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% Copyright 2010-2011 by Renée Ahrens
% Copyright 2010-2011 by Olof Frahm
% Copyright 2010-2011 by Jens Kluttig
% Copyright 2010-2011 by Matthias Schulz
% Copyright 2010-2011 by Stephan Schuster
% Copyright 2011 by Jannis Pohlmann
% Copyright 2011 by Till Tantau
%
% This file may be distributed and/or modified
%
% 1. under the LaTeX Project Public License and/or
% 2. under the GNU Free Documentation License.
%
% See the file doc/generic/pgf/licenses/LICENSE for more details.
\section{The Binding Layer}
\label{section-gd-binding-layer}
\ifluatex\else This section of the manual can only be typeset using Lua\TeX.\expandafter\endinput\fi
\subsection{Overview}
This section explains how the \emph{binding} of the graph drawing
system to a particular display layer works. Let me stress
that all of this is important only for readers who
\begin{itemize}
\item either wish to write new display system (see
Section~\ref{section-gd-display-layer})
\item or wish to know more about how the graph drawing system works on
the pure \pgfname\ layer (this is were the binding occurs).
\end{itemize}
\emph{Bindings} are used to encapsulate the details of the
communication between the graph drawing system and a display system
(see Section~\ref{section-gd-display-layer} for an introduction to
display systems).
Consider a display system that communicates with the graph drawing
system. At some point, the display system would like to run an
algorithm to lay out a graph. To achieve this, it will call different
functions from the class |InterfaceToDisplay| and the effect of this
is that a representation of the to-be-drawn graph is constructed
internally and that the appropriate algorithms are run. All of this is
in some sense independent of the actual display system, the class
|InterfaceToDisplay| offers the same standard interface to all display
systems.
At some point, however, the graph drawing system may need to ``talk
back'' to the display system. For instance, once the graph has been
laid out, to trigger the actual rendering of the graph, the graph
drawing system must ``tell'' the display layer where the vertices
lie. For some display systems this is easy: if the display system
itself is written in Lua, it could just access the syntactic digraph
directly. However, for systems like \tikzname\ or systems written in
another language, the graph drawing system needs a set of functions
that it can call that will tell the display system what is going
on. This is were bindings come in.
The class |Binding| is an interface that defines numerous methods that
will be called by the graph drawing system in different situations (see
the documentation below for details). For instance, there is a
function |renderVertex| that is called by the graph drawing system
whenever a vertex should be rendered by the display system. The class
is really just an interface in the sense of object-oriented
programming. For each display system you need to create a subclass of
|Binding| like |BindingToPGF| or |BindingToASCII| that implement the
methods declared by |Binding|. The number of methods that need to be
implemented depends on the display system.
In the following, you will find the documentation of the |Binding|
class in Section~\ref{section-gd-binding-doc}. Following this, we
first have a quick look at how the |BindingToPGF| works and then go
over a simple example of a binding to a more or less imaginary
display system. This example should help readers interested in
implementing their own bindings.
\subsection{The Binding Class and the Interface Core}
\label{section-gd-binding-doc}
\includeluadocumentationof{pgf.gd.bindings.Binding}
\includeluadocumentationof{pgf.gd.interface.InterfaceCore}
\subsection{The Binding To PGF}
\includeluadocumentationof{pgf.gd.bindings.BindingToPGF}
\subsection{An Example Binding Class}
\label{section-gd-binding-layer-example}
In the present section a complete binding is presented to an imaginary
``\textsc{ascii} art display system'' is presented. The idea is that
this display system will depict graphs using just normal letters and
spaces so that, when the text is typeset in a monospace font, a
visualization of the graph results. For instance:
\bigskip
\noindent
\begin{minipage}[t]{.5\textwidth}
\emph{Graph rendered by |BindingToPGF|:}
\medskip
\tikz [anchor=base]\graph [layered layout,level distance=2.35cm,sibling
distance=1.2cm,edges={rounded corners,>=spaced stealth'}] {
Alice;
Bob;
Charly;
Dave;
Eve;
Fritz;
George;
Alice -> Bob;
Alice -> Charly;
Charly -> Dave;
Bob -> Dave;
Dave -> Eve;
Eve -> Fritz;
Fritz -> Alice;
George -> Eve;
George -> Fritz;
Alice -> George;
};
\end{minipage}%
\begin{minipage}[t]{.49\textwidth}
\emph{Graph rendered by |BindingToASCII|:}
\begin{verbatim}
Alice
.......
