395 lines
15 KiB
C++
395 lines
15 KiB
C++
/* -*- c++ -*-
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2014 Henner Zeller <h.zeller@acm.org>
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* Copyright (C) 2014 KiCad Developers, see change_log.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <component_tree_search_container.h>
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#include <algorithm>
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#include <boost/foreach.hpp>
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#include <set>
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#include <wx/string.h>
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#include <wx/tokenzr.h>
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#include <wx/treectrl.h>
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#include <wx/arrstr.h>
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#include <class_library.h>
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#include <macros.h>
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// Each node gets this lowest score initially, without any matches applied. Matches
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// will then increase this score depending on match quality.
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// This way, an empty search string will result in all components being displayed as they
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// have the minimum score. However, in that case, we avoid expanding all the nodes asd the
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// result is very unspecific.
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static const unsigned kLowestDefaultScore = 1;
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struct COMPONENT_TREE_SEARCH_CONTAINER::TREE_NODE
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{
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// Levels of nodes.
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enum NODE_TYPE {
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TYPE_LIB,
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TYPE_ALIAS,
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TYPE_UNIT
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};
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TREE_NODE(NODE_TYPE aType, TREE_NODE* aParent, LIB_ALIAS* aAlias,
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const wxString& aName, const wxString& aDisplayInfo,
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const wxString& aSearchText )
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: Type( aType ),
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Parent( aParent ), Alias( aAlias ), Unit( 0 ),
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DisplayName( aName ),
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DisplayInfo( aDisplayInfo ),
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MatchName( aName.Lower() ),
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SearchText( aSearchText.Lower() ),
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MatchScore( 0 ), PreviousScore( 0 )
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{
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}
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const NODE_TYPE Type; ///< Type of node in the hierarchy.
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TREE_NODE* const Parent; ///< NULL if library, pointer to parent when component/alias.
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LIB_ALIAS* const Alias; ///< Component alias associated with this entry.
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int Unit; ///< Part number; Assigned: >= 1; default = 0
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const wxString DisplayName; ///< Exact name as displayed to the user.
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const wxString DisplayInfo; ///< Additional info displayed in the tree (description..)
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const wxString MatchName; ///< Preprocessed: lowercased display name.
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const wxString SearchText; ///< Other text (keywords, description..) to search in.
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unsigned MatchScore; ///< Result-Score after UpdateSearchTerm()
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unsigned PreviousScore; ///< Optimization: used to see if we need any tree update.
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wxTreeItemId TreeId; ///< Tree-ID if stored in the tree (if MatchScore > 0).
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};
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// Sort tree nodes by reverse match-score (bigger is first), then alphabetically.
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// Library (i.e. the ones that don't have a parent) are always sorted before any
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// leaf nodes. Component
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bool COMPONENT_TREE_SEARCH_CONTAINER::scoreComparator( const TREE_NODE* a1, const TREE_NODE* a2 )
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{
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if( a1->Type != a2->Type )
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return a1->Type < a2->Type;
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if( a1->MatchScore != a2->MatchScore )
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return a1->MatchScore > a2->MatchScore; // biggest first.
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if( a1->Parent != a2->Parent )
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return scoreComparator( a1->Parent, a2->Parent );
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return a1->MatchName.Cmp( a2->MatchName ) < 0;
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}
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COMPONENT_TREE_SEARCH_CONTAINER::COMPONENT_TREE_SEARCH_CONTAINER()
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: tree( NULL ), libraries_added( 0 ), preselect_unit_number( -1 )
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{
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}
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COMPONENT_TREE_SEARCH_CONTAINER::~COMPONENT_TREE_SEARCH_CONTAINER()
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{
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BOOST_FOREACH( TREE_NODE* node, nodes )
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delete node;
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nodes.clear();
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}
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void COMPONENT_TREE_SEARCH_CONTAINER::SetPreselectNode( const wxString& aComponentName,
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int aUnit )
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{
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preselect_node_name = aComponentName.Lower();
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preselect_unit_number = aUnit;
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}
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void COMPONENT_TREE_SEARCH_CONTAINER::SetTree( wxTreeCtrl* aTree )
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{
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tree = aTree;
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UpdateSearchTerm( wxEmptyString );
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}
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void COMPONENT_TREE_SEARCH_CONTAINER::AddLibrary( CMP_LIBRARY& aLib )
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{
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wxArrayString all_aliases;
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aLib.GetEntryNames( all_aliases );
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AddAliasList( aLib.GetName(), all_aliases, &aLib );
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++libraries_added;
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}
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void COMPONENT_TREE_SEARCH_CONTAINER::AddAliasList( const wxString& aNodeName,
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const wxArrayString& aAliasNameList,
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CMP_LIBRARY* aOptionalLib )
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{
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static const wxChar unitLetter[] = wxT( "ABCDEFGHIJKLMNOPQRSTUVWXYZ" );
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TREE_NODE* const lib_node = new TREE_NODE( TREE_NODE::TYPE_LIB, NULL, NULL,
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aNodeName, wxEmptyString, wxEmptyString );
