Start on the foundations of a tree-drawing algorithm
I don't actually know what I'm doing. I've done some reading and from that I'm doing experiments until I can better understand what I've read.
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@ -16,9 +16,9 @@ You should have received a copy of the GNU General Public License along with On
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use cairo::Context;
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use glib::Object;
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use gtk::{ prelude::*, subclass::prelude::*, };
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use sgf::GameRecord;
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use std::{rc::Rc, cell::RefCell};
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use gtk::{prelude::*, subclass::prelude::*};
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use sgf::{GameNode, GameRecord};
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use std::{cell::RefCell, rc::Rc};
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const WIDTH: i32 = 200;
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const HEIGHT: i32 = 800;
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@ -61,5 +61,177 @@ impl ReviewTree {
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}
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pub fn redraw(&self, ctx: &Context, width: i32, height: i32) {
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// Implement the tree-drawing algorithm here
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}
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}
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// https://llimllib.github.io/pymag-trees/
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// I want to take advantage of the Wetherell Shannon algorithm, but I want some variations. In
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// their diagram, they got a tree that looks like this.
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//
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// O
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// |\
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// O O
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// |\ \ \
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// O O O O
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// |\ |\
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// O O O O
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//
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// In the same circumstance, what I want is this:
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//
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// O--
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// | \
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// O O
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// |\ |\
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// O O O O
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// |\
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// O O
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//
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// In order to keep things from being overly smooshed, I want to ensure that if a branch overlaps
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// with another branch, there is some extra drawing space. This might actually be similar to adding
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// the principal that "A parent should be centered over its children".
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//
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// So, given a tree, I need to know how many children exist at each level. Then I build parents
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// atop the children. At level 3, I have four children, and that happens to be the maximum width of
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// the graph.
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//
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// A bottom-up traversal:
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// - Figure out the number of nodes at each depth
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/*
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struct Tree {
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width: Vec<usize>, // the total width of the tree at each depth
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}
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*/
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// Given a node, do a postorder traversal to figure out the width of the node based on all of its
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// children. This is equivalent to the widest of all of its children at all depths.
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//
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// There are some collapse rules that I could take into account here, but that I haven't figured
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// out yet. If two nodes are side by side, and one of them has some wide children but the other has
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// no children, then they are effectively the same width. The second node only needs to be moved
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// out if it has children that would overlap the children of the first node.
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//
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// My algorithm right now is likely to generate unnecessarily wide trees in a complex game review.
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fn node_width(node: &GameNode) -> usize {
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let children: &Vec<GameNode> = match node {
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GameNode::MoveNode(mn) => &mn.children,
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GameNode::SetupNode(sn) => &sn.children,
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};
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if children.len() == 0 {
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return 1;
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}
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// If there is more than one child, run node_width on each one and add them together.
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children.iter().fold(0, |acc, child| acc + node_width(child))
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}
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// Since I know the width of a node, now I want to figure out its placement in the larger scheme of
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// things.
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//
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// One thought I have is that I could just develop a grid virtually and start placing nodes.
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// Whenever I notice a collision, I can just move the node over. But I'd like to see if I can be a
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// bit smarter than doing it as just a vec into which I place things, as though it's a game board.
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// So, given a game node, I want to figure out it's position along the X axis.
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//
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// Just having the node is greatly insufficient. I can get better results if I'm calculating the
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// position of its children.
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fn node_children_columns(node: &GameNode) -> Vec<usize> {
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vec![0, 1, 2]
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}
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#[cfg(test)]
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mod test {
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use super::*;
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use sgf::{Color, GameNode, Move, MoveNode};
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#[test]
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fn it_calculates_width_for_single_node() {
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let node = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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assert_eq!(node_width(&node), 1);
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}
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#[test]
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fn it_calculates_width_for_node_with_children() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_b = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_c = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_d = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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node_a.children.push(node_b);
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node_a.children.push(node_c);
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node_a.children.push(node_d);
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assert_eq!(node_width(&GameNode::MoveNode(node_a)), 3);
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}
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// A
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// B E
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// C D
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#[test]
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fn it_calculates_width_with_one_deep_child() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_b.children.push(GameNode::MoveNode(node_d));
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assert_eq!(node_width(&GameNode::MoveNode(node_b.clone())), 2);
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_e));
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assert_eq!(node_width(&GameNode::MoveNode(node_a)), 3);
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}
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// A
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// B G H
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// C I
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// D E F
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#[test]
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fn it_calculates_a_complex_tree() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_f = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_g = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_i = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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node_c.children.push(GameNode::MoveNode(node_d));
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node_c.children.push(GameNode::MoveNode(node_e));
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node_c.children.push(GameNode::MoveNode(node_f));
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assert_eq!(node_width(&GameNode::MoveNode(node_c.clone())), 3);
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node_b.children.push(GameNode::MoveNode(node_c));
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assert_eq!(node_width(&GameNode::MoveNode(node_b.clone())), 3);
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node_h.children.push(GameNode::MoveNode(node_i));
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_g));
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node_a.children.push(GameNode::MoveNode(node_h));
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// This should be 4 if I were collapsing levels correctly, but it is 5 until I return to
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// figure that step out.
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assert_eq!(node_width(&GameNode::MoveNode(node_a.clone())), 5);
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}
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#[test]
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fn a_nodes_children_get_separate_columns() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_b = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_c = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_d = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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node_a.children.push(node_b.clone());
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node_a.children.push(node_c.clone());
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node_a.children.push(node_d.clone());
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assert_eq!(node_children_columns(&GameNode::MoveNode(node_a)), vec![0, 1, 2]);
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}
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}
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@ -460,8 +460,8 @@ impl TryFrom<&parser::Node> for MoveNode {
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pub struct SetupNode {
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id: Uuid,
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positions: Vec<parser::SetupInstr>,
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children: Vec<GameNode>,
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pub positions: Vec<parser::SetupInstr>,
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pub children: Vec<GameNode>,
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}
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impl SetupNode {
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