.. . . .
... . . .
... .. . ..
.. . . .
Charly Bob . .
.. . . .
. . . .
. . . .
.. . . .
.. . .
Dave George .
.. . ... .
. . .. .
. . ...
.. . . ...
.. . ..
Eve . ..
.. . ..
. . .
. . .
.. . ..
...
Fritz
\end{verbatim}
\end{minipage}
\bigskip
The binding will reside in a file |BindingToASCII.lua|, whose contents
is detailed below, and which is used by calling the |bind| function of
|InterfaceToDisplay|, see its documentation for details.
The binding's code starts with some initializations:
\begin{codeexample}[code only]
-- File BindingToASCII.lua
-- Imports
local lib = require "pgf.gd.lib"
-- Subclass the Binding class:
local BindingToASCII = lib.class { base_class = require "pgf.gd.bindings.Binding" }
\end{codeexample}
The interesting code is the code for
``rendering'' a graph. The graph drawing system will invoke the
binding's methods |renderStart| and |renderStop| to signal that the
graph drawing algorithms have finished and that the vertices and edges
can now be drawn.
In our \textsc{ascii} renderer, we use a two-dimensional field holding
characters that severs as the ``drawing canvas''. At the beginning of
the rendering, we initialize it with blanks:
\begin{codeexample}[code only]
local canvas
function BindingToASCII:renderStart()
canvas = {}
-- Clear the canvas
for x=-30,30 do
canvas [x] = {}
for y=-30,30 do
canvas[x][y] = ' '
end
end
end
\end{codeexample}
In order to ``render'' a vertex, the graph drawing system will call
the |renderVertex| method. The binding of \tikzname\ does a lot of
complicated things in this method to retrieve the underlying node's
box from internal table and to somehow reinstall the box in \TeX's
output stream; for our \textsc{ascii} binding things are much simpler:
We simply put the vertex's name at the canvas position corresponding
to the vertex's |pos| coordinate. Note that this simple version of an
\textsc{ascii} renderer does not try to scale things; thus, array out
of bounds might occur here.
\begin{codeexample}[code only]
function BindingToASCII:renderVertex(v)
canvas [math.floor(v.pos.x)][math.floor(v.pos.y)] = v.name
end
\end{codeexample}
The rendering of edges is a more complicated process. Given two
vertices, we put dots at the canvas positions between them; provided
there are no vertices (so edges are behind the nodes). Here is the
essential part of the code (for the complete code, have a look at
|pgf/gd/examples/BindingToASCII.lua|):
\begin{codeexample}[code only]
function BindingToASCII:renderEdge(e)
local function connect (p,q)
-- Connect the points p and q
local x1, y1, x2, y2 = math.floor(p.x+0.5), math.floor(p.y+0.5), math.floor(q.x+0.5), math.floor(q.y+0.5)
...
local delta_x = x2-x1
local delta_y = y2-y1
...
local slope = delta_y/delta_x
for i=x1,x2 do
local x,y = i, math.floor(y1 + (i-x1)*slope + 0.5)
if canvas[x][y] == " " then
canvas[x][y] = '.'
end
end
...
end
-- Iterate over all points on the path from tail to head:
local p = e.tail.pos
for i=1,#e.path do
connect(p, e.tail.pos + e.path[i])
p = e.tail.pos + e.path[i]
end
connect(p, e.head.pos)
end
\end{codeexample}
The methods |renderVertex| and |renderEdge| will be called once for
each vertex and edge of the to-be-rendered graph. At the end, the
|renderStop| method is called. In our case, this method will output
the canvas using |print|. A slight complication arises when node names
are longer than just one character. In this case, the following code
``centers'' them on their coordinate and makes sure that they do not
get overwritten by the dots forming edges:
\begin{codeexample}[code only]
function BindingToASCII:renderStop()
for y=10,-30,-1 do
local t = {}
for x=-30,30 do
local s = canvas[x][y]
for i=1,#s do
pos = x+30+i-math.floor(#s/2)
if not t[pos] or t[pos] == " " or t[pos] == "." then
t[pos] = string.sub(s,i,i)
end
end
end
print(table.concat(t))
end
end
\end{codeexample}
At the end, we need to return the created object:
\begin{codeexample}[code only]
return BindingToASCII
\end{codeexample}
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