WIP gim: render graphs in the view package using new fancy algorithm

This commit is contained in:
Brian Picciano 2018-06-08 04:03:13 +00:00
parent c277bab368
commit 7d42bafad4
2 changed files with 63 additions and 3 deletions

View File

@ -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 {

View File

@ -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
}