@kieler/klighd-core
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Core KLighD diagram visualization with Sprotty
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text/typescript
/*
* KIELER - Kiel Integrated Environment for Layout Eclipse RichClient
*
* http://rtsys.informatik.uni-kiel.de/kieler
*
* Copyright 2021-2023 by
* + Kiel University
* + Department of Computer Science
* + Real-Time and Embedded Systems Group
*
* This code is provided under the terms of the Eclipse Public License 2.0 (EPL-2.0).
*/
import { Point, SModelElement as SModelElementSchema, ViewportResult } from 'sprotty-protocol'
/**
* A IDiagramPieceRequestGenerator manages the ordering of diagram piece
* requests.
*/
export interface IDiagramPieceRequestManager {
/**
* Adds a diagram piece that should be requested later.
* @param parentId The ID of the SModelElement that is the direct parent of
* this diagram piece. This is necessary to determine the
* position of the piece.
* @param diagramPiece Schema of diagram piece.
*/
enqueue(parentId: string, diagramPiece: SModelElementSchema): void
/**
* Returns the next diagram piece that should be requested and removes it
* from the manager.
*/
dequeue(): SModelElementSchema | undefined
/**
* Resets the manager for a different diagram.
*/
reset(): void
/**
* Retrieves same element as dequeue, but doesn't remove it from the manager.
*/
front(): SModelElementSchema | undefined
/**
* Submit info about current viewport position to be used to prioritize the ordering of requests.
*/
setViewport(viewportResult: ViewportResult): void
}
/**
* This implementation of {@link IDiagramPieceRequestManager} serves as a naive
* implementation of the interface. Diagram pieces are stored in a simple queue
* and requested in FIFO order. The resulting behaviour is that the pieces of a
* diagram are requested breadth-first. The position of the viewport is not
* taken into consideration in this approach.
*/
export class QueueDiagramPieceRequestManager implements IDiagramPieceRequestManager {
piecesToRequest: SModelElementSchema[] = []
enqueue(_parentId: string, diagramPiece: SModelElementSchema): void {
this.piecesToRequest.push(diagramPiece)
}
dequeue(): SModelElementSchema | undefined {
return this.piecesToRequest.shift() // FIFO, pop() would be FILO
}
reset(): void {
this.piecesToRequest = []
}
front(): SModelElementSchema | undefined {
if (this.piecesToRequest.length === 0) {
return undefined
}
return this.piecesToRequest[this.piecesToRequest.length - 1]
}
setViewport(_viewportResult: ViewportResult): void {
console.log('QueueDiagramPieceRequestManager.setViewport is unimplemented')
}
}
/**
* This class provides a more sophisticated implementaion of
* {@link IDiagramPieceRequestManager}. In order to send diagram piece requests
* in order of "first needed", the diagram area is divided into a grid and the
* locations of each piece within this grid are determined. The viewport position
* is then taken to determine which grid cell is currently in view and each
* grid cell maintains its own queue of pieces to request. When there are no
* more pieces in a grid cell, grid cells in a ring around that center cell are
* checked. And if nothing is found there either, the fallback is to go through
* all the grid cells and request the first piece that is discovered.
*/
export class GridDiagramPieceRequestManager implements IDiagramPieceRequestManager {
idToAbsolutePositions: Map<string, Point>
// ordering of elements per grid corresponds to layer, therefore operations on it should be FIFO
/* https://stackoverflow.com/questions/39005798/fastest-way-of-using-coordinates-as-keys-in-javascript-hashmap */
/**
* These fields are used to map the diagram piece queues to their grid cell coordinates.
*/
gridToPieces: Map<number, SModelElementSchema[]>
// eslint-disable-next-line no-bitwise
readonly MAX_16BIT_SIGNED = (1 << (16 - 1)) - 1 // 32767
/**
* Determines how many pixels wide each grid square should be.
*
* FIXME: evaluate what value makes sense here. If a proper spiral loop is in place, it shouldn't be too important though.
* canvas width is typically between 500 and 1000 pixels, zoom level important to consider
* This width is constant with respect to the actual diagram, this means that for small diagrams the
* grid has relatively large squares and for large diagrams the squares are relatively small
* There might be an advantage of setting this dynamically according to the diagram size beforehand
* This would require some extra communication before the actual diagram requesting process begins
*/
gridResolution = 2000
/**
* Determines how far around the center point of the viewport to search for nodes to request. The value used
* here needs to be suitable for both the gridResolution and diagram size.
*/
maxRingCount = 2
/**
* The last known grid position of the viewport.
*/
currentGridPosition = { x: 0, y: 0 }
/**
* Transforms a coordinate pair (x,y) to a 32 bit integer. x and y must be
* between 0 and 32767 which is a sufficiently large domain for this application.
* The value of x is stored in the first 16 bits and the value of y is stored in
* the last 16 bits.
* @param point The coordinate to be transformed to an integer encoding.
* @returns Integer representing the coordinate pair.
*/
getKey(point: Point): number {
const { x, y } = point
if (x > this.MAX_16BIT_SIGNED || y > this.MAX_16BIT_SIGNED) {
throw new Error('Invalid x or y coordinates')
}
// eslint-disable-next-line no-bitwise
return (x << 16) | y
}
/**
* Transforms a 32 bit integer to a pair (x,y). The encoding is explained in
* {@link GridDiagramPieceRequestManager.getKey}
* @param key Integer to be transformed to coordinate pair.
* @returns Coordinate pair in the form {x: valueX, y: valueY}.
