diff --git a/Diagram.svg b/Diagram.svg
new file mode 100644
index 0000000..ad8ce63
--- /dev/null
+++ b/Diagram.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/pom.xml b/pom.xml
index f2d7d25..46821b8 100644
--- a/pom.xml
+++ b/pom.xml
@@ -53,6 +53,13 @@
json
20180130
+
+
+
+ org.java-websocket
+ Java-WebSocket
+ 1.3.0
+
diff --git a/src/main/java/net/jrtechs/www/client/basic.html b/src/main/java/net/jrtechs/www/client/basic.html
new file mode 100644
index 0000000..0df856b
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/basic.html
@@ -0,0 +1,241 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/src/main/java/net/jrtechs/www/client/images.html b/src/main/java/net/jrtechs/www/client/images.html
new file mode 100644
index 0000000..2da314e
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/images.html
@@ -0,0 +1,290 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/src/main/java/net/jrtechs/www/client/serverConnection.js b/src/main/java/net/jrtechs/www/client/serverConnection.js
new file mode 100644
index 0000000..5d5588e
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/serverConnection.js
@@ -0,0 +1,56 @@
+var connection = new WebSocket('ws://127.0.0.1:4444');
+
+connection.onopen = function ()
+{
+ console.log('Connected!');
+ connection.send('Ping'); // Send the message 'Ping' to the server
+};
+
+// Log errors
+connection.onerror = function (error)
+{
+ console.log('WebSocket Error ' + error);
+};
+
+function addNodeToGraph(request)
+{
+ s.graph.addNode({
+ id: request.id,
+ label: request.name,
+ x: Math.random(),
+ y: Math.random(),
+ size: Math.random(),
+ color: '#666'
+ });
+ s.refresh();
+}
+
+
+function addEdgeToGraph(request)
+{
+ s.graph.addEdge({
+ id: request.id,
+ source: request.p1,
+ target: request.p2,
+ size: Math.random(),
+ color: '#000'
+ });
+ s.refresh();
+}
+
+
+// Log messages from the server
+connection.onmessage = function (e)
+{
+ var request = JSON.parse(e.data);
+
+ if(request.action == 1)
+ {
+ addNodeToGraph(request);
+ }
+ else if(request.action == 2)
+ {
+ addEdgeToGraph(request);
+ }
+ console.log('Server: ' + e.data);
+};
\ No newline at end of file
diff --git a/src/main/java/net/jrtechs/www/client/src/captors/sigma.captors.mouse.js b/src/main/java/net/jrtechs/www/client/src/captors/sigma.captors.mouse.js
new file mode 100644
index 0000000..e3a40c5
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/captors/sigma.captors.mouse.js
@@ -0,0 +1,349 @@
+;(function(undefined) {
+ 'use strict';
+
+ if (typeof sigma === 'undefined')
+ throw 'sigma is not declared';
+
+ // Initialize packages:
+ sigma.utils.pkg('sigma.captors');
+
+ /**
+ * The user inputs default captor. It deals with mouse events, keyboards
+ * events and touch events.
+ *
+ * @param {DOMElement} target The DOM element where the listeners will be
+ * bound.
+ * @param {camera} camera The camera related to the target.
+ * @param {configurable} settings The settings function.
+ * @return {sigma.captor} The fresh new captor instance.
+ */
+ sigma.captors.mouse = function(target, camera, settings) {
+ var _self = this,
+ _target = target,
+ _camera = camera,
+ _settings = settings,
+
+ // CAMERA MANAGEMENT:
+ // ******************
+ // The camera position when the user starts dragging:
+ _startCameraX,
+ _startCameraY,
+ _startCameraAngle,
+
+ // The latest stage position:
+ _lastCameraX,
+ _lastCameraY,
+ _lastCameraAngle,
+ _lastCameraRatio,
+
+ // MOUSE MANAGEMENT:
+ // *****************
+ // The mouse position when the user starts dragging:
+ _startMouseX,
+ _startMouseY,
+
+ _isMouseDown,
+ _isMoving,
+ _hasDragged,
+ _downStartTime,
+ _movingTimeoutId;
+
+ sigma.classes.dispatcher.extend(this);
+
+ sigma.utils.doubleClick(_target, 'click', _doubleClickHandler);
+ _target.addEventListener('DOMMouseScroll', _wheelHandler, false);
+ _target.addEventListener('mousewheel', _wheelHandler, false);
+ _target.addEventListener('mousemove', _moveHandler, false);
+ _target.addEventListener('mousedown', _downHandler, false);
+ _target.addEventListener('click', _clickHandler, false);
+ _target.addEventListener('mouseout', _outHandler, false);
+ document.addEventListener('mouseup', _upHandler, false);
+
+
+
+
+ /**
+ * This method unbinds every handlers that makes the captor work.
