diff --git a/gim/view/box.go b/gim/view/box.go index 654e8d2..cf64152 100644 --- a/gim/view/box.go +++ b/gim/view/box.go @@ -12,9 +12,8 @@ type box struct { topLeft geo.XY flowDir geo.XY numIn, numOut int + buf *terminal.Buffer bodyBuf *terminal.Buffer - - transparent bool } func boxFromVertex(v *gg.Vertex, flowDir geo.XY) box { diff --git a/gim/view/view.go b/gim/view/view.go index 0530bcc..11c64f6 100644 --- a/gim/view/view.go +++ b/gim/view/view.go @@ -1,4 +1,65 @@ // 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 ( @@ -14,7 +75,7 @@ import ( // generates renderable terminal output for it. type View struct { g *gg.Graph - start gg.Value + start gg.Value // TODO shouldn't need this primFlowDir, secFlowDir geo.XY }