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#include "TechTreeLayout.h"
#include "../universe/Tech.h"
#include "../util/Logger.h"
#include <algorithm>
#include <cmath>
namespace {
constexpr int NODE_CELL_HEIGHT = 2;
constexpr int LINE_CELL_HEIGHT = 1;
}
//////////////////
// class Column //
//////////////////
bool TechTreeLayout::Column::Fit(int index, TechTreeLayout::Node* node) {
if (0 >= index)
return false;
std::size_t idx = static_cast<std::size_t>(index);
const auto size = column.size();
if (idx + node->weight > size)
column.resize(idx + node->weight, nullptr);
for (auto j = idx + node->weight; j-->idx; ) {
if (column[j] != nullptr && column[j] != node)
return false;
}
return true;
}
int TechTreeLayout::Column::ClosestFreeIndex(int index, TechTreeLayout::Node* node) {
// search for free node nearest to ideal index:
// start at ideal, then search in adjacent indices above and below
// in order of increasing distance to find a free spot.
int step = 0;
int i = index;
while (true) {
i = i - step;
step = step + 1;
if (Fit(i, node))
return i;
i = i + step;
step = step + 1;
if (Fit(i, node))
return i;
}
return -1; //should never happen :-)
}
bool TechTreeLayout::Column::Place(int index, TechTreeLayout::Node* node) {
if (Fit(index, node)) {
for (int i = index + node->weight; i-->index; )
column[i] = node;
node->row = index;
return true;
}
return false;
}
////////////////
// class Edge //
////////////////
TechTreeLayout::Edge::Edge(std::string from, std::string to, uint32_t points) :
m_from(std::move(from)),
m_to(std::move(to))
{
m_points.reserve(points);
assert(GetTech(m_from) && GetTech(m_to));
}
void TechTreeLayout::Edge::Debug() const {
DebugLogger() << "Edge " << m_from << "-> " << m_to << ": ";
for (const auto& [f, s] : m_points)
DebugLogger() << "(" << f << "," << s << ") ";
DebugLogger() << "\n";
}
TechTreeLayout::~TechTreeLayout() {
for (Node* node : m_nodes)
delete node;
}
/** creates and initialises all nodes
* @param column_width width of each column
* @param row_height height of each row
* @param x_margin horizontal part of arrow before changing direction to child node */
void TechTreeLayout::DoLayout(double column_width, double row_height, double x_margin) {
assert(column_width > 0 && row_height > 0);
double internal_height = row_height / NODE_CELL_HEIGHT; // node has NODE_CELL_HEIGHT rows internally
//1. set all node depths from root parents
for (Node* node : m_nodes)
if (node->parents.empty())
node->SetDepthRecursive(0); // also sets all children's depths
// find max node depth
int max_node_depth = 0;
for (Node* node : m_nodes)
max_node_depth = std::max(max_node_depth, node->depth);
//2. create placeholder nodes
DebugLogger() << "TechTreeLayout::DoLayout creating placeholder nodes...";
std::vector<Node*> raw_nodes = m_nodes; // just iterator over initial nodes, not also over the placeholders
for (Node* node : raw_nodes)
node->CreatePlaceHolder(m_nodes);
//3. put nodes into containers for each depth column
std::vector<std::vector<Node*>> tree_layers(max_node_depth + 1);
for (Node* node : m_nodes) {
assert((node->depth >= 0) && (node->depth < static_cast<int>(tree_layers.size())));
tree_layers[node->depth].push_back(node);
}
// Sort nodes within each layer
for (auto& layer : tree_layers)
std::sort(layer.begin(), layer.end(), [](Node* l, Node* r) -> bool { return *l < *r; });
//4. do layout
std::vector<Column> row_index = std::vector<Column>(tree_layers.size());
// in what order do columns receive nodes?
