[9970] | 1 |
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| 2 | using System;
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| 3 | using System.Collections.Generic;
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| 4 | using System.Drawing;
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| 5 | using System.Linq;
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| 6 |
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[10520] | 7 | namespace HeuristicLab.Encodings.SymbolicExpressionTreeEncoding.Views {
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| 8 | public class ReingoldTilfordLayoutEngine<T> : ILayoutEngine<T> where T : class {
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| 9 | public int NodeWidth { get; set; }
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| 10 | public int NodeHeight { get; set; }
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| 11 | private int minHorizontalSpacing = 5;
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| 12 | public int HorizontalSpacing {
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| 13 | get { return minHorizontalSpacing; }
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| 14 | set { minHorizontalSpacing = value; }
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| 15 | }
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[9970] | 16 |
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[10520] | 17 | private int minVerticalSpacing = 5;
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| 18 | public int VerticalSpacing {
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| 19 | get { return minVerticalSpacing; }
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| 20 | set { minVerticalSpacing = value; }
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| 21 | }
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| 22 |
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[11120] | 23 | private readonly Func<T, IEnumerable<T>> GetChildren;
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[10520] | 24 |
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[11120] | 25 | public ReingoldTilfordLayoutEngine(Func<T, IEnumerable<T>> GetChildren) {
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| 26 | this.GetChildren = GetChildren;
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[9970] | 27 | }
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| 28 |
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[11120] | 29 | public IEnumerable<VisualTreeNode<T>> CalculateLayout(T root) {
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| 30 | return CalculateLayout(root, 0, 0);
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[10520] | 31 | }
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[9970] | 32 |
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[11120] | 33 | public IEnumerable<VisualTreeNode<T>> CalculateLayout(T root, float width, float height) {
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| 34 | Dictionary<T, LayoutNode<T>> layoutNodeMap = new Dictionary<T, LayoutNode<T>>();
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| 35 | var layoutRoot = new LayoutNode<T> { Content = root, Width = NodeWidth, Height = NodeHeight, };
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| 36 | layoutRoot.Ancestor = layoutRoot;
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| 37 | Expand(layoutRoot, layoutNodeMap);
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| 38 |
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| 39 | FirstWalk(layoutRoot);
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| 40 | SecondWalk(layoutRoot, -layoutRoot.Prelim);
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| 41 | NormalizeCoordinates(layoutNodeMap.Values);
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[15118] | 42 | if (width > 0 && height > 0) {
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[11120] | 43 | FitToBounds(width, height, layoutNodeMap.Values);
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| 44 | Center(width, height, layoutNodeMap.Values);
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| 45 | }
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| 46 |
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| 47 | return layoutNodeMap.Values.Select(x => new VisualTreeNode<T>(x.Content) {
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| 48 | Width = (int)Math.Round(x.Width),
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| 49 | Height = (int)Math.Round(x.Height),
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| 50 | X = (int)Math.Round(x.X),
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| 51 | Y = (int)Math.Round(x.Y)
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| 52 | });
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[10520] | 53 | }
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| 54 |
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[11120] | 55 | private void Expand(LayoutNode<T> lRoot, Dictionary<T, LayoutNode<T>> map) {
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| 56 | map.Add(lRoot.Content, lRoot);
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[10520] | 57 | var children = GetChildren(lRoot.Content).ToList();
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| 58 | if (!children.Any()) return;
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| 59 | lRoot.Children = new List<LayoutNode<T>>(children.Count);
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| 60 | for (int i = 0; i < children.Count; ++i) {
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| 61 | var node = new LayoutNode<T> {
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| 62 | Content = children[i],
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| 63 | Number = i,
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| 64 | Parent = lRoot,
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| 65 | Level = lRoot.Level + 1,
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| 66 | Width = NodeWidth,
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| 67 | Height = NodeHeight
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| 68 | };
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| 69 | node.Ancestor = node;
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| 70 | lRoot.Children.Add(node);
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[11120] | 71 | Expand(node, map);
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[10520] | 72 | }
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| 73 | }
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| 74 |
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| 75 |
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[9970] | 76 | /// <summary>
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[10520] | 77 | /// Transform LayoutNode coordinates so that all coordinates are positive and start from (0,0)
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[9970] | 78 | /// </summary>
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[11120] | 79 | private static void NormalizeCoordinates(IEnumerable<LayoutNode<T>> nodes) {
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[9970] | 80 | float xmin = 0, ymin = 0;
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[10520] | 81 | foreach (var node in nodes) {
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| 82 | if (xmin > node.X) xmin = node.X;
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| 83 | if (ymin > node.Y) ymin = node.Y;
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[9970] | 84 | }
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[10520] | 85 | foreach (var node in nodes) {
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| 86 | node.X -= xmin;
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| 87 | node.Y -= ymin;
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[9970] | 88 | }
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| 89 | }
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| 90 |
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[11120] | 91 | private void Center(float width, float height, IEnumerable<LayoutNode<T>> nodes) {
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[10520] | 92 | // center layout on screen
