1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281
|
% Copyright 2010-2019 by Renée Ahrens
% Copyright 2010-2019 by Olof Frahm
% Copyright 2010-2019 by Jens Kluttig
% Copyright 2010-2019 by Matthias Schulz
% Copyright 2010-2019 by Stephan Schuster
% Copyright 2019 by Jannis Pohlmann
% Copyright 2019 by Till Tantau
%
% This file may be distributed and/or modified
%
% 1. under the LaTeX Project Public License and/or
% 2. under the GNU Free Documentation License.
%
% See the file doc/generic/pgf/licenses/LICENSE for more details.
\section{The Binding Layer}
\label{section-gd-binding-layer}
\ifluatex
\else
This section of the manual can only be typeset using Lua\TeX.
\expandafter\endinput
\fi
\subsection{Overview}
This section explains how the \emph{binding} of the graph drawing system to a
particular display layer works. Let me stress that all of this is important
only for readers who
%
\begin{itemize}
\item either wish to write new display system (see
Section~\ref{section-gd-display-layer})
\item or wish to know more about how the graph drawing system works on the
pure \pgfname\ layer (this is were the binding occurs).
\end{itemize}
\emph{Bindings} are used to encapsulate the details of the communication
between the graph drawing system and a display system (see
Section~\ref{section-gd-display-layer} for an introduction to display systems).
Consider a display system that communicates with the graph drawing system. At
some point, the display system would like to run an algorithm to lay out a
graph. To achieve this, it will call different functions from the class
|InterfaceToDisplay| and the effect of this is that a representation of the
to-be-drawn graph is constructed internally and that the appropriate algorithms
are run. All of this is in some sense independent of the actual display system,
the class |InterfaceToDisplay| offers the same standard interface to all
display systems.
At some point, however, the graph drawing system may need to ``talk back'' to
the display system. For instance, once the graph has been laid out, to trigger
the actual rendering of the graph, the graph drawing system must ``tell'' the
display layer where the vertices lie. For some display systems this is easy: if
the display system itself is written in Lua, it could just access the syntactic
digraph directly. However, for systems like \tikzname\ or systems written in
another language, the graph drawing system needs a set of functions that it can
call that will tell the display system what is going on. This is were bindings
come in.
The class |Binding| is an interface that defines numerous methods that will be
called by the graph drawing system in different situations (see the
documentation below for details). For instance, there is a function
|renderVertex| that is called by the graph drawing system whenever a vertex
should be rendered by the display system. The class is really just an interface
in the sense of object-oriented programming. For each display system you need
to create a subclass of |Binding| like |BindingToPGF| or |BindingToASCII| that
implement the methods declared by |Binding|. The number of methods that need to
be implemented depends on the display system.
In the following, you will find the documentation of the |Binding| class in
Section~\ref{section-gd-binding-doc}. Following this, we first have a quick
look at how the |BindingToPGF| works and then go over a simple example of a
binding to a more or less imaginary display system. This example should help
readers interested in implementing their own bindings.
\subsection{The Binding Class and the Interface Core}
\label{section-gd-binding-doc}
\includeluadocumentationof{pgf.gd.bindings.Binding}
\includeluadocumentationof{pgf.gd.interface.InterfaceCore}
\subsection{The Binding To PGF}
\includeluadocumentationof{pgf.gd.bindings.BindingToPGF}
\subsection{An Example Binding Class}
\label{section-gd-binding-layer-example}
In the present section a complete binding is presented to an imaginary
``\textsc{ascii} art display system'' is presented. The idea is that this
display system will depict graphs using just normal letters and spaces so that,
when the text is typeset in a monospace font, a visualization of the graph
results. For instance:
\bigskip
\noindent
\begin{minipage}[t]{.5\textwidth}
\emph{Graph rendered by |BindingToPGF|:}
\medskip
\tikz [anchor=base]\graph [layered layout,level distance=2.35cm,sibling
distance=1.2cm,edges={rounded corners,>={Stealth[round,sep]}}] {
Alice;
Bob;
Charly;
Dave;
Eve;
Fritz;
George;
Alice -> Bob;
Alice -> Charly;
Charly -> Dave;
Bob -> Dave;
Dave -> Eve;
Eve -> Fritz;
Fritz -> Alice;
George -> Eve;
George -> Fritz;
Alice -> George;
};
\end{minipage}%
\begin{minipage}[t]{.49\textwidth}
\emph{Graph rendered by |BindingToASCII|:}
\begin{verbatim}
Alice
.......
