integrate constraint engine into determining box positioning
This commit is contained in:
parent
79a171323d
commit
754b75407a
41
gg/gg.go
41
gg/gg.go
@ -57,6 +57,7 @@ type Edge struct {
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// through method calls
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type Vertex struct {
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VertexType
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ID string // identifier of the vertex, unique within the graph
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Value Identifier // Value is valid if-and-only-if VertexType is Value
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In, Out []Edge
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}
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@ -148,13 +149,17 @@ func (v vertex) cpAndDelOpenEdge(oe OpenEdge) (vertex, bool) {
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// Graph is a wrapper around a set of connected Vertices
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type Graph struct {
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vM map[string]vertex // only contains value vertices
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view map[string]*Vertex
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// generated by makeView on-demand
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byVal map[string]*Vertex
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all map[string]*Vertex
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}
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// Null is the root empty graph, and is the base off which all graphs are built
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var Null = &Graph{
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vM: map[string]vertex{},
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view: map[string]*Vertex{},
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byVal: map[string]*Vertex{},
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all: map[string]*Vertex{},
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}
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// this does _not_ copy the view, as it's assumed the only reason to copy a
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@ -361,22 +366,22 @@ func (g *Graph) Union(g2 *Graph) *Graph {
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// Graph traversal
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func (g *Graph) makeView() {
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if g.view != nil {
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if g.byVal != nil {
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return
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}
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// view only contains value vertices, but we need to keep track of all
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// vertices while constructing the view
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g.view = make(map[string]*Vertex, len(g.vM))
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all := map[string]*Vertex{}
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g.byVal = make(map[string]*Vertex, len(g.vM))
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g.all = map[string]*Vertex{}
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var getV func(vertex, bool) *Vertex
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getV = func(v vertex, top bool) *Vertex {
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vID := identify(v)
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V, ok := all[vID]
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V, ok := g.all[vID]
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if !ok {
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V = &Vertex{VertexType: v.VertexType, Value: v.val}
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all[vID] = V
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V = &Vertex{VertexType: v.VertexType, ID: vID, Value: v.val}
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g.all[vID] = V
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}
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// we can be sure all Value vertices will be called with top==true at
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@ -396,7 +401,7 @@ func (g *Graph) makeView() {
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}
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if v.VertexType == Value {
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g.view[identify(v.val)] = V
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g.byVal[identify(v.val)] = V
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}
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return V
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@ -411,14 +416,14 @@ func (g *Graph) makeView() {
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// contain a vertex for the value then nil is returned
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func (g *Graph) Value(val Identifier) *Vertex {
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g.makeView()
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return g.view[identify(val)]
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return g.byVal[identify(val)]
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}
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// Values returns all Value Vertices in the Graph
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func (g *Graph) Values() []*Vertex {
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g.makeView()
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vv := make([]*Vertex, 0, len(g.view))
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for _, v := range g.view {
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vv := make([]*Vertex, 0, len(g.byVal))
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for _, v := range g.byVal {
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vv = append(vv, v)
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}
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return vv
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@ -457,11 +462,11 @@ func Equal(g1, g2 *Graph) bool {
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func (g *Graph) Walk(startWith *Vertex, callback func(*Vertex) bool) {
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// TODO figure out how to make Walk deterministic
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g.makeView()
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if len(g.view) == 0 {
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if len(g.byVal) == 0 {
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return
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}
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seen := make(map[*Vertex]bool, len(g.view))
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seen := make(map[*Vertex]bool, len(g.byVal))
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var innerWalk func(*Vertex) bool
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innerWalk = func(v *Vertex) bool {
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if seen[v] {
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@ -484,9 +489,15 @@ func (g *Graph) Walk(startWith *Vertex, callback func(*Vertex) bool) {
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}
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}
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for _, v := range g.view {
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for _, v := range g.byVal {
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if !innerWalk(v) {
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return
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}
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}
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}
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// ByID returns all vertices indexed by their ID field
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func (g *Graph) ByID() map[string]*Vertex {
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g.makeView()
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return g.all
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}
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@ -86,9 +86,9 @@ func (b box) rect() geo.Rect {
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switch b.flowDir {
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case geo.Left, geo.Right:
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edgesRect.Size = geo.XY{neededByEdges, 2}
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case geo.Up, geo.Down:
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edgesRect.Size = geo.XY{2, neededByEdges}
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case geo.Up, geo.Down:
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edgesRect.Size = geo.XY{neededByEdges, 2}
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default:
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panic(fmt.Sprintf("unknown flowDir: %#v", b.flowDir))
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}
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@ -1,6 +1,8 @@
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// Package geo implements basic geometric concepts used by gim
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package geo
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import "math"
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// XY describes a 2-dimensional position or vector. The origin of the
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// 2-dimensional space is a 0,0, with the x-axis going to the left and the
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// y-axis going down.
