kicad-source/eeschema/cmp_tree_model.cpp
Chris Pavlina f8415633bd Switch component chooser to wxDataViewCtrl, refactor
This refactors COMPONENT_TREE_SEARCH_CONTAINER into a Model-View-Adapter
architecture comprising:

- eeschema/cmp_tree_model.h
    - CMP_TREE_NODE: Base class representing a searchable library
        set with scoring and sorting

        - CMP_TREE_NODE_UNIT
        - CMP_TREE_NODE_ALIAS
        - CMP_TREE_NODE_LIB
        - CMP_TREE_NODE_ROOT

- eeschema/cmp_tree_model_adapter.h
    - CMP_TREE_MODEL_ADAPTER: mediator between wxDataViewCtrl (via
        wxDataViewModel) and CMP_TREE_NODE*

                   +---+                      +------------------+
 +---+  Generates  | A |                      |       VIEW       |
 | M |  from libs  | D |   wxDataViewModel    |------------------|
 | O | <---------- | A | <------------------> |  wxDataViewCtrl  |
 | D |             | P |                      |------------------|
 | E | <---------> | T | <------------------- |    wxTextCtrl    |
 | L | UpdateScore | E | UpdateSearchString() |------------------|
 +---+             | R |                      |                  |
                   +---+                      +------------------+

Representing the data with a proper model allows the wxDataViewCtrl to
be updated in bulk, which is significantly faster than the old method of
populating it one item at a time. This also adds flexibility if more
data is to be added in the future (which may come in handy with the
upcoming .sweet format, as that adds more ways components can be related
to each other).

Replacing the wxTreeListCtrl with a wxDataViewCtrl also significantly
reduces the general GUI quirkiness, as wxDataViewCtrl is much more well
behaved.
2017-03-06 09:50:48 -05:00