*/
getCoords(key: number): Point {
if (key > 2147352576 + 32766) {
throw new Error('Invalid key')
}
// eslint-disable-next-line no-bitwise
const keyX = key >> 16
// eslint-disable-next-line no-bitwise
const keyY = key & 0xffff
return { x: keyX, y: keyY }
}
/**
* Generates coordinate pairs which form a square around the origin (0,0) with a distance n
* from the center in exactly one or both components of the coordinate. Or expressed more
* mathematically:
*
* All pairs must be of the form (+-n,v) or (v,+-n) with -n <= v <= n
*
* @param n Distance of the ring from the origin.
* @returns List of coordinate pairs: [{x: .., y: ..}, ..]
*/
ringCoords(n: number): Point[] {
/*
* Ring with n = 2
*
* X X X X X
* X X
* X X
* X X
* X X X X X
*/
const result = []
// first get all edge coordinates
for (let i = -(n - 1); i <= n - 1; i++) {
result.push({ x: -n, y: i })
}
for (let i = -(n - 1); i <= n - 1; i++) {
result.push({ x: n, y: i })
}
for (let i = -(n - 1); i <= n - 1; i++) {
result.push({ x: i, y: -n })
}
for (let i = -(n - 1); i <= n - 1; i++) {
result.push({ x: i, y: n })
}
// push corner coordinates
result.push({ x: -n, y: -n })
result.push({ x: -n, y: n })
result.push({ x: n, y: -n })
result.push({ x: n, y: n })
return result
}
enqueue(parentId: string, diagramPiece: SModelElementSchema): void {
if (diagramPiece.type === 'node') {
const castPiece = diagramPiece as any
if (this.idToAbsolutePositions.get(parentId) !== undefined) {
// if parent is already known, child position is calculated relative to its parent
const parentPos = this.idToAbsolutePositions.get(parentId)!
this.idToAbsolutePositions.set(diagramPiece.id, Point.add(parentPos, castPiece.position))
} else {
// otherwise the element must be a top level element
this.idToAbsolutePositions.set(diagramPiece.id, castPiece.position)
}
// add pieces to grid
const gridX = Math.floor(
(this.idToAbsolutePositions.get(diagramPiece.id)!.x + castPiece.size.width / 2) / this.gridResolution
)
const gridY = Math.floor(
(this.idToAbsolutePositions.get(diagramPiece.id)!.y + castPiece.size.height / 2) / this.gridResolution
)
// const test = this.gridToPieces.get(gridPoint)
const key = this.getKey({ x: gridX, y: gridY })
if (this.gridToPieces.get(key) !== undefined) {
this.gridToPieces.get(key)!.push(diagramPiece)
} else {
this.gridToPieces.set(key, [diagramPiece])
}
} else {
// DO NOT DO ANYTHING WITH NON NODE ELEMENTS
// FIXME: execution probably should reach here and should throw an error
// but maybe caller should not worry about this
// In current implementation the caller just passes all types of
// elements, so we simply silently ignore wrong elements here
}
}
dequeue(): SModelElementSchema | undefined {
// if something exists in current grid position return that
const key = this.getKey(this.currentGridPosition)
const list = this.gridToPieces.get(key)
if (list !== undefined && list.length > 0) {
return list.shift()
}
// check for next closest piece
let piece: SModelElementSchema | undefined
// here we compute the coordinates of rings around the current central point
// A spiral could be another way to approach this: https://stackoverflow.com/questions/398299/looping-in-a-spiral
for (let i = 1; i <= this.maxRingCount; i++) {
const ring = this.ringCoords(i)
for (let j = 0; j < ring.length; j++) {
const value = this.gridToPieces.get(this.getKey(Point.add(this.currentGridPosition, ring[j])))!
if (value !== undefined && value.length > 0) {
piece = value.shift()!
return piece
}
}
}
// have to do this because of:
/* Type 'IterableIterator<number>' is not an array type or a string type.
* Use compiler option '--downlevelIteration' to allow iterating of
* iterators.ts(2569) */
// Otherwise could do for (key of this.gridToPieces.keys())
// fallback if nothing in immediate area
const gridArray = Array.from(this.gridToPieces.keys())
for (const square of gridArray) {
const value = this.gridToPieces.get(square)!
if (value.length > 0) {
piece = value.shift()!
return piece
}
}
return undefined
}
reset(): void {
this.idToAbsolutePositions = new Map<string, Point>()
this.gridToPieces = new Map<number, SModelElementSchema[]>()
this.currentGridPosition = { x: 0, y: 0 }
}
front(): SModelElementSchema | undefined {
// if something exists in current grid position return that
const key = this.getKey(this.currentGridPosition)
const list = this.gridToPieces.get(key)
if (list !== undefined && list.length > 0) {
return list[list.length - 1]
}
// check for next closest piece
let piece: SModelElementSchema | undefined
for (let i = 1; i <= this.maxRingCount; i++) {
const ring = this.ringCoords(i)
for (let j = 0; j < ring.length; j++) {
const value = this.gridToPieces.get(this.getKey(ring[j]))!
if (value !== undefined && value.length > 0) {
piece = value[value.length - 1]
return piece
}
}
}
// fallback if nothing in immediate area
const gridArray = Array.from(this.gridToPieces.keys())
for (const square of gridArray) {
const value = this.gridToPieces.get(square)!
if (value.length > 0) {
piece = value[value.length - 1]
return piece
}
}
return undefined
}
setViewport(viewportResult: ViewportResult): void {
const { viewport, canvasBounds } = viewportResult
const gridX = Math.floor((viewport.scroll.x + canvasBounds.width / 2 / viewport.zoom) / this.gridResolution)
const gridY = Math.floor((viewport.scroll.y + canvasBounds.height / 2 / viewport.zoom) / this.gridResolution)
this.currentGridPosition = { x: gridX, y: gridY }
}
}