kicad/eeschema/component_tree_search_conta...

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/* -*- c++ -*-
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Henner Zeller <h.zeller@acm.org>
* Copyright (C) 2014 KiCad Developers, see change_log.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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <component_tree_search_container.h>
#include <algorithm>
#include <boost/foreach.hpp>
#include <set>
#include <wx/string.h>
#include <wx/tokenzr.h>
#include <wx/treectrl.h>
#include <wx/arrstr.h>
#include <class_library.h>
#include <macros.h>
// 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;
struct COMPONENT_TREE_SEARCH_CONTAINER::TREE_NODE
{
TREE_NODE(TREE_NODE* aParent, CMP_LIBRARY* aOwningLib,
const wxString& aName, const wxString& aDisplayInfo,
const wxString& aSearchText,
bool aNormallyExpanded = false)
: Parent( aParent ),
Lib( aOwningLib ),
NormallyExpanded( aNormallyExpanded ),
Name( aName ),
DisplayInfo( aDisplayInfo ),
MatchName( aName.Lower() ),
SearchText( aSearchText.Lower() ),
MatchScore( 0 ), PreviousScore( 0 )
{
}
TREE_NODE* const Parent; ///< NULL if library, pointer to lib-node when component.
CMP_LIBRARY* const Lib; ///< Owning library of this component.
const bool NormallyExpanded; ///< If this is a parent node, should it be unfolded ?
const wxString Name; ///< Exact name as displayed to the user.
const wxString DisplayInfo; ///< Additional info displayed in the tree (description..)
const wxString MatchName; ///< Preprocessed: lowercased display name.
const wxString SearchText; ///< Other text (keywords, description..) to search in.
unsigned MatchScore; ///< Result-Score after UpdateSearchTerm()
unsigned PreviousScore; ///< Optimization: used to see if we need any tree update.
wxTreeItemId TreeId; ///< Tree-ID if stored in the tree (if MatchScore > 0).
};
// Sort tree nodes by reverse match-score (bigger is first), then alphabetically.
// Library nodes (i.e. the ones that don't have a parent) are always sorted before any
// leaf nodes.
bool COMPONENT_TREE_SEARCH_CONTAINER::scoreComparator( const TREE_NODE* a1, const TREE_NODE* a2 )
{
if ( a1->Parent == NULL && a2->Parent != NULL )
return true;
if ( a1->Parent != NULL && a2->Parent == NULL )
return false;
if ( a1->MatchScore != a2->MatchScore )
return a1->MatchScore > a2->MatchScore; // biggest first.
if (a1->Parent != a2->Parent)
return a1->Parent->MatchName.Cmp(a2->Parent->MatchName) < 0;
return a1->MatchName.Cmp( a2->MatchName ) < 0;
}
COMPONENT_TREE_SEARCH_CONTAINER::COMPONENT_TREE_SEARCH_CONTAINER()
: tree( NULL )
{
}
COMPONENT_TREE_SEARCH_CONTAINER::~COMPONENT_TREE_SEARCH_CONTAINER()
{
BOOST_FOREACH( TREE_NODE* node, nodes )
delete node;
nodes.clear();
}
void COMPONENT_TREE_SEARCH_CONTAINER::SetPreselectNode( const wxString& aComponentName )
{
preselect_node_name = aComponentName.Lower();
}
void COMPONENT_TREE_SEARCH_CONTAINER::SetTree( wxTreeCtrl* aTree )
{
tree = aTree;
UpdateSearchTerm( wxEmptyString );
}
void COMPONENT_TREE_SEARCH_CONTAINER::AddLibrary( CMP_LIBRARY& aLib )
{
wxArrayString all_comp;
aLib.GetEntryNames( all_comp );
AddComponentList( aLib.GetName(), all_comp, &aLib, false );
}
void COMPONENT_TREE_SEARCH_CONTAINER::AddComponentList( const wxString& aNodeName,
const wxArrayString& aComponentNameList,
CMP_LIBRARY* aOptionalLib,
bool aNormallyExpanded )
{
TREE_NODE* parent_node = new TREE_NODE( NULL, NULL, aNodeName, wxEmptyString, wxEmptyString,
aNormallyExpanded );
nodes.push_back( parent_node );
BOOST_FOREACH( const wxString& cName, aComponentNameList )
{
LIB_COMPONENT *c;
if (aOptionalLib)
c = aOptionalLib->FindComponent( cName );
else
c = CMP_LIBRARY::FindLibraryComponent( cName, wxEmptyString );
if (c == NULL)
continue;
wxString keywords, descriptions;
wxString display_info;
for ( size_t i = 0; i < c->GetAliasCount(); ++i )
{
LIB_ALIAS *a = c->GetAlias( i );
keywords += a->GetKeyWords();
descriptions += a->GetDescription();
if ( display_info.empty() && !a->GetDescription().empty() )
{
// Preformatting. Unfortunately, the tree widget doesn't have columns
display_info.Printf( wxT(" %s[ %s ]"),
( cName.length() <= 8 ) ? wxT("\t\t") : wxT("\t"),
GetChars( a->GetDescription() ) );
}
}
// If there are no keywords, we give a couple of characters whitespace penalty. We want
// a component with a search-term found in the keywords score slightly higher than another
// component without keywords, but that term in the descriptions.
wxString search_text = ( !keywords.empty() ) ? keywords : wxT(" ");
search_text += descriptions;
nodes.push_back( new TREE_NODE( parent_node, c->GetLibrary(),
cName, display_info, search_text ) );
}
}
LIB_COMPONENT* COMPONENT_TREE_SEARCH_CONTAINER::GetSelectedComponent()
{
const wxTreeItemId& select_id = tree->GetSelection();
BOOST_FOREACH( TREE_NODE* node, nodes )
{
if ( node->MatchScore > 0 && node->TreeId == select_id && node->Lib )
return node->Lib->FindComponent( node->Name );
}
return NULL;
}
// 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 COMPONENT_TREE_SEARCH_CONTAINER::UpdateSearchTerm( const wxString& aSearch )
{
if ( tree == NULL )
return;
// We score the list by going through it several time, essentially with a complexity
// of O(n). For the default library of 2000+ items, this typically takes less than 5ms
// on an i5. Good enough, no index needed.