+ */
+ this.kill = function() {
+ sigma.utils.unbindDoubleClick(_target, 'click');
+ _target.removeEventListener('DOMMouseScroll', _wheelHandler);
+ _target.removeEventListener('mousewheel', _wheelHandler);
+ _target.removeEventListener('mousemove', _moveHandler);
+ _target.removeEventListener('mousedown', _downHandler);
+ _target.removeEventListener('click', _clickHandler);
+ _target.removeEventListener('mouseout', _outHandler);
+ document.removeEventListener('mouseup', _upHandler);
+ };
+
+
+
+
+ // MOUSE EVENTS:
+ // *************
+
+ /**
+ * The handler listening to the 'move' mouse event. It will effectively
+ * drag the graph.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _moveHandler(e) {
+ var x,
+ y,
+ pos;
+
+ // Dispatch event:
+ if (_settings('mouseEnabled')) {
+ _self.dispatchEvent('mousemove',
+ sigma.utils.mouseCoords(e));
+
+ if (_isMouseDown) {
+ _isMoving = true;
+ _hasDragged = true;
+
+ if (_movingTimeoutId)
+ clearTimeout(_movingTimeoutId);
+
+ _movingTimeoutId = setTimeout(function() {
+ _isMoving = false;
+ }, _settings('dragTimeout'));
+
+ sigma.misc.animation.killAll(_camera);
+
+ _camera.isMoving = true;
+ pos = _camera.cameraPosition(
+ sigma.utils.getX(e) - _startMouseX,
+ sigma.utils.getY(e) - _startMouseY,
+ true
+ );
+
+ x = _startCameraX - pos.x;
+ y = _startCameraY - pos.y;
+
+ if (x !== _camera.x || y !== _camera.y) {
+ _lastCameraX = _camera.x;
+ _lastCameraY = _camera.y;
+
+ _camera.goTo({
+ x: x,
+ y: y
+ });
+ }
+
+ if (e.preventDefault)
+ e.preventDefault();
+ else
+ e.returnValue = false;
+
+ e.stopPropagation();
+ return false;
+ }
+ }
+ }
+
+ /**
+ * The handler listening to the 'up' mouse event. It will stop dragging the
+ * graph.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _upHandler(e) {
+ if (_settings('mouseEnabled') && _isMouseDown) {
+ _isMouseDown = false;
+ if (_movingTimeoutId)
+ clearTimeout(_movingTimeoutId);
+
+ _camera.isMoving = false;
+
+ var x = sigma.utils.getX(e),
+ y = sigma.utils.getY(e);
+
+ if (_isMoving) {
+ sigma.misc.animation.killAll(_camera);
+ sigma.misc.animation.camera(
+ _camera,
+ {
+ x: _camera.x +
+ _settings('mouseInertiaRatio') * (_camera.x - _lastCameraX),
+ y: _camera.y +
+ _settings('mouseInertiaRatio') * (_camera.y - _lastCameraY)
+ },
+ {
+ easing: 'quadraticOut',
+ duration: _settings('mouseInertiaDuration')
+ }
+ );
+ } else if (
+ _startMouseX !== x ||
+ _startMouseY !== y
+ )
+ _camera.goTo({
+ x: _camera.x,
+ y: _camera.y
+ });
+
+ _self.dispatchEvent('mouseup',
+ sigma.utils.mouseCoords(e));
+
+ // Update _isMoving flag:
+ _isMoving = false;
+ }
+ }
+
+ /**
+ * The handler listening to the 'down' mouse event. It will start observing
+ * the mouse position for dragging the graph.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _downHandler(e) {
+ if (_settings('mouseEnabled')) {
+ _startCameraX = _camera.x;
+ _startCameraY = _camera.y;
+
+ _lastCameraX = _camera.x;
+ _lastCameraY = _camera.y;
+
+ _startMouseX = sigma.utils.getX(e);
+ _startMouseY = sigma.utils.getY(e);
+
+ _hasDragged = false;
+ _downStartTime = (new Date()).getTime();
+
+ switch (e.which) {
+ case 2:
+ // Middle mouse button pressed
+ // Do nothing.
+ break;
+ case 3:
+ // Right mouse button pressed
+ _self.dispatchEvent('rightclick',
+ sigma.utils.mouseCoords(e, _startMouseX, _startMouseY));
+ break;
+ // case 1:
+ default:
+ // Left mouse button pressed
+ _isMouseDown = true;
+
+ _self.dispatchEvent('mousedown',
+ sigma.utils.mouseCoords(e, _startMouseX, _startMouseY));
+ }
+ }
+ }
+
+ /**
+ * The handler listening to the 'out' mouse event. It will just redispatch
+ * the event.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _outHandler(e) {
+ if (_settings('mouseEnabled'))
+ _self.dispatchEvent('mouseout');
+ }
+
+ /**
+ * The handler listening to the 'click' mouse event. It will redispatch the
+ * click event, but with normalized X and Y coordinates.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _clickHandler(e) {
+ if (_settings('mouseEnabled')) {
+ var event = sigma.utils.mouseCoords(e);
+ event.isDragging =
+ (((new Date()).getTime() - _downStartTime) > 100) && _hasDragged;
+ _self.dispatchEvent('click', event);
+ }
+
+ if (e.preventDefault)
+ e.preventDefault();
+ else
+ e.returnValue = false;
+
+ e.stopPropagation();
+ return false;
+ }
+
+ /**
+ * The handler listening to the double click custom event. It will
+ * basically zoom into the graph.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _doubleClickHandler(e) {
+ var pos,
+ ratio,
+ animation;
+
+ if (_settings('mouseEnabled')) {
+ ratio = 1 / _settings('doubleClickZoomingRatio');
+
+ _self.dispatchEvent('doubleclick',
+ sigma.utils.mouseCoords(e, _startMouseX, _startMouseY));
+
+ if (_settings('doubleClickEnabled')) {
+ pos = _camera.cameraPosition(
+ sigma.utils.getX(e) - sigma.utils.getCenter(e).x,
+ sigma.utils.getY(e) - sigma.utils.getCenter(e).y,
+ true
+ );
+
+ animation = {
+ duration: _settings('doubleClickZoomDuration')
+ };
+
+ sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
+ }
+
+ if (e.preventDefault)
+ e.preventDefault();
+ else
+ e.returnValue = false;
+
+ e.stopPropagation();
+ return false;
+ }
+ }
+
+ /**
+ * The handler listening to the 'wheel' mouse event. It will basically zoom
+ * in or not into the graph.
