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CherryPicker.cs
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using System.Reflection;
using FrooxEngine;
using Elements.Core;
using FrooxEngine.UIX;
using static CherryPick.CherryPick;
using System.Runtime.CompilerServices;
namespace CherryPick;
public class CherryPicker(Slot searchRoot, Slot componentUIRoot, ButtonEventHandler<string> onGenericPressed, ButtonEventHandler<string> onAddPressed, UIBuilder searchBuilder, Sync<string> scope)
{
public string Scope
{
get => scope.Value;
set => scope.Value = value;
}
public static bool IsReady { get; private set; }
public WorkerDetails[] Workers => _allWorkers;
private readonly SortedList<float, WorkerDetails> _results = new(new MatchRatioComparer()); // Not queryable by index due to the implementation of MatchRatioComparer
private static readonly WorkerDetails[] _allWorkers = [];
static CherryPicker()
{
static IEnumerable<CategoryNode<Type>> flatten(IEnumerable<CategoryNode<Type>> categories) =>
categories
.SelectMany(category => flatten(category.Subcategories))
.Concat(categories);
IEnumerable<CategoryNode<Type>> allCategories = flatten(WorkerInitializer.ComponentLibrary.Subcategories);
List<WorkerDetails> details = [];
foreach (var category in allCategories)
{
foreach (var element in category.Elements)
{
if (element.IsDataModelType())
{
WorkerDetails detail = new(element.GetNiceName(), category.GetPath(), element);
details.Add(detail);
}
}
}
_allWorkers = [.. details];
}
public static void SetReady() => IsReady = true;
#region String matching
public void PerformMatch(string query, int resultCount = 10)
{
ResetResults(resultCount);
int workerCount = Workers.Length;
WorkerDetails[] details = Workers;
string[] splitQuery = query.Split(' ');
// The for loops are a bit hot and can cause minor
// hitches if care isn't taken. Avoiding branch logic if possible
// Check if there's actually a scope, because if there isn't, a slightly more efficient loop can be used
if (string.IsNullOrEmpty(Scope))
{
for (int i = 0; i < workerCount; i++)
{
WorkerDetails worker = details[i];
float ratio = MatchRatioInsensitive(worker.LowerName, splitQuery);
_results.Add(ratio, worker);
int detailCount = _results.Count;
_results.RemoveAt(detailCount - 1);
}
}
else
{
string searchScope = "/" + Scope;
for (int i = 0; i < workerCount; i++)
{
WorkerDetails worker = details[i];
float ratio = worker.Path.StartsWith(searchScope) ? MatchRatioInsensitive(worker.LowerName, splitQuery) : 0f;
_results.Add(ratio, worker);
int detailCount = _results.Count;
_results.RemoveAt(detailCount - 1);
}
}
// Remove the zero-scored results after the fact. Avoids another conditional in the hot path above
while (MathX.Approximately(_results.LastOrDefault().Key, 0f) && _results.Count > 0)
_results.RemoveAt(_results.Count - 1);
}
void ResetResults(int startCount = 10)
{
_results.Clear();
for (int i = 0; i < startCount; i++)
_results.Add(0f, default);
}
// Out of the total string length, how many characters actually match the query. Gives decent results.
static float MatchRatioInsensitive(string? source, params string[] query)
{
if (source == null)
return 0f;
float totalScore = 0f;
int indexFound = 1;
for (int i = 0; i < query.Length; i++)
{
string item = query[i];
int score = source.IndexOf(item, StringComparison.OrdinalIgnoreCase);
// Nasty bit hack - faster way of getting the sign without any conditional branching. I hate this runtime
indexFound *= IsPositive(score); // If this is ever zero, the score will remain zero
// Sum the score, but make it zero if any query was not found
totalScore = indexFound * (totalScore + item.Length / (source.Length + i + 1f));
}
return totalScore;
}
#endregion
#region TextEditor Events
public void EditStart(TextEditor editor)
{
if (componentUIRoot != null && searchRoot != null)
{
componentUIRoot.ActiveSelf = false;
searchRoot.ActiveSelf = true;
}
}
public void EditFinished(TextEditor editor)
{
if (editor != null &&
editor.Text.Target != null &&
string.IsNullOrEmpty(editor.Text.Target.Text) &&
componentUIRoot != null &&
searchRoot != null)
{
componentUIRoot.ActiveSelf = true;
searchRoot.ActiveSelf = false;
}
}
public void ForceEditFinished(TextEditor editor)
{
editor.Text.Target.Text = null;
EditFinished(editor);
}
public void EditChanged(TextEditor editor)
{
if (searchRoot == null ||
componentUIRoot == null ||
editor == null ||
onGenericPressed == null ||
onAddPressed == null ||
searchBuilder == null ||
!IsReady) // You can't search until the cache is built! This is fine in most cases, but if you end up searching before then, too bad!
