kicad/eeschema/component_tree_search_conta...

395 lines
15 KiB
C++

/* -*- 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
{
// Levels of nodes.
enum NODE_TYPE {
TYPE_LIB,
TYPE_ALIAS,
TYPE_UNIT
};
TREE_NODE(NODE_TYPE aType, TREE_NODE* aParent, LIB_ALIAS* aAlias,
const wxString& aName, const wxString& aDisplayInfo,
const wxString& aSearchText )
: Type( aType ),
Parent( aParent ), Alias( aAlias ), Unit( 0 ),
DisplayName( aName ),
DisplayInfo( aDisplayInfo ),
MatchName( aName.Lower() ),
SearchText( aSearchText.Lower() ),
MatchScore( 0 ), PreviousScore( 0 )
{
}
const NODE_TYPE Type; ///< Type of node in the hierarchy.
TREE_NODE* const Parent; ///< NULL if library, pointer to parent when component/alias.
LIB_ALIAS* const Alias; ///< Component alias associated with this entry.
int Unit; ///< Part number; Assigned: >= 1; default = 0
const wxString DisplayName; ///< 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 (i.e. the ones that don't have a parent) are always sorted before any
// leaf nodes. Component
bool COMPONENT_TREE_SEARCH_CONTAINER::scoreComparator( const TREE_NODE* a1, const TREE_NODE* a2 )
{
if( a1->Type != a2->Type )
return a1->Type < a2->Type;
if( a1->MatchScore != a2->MatchScore )
return a1->MatchScore > a2->MatchScore; // biggest first.
if( a1->Parent != a2->Parent )
return scoreComparator( a1->Parent, a2->Parent );
return a1->MatchName.Cmp( a2->MatchName ) < 0;
}
COMPONENT_TREE_SEARCH_CONTAINER::COMPONENT_TREE_SEARCH_CONTAINER()
: tree( NULL ), libraries_added( 0 ), preselect_unit_number( -1 )
{
}
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,
int aUnit )
{
preselect_node_name = aComponentName.Lower();
preselect_unit_number = aUnit;
}
void COMPONENT_TREE_SEARCH_CONTAINER::SetTree( wxTreeCtrl* aTree )
{
tree = aTree;
UpdateSearchTerm( wxEmptyString );
}
void COMPONENT_TREE_SEARCH_CONTAINER::AddLibrary( CMP_LIBRARY& aLib )
{
wxArrayString all_aliases;
aLib.GetEntryNames( all_aliases );
AddAliasList( aLib.GetName(), all_aliases, &aLib );
++libraries_added;
}
void COMPONENT_TREE_SEARCH_CONTAINER::AddAliasList( const wxString& aNodeName,
const wxArrayString& aAliasNameList,
CMP_LIBRARY* aOptionalLib )
{
static const wxChar unitLetter[] = wxT( "ABCDEFGHIJKLMNOPQRSTUVWXYZ" );
TREE_NODE* const lib_node = new TREE_NODE( TREE_NODE::TYPE_LIB, NULL, NULL,
aNodeName, wxEmptyString, wxEmptyString );
nodes.push_back( lib_node );
BOOST_FOREACH( const wxString& aName, aAliasNameList )
{
LIB_ALIAS* a;
if( aOptionalLib )
a = aOptionalLib->FindAlias( aName );
else
a = CMP_LIBRARY::FindLibraryEntry( aName, wxEmptyString );
if( a == NULL )
continue;
wxString search_text;
search_text = ( a->GetKeyWords().empty() ) ? wxT(" ") : a->GetKeyWords();
search_text += a->GetDescription();
wxString display_info;
if( !a->GetDescription().empty() )
{
// Preformatting. Unfortunately, the tree widget doesn't have columns
display_info.Printf( wxT(" %s[ %s ]"),
( a->GetName().length() <= 8 ) ? wxT("\t\t") : wxT("\t"),
GetChars( a->GetDescription() ) );
}
TREE_NODE* alias_node = new TREE_NODE( TREE_NODE::TYPE_ALIAS, lib_node,
a, a->GetName(), display_info, search_text );
nodes.push_back( alias_node );
if( a->GetComponent()->IsMulti() ) // Add all units as sub-nodes.
for ( int u = 0; u < a->GetComponent()->GetPartCount(); ++u )
{
const wxString unitName = unitLetter[u];
TREE_NODE* unit_node = new TREE_NODE(TREE_NODE::TYPE_UNIT, alias_node, a,
_("Unit ") + unitName,
wxEmptyString, wxEmptyString );
unit_node->Unit = u + 1;
nodes.push_back( unit_node );
}
}
}
LIB_ALIAS* COMPONENT_TREE_SEARCH_CONTAINER::GetSelectedAlias( int* aUnit )
{
const wxTreeItemId& select_id = tree->GetSelection();
BOOST_FOREACH( TREE_NODE* node, nodes )
{
if( node->MatchScore > 0 && node->TreeId == select_id ) {
if( aUnit && node->Unit > 0 )
*aUnit = node->Unit;
return node->Alias;
}
}
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->Type == TREE_NODE::TYPE_LIB ) ? 0 : kLowestDefaultScore;
}
// 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->Type != TREE_NODE::TYPE_ALIAS )
continue; // Only aliases are actually 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.
}
}
// Library nodes have the maximum score seen in any of their children.
// Alias nodes have the score of their parents.
unsigned highest_score_seen = 0;
bool any_change = false;
BOOST_FOREACH( TREE_NODE* node, nodes )
{
switch( node->Type )
{
case TREE_NODE::TYPE_ALIAS:
{
any_change |= (node->PreviousScore != node->MatchScore);
// Update library score.
node->Parent->MatchScore = std::max( node->Parent->MatchScore, node->MatchScore );
highest_score_seen = std::max( highest_score_seen, node->MatchScore );
}
break;
case TREE_NODE::TYPE_UNIT:
node->MatchScore = node->Parent->MatchScore;
break;
default:
break;
}
}
// 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;
wxString node_text;
#if 0
// Node text with scoring information for debugging
node_text.Printf( wxT("%s (s=%u)%s"), GetChars(node->DisplayName),
node->MatchScore, GetChars( node->DisplayInfo ));
#else
node_text = node->DisplayName + node->DisplayInfo;
#endif
node->TreeId = tree->AppendItem( node->Parent ? node->Parent->TreeId : root_id,
node_text );
// If we are a nicely scored alias, we want to have it visible. Also, if there
// is only a single library in this container, we want to have it unfolded
// (example: power library).
if( node->Type == TREE_NODE::TYPE_ALIAS
&& ( node->MatchScore > kLowestDefaultScore || libraries_added == 1 ) )
{
tree->EnsureVisible( node->TreeId );
if( first_match == NULL )
first_match = node; // First, highest scoring: the "I am feeling lucky" element.
}
// The first node that matches our pre-select criteria is choosen. 'First node'
// means, it shows up in the history, as the history node is displayed very first
// (by virtue of alphabetical ordering)
if( preselected_node == NULL
&& node->Type == TREE_NODE::TYPE_ALIAS
&& node->MatchName == preselect_node_name )
preselected_node = node;
// Refinement in case we come accross a matching unit node.
if( preselected_node != NULL && preselected_node->Type == TREE_NODE::TYPE_ALIAS
&& node->Parent == preselected_node
&& preselect_unit_number >= 1 && node->Unit == preselect_unit_number )
preselected_node = node;
}
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();
}