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[11120] | 93 | var bounds = Bounds(nodes);
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[10520] | 94 | float dx = 0, dy = 0;
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| 95 | if (width > bounds.Width) { dx = (width - bounds.Width) / 2f; }
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| 96 | if (height > bounds.Height) { dy = (height - bounds.Height) / 2f; }
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[11120] | 97 | foreach (var node in nodes) { node.Translate(dx, dy); }
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[10520] | 98 | }
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| 99 |
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[11120] | 100 | private void FitToBounds(float width, float height, IEnumerable<LayoutNode<T>> nodes) {
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| 101 | var bounds = Bounds(nodes);
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[10520] | 102 | var myWidth = bounds.Width;
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| 103 | var myHeight = bounds.Height;
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| 104 |
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| 105 | if (myWidth <= width && myHeight <= height) return; // no need to fit since we are within bounds
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| 106 |
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[11120] | 107 | var layers = nodes.GroupBy(node => node.Level, node => node).ToList();
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[10520] | 108 |
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| 109 | if (myWidth > width) {
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| 110 | // need to scale horizontally
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| 111 | float x = width / myWidth;
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| 112 | foreach (var node in layers.SelectMany(g => g)) {
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| 113 | node.X *= x;
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| 114 | node.Width *= x;
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| 115 | }
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| 116 | float spacing = minHorizontalSpacing * x;
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| 117 | foreach (var layer in layers) {
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[11120] | 118 | var nodesLayer = layer.ToList();
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[10520] | 119 | float minWidth = float.MaxValue;
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[11120] | 120 | for (int i = 0; i < nodesLayer.Count - 1; ++i) { minWidth = Math.Min(minWidth, nodesLayer[i + 1].X - nodesLayer[i].X); }
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[10520] | 121 | float w = Math.Min(NodeWidth, minWidth - spacing);
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[11120] | 122 | foreach (var node in nodesLayer) {
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[10520] | 123 | node.X += (node.Width - w) / 2f;
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| 124 | node.Width = w;
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| 125 | //this is a simple solution to ensure that the leftmost and rightmost nodes are not drawn partially offscreen due to scaling and offset
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| 126 | //this should work well enough 99.9% of the time with no noticeable visual difference
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| 127 | if (node.X < 0) {
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| 128 | node.Width += node.X;
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| 129 | node.X = 0;
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| 130 | } else if (node.X + node.Width > width) {
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| 131 | node.Width = width - node.X;
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| 132 | }
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| 133 | }
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| 134 | }
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| 135 | }
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| 136 | if (myHeight > height) {
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| 137 | // need to scale vertically
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| 138 | float x = height / myHeight;
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| 139 | foreach (var node in layers.SelectMany(g => g)) {
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| 140 | node.Y *= x;
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| 141 | node.Height *= x;
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| 142 | }
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| 143 | }
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| 144 | }
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| 145 |
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[9970] | 146 |
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| 147 | /// <summary>
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| 148 | /// Returns the bounding box for this layout. When the layout is normalized, the rectangle should be [0,0,xmin,xmax].
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| 149 | /// </summary>
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| 150 | /// <returns></returns>
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[11120] | 151 | private RectangleF Bounds(IEnumerable<LayoutNode<T>> nodes) {
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[10520] | 152 | float xmin = 0, xmax = 0, ymin = 0, ymax = 0;
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[11120] | 153 | foreach (LayoutNode<T> node in nodes) {
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[10520] | 154 | float x = node.X, y = node.Y;
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[9970] | 155 | if (xmin > x) xmin = x;
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| 156 | if (xmax < x) xmax = x;
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| 157 | if (ymin > y) ymin = y;
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| 158 | if (ymax < y) ymax = y;
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| 159 | }
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[15118] | 160 | return new RectangleF(xmin, ymin, xmax + NodeWidth, ymax + NodeHeight);
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[9970] | 161 | }
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| 162 |
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[10520] | 163 | #region methods specific to the reingold-tilford layout algorithm
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[10471] | 164 | private void FirstWalk(LayoutNode<T> v) {
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| 165 | LayoutNode<T> w;
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[9970] | 166 | if (v.IsLeaf) {
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| 167 | w = v.LeftSibling;
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| 168 | if (w != null) {
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[10520] | 169 | v.Prelim = w.Prelim + minHorizontalSpacing + NodeWidth;
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[9970] | 170 | }
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| 171 | } else {
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| 172 | var defaultAncestor = v.Children[0]; // leftmost child
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| 173 |
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| 174 | foreach (var child in v.Children) {
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| 175 | FirstWalk(child);
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| 176 | Apportion(child, ref defaultAncestor);
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| 177 | }
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| 178 | ExecuteShifts(v);
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| 179 | var leftmost = v.Children.First();
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| 180 | var rightmost = v.Children.Last();