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@ -25,6 +27,34 @@ var Units = []XY{
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Right,
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}
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func (xy XY) toF64() [2]float64 {
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return [2]float64{
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float64(xy[0]),
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float64(xy[1]),
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}
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}
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func abs(i int) int {
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if i < 0 {
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return i * -1
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}
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return i
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}
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// Len returns the length (aka magnitude) of the XY as a vector, using the
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// Rounder to round to an int
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func (xy XY) Len(r Rounder) int {
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if xy[0] == 0 {
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return abs(xy[1])
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} else if xy[1] == 0 {
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return abs(xy[0])
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}
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xyf := xy.toF64()
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lf := math.Sqrt((xyf[0] * xyf[0]) + (xyf[1] * xyf[1]))
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return r.Round(lf)
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}
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// Add returns the result of adding the two XYs' fields individually
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func (xy XY) Add(xy2 XY) XY {
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xy[0] += xy2[0]
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@ -65,13 +95,6 @@ func (xy XY) Sub(xy2 XY) XY {
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return xy.Add(xy2.Inv())
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}
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func (xy XY) toF64() [2]float64 {
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return [2]float64{
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float64(xy[0]),
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float64(xy[1]),
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}
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}
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// Midpoint returns the midpoint between the two XYs. The rounder indicates what
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// to do about non-whole values when they're come across
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func (xy XY) Midpoint(xy2 XY, r Rounder) XY {
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@ -18,9 +18,9 @@ import (
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// TODO
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// - assign edges to "slots" on boxes
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// - finish initial implementation of constraint, use that to sort boxes by
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// primary and secondary flowDir based on their edges
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// - edge values
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// - be able to draw circular graphs
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// - audit all steps, make sure everything is deterministic
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const (
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framerate = 10
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@ -70,7 +70,8 @@ func main() {
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v := view{
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g: mkGraph(),
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flowDir: geo.Down,
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primFlowDir: geo.Right,
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secFlowDir: geo.Down,
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start: gg.Str("c"),
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center: geo.Zero.Midpoint(term.WindowSize(), rounder),
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}
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214
gim/view.go
214
gim/view.go
@ -1,99 +1,169 @@
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package main
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import (
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"sort"
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"github.com/mediocregopher/ginger/gg"
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"github.com/mediocregopher/ginger/gim/constraint"
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"github.com/mediocregopher/ginger/gim/geo"
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"github.com/mediocregopher/ginger/gim/terminal"
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)
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type view struct {
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g *gg.Graph
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flowDir geo.XY
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start gg.Str
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center geo.XY
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}
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// "Solves" vertex position by detemining relative positions of vertices in
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// primary and secondary directions (independently), with relative positions
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// being described by "levels", where multiple vertices can occupy one level.
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//
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// Primary determines relative position in the primary direction by trying
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// to place vertices before their outs and after their ins.
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//
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// Secondary determines relative position in the secondary direction by
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// trying to place vertices relative to vertices they share an edge with in
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// the order that the edges appear on the shared node.
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func posSolve(g *gg.Graph) [][]*gg.Vertex {
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primEng := constraint.NewEngine()
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secEng := constraint.NewEngine()
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func (v *view) draw(term *terminal.Terminal) {
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// level 0 is at the bottom of the screen, cause life is easier that way
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levels := map[*gg.Vertex]int{}
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getLevel := func(v *gg.Vertex) int {
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// if any of the tos have a level, this will be greater than the max
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toMax := -1
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for _, e := range v.Out {
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lvl, ok := levels[e.To]
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if !ok {
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continue
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} else if lvl > toMax {
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toMax = lvl
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}
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}
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if toMax >= 0 {
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return toMax + 1
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}
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// otherwise level is 0
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return 0
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}
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v.g.Walk(v.g.Value(v.start), func(v *gg.Vertex) bool {
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levels[v] = getLevel(v)
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return true
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})
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// consolidate by level
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byLevel := map[int][]*gg.Vertex{}
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maxLvl := -1
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for v, lvl := range levels {
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byLevel[lvl] = append(byLevel[lvl], v)
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if lvl > maxLvl {
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maxLvl = lvl
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}
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}
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// create boxes
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boxes := map[*gg.Vertex]*box{}
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for lvl := 0; lvl <= maxLvl; lvl++ {
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vv := byLevel[lvl]
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for i, v := range vv {
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b := boxFromVertex(v, geo.Right)
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bSize := b.rect().Size
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// TODO make this dependent on flowDir
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b.topLeft = geo.XY{
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10*(i-(len(vv)/2)) - (bSize[0] / 2),
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lvl * -10,
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}
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boxes[v] = &b
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}
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}