+ *
+ * @param {event} e A mouse event.
+ */
+ function _wheelHandler(e) {
+ var pos,
+ ratio,
+ animation,
+ wheelDelta = sigma.utils.getDelta(e);
+
+ if (_settings('mouseEnabled') && _settings('mouseWheelEnabled') && wheelDelta !== 0) {
+ ratio = wheelDelta > 0 ?
+ 1 / _settings('zoomingRatio') :
+ _settings('zoomingRatio');
+
+ pos = _camera.cameraPosition(
+ sigma.utils.getX(e) - sigma.utils.getCenter(e).x,
+ sigma.utils.getY(e) - sigma.utils.getCenter(e).y,
+ true
+ );
+
+ animation = {
+ duration: _settings('mouseZoomDuration')
+ };
+
+ sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
+
+ if (e.preventDefault)
+ e.preventDefault();
+ else
+ e.returnValue = false;
+
+ e.stopPropagation();
+ return false;
+ }
+ }
+ };
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/captors/sigma.captors.touch.js b/src/main/java/net/jrtechs/www/client/src/captors/sigma.captors.touch.js
new file mode 100644
index 0000000..0e4d987
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/captors/sigma.captors.touch.js
@@ -0,0 +1,410 @@
+;(function(undefined) {
+ 'use strict';
+
+ if (typeof sigma === 'undefined')
+ throw 'sigma is not declared';
+
+ // Initialize packages:
+ sigma.utils.pkg('sigma.captors');
+
+ /**
+ * The user inputs default captor. It deals with mouse events, keyboards
+ * events and touch events.
+ *
+ * @param {DOMElement} target The DOM element where the listeners will be
+ * bound.
+ * @param {camera} camera The camera related to the target.
+ * @param {configurable} settings The settings function.
+ * @return {sigma.captor} The fresh new captor instance.
+ */
+ sigma.captors.touch = function(target, camera, settings) {
+ var _self = this,
+ _target = target,
+ _camera = camera,
+ _settings = settings,
+
+ // CAMERA MANAGEMENT:
+ // ******************
+ // The camera position when the user starts dragging:
+ _startCameraX,
+ _startCameraY,
+ _startCameraAngle,
+ _startCameraRatio,
+
+ // The latest stage position:
+ _lastCameraX,
+ _lastCameraY,
+ _lastCameraAngle,
+ _lastCameraRatio,
+
+ // TOUCH MANAGEMENT:
+ // *****************
+ // Touches that are down:
+ _downTouches = [],
+
+ _startTouchX0,
+ _startTouchY0,
+ _startTouchX1,
+ _startTouchY1,
+ _startTouchAngle,
+ _startTouchDistance,
+
+ _touchMode,
+
+ _isMoving,
+ _doubleTap,
+ _movingTimeoutId;
+
+ sigma.classes.dispatcher.extend(this);
+
+ sigma.utils.doubleClick(_target, 'touchstart', _doubleTapHandler);
+ _target.addEventListener('touchstart', _handleStart, false);
+ _target.addEventListener('touchend', _handleLeave, false);
+ _target.addEventListener('touchcancel', _handleLeave, false);
+ _target.addEventListener('touchleave', _handleLeave, false);
+ _target.addEventListener('touchmove', _handleMove, false);
+
+ function position(e) {
+ var offset = sigma.utils.getOffset(_target);
+
+ return {
+ x: e.pageX - offset.left,
+ y: e.pageY - offset.top
+ };
+ }
+
+ /**
+ * This method unbinds every handlers that makes the captor work.
+ */
+ this.kill = function() {
+ sigma.utils.unbindDoubleClick(_target, 'touchstart');
+ _target.addEventListener('touchstart', _handleStart);
+ _target.addEventListener('touchend', _handleLeave);
+ _target.addEventListener('touchcancel', _handleLeave);
+ _target.addEventListener('touchleave', _handleLeave);
+ _target.addEventListener('touchmove', _handleMove);
+ };
+
+ // TOUCH EVENTS:
+ // *************
+ /**
+ * The handler listening to the 'touchstart' event. It will set the touch
+ * mode ("_touchMode") and start observing the user touch moves.
+ *
+ * @param {event} e A touch event.