std::vector<int> column_order;
column_order.reserve(tree_layers.size());
// start with column with most nodes, progess outwards from it
int first_column = 0;
unsigned int max_column_nodes = 0;
for (unsigned int i = 0; i < tree_layers.size(); ++i) {
if (tree_layers[i].size() > max_column_nodes) {
max_column_nodes = tree_layers[i].size();
first_column = i;
}
}
// progress outwards from initial column
column_order.push_back(first_column);
int next_column = column_order[0] + 1;
int prev_column = column_order[0] - 1;
while (column_order.size() < tree_layers.size()) {
if (prev_column >= 0) {
column_order.push_back(prev_column);
prev_column--;
}
if (next_column < static_cast<int>(tree_layers.size())) {
column_order.push_back(next_column);
next_column++;
}
}
// distribute tech nodes over the table, one column at a time
for (int column : column_order) {
std::string current_category;
for (Node* node : tree_layers[column]) {
const Tech* node_tech = GetTech(node->tech_name);
const std::string& node_category = node_tech ? node_tech->Category() : "";
bool new_category = node_category != current_category;
node->DoLayout(row_index, new_category);
current_category = node_category;
}
}
// optimize layout, every node gets a rating if moving would shorten the distance to it's family
// if the movement is possible either if the place if free or the neighbour has the opposite wish
bool movement = true;
while (movement) {
movement = false;
for (unsigned int i = m_nodes.size(); i --> 0;) {
if (m_nodes[i]->Wobble(row_index[m_nodes[i]->depth])) {
movement = true;
break;
}
}
}
//4.d. count used rows and columns
unsigned int column_count = row_index.size();
unsigned int row_count = 0;
for (int i = row_index.size(); i-->0;) {
unsigned int cur_row_count = 0;
for (unsigned int j = row_index[i].column.size(); j --> 0; ) {
if (row_index[i].column[j]) {
cur_row_count = j;
break;
}
}
row_count = std::max(row_count, cur_row_count);
}
//4.e. set size
for (int i = m_nodes.size(); i --> 0 ; )
m_nodes[i]->CalculateCoordinate(column_width, internal_height);
m_width = column_count * column_width;
m_height = row_count * internal_height;
//5. create edges
for (int i = m_nodes.size(); i --> 0 ; )
m_nodes[i]->CreateEdges(x_margin, column_width, internal_height);
}
const GG::X TechTreeLayout::GetWidth() const
{ return GG::X(static_cast<int>(m_width)); }
const GG::Y TechTreeLayout::GetHeight() const
{ return GG::Y(static_cast<int>(m_height)); }
const TechTreeLayout::Node* TechTreeLayout::GetNode(const std::string & name) const {
auto item = m_node_map.find(name);
if (item == m_node_map.end()) {
DebugLogger() << "TechTreeLayout::getNode: missing node " << name << "\n";
Debug();
throw "node missing";
} else {
return (*item).second;
}
}
void TechTreeLayout::AddNode(const std::string& tech, GG::X width, GG::Y height) {
assert(width > GG::X0 && height > GG::Y0 && GetTech(tech));
auto node = new TechTreeLayout::Node(tech, width, height);
//DebugLogger() << "Adding Node: " << node << " for tech " << tech;
m_nodes.push_back(node);
m_node_map[tech] = node;
}
void TechTreeLayout::AddEdge(const std::string& parent, const std::string& child) {
auto p = m_node_map.find(parent);
auto c = m_node_map.find(child);
assert(p != m_node_map.end() && c != m_node_map.end());
p->second->AddChild(c->second);
}
const std::vector<TechTreeLayout::Edge>& TechTreeLayout::GetOutEdges(const std::string& name) const {
auto item = m_node_map.find(name);
if (item == m_node_map.end()) {
DebugLogger() << "TechTreeLayout::getNode: missing node " << name << "\n";
Debug();
throw "node missing";
} else {
return item->second->outgoing_edges;
}
}
void TechTreeLayout::Debug() const {
for (Node* node : m_nodes)
node->Debug();
}
void TechTreeLayout::Clear() {
//!!! IMPORTANT !!! Node have to be delete in order depth ascending or we will access freed memory!
