g. when primaryDir is geo.Down, all vertices on
// the same row will be the same "rank").
//
// A primaryDir/secondaryDir of either geo.Down/geo.Right or geo.Right/geo.Down
// are recommended, but any combination of perpendicular directions is allowed.
func New(g *gg.Graph, start gg.Value, primaryDir, secondaryDir geo.XY) *View {
return &View{
g: g,
start: start,
primFlowDir: primaryDir,
secFlowDir: secondaryDir,
}
}
// Draw renders and draws the View's Graph to the Buffer.
func (view *View) Draw(buf *terminal.Buffer) {
relPos, _, secSol := posSolve(view.g)
// create boxes
var boxes []*box
boxesM := map[*box]*gg.Vertex{}
boxesMr := map[*gg.Vertex]*box{}
const (
primPadding = 5
secPadding = 1
)
var primPos int
for _, vv := range relPos {
var primBoxes []*box // boxes on just this level
var maxPrim int
var secPos int
for _, v := range vv {
primVec := view.primFlowDir.Scale(primPos)
secVec := view.secFlowDir.Scale(secPos)
b := boxFromVertex(v, view.primFlowDir)
b.topLeft = primVec.Add(secVec)
boxes = append(boxes, &b)
primBoxes = append(primBoxes, &b)
boxesM[&b] = v
boxesMr[v] = &b
bSize := b.rect().Size
primBoxLen := bSize.Mul(view.primFlowDir).Len()
secBoxLen := bSize.Mul(view.secFlowDir).Len()
if primBoxLen > maxPrim {
maxPrim = primBoxLen
}
secPos += secBoxLen + secPadding
}
for _, b := range primBoxes {
b.topLeft = b.topLeft.Add(view.primFlowDir.Scale(primPos))
}
primPos += maxPrim + primPadding
}
// maps a vertex to all of its to edges, sorted by secSol
findFromIM := map[*gg.Vertex][]gg.Edge{}
// returns the index of this edge in from's Out
findFromI := func(from *gg.Vertex, e gg.Edge) int {
edges, ok := findFromIM[from]
if !ok {
edges = make([]gg.Edge, len(from.Out))
copy(edges, from.Out)
sort.Slice(edges, func(i, j int) bool {
// TODO if two edges go to the same vertex, how are they sorted?
return secSol[edges[i].To.ID] < secSol[edges[j].To.ID]
})
findFromIM[from] = edges
}
for i, fe := range edges {
if fe == e {
return i
}
}
panic("edge not found in from.Out")
}
// create lines
var lines []line
for _, b := range boxes {
v := boxesM[b]
for i, e := range v.In {
bFrom := boxesMr[e.From]
fromI := findFromI(e.From, e)
buf := terminal.NewBuffer()
buf.WriteString(e.Value.V.(string))
lines = append(lines, line{
from: bFrom,
fromI: fromI,
to: b,
toI: i,
bodyBuf: buf,
})
}
}
// actually draw the boxes and lines
for _, b := range boxes {
b.draw(buf)
}
for _, line := range lines {
line.draw(buf, view.primFlowDir, view.secFlowDir)
}
}
// "Solves" vertex position by detemining relative positions of vertices in
// primary and secondary directions (independently), with relative positions
// being described by "levels", where multiple vertices can occupy one level.
//
// Primary determines relative position in the primary direction by trying
// to place vertices before their outs and after their ins.
//
// Secondary determines relative position in the secondary direction by
// trying to place vertices relative to vertices they share an edge with in
// the order that the edges appear on the shared node.
func posSolve(g *gg.Graph) ([][]*gg.Vertex, map[string]int, map[string]int) {
primEng := constraint.NewEngine()
secEng := constraint.NewEngine()
strM := g.ByID()
for _, v := range strM {
var prevIn *gg.Vertex
for _, e := range v.In {
primEng.AddConstraint(constraint.Constraint{
Elem: e.From.ID,
LT: v.ID,
})
if prevIn != nil {
secEng.AddConstraint(constraint.Constraint{
Elem: prevIn.ID,
LT: e.From.ID,
})
}
prevIn = e.From
}
var prevOut *gg.Vertex
for _, e := range v.Out {
if prevOut == nil {
continue
}
secEng.AddConstraint(constraint.Constraint{
Elem: prevOut.ID,
LT: e.To.ID,
})
prevOut = e.To
}
}
prim := primEng.Solve()
sec := secEng.Solve()
// determine maximum primary level
var maxPrim int
for _, lvl := range prim {
if lvl > maxPrim {
maxPrim = lvl
}
}
outStr := make([][]string, maxPrim+1)
for v, lvl := range prim {
outStr[lvl] = append(outStr[lvl], v)
}
// sort each primary level
for _, vv := range outStr {
sort.Slice(vv, func(i, j int) bool {
return sec[vv[i]] < sec[vv[j]]
})
}
// convert to vertices
out := make([][]*gg.Vertex, len(outStr))
for i, vv := range outStr {
out[i] = make([]*gg.Vertex, len(outStr[i]))
for j, v := range vv {
out[i][j] = strM[v]
}
}
return out, prim, sec
}