return;
string txt = editor.Text.Target.Text;
if (txt == null)
return;
int genericStart = txt.IndexOf('<');
string? matchTxt = null;
string? genericType = null;
if (genericStart > 0)
{
matchTxt = txt.Substring(0, genericStart);
genericType = txt.Substring(genericStart);
}
else
{
matchTxt = txt;
}
searchRoot.DestroyChildren();
int resultCount = Config!.GetValue(ResultCount);
resultCount = MathX.Min(resultCount, MAX_RESULT_COUNT);
PerformMatch(matchTxt, resultCount);
foreach (var result in _results.Values)
{
bool isGenType = result.Type.IsGenericTypeDefinition;
string arg = "";
try
{
arg = isGenType ? Path.Combine(result.Path, result.Type.AssemblyQualifiedName) : searchRoot.World.Types().EncodeType(result.Type);
}
catch (ArgumentException)
{
CherryPick.Warn($"Tried to encode a non-data model type: {result.Type}");
continue;
}
var pressed = isGenType ? onGenericPressed : onAddPressed;
CreateButton(result, pressed, arg, searchBuilder, editor, RadiantUI_Constants.Sub.CYAN);
}
try
{
WorkerDetails firstGeneric = _results.Values.First(w => w.Type.IsGenericTypeDefinition);
if (genericType != null)
{
string typeName = firstGeneric.Type.FullName;
typeName = typeName.Substring(0, typeName.IndexOf("`")) + genericType;
Type? constructed = NiceTypeParser.TryParse(typeName);
if (constructed != null)
{
try
{
string arg = searchRoot.World.Types().EncodeType(constructed);
}
catch (ArgumentException)
{
CherryPick.Warn($"Tried to encode a non-data model type: {constructed}");
return;
}
WorkerDetails detail = new(constructed.GetNiceName(), firstGeneric.Path, constructed);
Button typeButton = CreateButton(detail, onAddPressed, searchRoot.World.Types().EncodeType(constructed), searchBuilder, editor, RadiantUI_Constants.Sub.ORANGE);
typeButton.Slot.OrderOffset = -1024;
}
}
}
catch (InvalidOperationException) { } // Swallow this exception in particular because First() will throw if nothing satisfies the lambda condition
}
#endregion
// One day we will have better UI construction... one day :')
private Button CreateButton(in WorkerDetails detail, ButtonEventHandler<string> pressed, string arg, UIBuilder builder, TextEditor editor, colorX col)
{
// Snip the scope off of the beginning of the path if the browser so that it's relative to the scope
string path = Scope != null ? detail.Path.Replace("/" + Scope, null) : detail.Path;
string buttonText = $"<noparse={detail.Name.Length}>{detail.Name}<br><size=61.803%><line-height=133%>{path}";
var button = builder.Button(buttonText, col, pressed, arg, CherryPick.PressDelay);
ValueField<double> lastPressed = button.Slot.AddSlot("LastPressed").AttachComponent<ValueField<double>>();
button.ClearFocusOnPress.Value = CherryPick.Config!.GetValue(CherryPick.ClearFocus);
if (detail.Type.IsGenericTypeDefinition)
{
// Define delegate here for unsubscription later
void CherryPickButtonPress(IButton b, ButtonEventData d)
{
double now = searchRoot.World.Time.WorldTime;
if (now - lastPressed.Value < CherryPick.PressDelay || CherryPick.SingleClick)
ForceEditFinished(editor);
else
lastPressed.Value.Value = now;
}
// Destroy delegate for unsubscription
void ButtonDestroyed(IDestroyable d)
{
IButton destroyedButton = (IButton)d;
// When the button is destroyed, unsubscribe the events like a good boy
destroyedButton.LocalPressed -= CherryPickButtonPress;
destroyedButton.Destroyed -= ButtonDestroyed;
}
button.LocalPressed += CherryPickButtonPress;
button.Destroyed += ButtonDestroyed;
}
// Funny magic UI numbers
var text = (Text)button.LabelTextField.Parent;
text.Size.Value = 24.44582f;
// Smooth the color transitions on the buttons for visual appeal
var smooth = button.Slot.AttachComponent<SmoothValue<colorX>>();
IField<colorX> target = button.ColorDrivers.First().ColorDrive.Target;
smooth.TargetValue.Value = target.Value;
button.ColorDrivers.First().ColorDrive.Target = smooth.TargetValue;
smooth.Value.Target = target;
smooth.Speed.Value = 12f;
return button;
}
/// <summary>
/// Bitwise check to see if an integer is positive
/// </summary>
/// <param name="value">Integer to check</param>
/// <returns>1 if positive, otherwise 0</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int IsPositive(int value)
{
return 1 + ((value & int.MinValue) >> 31);
}
}
// When using this in a SortedList, you won't be able to look up an entry by key!!
public struct MatchRatioComparer : IComparer<float>
{
public readonly int Compare(float x, float y)
{
return x > y ? -1 : 1;
}
}