kicad/common/lib_tree_model.cpp

337 lines
9.3 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) 2014-2018 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 <lib_tree_model.h>
#include <eda_pattern_match.h>
#include <lib_tree_item.h>
#include <make_unique.h>
#include <utility>
#include <pgm_base.h>
#include <kicad_string.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;
// 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 LIB_TREE_NODE::ResetScore()
{
for( auto& child: Children )
child->ResetScore();
Score = kLowestDefaultScore;
}
void LIB_TREE_NODE::AssignIntrinsicRanks( bool presorted )
{
std::vector<LIB_TREE_NODE*> sort_buf;
if( presorted )
{
int max = Children.size() - 1;
for( int i = 0; i <= max; ++i )
Children[i]->IntrinsicRank = max - i;
}
else
{
for( auto const& node: Children )
sort_buf.push_back( &*node );
std::sort( sort_buf.begin(), sort_buf.end(),
[]( LIB_TREE_NODE* a, LIB_TREE_NODE* b ) -> bool
{ return StrNumCmp( a->Name, b->Name, INT_MAX, true ) > 0; } );
for( int i = 0; i < (int) sort_buf.size(); ++i )
sort_buf[i]->IntrinsicRank = i;
}
}
void LIB_TREE_NODE::SortNodes()
{
std::sort( Children.begin(), Children.end(),
[]( std::unique_ptr<LIB_TREE_NODE> const& a, std::unique_ptr<LIB_TREE_NODE> const& b )
{ return Compare( *a, *b ) > 0; } );
for( auto& node: Children )
{
node->SortNodes();
}
}
int LIB_TREE_NODE::Compare( LIB_TREE_NODE const& aNode1, LIB_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;
}
LIB_TREE_NODE::LIB_TREE_NODE()
: Parent( nullptr ),
Type( INVALID ),
IntrinsicRank( 0 ),
Score( kLowestDefaultScore ),
Normalized( false ),
Unit( 0 ),
IsRoot( false )
{}
LIB_TREE_NODE_UNIT::LIB_TREE_NODE_UNIT( LIB_TREE_NODE* aParent, LIB_TREE_ITEM* aItem, int aUnit )
{
static void* locale = nullptr;
static wxString namePrefix;
// Fetching translations can take a surprising amount of time when loading libraries,
// so only do it when necessary.
if( Pgm().GetLocale() != locale )
{
namePrefix = _( "Unit" );
locale = Pgm().GetLocale();
}
Parent = aParent;
Type = UNIT;
Unit = aUnit;
LibId = aParent->LibId;
Name = namePrefix + " " + aItem->GetUnitReference( aUnit );
Desc = wxEmptyString;
MatchName = wxEmptyString;
IntrinsicRank = -aUnit;
}
LIB_TREE_NODE_LIB_ID::LIB_TREE_NODE_LIB_ID( LIB_TREE_NODE* aParent, LIB_TREE_ITEM* aItem )
{
Type = LIBID;
Parent = aParent;
LibId.SetLibNickname( aItem->GetLibNickname() );
LibId.SetLibItemName( aItem->GetName () );
Name = aItem->GetName();
Desc = aItem->GetDescription();
MatchName = aItem->GetName();
SearchText = aItem->GetSearchText();
Normalized = false;
IsRoot = aItem->IsRoot();
if( aItem->GetUnitCount() > 1 )
{
for( int u = 1; u <= aItem->GetUnitCount(); ++u )
AddUnit( aItem, u );
}
}
LIB_TREE_NODE_UNIT& LIB_TREE_NODE_LIB_ID::AddUnit( LIB_TREE_ITEM* aItem, int aUnit )
{
LIB_TREE_NODE_UNIT* unit = new LIB_TREE_NODE_UNIT( this, aItem, aUnit );
Children.push_back( std::unique_ptr<LIB_TREE_NODE>( unit ) );
return *unit;
}
void LIB_TREE_NODE_LIB_ID::Update( LIB_TREE_ITEM* aItem )
{
// Update is called when the names match, so just update the other fields.
LibId.SetLibNickname( aItem->GetLibId().GetLibNickname() );
Desc = aItem->GetDescription();
SearchText = aItem->GetSearchText();
Normalized = false;
IsRoot = aItem->IsRoot();
Children.clear();
for( int u = 1; u <= aItem->GetUnitCount(); ++u )
AddUnit( aItem, u );
}
void LIB_TREE_NODE_LIB_ID::UpdateScore( EDA_COMBINED_MATCHER& aMatcher )
{
if( Score <= 0 )
return; // Leaf nodes without scores are out of the game.
if( !Normalized )
{
MatchName = MatchName.Lower();
SearchText = SearchText.Lower();
Normalized = true;
}
// 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;
}
LIB_TREE_NODE_LIB::LIB_TREE_NODE_LIB( LIB_TREE_NODE* aParent, wxString const& aName,
wxString const& aDesc )
{
Type = LIB;
Name = aName;
MatchName = aName.Lower();
Desc = aDesc;
Parent = aParent;
LibId.SetLibNickname( aName );
}
LIB_TREE_NODE_LIB_ID& LIB_TREE_NODE_LIB::AddItem( LIB_TREE_ITEM* aItem )
{
LIB_TREE_NODE_LIB_ID* item = new LIB_TREE_NODE_LIB_ID( this, aItem );
Children.push_back( std::unique_ptr<LIB_TREE_NODE>( item ) );
return *item;
}
void LIB_TREE_NODE_LIB::UpdateScore( EDA_COMBINED_MATCHER& aMatcher )
{
Score = 0;
// We need to score leaf nodes, which are usually (but not always) children.
if( Children.size() )
{
for( auto& child: Children )
{
child->UpdateScore( aMatcher );
Score = std::max( Score, child->Score );
}
}
else
{
// No children; we are a leaf.
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;
}
// More matchers = better match
Score += 2 * matchers_fired;
}
}
LIB_TREE_NODE_ROOT::LIB_TREE_NODE_ROOT()
{
Type = ROOT;
}
LIB_TREE_NODE_LIB& LIB_TREE_NODE_ROOT::AddLib( wxString const& aName, wxString const& aDesc )
{
LIB_TREE_NODE_LIB* lib = new LIB_TREE_NODE_LIB( this, aName, aDesc );
Children.push_back( std::unique_ptr<LIB_TREE_NODE>( lib ) );
return *lib;
}
void LIB_TREE_NODE_ROOT::UpdateScore( EDA_COMBINED_MATCHER& aMatcher )
{
for( auto& child: Children )
child->UpdateScore( aMatcher );
}