for (Node* node : m_nodes)
delete node;
m_nodes.clear();
m_node_map.clear();
}
////////////////
// class Node //
////////////////
/**
* creates a node for that tech
*/
TechTreeLayout::Node::Node(std::string tech, GG::X width, GG::Y height) :
weight(NODE_CELL_HEIGHT),
tech_name(std::move(tech)),
m_width(Value(width)),
m_height(Value(height))
{ assert(width > GG::X0 && height > GG::Y0 && GetTech(tech_name)); }
/**
* recursively creates dummy nodes between parent and child
*/
TechTreeLayout::Node::Node(Node* parent, Node* child, std::vector<Node*>& nodes) :
weight(LINE_CELL_HEIGHT),
place_holder(true)
{
assert(parent != 0 && child != 0);
// ensure passed in nodes are valid
if (!parent)
ErrorLogger() << "Node::Node passed null parent";
if (!child)
ErrorLogger() << "Node::Node passed null child";
if (!parent || !child)
return;
//DebugLogger() << "Node::Node given parent " << parent
// << " and child: " << child;
//DebugLogger() << "Node::Node given parent with depth " << parent->depth
// << " and child with depth: " << child->depth;
// ensure there is space to insert node between parent and child nodes
if (child->depth <= parent->depth + 1) {
ErrorLogger() << "no space to insert a dummy node!";
depth = child->depth;
return;
}
//DebugLogger() << "Node::Node adding dummy node: " << this
// << " between parent node tech: " << parent->tech_name
// << " and child node tech: " << child->tech_name;
// add node to main node bookkeeping
nodes.push_back(this);
// copy parent/child connectivity
depth = parent->depth + 1;
tech_name = child->tech_name;
parents.push_back(parent);
children.push_back(child);
primary_child = child;
// update child's parents to point to this node instead of input parent
for (Node*& child_parent_ref : child->parents) {
if (child_parent_ref == parent)
child_parent_ref = this;
}
// update parent's child node pointers to instead point to this node
for (Node*& parent_child_ref : parent->children) {
if (parent_child_ref == child)
parent_child_ref = this;
}
if (parent->primary_child == child)
parent->primary_child = this;
}
const GG::X TechTreeLayout::Node::GetX() const
{ return GG::X(static_cast<int>(m_x)); }
const GG::Y TechTreeLayout::Node::GetY() const
{ return GG::Y(static_cast<int>(m_y)); }
void TechTreeLayout::Node::CalculateCoordinate(double column_width, double row_height) {
m_x = (static_cast<double>(depth) - 0.5) * column_width;
m_y = row * row_height;
}
double TechTreeLayout::Node::CalculateFamilyDistance(int row_) {
int familysize = parents.size() + children.size();
if (familysize == 0)
return 0;
double distance = 0;
for (const Node* node : children)
if (node)
distance += std::abs(node->row - row_);
for (const Node* node : parents)
if (node)
distance += std::abs(node->row - row_);
return distance / familysize;
}
bool TechTreeLayout::Node::Wobble(Column& column) {
double dist, new_dist, s_dist, new_s_dist;
dist = CalculateFamilyDistance(row);
//try to find free space arround optimal position
int closest_free_index = column.ClosestFreeIndex(static_cast<int>(row + dist + 0.5), this);
//check if that space is better
new_dist = CalculateFamilyDistance(closest_free_index);
double improvement = std::abs(dist) - std::abs(new_dist);
if (improvement > 0.25) {
if (column.Fit(closest_free_index, this)) {
for (int i = row + weight; i --> row; )
column.column[i] = nullptr;
column.Place(closest_free_index, this);
//std::cout << m_name << ":" << dist << " -> " << new_dist <<"\n";
return true;
}
}
// no free space found, but might be able to swap positions with another node
// find neighbour
int direction = (dist > 0) ? 1 : -1;
Node* n = nullptr;
int i = row;
// find next node adjacent to node this in requested direction
while (!n || n == this) {
if (i < 0 || i >= static_cast<int>(column.column.size())) {
n = nullptr;
break;
}
n = column.column[i];
i += direction;
}