.. . . .
... . . .
... .. . ..
.. . . .
Charly Bob . .
.. . . .
. . . .
. . . .
.. . . .
.. . .
Dave George .
.. . ... .
. . .. .
. . ...
.. . . ...
.. . ..
Eve . ..
.. . ..
. . .
. . .
.. . ..
...
Fritz
\end{verbatim}
\end{minipage}
\bigskip
The binding will reside in a file |BindingToASCII.lua|, whose contents is
detailed below, and which is used by calling the |bind| function of
|InterfaceToDisplay|, see its documentation for details.
The binding's code starts with some initializations:
%
\begin{codeexample}[code only]
-- File BindingToASCII.lua
-- Imports
local lib = require "pgf.gd.lib"
-- Subclass the Binding class:
local BindingToASCII = lib.class { base_class = require "pgf.gd.bindings.Binding" }
\end{codeexample}
The interesting code is the code for ``rendering'' a graph. The graph drawing
system will invoke the binding's methods |renderStart| and |renderStop| to
signal that the graph drawing algorithms have finished and that the vertices
and edges can now be drawn.
In our \textsc{ascii} renderer, we use a two-dimensional field holding
characters that severs as the ``drawing canvas''. At the beginning of the
rendering, we initialize it with blanks:
%
\begin{codeexample}[code only]
local canvas
function BindingToASCII:renderStart()
canvas = {}
-- Clear the canvas
for x=-30,30 do
canvas [x] = {}
for y=-30,30 do
canvas[x][y] = ' '
end
end
end
\end{codeexample}
In order to ``render'' a vertex, the graph drawing system will call the
|renderVertex| method. The binding of \tikzname\ does a lot of complicated
things in this method to retrieve the underlying node's box from internal table
and to somehow reinstall the box in \TeX's output stream; for our
\textsc{ascii} binding things are much simpler: We simply put the vertex's name
at the canvas position corresponding to the vertex's |pos| coordinate. Note
that this simple version of an \textsc{ascii} renderer does not try to scale
things; thus, array out of bounds might occur here.
%
\begin{codeexample}[code only]
function BindingToASCII:renderVertex(v)
canvas [math.floor(v.pos.x)][math.floor(v.pos.y)] = v.name
end
\end{codeexample}
The rendering of edges is a more complicated process. Given two vertices, we
put dots at the canvas positions between them; provided there are no vertices
(so edges are behind the nodes). Here is the essential part of the code (for
the complete code, have a look at |pgf/gd/examples/BindingToASCII.lua|):
%
\begin{codeexample}[code only]
function BindingToASCII:renderEdge(e)
local function connect (p,q)
-- Connect the points p and q
local x1, y1, x2, y2 = math.floor(p.x+0.5), math.floor(p.y+0.5), math.floor(q.x+0.5), math.floor(q.y+0.5)
...
local delta_x = x2-x1
local delta_y = y2-y1
...
local slope = delta_y/delta_x
for i=x1,x2 do
local x,y = i, math.floor(y1 + (i-x1)*slope + 0.5)
if canvas[x][y] == " " then
canvas[x][y] = '.'
end
end
...
end
-- Iterate over all points on the path from tail to head:
local p = e.tail.pos
for i=1,#e.path do
connect(p, e.tail.pos + e.path[i])
p = e.tail.pos + e.path[i]
end
connect(p, e.head.pos)
end
\end{codeexample}
The methods |renderVertex| and |renderEdge| will be called once for each vertex
and edge of the to-be-rendered graph. At the end, the |renderStop| method is
called. In our case, this method will output the canvas using |print|. A slight
complication arises when node names are longer than just one character. In this
case, the following code ``centers'' them on their coordinate and makes sure
that they do not get overwritten by the dots forming edges:
%
\begin{codeexample}[code only]
function BindingToASCII:renderStop()
for y=10,-30,-1 do
local t = {}
for x=-30,30 do
local s = canvas[x][y]
for i=1,#s do
pos = x+30+i-math.floor(#s/2)
if not t[pos] or t[pos] == " " or t[pos] == "." then
t[pos] = string.sub(s,i,i)
end
end
end
print(table.concat(t))
end
end
\end{codeexample}
At the end, we need to return the created object:
%
\begin{codeexample}[code only]
return BindingToASCII
\end{codeexample}
|