251 lines
7.1 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2017 Chris Pavlina <pavlina.chris@gmail.com>
* Copyright (C) 2014 Henner Zeller <h.zeller@acm.org>
* Copyright (C) 2014-2017 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <cmp_tree_model.h>
#include <class_library.h>
#include <eda_pattern_match.h>
#include <make_unique.h>
#include <utility>
// Each node gets this lowest score initially, without any matches applied.
// Matches will then increase this score depending on match quality. This way,
// an empty search string will result in all components being displayed as they
// have the minimum score. However, in that case, we avoid expanding all the
// nodes asd the result is very unspecific.
static const unsigned kLowestDefaultScore = 1;
// Creates a score depending on the position of a string match. If the position
// is 0 (= prefix match), this returns the maximum score. This degrades until
// pos == max, which returns a score of 0; Evertyhing else beyond that is just
// 0. Only values >= 0 allowed for position and max.
//
// @param aPosition is the position a string has been found in a substring.
// @param aMaximum is the maximum score this function returns.
// @return position dependent score.
static int matchPosScore(int aPosition, int aMaximum)
{
return ( aPosition < aMaximum ) ? aMaximum - aPosition : 0;
}
void CMP_TREE_NODE::ResetScore()
{
for( auto& child: Children )
child->ResetScore();
Score = kLowestDefaultScore;
}
void CMP_TREE_NODE::AssignIntrinsicRanks()
{
std::vector<CMP_TREE_NODE*> sort_buf;
for( auto const& node: Children )
sort_buf.push_back( &*node );
std::sort( sort_buf.begin(), sort_buf.end(),
[]( CMP_TREE_NODE* a, CMP_TREE_NODE* b ) -> bool
{ return a->MatchName > b->MatchName; } );
for( int i = 0; i < (int) sort_buf.size(); ++i )
sort_buf[i]->IntrinsicRank = i;
}
void CMP_TREE_NODE::SortNodes()
{
std::sort( Children.begin(), Children.end(),
[]( std::unique_ptr<CMP_TREE_NODE> const& a, std::unique_ptr<CMP_TREE_NODE> const& b )
{ return Compare( *a, *b ) > 0; } );
for( auto& node: Children )
{
node->SortNodes();
}
}
int CMP_TREE_NODE::Compare( CMP_TREE_NODE const& aNode1, CMP_TREE_NODE const& aNode2 )
{
if( aNode1.Type != aNode2.Type )
return 0;
if( aNode1.Score != aNode2.Score )
return aNode1.Score - aNode2.Score;
if( aNode1.Parent != aNode2.Parent )
return 0;
return aNode1.IntrinsicRank - aNode2.IntrinsicRank;
}
CMP_TREE_NODE::CMP_TREE_NODE()
: Parent( nullptr ),
IntrinsicRank( 0 ),
Score( kLowestDefaultScore ),
Alias( nullptr ),
Unit( 0 )
{}
CMP_TREE_NODE_UNIT::CMP_TREE_NODE_UNIT( CMP_TREE_NODE* aParent, int aUnit )
{
Parent = aParent;
Type = UNIT;
Unit = aUnit;
Alias = aParent->Alias;
Name = _( "Unit" ) + " " + LIB_PART::SubReference( aUnit, false );
Desc = wxEmptyString;
MatchName = wxEmptyString;
IntrinsicRank = -aUnit;
}
CMP_TREE_NODE_ALIAS::CMP_TREE_NODE_ALIAS( CMP_TREE_NODE* aParent, LIB_ALIAS* aAlias )
{
Parent = aParent;
Type = ALIAS;
Name = aAlias->GetName();
Desc = aAlias->GetDescription();
MatchName = aAlias->GetName().Lower();
SearchText = aAlias->GetKeyWords() + " " + Desc;
Alias = aAlias;
if( aAlias->GetPart()->IsMulti() )
{
for( int u = 1; u < aAlias->GetPart()->GetUnitCount(); ++u )
{
AddUnit( u );
}
}
}
CMP_TREE_NODE_UNIT& CMP_TREE_NODE_ALIAS::AddUnit( int aUnit )
{
CMP_TREE_NODE_UNIT* unit = new CMP_TREE_NODE_UNIT( this, aUnit );
Children.push_back( std::unique_ptr<CMP_TREE_NODE>( unit ) );
return *unit;
}
void CMP_TREE_NODE_ALIAS::UpdateScore( EDA_COMBINED_MATCHER& aMatcher )
{
if( Score <= 0 )
return; // Leaf nodes without scores are out of the game.
// Keywords and description we only count if the match string is at
// least two characters long. That avoids spurious, low quality
// matches. Most abbreviations are at three characters long.
int found_pos = EDA_PATTERN_NOT_FOUND;
int matchers_fired = 0;
if( aMatcher.GetPattern() == MatchName )
Score += 1000; // exact match. High score :)
else if( aMatcher.Find( MatchName, matchers_fired, found_pos ) )
{
// Substring match. The earlier in the string the better.
Score += matchPosScore( found_pos, 20 ) + 20;
}
else if( aMatcher.Find( Parent->MatchName, matchers_fired, found_pos ) )
Score += 19; // parent name matches. score += 19
else if( aMatcher.Find( SearchText, matchers_fired, found_pos ) )
{
// If we have a very short search term (like one or two letters),
// we don't want to accumulate scores if they just happen to be in
// keywords or description as almost any one or two-letter
// combination shows up in there.
if( aMatcher.GetPattern().length() >= 2 )
{
// For longer terms, we add scores 1..18 for positional match
// (higher in the front, where the keywords are).
Score += matchPosScore( found_pos, 17 ) + 1;
}
}
else
{
// No match. That's it for this item.
Score = 0;
}
// More matchers = better match
Score += 2 * matchers_fired;
}
CMP_TREE_NODE_LIB::CMP_TREE_NODE_LIB( CMP_TREE_NODE* aParent, wxString const& aName )
{
Type = LIB;
Name = aName;
MatchName = aName.Lower();
Parent = aParent;
}
CMP_TREE_NODE_ALIAS& CMP_TREE_NODE_LIB::AddAlias( LIB_ALIAS* aAlias )
{
CMP_TREE_NODE_ALIAS* alias = new CMP_TREE_NODE_ALIAS( this, aAlias );
Children.push_back( std::unique_ptr<CMP_TREE_NODE>( alias ) );
return *alias;
}
void CMP_TREE_NODE_LIB::UpdateScore( EDA_COMBINED_MATCHER& aMatcher )
{
Score = 0;
for( auto& child: Children )
{
child->UpdateScore( aMatcher );
Score = std::max( Score, child->Score );
}
}
CMP_TREE_NODE_ROOT::CMP_TREE_NODE_ROOT()
{
Type = ROOT;
}
CMP_TREE_NODE_LIB& CMP_TREE_NODE_ROOT::AddLib( wxString const& aName )
{
CMP_TREE_NODE_LIB* lib = new CMP_TREE_NODE_LIB( this, aName );
Children.push_back( std::unique_ptr<CMP_TREE_NODE>( lib ) );
return *lib;
}
void CMP_TREE_NODE_ROOT::UpdateScore( EDA_COMBINED_MATCHER& aMatcher )
{
for( auto& child: Children )
child->UpdateScore( aMatcher );
}