// try to switch node with neighbour node
if (n) {
s_dist = n->CalculateFamilyDistance(n->row);
new_s_dist = n->CalculateFamilyDistance( row);
new_dist = CalculateFamilyDistance(n->row);
improvement = std::abs(dist) + std::abs(s_dist) - std::abs(new_dist) - std::abs(new_s_dist);
if (improvement > 0.25) { // 0 produces endless loop
if (weight == n->weight) {
for (int ii = 0; ii < weight; ii++) {
column.column[static_cast<std::size_t>(row + ii)] = n;
column.column[static_cast<std::size_t>(n->row + ii)] = this;
}
int t_row = row;
row = n->row;
n->row = t_row;
//std::cout << "(S)" << m_name << ":" << dist << " -> " << new_dist << " & "<< n->m_name << ":" << s_dist << " -> " << new_s_dist << "\n";
return true;
}
}
}
return false;
}
bool TechTreeLayout::Node::operator<(const TechTreeLayout::Node& y) const {
if (depth == y.depth) {
const Tech* this_node_tech = GetTech(tech_name);
assert(this_node_tech);
const Tech* y_node_tech = GetTech(y.tech_name);
assert(y_node_tech);
if (this_node_tech->Category() == y_node_tech->Category())
return tech_name < y.tech_name;
return this_node_tech->Category() < y_node_tech->Category();
}
return depth < y.depth;
}
void TechTreeLayout::Node::AddChild(Node* node) {
//DebugLogger() << "Node::AddChild this node: " << this << " for tech: " << tech_name << " with child node: " << node << " for tech: " << node->tech_name;
assert(node);
children.push_back(node);
node->parents.push_back(this);
//Note: primary_child is used as sorting criteria
// nodes with the same child get drawn "together"
// so we need to choose wisely which node is our heir
// 1. we prefere childs with the same category
// 2. we order lexically
if (!primary_child) {
//no choice
primary_child = node;
return;
}
if (node->place_holder)
return;
//reaching this case means we will get crossing lines
//we decide which node is the better child for layout decisions
const Tech* this_node_tech = GetTech(tech_name);
assert(this_node_tech);
const Tech* child_node_tech = GetTech(primary_child->tech_name);
assert(child_node_tech);
const Tech* input_node_tech = GetTech(node->tech_name);
assert(input_node_tech);
int n = ((child_node_tech->Category() == this_node_tech->Category()) ? 0 : 1)
//binary case 00 01 10 11
+ ((input_node_tech->Category() == this_node_tech->Category()) ? 0 : 2);
switch (n) {
case 0: //both categories fit
if (node->tech_name < primary_child->tech_name)
primary_child = node;
break;
case 1: //only primary_child category fits
//keep primary_child
break;
case 2: //only node category fits
primary_child = node;
break;
case 3: //both categories are wrong
if (input_node_tech->Category() < child_node_tech->Category())
primary_child = node;
//else keep child
break;
}
}
void TechTreeLayout::Node::SetDepthRecursive(int depth_) {
this->depth = std::max(depth_, this->depth);
// set children's depths
for (Node* node : children)
node->SetDepthRecursive(this->depth + 1);
}
void TechTreeLayout::Node::CreatePlaceHolder(std::vector<Node*>& nodes) {
//DebugLogger() << "Creating PlaceHolder for node " << this;
//DebugLogger().flush();
//DebugLogger() << " for tech: " << tech_name;
//DebugLogger().flush();
//DebugLogger() << " which has " << children.size() << " children:";
//DebugLogger().flush();
//for (const Node* child : children) {
// DebugLogger() << " child: " << child << " with tech: " << child->tech_name;
//}
for (Node* child : children) {
//DebugLogger() << " processing child: " << child << " with tech: " << child->tech_name;
Node* current_parent_node = this;
//DebugLogger() << "Dummy nodes from " << this->tech_name << " to child: " << child->tech_name;
//int dummy_nodes_added = 0;
while (current_parent_node->depth + 1 < child->depth) {
// there is at least one column gap beween the horizontal positions
// of this node and this child node.
//
// to fill the gap visually, create dummy node(s) in the columns
// between them.