+ */
+ function _handleStart(e) {
+ if (_settings('touchEnabled')) {
+ var x0,
+ x1,
+ y0,
+ y1,
+ pos0,
+ pos1;
+
+ _downTouches = e.touches;
+
+ switch (_downTouches.length) {
+ case 1:
+ _camera.isMoving = true;
+ _touchMode = 1;
+
+ _startCameraX = _camera.x;
+ _startCameraY = _camera.y;
+
+ _lastCameraX = _camera.x;
+ _lastCameraY = _camera.y;
+
+ pos0 = position(_downTouches[0]);
+ _startTouchX0 = pos0.x;
+ _startTouchY0 = pos0.y;
+
+ break;
+ case 2:
+ _camera.isMoving = true;
+ _touchMode = 2;
+
+ pos0 = position(_downTouches[0]);
+ pos1 = position(_downTouches[1]);
+ x0 = pos0.x;
+ y0 = pos0.y;
+ x1 = pos1.x;
+ y1 = pos1.y;
+
+ _lastCameraX = _camera.x;
+ _lastCameraY = _camera.y;
+
+ _startCameraAngle = _camera.angle;
+ _startCameraRatio = _camera.ratio;
+
+ _startCameraX = _camera.x;
+ _startCameraY = _camera.y;
+
+ _startTouchX0 = x0;
+ _startTouchY0 = y0;
+ _startTouchX1 = x1;
+ _startTouchY1 = y1;
+
+ _startTouchAngle = Math.atan2(
+ _startTouchY1 - _startTouchY0,
+ _startTouchX1 - _startTouchX0
+ );
+ _startTouchDistance = Math.sqrt(
+ (_startTouchY1 - _startTouchY0) *
+ (_startTouchY1 - _startTouchY0) +
+ (_startTouchX1 - _startTouchX0) *
+ (_startTouchX1 - _startTouchX0)
+ );
+
+ e.preventDefault();
+ return false;
+ }
+ }
+ }
+
+ /**
+ * The handler listening to the 'touchend', 'touchcancel' and 'touchleave'
+ * event. It will update the touch mode if there are still at least one
+ * finger, and stop dragging else.
+ *
+ * @param {event} e A touch event.
+ */
+ function _handleLeave(e) {
+ if (_settings('touchEnabled')) {
+ _downTouches = e.touches;
+ var inertiaRatio = _settings('touchInertiaRatio');
+
+ if (_movingTimeoutId) {
+ _isMoving = false;
+ clearTimeout(_movingTimeoutId);
+ }
+
+ switch (_touchMode) {
+ case 2:
+ if (e.touches.length === 1) {
+ _handleStart(e);
+
+ e.preventDefault();
+ break;
+ }
+ /* falls through */
+ case 1:
+ _camera.isMoving = false;
+ _self.dispatchEvent('stopDrag');
+
+ if (_isMoving) {
+ _doubleTap = false;
+ sigma.misc.animation.camera(
+ _camera,
+ {
+ x: _camera.x +
+ inertiaRatio * (_camera.x - _lastCameraX),
+ y: _camera.y +
+ inertiaRatio * (_camera.y - _lastCameraY)
+ },
+ {
+ easing: 'quadraticOut',
+ duration: _settings('touchInertiaDuration')
+ }
+ );
+ }
+
+ _isMoving = false;
+ _touchMode = 0;
+ break;
+ }
+ }
+ }
+
+ /**
+ * The handler listening to the 'touchmove' event. It will effectively drag
+ * the graph, and eventually zooms and turn it if the user is using two
+ * fingers.
+ *
+ * @param {event} e A touch event.
+ */
+ function _handleMove(e) {
+ if (!_doubleTap && _settings('touchEnabled')) {
+ var x0,
+ x1,
+ y0,
+ y1,
+ cos,
+ sin,
+ end,
+ pos0,
+ pos1,
+ diff,
+ start,
+ dAngle,
+ dRatio,
+ newStageX,
+ newStageY,
+ newStageRatio,
+ newStageAngle;
+
+ _downTouches = e.touches;
+ _isMoving = true;
+
+ if (_movingTimeoutId)
+ clearTimeout(_movingTimeoutId);
+
+ _movingTimeoutId = setTimeout(function() {
+ _isMoving = false;
+ }, _settings('dragTimeout'));
+
+ switch (_touchMode) {
+ case 1:
+ pos0 = position(_downTouches[0]);
+ x0 = pos0.x;
+ y0 = pos0.y;
+
+ diff = _camera.cameraPosition(
+ x0 - _startTouchX0,
+ y0 - _startTouchY0,
+ true
+ );
+
+ newStageX = _startCameraX - diff.x;
+ newStageY = _startCameraY - diff.y;
+
+ if (newStageX !== _camera.x || newStageY !== _camera.y) {
+ _lastCameraX = _camera.x;
+ _lastCameraY = _camera.y;
+
+ _camera.goTo({
+ x: newStageX,
+ y: newStageY
+ });
+
+ _self.dispatchEvent('mousemove',
+ sigma.utils.mouseCoords(e, pos0.x, pos0.y));
+
+ _self.dispatchEvent('drag');
+ }
+ break;
+ case 2:
+ pos0 = position(_downTouches[0]);
+ pos1 = position(_downTouches[1]);
+ x0 = pos0.x;
+ y0 = pos0.y;
+ x1 = pos1.x;
+ y1 = pos1.y;
+
+ start = _camera.cameraPosition(
+ (_startTouchX0 + _startTouchX1) / 2 -
+ sigma.utils.getCenter(e).x,
