[11120] | 1 | #region License Information
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| 2 |
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| 3 | /* HeuristicLab
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[12009] | 4 | * Copyright (C) 2002-2015 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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[11120] | 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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[10520] | 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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[11120] | 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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[10520] | 38 |
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[11120] | 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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[10520] | 43 |
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[11120] | 44 | this.GetChildren = GetChildren;
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| 45 | this.GetLength = GetLength;
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| 46 | this.GetDepth = GetDepth;
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[10520] | 47 | }
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| 48 |
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| 49 |
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[11120] | 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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[10520] | 55 | }
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| 56 |
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[11120] | 57 | private void CreateVisualNodes(T root, Dictionary<T, VisualTreeNode<T>> map) {
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[10520] | 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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[11120] | 62 |
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| 63 | map.Add(root, node);
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[10520] | 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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[11120] | 67 | CreateVisualNodes(child, map);
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[10520] | 68 | }
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| 69 | }
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| 70 | }
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| 71 |
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[11120] | 72 | private void RecursiveLayout(Dictionary<T, VisualTreeNode<T>> nodeMap, VisualTreeNode<T> visualTreeNode, int x, int y, int width, int height) {
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[10520] | 73 | float center_x = x + width / 2;
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| 74 | float center_y = y + height / 2;
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[11120] | 75 | int actualWidth = width - HorizontalSpacing;
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[10520] | 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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[11120] | 106 | //calculate areas for the subtrees according to their tree size
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[10520] | 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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[11120] | 113 | RecursiveLayout(nodeMap, nodeMap[children[i]], xBoundaries[i], y + height, xBoundaries[i + 1] - xBoundaries[i], height);
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[10520] | 114 | }
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| 115 | }
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| 116 | }
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| 117 | }
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