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| 181 | float midPoint = (leftmost.Prelim + rightmost.Prelim) / 2;
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| 182 | w = v.LeftSibling;
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| 183 | if (w != null) {
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[10520] | 184 | v.Prelim = w.Prelim + minHorizontalSpacing + NodeWidth;
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[9970] | 185 | v.Mod = v.Prelim - midPoint;
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| 186 | } else {
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| 187 | v.Prelim = midPoint;
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| 188 | }
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| 189 | }
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| 190 | }
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| 191 |
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[10471] | 192 | private void SecondWalk(LayoutNode<T> v, float m) {
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[9970] | 193 | v.X = v.Prelim + m;
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[10520] | 194 | v.Y = v.Level * (minVerticalSpacing + NodeHeight);
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[9970] | 195 | if (v.IsLeaf) return;
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| 196 | foreach (var child in v.Children) {
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| 197 | SecondWalk(child, m + v.Mod);
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| 198 | }
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| 199 | }
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| 200 |
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[10471] | 201 | private void Apportion(LayoutNode<T> v, ref LayoutNode<T> defaultAncestor) {
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[9970] | 202 | var w = v.LeftSibling;
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| 203 | if (w == null) return;
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[10471] | 204 | LayoutNode<T> vip = v;
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| 205 | LayoutNode<T> vop = v;
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| 206 | LayoutNode<T> vim = w;
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| 207 | LayoutNode<T> vom = vip.LeftmostSibling;
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[9970] | 208 |
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| 209 | float sip = vip.Mod;
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| 210 | float sop = vop.Mod;
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| 211 | float sim = vim.Mod;
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| 212 | float som = vom.Mod;
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| 213 |
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| 214 | while (vim.NextRight != null && vip.NextLeft != null) {
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| 215 | vim = vim.NextRight;
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| 216 | vip = vip.NextLeft;
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| 217 | vom = vom.NextLeft;
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| 218 | vop = vop.NextRight;
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| 219 | vop.Ancestor = v;
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[10520] | 220 | float shift = (vim.Prelim + sim) - (vip.Prelim + sip) + minHorizontalSpacing + NodeWidth;
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[9970] | 221 | if (shift > 0) {
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| 222 | var ancestor = Ancestor(vim, v) ?? defaultAncestor;
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| 223 | MoveSubtree(ancestor, v, shift);
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| 224 | sip += shift;
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| 225 | sop += shift;
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| 226 | }
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| 227 | sim += vim.Mod;
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| 228 | sip += vip.Mod;
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| 229 | som += vom.Mod;
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| 230 | sop += vop.Mod;
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| 231 | }
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| 232 | if (vim.NextRight != null && vop.NextRight == null) {
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| 233 | vop.Thread = vim.NextRight;
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| 234 | vop.Mod += (sim - sop);
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| 235 | }
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| 236 | if (vip.NextLeft != null && vom.NextLeft == null) {
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| 237 | vom.Thread = vip.NextLeft;
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| 238 | vom.Mod += (sip - som);
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| 239 | defaultAncestor = v;
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| 240 | }
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| 241 | }
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| 242 |
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[10471] | 243 | private void MoveSubtree(LayoutNode<T> wm, LayoutNode<T> wp, float shift) {
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| 244 | int subtrees = wp.Number - wm.Number; // TODO: Investigate possible bug (if the value ever happens to be zero) - happens when the tree is actually a graph (but that's outside the use case of this algorithm which only works with trees)
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| 245 | if (subtrees == 0) throw new Exception("MoveSubtree failed: check if object is really a tree (no cycles)");
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[9970] | 246 | wp.Change -= shift / subtrees;
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| 247 | wp.Shift += shift;
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| 248 | wm.Change += shift / subtrees;
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| 249 | wp.Prelim += shift;
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| 250 | wp.Mod += shift;
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| 251 | }
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| 252 |
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[10471] | 253 | private void ExecuteShifts(LayoutNode<T> v) {
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[9970] | 254 | if (v.IsLeaf) return;
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| 255 | float shift = 0;
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| 256 | float change = 0;
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| 257 | for (int i = v.Children.Count - 1; i >= 0; --i) {
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| 258 | var w = v.Children[i];
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| 259 | w.Prelim += shift;
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| 260 | w.Mod += shift;
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| 261 | change += w.Change;
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| 262 | shift += (w.Shift + change);
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| 263 | }
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| 264 | }
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| 265 |
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[10471] | 266 | private LayoutNode<T> Ancestor(LayoutNode<T> u, LayoutNode<T> v) {
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[9970] | 267 | var ancestor = u.Ancestor;
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| 268 | if (ancestor == null) return null;
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| 269 | return ancestor.Parent == v.Parent ? ancestor : null;
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| 270 | }
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[10520] | 271 | #endregion
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[9970] | 272 | }
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| 273 | }
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