+ (_startTouchY0 + _startTouchY1) / 2 -
+ sigma.utils.getCenter(e).y,
+ true
+ );
+ end = _camera.cameraPosition(
+ (x0 + x1) / 2 - sigma.utils.getCenter(e).x,
+ (y0 + y1) / 2 - sigma.utils.getCenter(e).y,
+ true
+ );
+
+ dAngle = Math.atan2(y1 - y0, x1 - x0) - _startTouchAngle;
+ dRatio = Math.sqrt(
+ (y1 - y0) * (y1 - y0) + (x1 - x0) * (x1 - x0)
+ ) / _startTouchDistance;
+
+ // Translation:
+ x0 = start.x;
+ y0 = start.y;
+
+ // Homothetic transformation:
+ newStageRatio = _startCameraRatio / dRatio;
+ x0 = x0 * dRatio;
+ y0 = y0 * dRatio;
+
+ // Rotation:
+ newStageAngle = _startCameraAngle - dAngle;
+ cos = Math.cos(-dAngle);
+ sin = Math.sin(-dAngle);
+ x1 = x0 * cos + y0 * sin;
+ y1 = y0 * cos - x0 * sin;
+ x0 = x1;
+ y0 = y1;
+
+ // Finalize:
+ newStageX = x0 - end.x + _startCameraX;
+ newStageY = y0 - end.y + _startCameraY;
+
+ if (
+ newStageRatio !== _camera.ratio ||
+ newStageAngle !== _camera.angle ||
+ newStageX !== _camera.x ||
+ newStageY !== _camera.y
+ ) {
+ _lastCameraX = _camera.x;
+ _lastCameraY = _camera.y;
+ _lastCameraAngle = _camera.angle;
+ _lastCameraRatio = _camera.ratio;
+
+ _camera.goTo({
+ x: newStageX,
+ y: newStageY,
+ angle: newStageAngle,
+ ratio: newStageRatio
+ });
+
+ _self.dispatchEvent('drag');
+ }
+
+ break;
+ }
+
+ e.preventDefault();
+ return false;
+ }
+ }
+
+ /**
+ * The handler listening to the double tap custom event. It will
+ * basically zoom into the graph.
+ *
+ * @param {event} e A touch event.
+ */
+ function _doubleTapHandler(e) {
+ var pos,
+ ratio,
+ animation;
+
+ if (e.touches && e.touches.length === 1 && _settings('touchEnabled')) {
+ _doubleTap = true;
+
+ ratio = 1 / _settings('doubleClickZoomingRatio');
+
+ pos = position(e.touches[0]);
+ _self.dispatchEvent('doubleclick',
+ sigma.utils.mouseCoords(e, pos.x, pos.y));
+
+ if (_settings('doubleClickEnabled')) {
+ pos = _camera.cameraPosition(
+ pos.x - sigma.utils.getCenter(e).x,
+ pos.y - sigma.utils.getCenter(e).y,
+ true
+ );
+
+ animation = {
+ duration: _settings('doubleClickZoomDuration'),
+ onComplete: function() {
+ _doubleTap = false;
+ }
+ };
+
+ sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
+ }
+
+ if (e.preventDefault)
+ e.preventDefault();
+ else
+ e.returnValue = false;
+
+ e.stopPropagation();
+ return false;
+ }
+ }
+ };
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.camera.js b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.camera.js
new file mode 100644
index 0000000..dcc4c52
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.camera.js
@@ -0,0 +1,240 @@
+;(function(undefined) {
+ 'use strict';
+
+ if (typeof sigma === 'undefined')
+ throw 'sigma is not declared';
+
+ sigma.utils.pkg('sigma.classes');
+
+ /**
+ * The camera constructor. It just initializes its attributes and methods.
+ *
+ * @param {string} id The id.
+ * @param {sigma.classes.graph} graph The graph.
+ * @param {configurable} settings The settings function.
+ * @param {?object} options Eventually some overriding options.
+ * @return {camera} Returns the fresh new camera instance.
+ */
+ sigma.classes.camera = function(id, graph, settings, options) {
+ sigma.classes.dispatcher.extend(this);
+
+ Object.defineProperty(this, 'graph', {
+ value: graph
+ });
+ Object.defineProperty(this, 'id', {
+ value: id
+ });
+ Object.defineProperty(this, 'readPrefix', {
+ value: 'read_cam' + id + ':'
+ });
+ Object.defineProperty(this, 'prefix', {
+ value: 'cam' + id + ':'
+ });
+
+ this.x = 0;
+ this.y = 0;
+ this.ratio = 1;
+ this.angle = 0;
+ this.isAnimated = false;
+ this.settings = (typeof options === 'object' && options) ?
+ settings.embedObject(options) :
+ settings;
+ };
+
+ /**
+ * Updates the camera position.
+ *
+ * @param {object} coordinates The new coordinates object.
+ * @return {camera} Returns the camera.
