cpsa-2.1.1: src/CPSA/Graph/Tree.hs
-- Generate an SVG drawing of a tree of preskeletons
-- Copyright (c) 2009 The MITRE Corporation
--
-- This program is free software: you can redistribute it and/or
-- modify it under the terms of the BSD License as published by the
-- University of California.
module CPSA.Graph.Tree (Tree (..), Forest, forest, tree) where
import qualified Data.Map as M
import CPSA.Graph.XMLOutput
import CPSA.Graph.Config
import CPSA.Graph.SVG
import CPSA.Graph.Loader
-- The preskeletons in the output are assembled together for display
-- into trees based on the parent relation. In reality, the
-- relationship between preskeletons is not tree-like, but includes
-- other edges as a result of a preskeleton having cohort members that
-- have been seen before. These members are called a tree node's
-- duplicates, and their children are displayed somewhere else in the
-- display.
data Tree = Tree
{ vertex :: Preskel,
duplicates :: Forest, -- Preskeletons already seen
children :: Forest, -- Freshly discovered preskeletons
alive :: Bool, -- Is preskeleton alive?
width :: Int, -- Number of leaf nodes
height :: Int } -- Longest distance to a leaf plus one
deriving Show
instance Eq Tree where
t0 == t1 = vertex t0 == vertex t1
instance Ord Tree where
compare t0 t1 = compare (vertex t0) (vertex t1)
makeTree :: Preskel -> [Tree] -> [Tree] -> Tree
makeTree k dups kids =
Tree { vertex = k, duplicates = dups, children = kids,
alive = True, -- The correct value is set later
width = x (dups ++ kids), height = y (dups ++ kids) }
where
x [] = 1 -- Compute the width and height
x kids = sum (map width kids)
y kids = 1 + foldl max 0 (map height kids)
type Forest = [Tree]
-- Assemble preskeletons into a forest and then set the alive flag
forest :: [Preskel] -> Forest
forest ks = map setLiveness (assemble ks)
-- Assemble preskeletons into a forest
assemble :: [Preskel] -> Forest
assemble ks =
map loops (spanning ks)
where
loops t = -- Add in the other edges
let k = vertex t in -- in the forest
makeTree k (duplicates k) (map loops (children t))
duplicates k =
[ makeTree k' [] []
| tag <- seen k,
k' <- maybe [] (:[]) (M.lookup tag table) ]
table = M.fromList $ map (\k -> (label k, k)) ks
-- Compute the spanning forest of the preskeletons
spanning :: [Preskel] -> Forest
spanning [] = []
spanning (k:ks) =
makeTree k [] kids : rest
where
(kids, rest) = partition (label k) (assemble ks)
partition _ [] = ([], [])
partition tag (t:ts) =
let (kids, rest) = partition tag ts in
case parent (vertex t) of
Just parent' ->
if parent' == tag then
(t:kids, rest)
else
(kids, t:rest)
Nothing ->
(kids, t:rest)
-- Set the alive flag in each preskeleton.
setLiveness :: Tree -> Tree
setLiveness t = updateLiveness (live t) t
-- Extract the non-dead preskeletons from a tree. A preskeleton is
-- dead if it is known to be unrealized, and all of its children are
-- unrealized. Because of duplicates, process of computing the list
-- must be iterated.
live :: Tree -> [Preskel]
live t =
loop []
where
decend ks t =
let ks' = foldl decend ks (kids t) in
if contain ks' (vertex t) || dead ks' t then
ks'
else
vertex t : ks'
dead ks t =
maybe False (not . null) (unrealized (vertex t))
&& all (not . contain ks . vertex) (kids t)
loop old =
let new = decend old t in
if length new == length old then
old
else
loop new
kids t = duplicates t ++ children t
updateLiveness :: [Preskel] -> Tree -> Tree
updateLiveness live t =
t { duplicates = map (updateLiveness live) (duplicates t),
children = map (updateLiveness live) (children t),
alive = contain live (vertex t) }
-- Does list contain a given preskeleton?
contain :: [Preskel] -> Preskel -> Bool
contain [] _ = False
contain (k:ks) k' =
label k == label k' || contain ks k'
-- Draw tree view of preskeleton relations
tree :: Config -> Tree -> (Float, Float, [Element])
tree conf t =
if compact conf then
vtree conf t
else
htree conf t
-- Draw a vertical tree
vtree :: Config -> Tree -> (Float, Float, [Element])
vtree conf t =
(w, h, snd $ folddup (loop x y) (mx conf, top) t)
where
tw = tx conf * fromIntegral (width t - 1) -- Tree width
th = ty conf * fromIntegral (height t - 1) -- Tree height
x = mx conf + tw / 2
y = my conf
top = [button conf x y False t]
loop :: Float -> Float -> Bool -> (Float, [Element]) ->
Tree -> (Float, [Element])
loop x1 y1 dup (w, es) t =
(w + tx conf + tw, es')
where
x2 = w + tw / 2
y2 = y1 + ty conf
es'' = button conf x2 y2 dup t :
line conf x1 (y1 + td conf) x2 (y2 - ta conf) : es
es' = snd $ folddup (loop x2 y2) (w, es'') t
tw = tx conf * fromIntegral (width t - 1)
w = 2 * mx conf + tw -- Diagram width
h = 2 * my conf + th -- Diagram height
-- Draw a horizontal tree
htree :: Config -> Tree -> (Float, Float, [Element])
htree conf t =
(w, h, snd $ folddup (loop x y) (my conf, top) t)
where
tw = tx conf * fromIntegral (height t - 1) -- Tree width
th = ty conf * fromIntegral (width t - 1) -- Tree height
x = mx conf
y = my conf + th / 2
top = [button conf x (y - td conf) False t]
loop :: Float -> Float -> Bool -> (Float, [Element]) ->
Tree -> (Float, [Element])
loop x1 y1 dup (h, es) t =
(h + ty conf + th, es')
where
x2 = x1 + tx conf
y2 = h + th / 2
es'' = button conf x2 (y2 - td conf) dup t :
line conf x1 y1 x2 y2 : es
es' = snd $ folddup (loop x2 y2) (h, es'') t
th = ty conf * fromIntegral (width t - 1)
w = 2 * mx conf + tw -- Diagram width
h = 2 * my conf + th -- Diagram height
folddup :: (Bool -> a -> Tree -> a) -> a -> Tree -> a
folddup f z t =
foldl (f False) (foldl (f True) z (duplicates t)) (children t)
button :: Config -> Float -> Float -> Bool -> Tree -> Element
button conf x y dup t =
kbutton conf x y kind (label (vertex t))
where
kind =
case (alive t, dup) of
(True, False) -> AliveTree
(True, True) -> AliveDup
(False, False) -> DeadTree
(False, True) -> DeadDup