Files
test2/source/blender/blenlib/BLI_dot_export.hh
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

303 lines
6.0 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/**
* Language grammar: https://www.graphviz.org/doc/info/lang.html
* Attributes: https://www.graphviz.org/doc/info/attrs.html
* Node Shapes: https://www.graphviz.org/doc/info/shapes.html
* Preview: https://dreampuf.github.io/GraphvizOnline
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "BLI_dot_export_attribute_enums.hh"
#include <optional>
#include <sstream>
namespace blender::dot {
class Graph;
class DirectedGraph;
class UndirectedGraph;
class Node;
class NodePort;
class DirectedEdge;
class UndirectedEdge;
class Cluster;
class Attributes {
private:
Map<std::string, std::string> attributes_;
public:
void export__as_bracket_list(std::stringstream &ss) const;
void set(StringRef key, StringRef value)
{
attributes_.add_overwrite(key, value);
}
void set(StringRef key, float value)
{
attributes_.add_overwrite(key, std::to_string(value));
}
};
class Graph {
private:
Vector<std::unique_ptr<Node>> nodes_;
Vector<std::unique_ptr<Cluster>> clusters_;
Set<Node *> top_level_nodes_;
Set<Cluster *> top_level_clusters_;
friend Cluster;
friend Node;
public:
Attributes attributes;
public:
Node &new_node(StringRef label);
Cluster &new_cluster(StringRef label = "");
void export__declare_nodes_and_clusters(std::stringstream &ss) const;
void set_rankdir(Attr_rankdir rankdir)
{
attributes.set("rankdir", rankdir_to_string(rankdir));
}
void set_random_cluster_bgcolors();
};
class Cluster {
private:
Graph &graph_;
Cluster *parent_ = nullptr;
Set<Cluster *> children_;
Set<Node *> nodes_;
friend Graph;
friend Node;
public:
Attributes attributes;
Cluster(Graph &graph) : graph_(graph) {}
public:
void export__declare_nodes_and_clusters(std::stringstream &ss) const;
std::string name() const
{
return "cluster_" + std::to_string(uintptr_t(this));
}
void set_parent_cluster(Cluster *new_parent);
void set_parent_cluster(Cluster &cluster)
{
this->set_parent_cluster(&cluster);
}
Cluster *parent_cluster()
{
return parent_;
}
void set_random_cluster_bgcolors();
bool contains(Node &node) const;
};
class Node {
private:
Graph &graph_;
Cluster *cluster_ = nullptr;
friend Graph;
public:
Attributes attributes;
Node(Graph &graph) : graph_(graph) {}
public:
void set_parent_cluster(Cluster *cluster);
void set_parent_cluster(Cluster &cluster)
{
this->set_parent_cluster(&cluster);
}
Cluster *parent_cluster()
{
return cluster_;
}
void set_shape(Attr_shape shape)
{
attributes.set("shape", shape_to_string(shape));
}
/* See https://www.graphviz.org/doc/info/attrs.html#k:color. */
void set_background_color(StringRef name)
{
attributes.set("fillcolor", name);
attributes.set("style", "filled");
}
void export__as_id(std::stringstream &ss) const;
void export__as_declaration(std::stringstream &ss) const;
};
class UndirectedGraph final : public Graph {
private:
Vector<std::unique_ptr<UndirectedEdge>> edges_;
public:
std::string to_dot_string() const;
UndirectedEdge &new_edge(NodePort a, NodePort b);
};
class DirectedGraph final : public Graph {
private:
Vector<std::unique_ptr<DirectedEdge>> edges_;
public:
std::string to_dot_string() const;
DirectedEdge &new_edge(NodePort from, NodePort to);
};
class NodePort {
private:
Node *node_;
std::optional<std::string> port_name_;
std::optional<std::string> port_position_;
public:
NodePort(Node &node,
std::optional<std::string> port_name = {},
std::optional<std::string> port_position = {})
: node_(&node), port_name_(std::move(port_name)), port_position_(std::move(port_position))
{
}
void to_dot_string(std::stringstream &ss) const;
};
class Edge : blender::NonCopyable, blender::NonMovable {
protected:
NodePort a_;
NodePort b_;
public:
Attributes attributes;
public:
Edge(NodePort a, NodePort b) : a_(std::move(a)), b_(std::move(b)) {}
void set_arrowhead(Attr_arrowType type)
{
attributes.set("arrowhead", arrowType_to_string(type));
}
void set_arrowtail(Attr_arrowType type)
{
attributes.set("arrowtail", arrowType_to_string(type));
}
void set_dir(Attr_dirType type)
{
attributes.set("dir", dirType_to_string(type));
}
void set_label(StringRef label)
{
attributes.set("label", label);
}
};
class DirectedEdge : public Edge {
public:
DirectedEdge(NodePort from, NodePort to) : Edge(std::move(from), std::move(to)) {}
void export__as_edge_statement(std::stringstream &ss) const;
};
class UndirectedEdge : public Edge {
public:
UndirectedEdge(NodePort a, NodePort b) : Edge(std::move(a), std::move(b)) {}
void export__as_edge_statement(std::stringstream &ss) const;
};
std::string color_attr_from_hsv(float h, float s, float v);
struct NodeWithSockets {
struct Socket {
std::string name;
std::optional<std::string> fontcolor;
};
struct Input : public Socket {
};
struct Output : public Socket {
};
std::string node_name;
Vector<Input> inputs;
Vector<Output> outputs;
Input &add_input(std::string name)
{
this->inputs.append({});
Input &input = this->inputs.last();
input.name = std::move(name);
return input;
}
Output &add_output(std::string name)
{
this->outputs.append({});
Output &output = this->outputs.last();
output.name = std::move(name);
return output;
}
};
class NodeWithSocketsRef {
private:
Node *node_;
public:
NodeWithSocketsRef(Node &node, const NodeWithSockets &data);
Node &node()
{
return *node_;
}
NodePort input(int index) const
{
std::string port = "\"in" + std::to_string(index) + "\"";
return NodePort(*node_, port, "w");
}
NodePort output(int index) const
{
std::string port = "\"out" + std::to_string(index) + "\"";
return NodePort(*node_, port, "e");
}
};
} // namespace blender::dot