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nodes.push_back( lib_node );
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BOOST_FOREACH( const wxString& aName, aAliasNameList )
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{
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LIB_ALIAS* a;
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if( aOptionalLib )
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a = aOptionalLib->FindAlias( aName );
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else
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a = CMP_LIBRARY::FindLibraryEntry( aName, wxEmptyString );
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if( a == NULL )
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continue;
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wxString search_text;
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search_text = ( a->GetKeyWords().empty() ) ? wxT(" ") : a->GetKeyWords();
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search_text += a->GetDescription();
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wxString display_info;
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if( !a->GetDescription().empty() )
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{
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// Preformatting. Unfortunately, the tree widget doesn't have columns
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display_info.Printf( wxT(" %s[ %s ]"),
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( a->GetName().length() <= 8 ) ? wxT("\t\t") : wxT("\t"),
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GetChars( a->GetDescription() ) );
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}
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TREE_NODE* alias_node = new TREE_NODE( TREE_NODE::TYPE_ALIAS, lib_node,
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a, a->GetName(), display_info, search_text );
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nodes.push_back( alias_node );
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if( a->GetComponent()->IsMulti() ) // Add all units as sub-nodes.
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for ( int u = 0; u < a->GetComponent()->GetPartCount(); ++u )
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{
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const wxString unitName = unitLetter[u];
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TREE_NODE* unit_node = new TREE_NODE(TREE_NODE::TYPE_UNIT, alias_node, a,
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_("Unit ") + unitName,
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wxEmptyString, wxEmptyString );
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unit_node->Unit = u + 1;
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nodes.push_back( unit_node );
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}
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}
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}
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LIB_ALIAS* COMPONENT_TREE_SEARCH_CONTAINER::GetSelectedAlias( int* aUnit )
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{
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const wxTreeItemId& select_id = tree->GetSelection();
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BOOST_FOREACH( TREE_NODE* node, nodes )
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{
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if( node->MatchScore > 0 && node->TreeId == select_id ) {
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if( aUnit && node->Unit > 0 )
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*aUnit = node->Unit;
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return node->Alias;
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}
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}
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return NULL;
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}
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// Creates a score depending on the position of a string match. If the position
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// is 0 (= prefix match), this returns the maximum score. This degrades until
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// pos == max, which returns a score of 0;
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// Evertyhing else beyond that is just 0. Only values >= 0 allowed for position and max.
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//
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// @param aPosition is the position a string has been found in a substring.
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// @param aMaximum is the maximum score this function returns.
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// @return position dependent score.
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static int matchPosScore(int aPosition, int aMaximum)
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{
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return ( aPosition < aMaximum ) ? aMaximum - aPosition : 0;
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}
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void COMPONENT_TREE_SEARCH_CONTAINER::UpdateSearchTerm( const wxString& aSearch )
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{
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if( tree == NULL )
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return;
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// We score the list by going through it several time, essentially with a complexity
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// of O(n). For the default library of 2000+ items, this typically takes less than 5ms
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// on an i5. Good enough, no index needed.
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// Initial AND condition: Leaf nodes are considered to match initially.
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BOOST_FOREACH( TREE_NODE* node, nodes )
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{
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node->PreviousScore = node->MatchScore;
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node->MatchScore = ( node->Type == TREE_NODE::TYPE_LIB ) ? 0 : kLowestDefaultScore;
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}
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// Create match scores for each node for all the terms, that come space-separated.
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// Scoring adds up values for each term according to importance of the match. If a term does
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// not match at all, the result is thrown out of the results (AND semantics).
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// From high to low
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// - Exact match for a ccmponent name gives the highest score, trumping all.
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// - A positional score depending of where a term is found as substring; prefix-match: high.
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// - substring-match in library name.
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// - substring match in keywords and descriptions with positional score. Keywords come
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// first so contribute more to the score.
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//
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// This is of course subject to tweaking.
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wxStringTokenizer tokenizer( aSearch );
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while ( tokenizer.HasMoreTokens() )
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{
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const wxString term = tokenizer.GetNextToken().Lower();
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BOOST_FOREACH( TREE_NODE* node, nodes )
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{
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if( node->Type != TREE_NODE::TYPE_ALIAS )
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continue; // Only aliases are actually scored here.
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if( node->MatchScore == 0)
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continue; // Leaf node without score are out of the game.
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// Keywords and description we only count if the match string is at
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// least two characters long. That avoids spurious, low quality
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// matches. Most abbreviations are at three characters long.
