#region License Information
/* HeuristicLab
* Copyright (C) Heuristic and Evolutionary Algorithms Laboratory (HEAL)
*
* This file is part of HeuristicLab.
*
* HeuristicLab is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* HeuristicLab is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with HeuristicLab. If not, see .
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
namespace HeuristicLab.Encodings.SymbolicExpressionTreeEncoding.Views {
public class BoxesLayoutEngine : ILayoutEngine where T : class {
public int NodeWidth { get; set; }
public int NodeHeight { get; set; }
public int HorizontalSpacing { get; set; }
public int VerticalSpacing { get; set; }
private readonly Func> GetChildren;
private readonly Func GetLength;
private readonly Func GetDepth;
public BoxesLayoutEngine(Func> GetChildren, Func GetLength, Func GetDepth) {
if (GetChildren == null) throw new ArgumentNullException("GetChildren");
if (GetLength == null) throw new ArgumentNullException("GetLength");
if (GetDepth == null) throw new ArgumentNullException("GetDepth");
this.GetChildren = GetChildren;
this.GetLength = GetLength;
this.GetDepth = GetDepth;
}
public IEnumerable> CalculateLayout(T root, float width, float height) {
var nodeMap = new Dictionary>();
CreateVisualNodes(root, nodeMap);
RecursiveLayout(nodeMap, nodeMap[root], 0, 0, (int)Math.Round(width), (int)Math.Round(height) / GetDepth(root));
return nodeMap.Values;
}
private void CreateVisualNodes(T root, Dictionary> map) {
var node = new VisualTreeNode(root) {
PreferredWidth = NodeWidth,
PreferredHeight = NodeHeight
};
map.Add(root, node);
var children = GetChildren(root).ToList();
if (children.Any()) {
foreach (var child in children) {
CreateVisualNodes(child, map);
}
}
}
private void RecursiveLayout(Dictionary> nodeMap, VisualTreeNode visualTreeNode, int x, int y, int width, int height) {
float center_x = x + width / 2;
float center_y = y + height / 2;
int actualWidth = width - HorizontalSpacing;
int actualHeight = height - VerticalSpacing;
//calculate size of node
if (actualWidth >= visualTreeNode.PreferredWidth && actualHeight >= visualTreeNode.PreferredHeight) {
visualTreeNode.Width = visualTreeNode.PreferredWidth;
visualTreeNode.Height = visualTreeNode.PreferredHeight;
visualTreeNode.X = (int)center_x - visualTreeNode.Width / 2;
visualTreeNode.Y = (int)center_y - visualTreeNode.Height / 2;
}
//width too small to draw in desired sized
else if (actualWidth < visualTreeNode.PreferredWidth && actualHeight >= visualTreeNode.PreferredHeight) {
visualTreeNode.Width = actualWidth;
visualTreeNode.Height = visualTreeNode.PreferredHeight;
visualTreeNode.X = x;
visualTreeNode.Y = (int)center_y - visualTreeNode.Height / 2;
}
//height too small to draw in desired sized
else if (actualWidth >= visualTreeNode.PreferredWidth && actualHeight < visualTreeNode.PreferredHeight) {
visualTreeNode.Width = visualTreeNode.PreferredWidth;
visualTreeNode.Height = actualHeight;
visualTreeNode.X = (int)center_x - visualTreeNode.Width / 2;
visualTreeNode.Y = y;
}
//width and height too small to draw in desired size
else {
visualTreeNode.Width = actualWidth;
visualTreeNode.Height = actualHeight;
visualTreeNode.X = x;
visualTreeNode.Y = y;
}
//calculate areas for the subtrees according to their tree size
var node = visualTreeNode.Content;
var children = GetChildren(node).ToList();
int[] xBoundaries = new int[children.Count + 1];
xBoundaries[0] = x;
for (int i = 0; i < children.Count; i++) {
xBoundaries[i + 1] = (int)(xBoundaries[i] + (width * (double)GetLength(children[i])) / (GetLength(node) - 1));
RecursiveLayout(nodeMap, nodeMap[children[i]], xBoundaries[i], y + height, xBoundaries[i + 1] - xBoundaries[i], height);
}
}
}
}