d2/d2layouts/d2sequence/layout.go
2022-12-02 09:11:02 -08:00

118 lines
4.5 KiB
Go

package d2sequence
import (
"context"
"strings"
"oss.terrastruct.com/d2/d2graph"
"oss.terrastruct.com/d2/d2target"
"oss.terrastruct.com/d2/lib/geo"
"oss.terrastruct.com/d2/lib/label"
"oss.terrastruct.com/util-go/go2"
)
// Layout identifies and performs layout on sequence diagrams within a graph
// first, it traverses the graph from Root and once it finds an object of shape `sequence_diagram`
// it replaces the children with a rectangle with id `sequence_diagram`, collects all edges coming to this node and
// flag the edges to be removed. Then, using the children and the edges, it lays out the sequence diagram and
// sets the dimensions of the rectangle `sequence_diagram` rectangle.
// Once all nodes were processed, it continues to run the layout engine without the sequence diagram nodes and edges.
// Then it restores all objects with their proper layout engine and sequence diagram positions
func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Context, g *d2graph.Graph) error) error {
// flag objects to keep to avoid having to flag all descendants of sequence diagram to be removed
objectsToKeep := make(map[*d2graph.Object]struct{})
// edges flagged to be removed (these are internal edges of the sequence diagrams)
edgesToRemove := make(map[*d2graph.Edge]struct{})
// store the sequence diagram related to a given node
sequenceDiagrams := make(map[string]*sequenceDiagram)
// keeps the reference of the children of a given node
childrenReplacement := make(map[string][]*d2graph.Object)
// starts in root and traverses all descendants
queue := make([]*d2graph.Object, 1, len(g.Objects))
queue[0] = g.Root
for len(queue) > 0 {
obj := queue[0]
queue = queue[1:]
objectsToKeep[obj] = struct{}{}
if obj.Attributes.Shape.Value == d2target.ShapeSequenceDiagram {
// clean current children and keep a backup to restore them later
obj.Children = make(map[string]*d2graph.Object)
children := obj.ChildrenArray
obj.ChildrenArray = nil
// find the edges that belong to this sequence diagram
var edges []*d2graph.Edge
for _, edge := range g.Edges {
// both Src and Dst must be inside the sequence diagram
if strings.HasPrefix(edge.Src.AbsID(), obj.AbsID()) && strings.HasPrefix(edge.Dst.AbsID(), obj.AbsID()) {
edgesToRemove[edge] = struct{}{}
edges = append(edges, edge)
}
}
sd := newSequenceDiagram(children, edges)
sd.layout()
obj.Width = sd.getWidth()
obj.Height = sd.getHeight()
sequenceDiagrams[obj.AbsID()] = sd
childrenReplacement[obj.AbsID()] = children
} else {
// only move to children if the parent is not a sequence diagram
queue = append(queue, obj.ChildrenArray...)
}
}
// removes the edges
layoutEdges := make([]*d2graph.Edge, 0, len(g.Edges)-len(edgesToRemove))
for _, edge := range g.Edges {
if _, exists := edgesToRemove[edge]; !exists {
layoutEdges = append(layoutEdges, edge)
}
}
g.Edges = layoutEdges
// done this way (by flagging objects) instead of appending while going through the `queue`
// because appending in that order would change the order of g.Objects which
// could lead to layout changes (as the order of the objects might be important for the underlying engine)
layoutObjects := make([]*d2graph.Object, 0, len(objectsToKeep))
for _, obj := range g.Objects {
if _, exists := objectsToKeep[obj]; exists {
layoutObjects = append(layoutObjects, obj)
}
}
g.Objects = layoutObjects
if g.Root.Attributes.Shape.Value == d2target.ShapeSequenceDiagram {
// don't need to run the layout engine if the root is a sequence diagram
g.Root.ChildrenArray[0].TopLeft = geo.NewPoint(0, 0)
} else if err := layout(ctx, g); err != nil {
return err
}
// restores objects
for _, obj := range g.Objects {
if _, exists := sequenceDiagrams[obj.AbsID()]; !exists {
continue
}
obj.LabelPosition = go2.Pointer(string(label.InsideTopCenter))
// shift the sequence diagrams as they are always placed at (0, 0)
sequenceDiagrams[obj.AbsID()].shift(obj.TopLeft)
// restore children
obj.Children = make(map[string]*d2graph.Object)
for _, child := range childrenReplacement[obj.AbsID()] {
obj.Children[child.ID] = child
}
obj.ChildrenArray = childrenReplacement[obj.AbsID()]
// add lifeline edges
g.Edges = append(g.Edges, sequenceDiagrams[obj.AbsID()].lifelines...)
g.Edges = append(g.Edges, sequenceDiagrams[obj.AbsID()].messages...)
g.Objects = append(g.Objects, sequenceDiagrams[obj.AbsID()].actors...)
g.Objects = append(g.Objects, sequenceDiagrams[obj.AbsID()].spans...)
}
return nil
}