1 | #region License Information
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2 |
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3 | /* HeuristicLab
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4 | * Copyright (C) Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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5 | *
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6 | * This file is part of HeuristicLab.
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7 | *
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8 | * HeuristicLab is free software: you can redistribute it and/or modify
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9 | * it under the terms of the GNU General Public License as published by
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10 | * the Free Software Foundation, either version 3 of the License, or
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11 | * (at your option) any later version.
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12 | *
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13 | * HeuristicLab is distributed in the hope that it will be useful,
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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16 | * GNU General Public License for more details.
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17 | *
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18 | * You should have received a copy of the GNU General Public License
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19 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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20 | */
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21 |
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22 | #endregion
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23 |
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24 | using System;
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25 | using System.Collections.Generic;
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26 | using System.Linq;
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27 |
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28 | namespace HeuristicLab.Encodings.SymbolicExpressionTreeEncoding.Views {
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29 | public class BoxesLayoutEngine<T> : ILayoutEngine<T> where T : class {
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30 | public int NodeWidth { get; set; }
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31 | public int NodeHeight { get; set; }
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32 | public int HorizontalSpacing { get; set; }
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33 | public int VerticalSpacing { get; set; }
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34 |
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35 | private readonly Func<T, IEnumerable<T>> GetChildren;
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36 | private readonly Func<T, int> GetLength;
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37 | private readonly Func<T, int> GetDepth;
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38 |
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39 | public BoxesLayoutEngine(Func<T, IEnumerable<T>> GetChildren, Func<T, int> GetLength, Func<T, int> GetDepth) {
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40 | if (GetChildren == null) throw new ArgumentNullException("GetChildren");
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41 | if (GetLength == null) throw new ArgumentNullException("GetLength");
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42 | if (GetDepth == null) throw new ArgumentNullException("GetDepth");
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43 |
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44 | this.GetChildren = GetChildren;
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45 | this.GetLength = GetLength;
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46 | this.GetDepth = GetDepth;
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47 | }
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48 |
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49 |
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50 | public IEnumerable<VisualTreeNode<T>> CalculateLayout(T root, float width, float height) {
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51 | var nodeMap = new Dictionary<T, VisualTreeNode<T>>();
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52 | CreateVisualNodes(root, nodeMap);
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53 | RecursiveLayout(nodeMap, nodeMap[root], 0, 0, (int)Math.Round(width), (int)Math.Round(height) / GetDepth(root));
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54 | return nodeMap.Values;
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55 | }
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56 |
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57 | private void CreateVisualNodes(T root, Dictionary<T, VisualTreeNode<T>> map) {
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58 | var node = new VisualTreeNode<T>(root) {
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59 | PreferredWidth = NodeWidth,
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60 | PreferredHeight = NodeHeight
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61 | };
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62 |
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63 | map.Add(root, node);
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64 | var children = GetChildren(root).ToList();
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65 | if (children.Any()) {
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66 | foreach (var child in children) {
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67 | CreateVisualNodes(child, map);
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68 | }
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69 | }
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70 | }
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71 |
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72 | private void RecursiveLayout(Dictionary<T, VisualTreeNode<T>> nodeMap, VisualTreeNode<T> visualTreeNode, int x, int y, int width, int height) {
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73 | float center_x = x + width / 2;
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74 | float center_y = y + height / 2;
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75 | int actualWidth = width - HorizontalSpacing;
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76 | int actualHeight = height - VerticalSpacing;
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77 |
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78 | //calculate size of node
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79 | if (actualWidth >= visualTreeNode.PreferredWidth && actualHeight >= visualTreeNode.PreferredHeight) {
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80 | visualTreeNode.Width = visualTreeNode.PreferredWidth;
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81 | visualTreeNode.Height = visualTreeNode.PreferredHeight;
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82 | visualTreeNode.X = (int)center_x - visualTreeNode.Width / 2;
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83 | visualTreeNode.Y = (int)center_y - visualTreeNode.Height / 2;
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84 | }
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85 | //width too small to draw in desired sized
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86 | else if (actualWidth < visualTreeNode.PreferredWidth && actualHeight >= visualTreeNode.PreferredHeight) {
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87 | visualTreeNode.Width = actualWidth;
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88 | visualTreeNode.Height = visualTreeNode.PreferredHeight;
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89 | visualTreeNode.X = x;
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90 | visualTreeNode.Y = (int)center_y - visualTreeNode.Height / 2;
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91 | }
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92 | //height too small to draw in desired sized
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93 | else if (actualWidth >= visualTreeNode.PreferredWidth && actualHeight < visualTreeNode.PreferredHeight) {
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94 | visualTreeNode.Width = visualTreeNode.PreferredWidth;
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95 | visualTreeNode.Height = actualHeight;
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96 | visualTreeNode.X = (int)center_x - visualTreeNode.Width / 2;
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97 | visualTreeNode.Y = y;
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98 | }
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99 | //width and height too small to draw in desired size
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100 | else {
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101 | visualTreeNode.Width = actualWidth;
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102 | visualTreeNode.Height = actualHeight;
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103 | visualTreeNode.X = x;
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104 | visualTreeNode.Y = y;
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105 | }
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106 | //calculate areas for the subtrees according to their tree size
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107 | var node = visualTreeNode.Content;
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108 | var children = GetChildren(node).ToList();
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109 | int[] xBoundaries = new int[children.Count + 1];
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110 | xBoundaries[0] = x;
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111 | for (int i = 0; i < children.Count; i++) {
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112 | xBoundaries[i + 1] = (int)(xBoundaries[i] + (width * (double)GetLength(children[i])) / (GetLength(node) - 1));
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113 | RecursiveLayout(nodeMap, nodeMap[children[i]], xBoundaries[i], y + height, xBoundaries[i + 1] - xBoundaries[i], height);
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114 | }
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115 | }
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116 | }
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117 | }
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