// Initial AND condition: Leaf nodes are considered to match initially.
BOOST_FOREACH( TREE_NODE* node, nodes )
{
node->PreviousScore = node->MatchScore;
node->MatchScore = node->Parent ? kLowestDefaultScore : 0; // start-match for leafs.
}
// Create match scores for each node for all the terms, that come space-separated.
// Scoring adds up values for each term according to importance of the match. If a term does
// not match at all, the result is thrown out of the results (AND semantics).
// From high to low
// - Exact match for a ccmponent name gives the highest score, trumping all.
// - A positional score depending of where a term is found as substring; prefix-match: high.
// - substring-match in library name.
// - substring match in keywords and descriptions with positional score. Keywords come
// first so contribute more to the score.
//
// This is of course subject to tweaking.
wxStringTokenizer tokenizer( aSearch );
while ( tokenizer.HasMoreTokens() )
{
const wxString term = tokenizer.GetNextToken().Lower();
BOOST_FOREACH( TREE_NODE* node, nodes )
{
if ( node->Parent == NULL)
continue; // Library nodes are not scored here.
if ( node->MatchScore == 0)
continue; // Leaf node without score 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;
if ( term == node->MatchName )
node->MatchScore += 1000; // exact match. High score :)
else if ( (found_pos = node->MatchName.Find( term ) ) != wxNOT_FOUND )
{
// Substring match. The earlier in the string the better. score += 20..40
node->MatchScore += matchPosScore( found_pos, 20 ) + 20;
}
else if ( node->Parent->MatchName.Find( term ) != wxNOT_FOUND )
node->MatchScore += 19; // parent name matches. score += 19
else if ( ( found_pos = node->SearchText.Find( term ) ) != wxNOT_FOUND )
{
// 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.
// For longer terms, we add scores 1..18 for positional match (higher in the
// front, where the keywords are). score += 0..18
node->MatchScore += ( ( term.length() >= 2 )
? matchPosScore( found_pos, 17 ) + 1
: 0 );
}
else
node->MatchScore = 0; // No match. That's it for this item.
}
}
// Parent nodes have the maximum score seen in any of their children.
unsigned highest_score_seen = 0;
bool any_change = false;
BOOST_FOREACH( TREE_NODE* node, nodes )
{
if ( node->Parent == NULL )
continue;
any_change |= (node->PreviousScore != node->MatchScore);
node->Parent->MatchScore = std::max( node->Parent->MatchScore, node->MatchScore );
highest_score_seen = std::max( highest_score_seen, node->MatchScore );
}
// The tree update might be slow, so we want to bail out if there is no change.
if ( !any_change )
return;
// Now: sort all items according to match score, libraries first.
std::sort( nodes.begin(), nodes.end(), scoreComparator );
// Fill the tree with all items that have a match. Re-arranging, adding and removing changed
// items is pretty complex, so we just re-build the whole tree.
tree->Freeze();
tree->DeleteAllItems();
const wxTreeItemId root_id = tree->AddRoot( wxEmptyString );
const TREE_NODE* first_match = NULL;
const TREE_NODE* preselected_node = NULL;
BOOST_FOREACH( TREE_NODE* node, nodes )
{
if ( node->MatchScore == 0 )
continue;
// If we have nodes that go beyond the default score, suppress nodes that
// have the default score. That can happen if they have an honary += 0 score due to
// some one-letter match in the keyword or description. In this case, we prefer matches
// that just have higher scores. Improves relevancy and performance as the tree has to
// display less items.
if ( highest_score_seen > kLowestDefaultScore && node->MatchScore == kLowestDefaultScore )
continue;
const bool isLeaf = ( node->Parent != NULL );
wxString node_text;
#if 0
// Node text with scoring information for debugging
node_text.Printf( wxT("%s (s=%u)%s"), GetChars(node->Name),
node->MatchScore, GetChars(node->DisplayInfo));
#else
node_text = node->Name + node->DisplayInfo;
#endif
node->TreeId = tree->AppendItem( !isLeaf ? root_id : node->Parent->TreeId, node_text );
// If we are a leaf node, we might need to expand.
if ( isLeaf )
{
if ( node->MatchScore > kLowestDefaultScore )
{
tree->EnsureVisible( node->TreeId );
if ( first_match == NULL )
first_match = node; // The "I am feeling lucky" element.
}
if ( preselected_node == NULL && node->MatchName == preselect_node_name )
preselected_node = node;
}
if ( !isLeaf && node->NormallyExpanded )
tree->Expand( node->TreeId );
}
if ( first_match ) // Highest score search match pre-selected.
tree->SelectItem( first_match->TreeId );
else if ( preselected_node ) // No search, so history item preselected.
tree->SelectItem( preselected_node->TreeId );
tree->Thaw();
}