+ */
+ sigma.classes.camera.prototype.goTo = function(coordinates) {
+ if (!this.settings('enableCamera'))
+ return this;
+
+ var i,
+ l,
+ c = coordinates || {},
+ keys = ['x', 'y', 'ratio', 'angle'];
+
+ for (i = 0, l = keys.length; i < l; i++)
+ if (c[keys[i]] !== undefined) {
+ if (typeof c[keys[i]] === 'number' && !isNaN(c[keys[i]]))
+ this[keys[i]] = c[keys[i]];
+ else
+ throw 'Value for "' + keys[i] + '" is not a number.';
+ }
+
+ this.dispatchEvent('coordinatesUpdated');
+ return this;
+ };
+
+ /**
+ * This method takes a graph and computes for each node and edges its
+ * coordinates relatively to the center of the camera. Basically, it will
+ * compute the coordinates that will be used by the graphic renderers.
+ *
+ * Since it should be possible to use different cameras and different
+ * renderers, it is possible to specify a prefix to put before the new
+ * coordinates (to get something like "node.camera1_x")
+ *
+ * @param {?string} read The prefix of the coordinates to read.
+ * @param {?string} write The prefix of the coordinates to write.
+ * @param {?object} options Eventually an object of options. Those can be:
+ * - A restricted nodes array.
+ * - A restricted edges array.
+ * - A width.
+ * - A height.
+ * @return {camera} Returns the camera.
+ */
+ sigma.classes.camera.prototype.applyView = function(read, write, options) {
+ options = options || {};
+ write = write !== undefined ? write : this.prefix;
+ read = read !== undefined ? read : this.readPrefix;
+
+ var nodes = options.nodes || this.graph.nodes(),
+ edges = options.edges || this.graph.edges();
+
+ var i,
+ l,
+ node,
+ relCos = Math.cos(this.angle) / this.ratio,
+ relSin = Math.sin(this.angle) / this.ratio,
+ nodeRatio = Math.pow(this.ratio, this.settings('nodesPowRatio')),
+ edgeRatio = Math.pow(this.ratio, this.settings('edgesPowRatio')),
+ xOffset = (options.width || 0) / 2 - this.x * relCos - this.y * relSin,
+ yOffset = (options.height || 0) / 2 - this.y * relCos + this.x * relSin;
+
+ for (i = 0, l = nodes.length; i < l; i++) {
+ node = nodes[i];
+ node[write + 'x'] =
+ (node[read + 'x'] || 0) * relCos +
+ (node[read + 'y'] || 0) * relSin +
+ xOffset;
+ node[write + 'y'] =
+ (node[read + 'y'] || 0) * relCos -
+ (node[read + 'x'] || 0) * relSin +
+ yOffset;
+ node[write + 'size'] =
+ (node[read + 'size'] || 0) /
+ nodeRatio;
+ }
+
+ for (i = 0, l = edges.length; i < l; i++) {
+ edges[i][write + 'size'] =
+ (edges[i][read + 'size'] || 0) /
+ edgeRatio;
+ }
+
+ return this;
+ };
+
+ /**
+ * This function converts the coordinates of a point from the frame of the
+ * camera to the frame of the graph.
+ *
+ * @param {number} x The X coordinate of the point in the frame of the
+ * camera.
+ * @param {number} y The Y coordinate of the point in the frame of the
+ * camera.
+ * @return {object} The point coordinates in the frame of the graph.
+ */
+ sigma.classes.camera.prototype.graphPosition = function(x, y, vector) {
+ var X = 0,
+ Y = 0,
+ cos = Math.cos(this.angle),
+ sin = Math.sin(this.angle);
+
+ // Revert the origin differential vector:
+ if (!vector) {
+ X = - (this.x * cos + this.y * sin) / this.ratio;
+ Y = - (this.y * cos - this.x * sin) / this.ratio;
+ }
+
+ return {
+ x: (x * cos + y * sin) / this.ratio + X,
+ y: (y * cos - x * sin) / this.ratio + Y
+ };
+ };
+
+ /**
+ * This function converts the coordinates of a point from the frame of the
+ * graph to the frame of the camera.
+ *
+ * @param {number} x The X coordinate of the point in the frame of the
+ * graph.
+ * @param {number} y The Y coordinate of the point in the frame of the
+ * graph.
+ * @return {object} The point coordinates in the frame of the camera.
+ */
+ sigma.classes.camera.prototype.cameraPosition = function(x, y, vector) {
+ var X = 0,
+ Y = 0,
+ cos = Math.cos(this.angle),
+ sin = Math.sin(this.angle);
+
+ // Revert the origin differential vector:
+ if (!vector) {
+ X = - (this.x * cos + this.y * sin) / this.ratio;
+ Y = - (this.y * cos - this.x * sin) / this.ratio;
+ }
+
+ return {
+ x: ((x - X) * cos - (y - Y) * sin) * this.ratio,
+ y: ((y - Y) * cos + (x - X) * sin) * this.ratio
+ };
+ };
+
+ /**
+ * This method returns the transformation matrix of the camera. This is
+ * especially useful to apply the camera view directly in shaders, in case of
+ * WebGL rendering.
+ *
+ * @return {array} The transformation matrix.