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int found_pos;
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if( term == node->MatchName )
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node->MatchScore += 1000; // exact match. High score :)
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else if( (found_pos = node->MatchName.Find( term ) ) != wxNOT_FOUND )
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{
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// Substring match. The earlier in the string the better. score += 20..40
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node->MatchScore += matchPosScore( found_pos, 20 ) + 20;
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}
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else if( node->Parent->MatchName.Find( term ) != wxNOT_FOUND )
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node->MatchScore += 19; // parent name matches. score += 19
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else if( ( found_pos = node->SearchText.Find( term ) ) != wxNOT_FOUND )
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{
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// If we have a very short search term (like one or two letters), we don't want
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// to accumulate scores if they just happen to be in keywords or description as
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// almost any one or two-letter combination shows up in there.
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// For longer terms, we add scores 1..18 for positional match (higher in the
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// front, where the keywords are). score += 0..18
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node->MatchScore += ( ( term.length() >= 2 )
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? matchPosScore( found_pos, 17 ) + 1
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: 0 );
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}
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else
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node->MatchScore = 0; // No match. That's it for this item.
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}
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}
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// Library nodes have the maximum score seen in any of their children.
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// Alias nodes have the score of their parents.
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unsigned highest_score_seen = 0;
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bool any_change = false;
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BOOST_FOREACH( TREE_NODE* node, nodes )
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{
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switch( node->Type )
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{
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case TREE_NODE::TYPE_ALIAS:
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{
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any_change |= (node->PreviousScore != node->MatchScore);
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// Update library score.
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node->Parent->MatchScore = std::max( node->Parent->MatchScore, node->MatchScore );
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highest_score_seen = std::max( highest_score_seen, node->MatchScore );
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}
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break;
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case TREE_NODE::TYPE_UNIT:
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node->MatchScore = node->Parent->MatchScore;
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break;
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default:
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break;
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}
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}
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// The tree update might be slow, so we want to bail out if there is no change.
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if( !any_change )
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return;
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// Now: sort all items according to match score, libraries first.
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std::sort( nodes.begin(), nodes.end(), scoreComparator );
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// Fill the tree with all items that have a match. Re-arranging, adding and removing changed
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// items is pretty complex, so we just re-build the whole tree.
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tree->Freeze();
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tree->DeleteAllItems();
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const wxTreeItemId root_id = tree->AddRoot( wxEmptyString );
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const TREE_NODE* first_match = NULL;
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const TREE_NODE* preselected_node = NULL;
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BOOST_FOREACH( TREE_NODE* node, nodes )
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{
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if( node->MatchScore == 0 )
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continue;
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// If we have nodes that go beyond the default score, suppress nodes that
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// have the default score. That can happen if they have an honary += 0 score due to
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// some one-letter match in the keyword or description. In this case, we prefer matches
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// that just have higher scores. Improves relevancy and performance as the tree has to
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// display less items.
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if( highest_score_seen > kLowestDefaultScore && node->MatchScore == kLowestDefaultScore )
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continue;
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wxString node_text;
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#if 0
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// Node text with scoring information for debugging
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node_text.Printf( wxT("%s (s=%u)%s"), GetChars(node->DisplayName),
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node->MatchScore, GetChars( node->DisplayInfo ));
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#else
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node_text = node->DisplayName + node->DisplayInfo;
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#endif
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node->TreeId = tree->AppendItem( node->Parent ? node->Parent->TreeId : root_id,
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node_text );
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// If we are a nicely scored alias, we want to have it visible. Also, if there
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// is only a single library in this container, we want to have it unfolded
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// (example: power library).
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if( node->Type == TREE_NODE::TYPE_ALIAS
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&& ( node->MatchScore > kLowestDefaultScore || libraries_added == 1 ) )
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{
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tree->EnsureVisible( node->TreeId );
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if( first_match == NULL )
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first_match = node; // First, highest scoring: the "I am feeling lucky" element.
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}
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// The first node that matches our pre-select criteria is choosen. 'First node'
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// means, it shows up in the history, as the history node is displayed very first
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// (by virtue of alphabetical ordering)
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if( preselected_node == NULL
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&& node->Type == TREE_NODE::TYPE_ALIAS
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&& node->MatchName == preselect_node_name )
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preselected_node = node;
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// Refinement in case we come accross a matching unit node.
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if( preselected_node != NULL && preselected_node->Type == TREE_NODE::TYPE_ALIAS
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&& node->Parent == preselected_node
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&& preselect_unit_number >= 1 && node->Unit == preselect_unit_number )
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preselected_node = node;
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}
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if( first_match ) // Highest score search match pre-selected.
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tree->SelectItem( first_match->TreeId );
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else if( preselected_node ) // No search, so history item preselected.
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tree->SelectItem( preselected_node->TreeId );
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tree->Thaw();
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}
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