//DebugLogger() << "next column depth: " << current_parent_node->depth + 1
// << " child_depth: " << child->depth;
//DebugLogger() << "current_parent_node: " << current_parent_node
// << " child: " << child;
auto dummy_node = new Node(current_parent_node, child, nodes);
//DebugLogger() << "new dummy node depth: " << dummy_node->depth;
current_parent_node = dummy_node;
//++dummy_nodes_added;
}
//DebugLogger() << "done adding dummy nodes. current_parent node depth + 1: " << current_parent_node->depth + 1 << " child depth: " << child->depth;
//if (dummy_nodes_added > 0) {
// DebugLogger() << "added " << dummy_nodes_added << " dummy nodes for from tech " << tech_name;
//}
//DebugLogger() << " node now has " << children.size() << " children:";
//DebugLogger().flush();
//for (Node* child : children) {
// DebugLogger() << " child: " << child << " with tech: " << child->tech_name;
//}
}
}
void TechTreeLayout::Node::DoLayout(std::vector<Column>& row_index, bool cat) {
//assert(row_height > 0 && column_width > 0 && row_index != 0);
if (row != -1) return; //already done
// find average row index of node's children and parents
// 2. place node
int index = 0;
int count = 0;
//check children
for (int i = children.size(); i --> 0;) {
if (children[i]->row != -1) {
index += children[i]->row;
count++;
}
}
//check parents
for (auto i = parents.size(); i --> 0;) {
if (parents[i]->row != -1) {
index += parents[i]->row;
count++;
}
}
if (static_cast<int>(row_index.size()) < depth + 1)
row_index.resize(static_cast<std::size_t>(depth) + 1);
// if any parents or children have been placed, put this node in next free
// space after the ideal node. if no parents or children have been placed,
// put node at start of row
int index_offset = (count != 0) ? index / count : 1;
row_index[depth].Place(row_index[depth].ClosestFreeIndex(index_offset, this), this);
}
void TechTreeLayout::Node::CreateEdges(double x_margin, double column_width, double row_height) {
assert(column_width > 0);
for (int i = children.size(); i --> 0; ) {
//find next real node and create coordinates
Node* next = children[i];
uint32_t placeholders = 0;
while (next->place_holder) {
next->CalculateCoordinate(column_width, row_height);
next = next->primary_child;
++placeholders;
}
//create drawing path
next = children[i];
if (!next) {
ErrorLogger() << "TechTreeLayout::Node::CreateEdges bad edge!";
continue;
}
auto& edge = outgoing_edges.emplace_back(tech_name, next->tech_name, placeholders + 2);
//from, line start
edge.AddPoint(m_x, m_y + m_height / 2); // start on the left side of the node
edge.AddPoint(m_x + m_width + x_margin, m_y + m_height / 2);
//draw line until a real tech is reached
while (next->place_holder) {
//horizontal line bypassing the placeholder
edge.AddPoint(next->m_x - 2 * x_margin, next->m_y);
edge.AddPoint(next->m_x + m_width + x_margin, next->m_y);
next = next->primary_child;
}
//to, line end
edge.AddPoint(next->m_x - 2 * x_margin, next->m_y + next->m_height / 2); //double space for arrow
edge.AddPoint(next->m_x, next->m_y + next->m_height / 2); // the end has to be exact for the arrow head
}
}
void TechTreeLayout::Node::Debug() const {
DebugLogger() << "Tech - " << tech_name << " (" << m_x << "," << m_y << ") #" << depth << "\n";
DebugLogger() << " Parents - ";
for (int i = parents.size(); i --> 0; )
DebugLogger() << parents[i]->tech_name << "#" << parents[i]->depth;
DebugLogger() << "\n";
DebugLogger() << " Children - ";
for (int i = children.size(); i --> 0; )
DebugLogger() << children[i]->tech_name << "#" << children[i]->depth;;
DebugLogger() << "\n";
for (int i = outgoing_edges.size(); i-->0; ) {
DebugLogger() << " - ";
outgoing_edges[i].Debug();
}
}
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