+ */
+ sigma.classes.camera.prototype.getMatrix = function() {
+ var scale = sigma.utils.matrices.scale(1 / this.ratio),
+ rotation = sigma.utils.matrices.rotation(this.angle),
+ translation = sigma.utils.matrices.translation(-this.x, -this.y),
+ matrix = sigma.utils.matrices.multiply(
+ translation,
+ sigma.utils.matrices.multiply(
+ rotation,
+ scale
+ )
+ );
+
+ return matrix;
+ };
+
+ /**
+ * Taking a width and a height as parameters, this method returns the
+ * coordinates of the rectangle representing the camera on screen, in the
+ * graph's referentiel.
+ *
+ * To keep displaying labels of nodes going out of the screen, the method
+ * keeps a margin around the screen in the returned rectangle.
+ *
+ * @param {number} width The width of the screen.
+ * @param {number} height The height of the screen.
+ * @return {object} The rectangle as x1, y1, x2 and y2, representing
+ * two opposite points.
+ */
+ sigma.classes.camera.prototype.getRectangle = function(width, height) {
+ var widthVect = this.cameraPosition(width, 0, true),
+ heightVect = this.cameraPosition(0, height, true),
+ centerVect = this.cameraPosition(width / 2, height / 2, true),
+ marginX = this.cameraPosition(width / 4, 0, true).x,
+ marginY = this.cameraPosition(0, height / 4, true).y;
+
+ return {
+ x1: this.x - centerVect.x - marginX,
+ y1: this.y - centerVect.y - marginY,
+ x2: this.x - centerVect.x + marginX + widthVect.x,
+ y2: this.y - centerVect.y - marginY + widthVect.y,
+ height: Math.sqrt(
+ Math.pow(heightVect.x, 2) +
+ Math.pow(heightVect.y + 2 * marginY, 2)
+ )
+ };
+ };
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.configurable.js b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.configurable.js
new file mode 100644
index 0000000..09ce1f7
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.configurable.js
@@ -0,0 +1,116 @@
+;(function() {
+ 'use strict';
+
+ /**
+ * This utils aims to facilitate the manipulation of each instance setting.
+ * Using a function instead of an object brings two main advantages: First,
+ * it will be easier in the future to catch settings updates through a
+ * function than an object. Second, giving it a full object will "merge" it
+ * to the settings object properly, keeping us to have to always add a loop.
+ *
+ * @return {configurable} The "settings" function.
+ */
+ var configurable = function() {
+ var i,
+ l,
+ data = {},
+ datas = Array.prototype.slice.call(arguments, 0);
+
+ /**
+ * The method to use to set or get any property of this instance.
+ *
+ * @param {string|object} a1 If it is a string and if a2 is undefined,
+ * then it will return the corresponding
+ * property. If it is a string and if a2 is
+ * set, then it will set a2 as the property
+ * corresponding to a1, and return this. If
+ * it is an object, then each pair string +
+ * object(or any other type) will be set as a
+ * property.
+ * @param {*?} a2 The new property corresponding to a1 if a1
+ * is a string.
+ * @return {*|configurable} Returns itself or the corresponding
+ * property.
+ *
+ * Polymorphism:
+ * *************
+ * Here are some basic use examples:
+ *
+ * > settings = new configurable();
+ * > settings('mySetting', 42);
+ * > settings('mySetting'); // Logs: 42
+ * > settings('mySetting', 123);
+ * > settings('mySetting'); // Logs: 123
+ * > settings({mySetting: 456});
+ * > settings('mySetting'); // Logs: 456
+ *
+ * Also, it is possible to use the function as a fallback:
+ * > settings({mySetting: 'abc'}, 'mySetting'); // Logs: 'abc'
+ * > settings({hisSetting: 'abc'}, 'mySetting'); // Logs: 456
+ */
+ var settings = function(a1, a2) {
+ var o,
+ i,
+ l,
+ k;
+
+ if (arguments.length === 1 && typeof a1 === 'string') {
+ if (data[a1] !== undefined)
+ return data[a1];
+ for (i = 0, l = datas.length; i < l; i++)
+ if (datas[i][a1] !== undefined)
+ return datas[i][a1];
+ return undefined;
+ } else if (typeof a1 === 'object' && typeof a2 === 'string') {
+ return (a1 || {})[a2] !== undefined ? a1[a2] : settings(a2);
+ } else {
+ o = (typeof a1 === 'object' && a2 === undefined) ? a1 : {};
+
+ if (typeof a1 === 'string')
+ o[a1] = a2;
+
+ for (i = 0, k = Object.keys(o), l = k.length; i < l; i++)
+ data[k[i]] = o[k[i]];
+
+ return this;
+ }
+ };
+
+ /**
+ * This method returns a new configurable function, with new objects
+ *
+ * @param {object*} Any number of objects to search in.
+ * @return {function} Returns the function. Check its documentation to know
+ * more about how it works.
+ */
+ settings.embedObjects = function() {
+ var args = datas.concat(
+ data
+ ).concat(
+ Array.prototype.splice.call(arguments, 0)
+ );
+
+ return configurable.apply({}, args);
+ };
+
+ // Initialize
+ for (i = 0, l = arguments.length; i < l; i++)
+ settings(arguments[i]);
+
+ return settings;
+ };
+
+ /**
+ * EXPORT:
+ * *******
+ */
+ if (typeof this.sigma !== 'undefined') {
+ this.sigma.classes = this.sigma.classes || {};
+ this.sigma.classes.configurable = configurable;
+ } else if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports)
+ exports = module.exports = configurable;
+ exports.configurable = configurable;
+ } else
+ this.configurable = configurable;
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.dispatcher.js b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.dispatcher.js
new file mode 100644
index 0000000..0ce7dca
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.dispatcher.js
@@ -0,0 +1,204 @@
+;(function() {
+ 'use strict';
+
+ /**
+ * Dispatcher constructor.