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// create lines
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var lines []line
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for v := range levels {
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b := boxes[v]
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strM := g.ByID()
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for vID, v := range strM {
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var prevIn *gg.Vertex
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for _, e := range v.In {
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bFrom := boxes[e.From]
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lines = append(lines, line{bFrom, b})
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primEng.AddConstraint(constraint.Constraint{
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Elem: e.From.ID,
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LT: vID,
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})
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if prevIn != nil {
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secEng.AddConstraint(constraint.Constraint{
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Elem: prevIn.ID,
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LT: e.From.ID,
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})
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}
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prevIn = e.From
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}
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var prevOut *gg.Vertex
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for _, e := range v.Out {
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if prevOut == nil {
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continue
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}
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secEng.AddConstraint(constraint.Constraint{
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Elem: prevOut.ID,
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LT: e.To.ID,
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})
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prevOut = e.To
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}
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}
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prim := primEng.Solve()
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sec := secEng.Solve()
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// determine maximum primary level
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var maxPrim int
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for _, lvl := range prim {
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if lvl > maxPrim {
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maxPrim = lvl
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}
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}
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// translate all boxes so the graph is centered around v.center. Since the
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// lines use pointers to the boxes this will update them as well
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outStr := make([][]string, maxPrim+1)
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for v, lvl := range prim {
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outStr[lvl] = append(outStr[lvl], v)
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}
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// sort each primary level
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for _, vv := range outStr {
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sort.Slice(vv, func(i, j int) bool {
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return sec[vv[i]] < sec[vv[j]]
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})
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}
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// convert to vertices
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out := make([][]*gg.Vertex, len(outStr))
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for i, vv := range outStr {
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out[i] = make([]*gg.Vertex, len(outStr[i]))
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for j, v := range vv {
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out[i][j] = strM[v]
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}
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}
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return out
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}
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// mutates the boxes to be centered around the given point, keeping their
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// relative position to each other
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func centerBoxes(boxes []*box, around geo.XY) {
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var graphRect geo.Rect
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for _, b := range boxes {
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graphRect = graphRect.Union(b.rect())
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}
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graphMid := graphRect.Center(rounder)
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delta := v.center.Sub(graphMid)
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delta := around.Sub(graphMid)
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for _, b := range boxes {
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b.topLeft = b.topLeft.Add(delta)
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}
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}
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type view struct {
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g *gg.Graph
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primFlowDir, secFlowDir geo.XY
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start gg.Str
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center geo.XY
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}
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func (view *view) draw(term *terminal.Terminal) {
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relPos := posSolve(view.g)
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// create boxes
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var boxes []*box
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boxesM := map[*box]*gg.Vertex{}
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boxesMr := map[*gg.Vertex]*box{}
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const (
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primPadding = 5
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secPadding = 3
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)
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var primPos int
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for _, vv := range relPos {
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var primBoxes []*box // boxes on just this level
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var maxPrim int
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var secPos int
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for _, v := range vv {
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primVec := view.primFlowDir.Scale(primPos)
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secVec := view.secFlowDir.Scale(secPos)
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b := boxFromVertex(v, view.primFlowDir)
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b.topLeft = primVec.Add(secVec)
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boxes = append(boxes, &b)
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primBoxes = append(primBoxes, &b)
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boxesM[&b] = v
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boxesMr[v] = &b
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bSize := b.rect().Size
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primBoxLen := bSize.Mul(view.primFlowDir).Len(rounder)
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secBoxLen := bSize.Mul(view.secFlowDir).Len(rounder)
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if primBoxLen > maxPrim {
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maxPrim = primBoxLen
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}
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secPos += secBoxLen + secPadding
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}
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centerBoxes(primBoxes, view.primFlowDir.Scale(primPos))
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primPos += maxPrim + primPadding
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}
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// create lines
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var lines []line
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for _, b := range boxes {
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v := boxesM[b]
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for _, e := range v.In {
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bFrom := boxesMr[e.From]
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lines = append(lines, line{bFrom, b})
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}
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}
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// translate all boxes so the graph is centered around v.center
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centerBoxes(boxes, view.center)
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// actually draw the boxes and lines
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for _, box := range boxes {
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box.draw(term)
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for _, b := range boxes {
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b.draw(term)
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}
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for _, line := range lines {
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line.draw(term, v.flowDir)
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line.draw(term, view.primFlowDir)
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}
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}
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