+ *
+ * @return {dispatcher} The new dispatcher instance.
+ */
+ var dispatcher = function() {
+ Object.defineProperty(this, '_handlers', {
+ value: {}
+ });
+ };
+
+
+
+
+ /**
+ * Will execute the handler everytime that the indicated event (or the
+ * indicated events) will be triggered.
+ *
+ * @param {string} events The name of the event (or the events
+ * separated by spaces).
+ * @param {function(Object)} handler The handler to bind.
+ * @return {dispatcher} Returns the instance itself.
+ */
+ dispatcher.prototype.bind = function(events, handler) {
+ var i,
+ l,
+ event,
+ eArray;
+
+ if (
+ arguments.length === 1 &&
+ typeof arguments[0] === 'object'
+ )
+ for (events in arguments[0])
+ this.bind(events, arguments[0][events]);
+ else if (
+ arguments.length === 2 &&
+ typeof arguments[1] === 'function'
+ ) {
+ eArray = typeof events === 'string' ? events.split(' ') : events;
+
+ for (i = 0, l = eArray.length; i !== l; i += 1) {
+ event = eArray[i];
+
+ // Check that event is not '':
+ if (!event)
+ continue;
+
+ if (!this._handlers[event])
+ this._handlers[event] = [];
+
+ // Using an object instead of directly the handler will make possible
+ // later to add flags
+ this._handlers[event].push({
+ handler: handler
+ });
+ }
+ } else
+ throw 'bind: Wrong arguments.';
+
+ return this;
+ };
+
+ /**
+ * Removes the handler from a specified event (or specified events).
+ *
+ * @param {?string} events The name of the event (or the events
+ * separated by spaces). If undefined,
+ * then all handlers are removed.
+ * @param {?function(object)} handler The handler to unbind. If undefined,
+ * each handler bound to the event or the
+ * events will be removed.
+ * @return {dispatcher} Returns the instance itself.
+ */
+ dispatcher.prototype.unbind = function(events, handler) {
+ var i,
+ n,
+ j,
+ m,
+ k,
+ a,
+ event,
+ eArray = typeof events === 'string' ? events.split(' ') : events;
+
+ if (!arguments.length) {
+ for (k in this._handlers)
+ delete this._handlers[k];
+ return this;
+ }
+
+ if (handler) {
+ for (i = 0, n = eArray.length; i !== n; i += 1) {
+ event = eArray[i];
+ if (this._handlers[event]) {
+ a = [];
+ for (j = 0, m = this._handlers[event].length; j !== m; j += 1)
+ if (this._handlers[event][j].handler !== handler)
+ a.push(this._handlers[event][j]);
+
+ this._handlers[event] = a;
+ }
+
+ if (this._handlers[event] && this._handlers[event].length === 0)
+ delete this._handlers[event];
+ }
+ } else
+ for (i = 0, n = eArray.length; i !== n; i += 1)
+ delete this._handlers[eArray[i]];
+
+ return this;
+ };
+
+ /**
+ * Executes each handler bound to the event
+ *
+ * @param {string} events The name of the event (or the events separated
+ * by spaces).
+ * @param {?object} data The content of the event (optional).
+ * @return {dispatcher} Returns the instance itself.
+ */
+ dispatcher.prototype.dispatchEvent = function(events, data) {
+ var i,
+ n,
+ j,
+ m,
+ a,
+ event,
+ eventName,
+ self = this,
+ eArray = typeof events === 'string' ? events.split(' ') : events;
+
+ data = data === undefined ? {} : data;
+
+ for (i = 0, n = eArray.length; i !== n; i += 1) {
+ eventName = eArray[i];
+
+ if (this._handlers[eventName]) {
+ event = self.getEvent(eventName, data);
+ a = [];
+
+ for (j = 0, m = this._handlers[eventName].length; j !== m; j += 1) {
+ this._handlers[eventName][j].handler(event);
+ if (!this._handlers[eventName][j].one)
+ a.push(this._handlers[eventName][j]);
+ }
+
+ this._handlers[eventName] = a;
+ }
+ }
+
+ return this;
+ };
+
+ /**
+ * Return an event object.
+ *
+ * @param {string} events The name of the event.
+ * @param {?object} data The content of the event (optional).
+ * @return {object} Returns the instance itself.
+ */
+ dispatcher.prototype.getEvent = function(event, data) {
+ return {
+ type: event,
+ data: data || {},
+ target: this
+ };
+ };
+
+ /**
+ * A useful function to deal with inheritance. It will make the target
+ * inherit the prototype of the class dispatcher as well as its constructor.
+ *
+ * @param {object} target The target.
+ */
+ dispatcher.extend = function(target, args) {
+ var k;
+
+ for (k in dispatcher.prototype)
+ if (dispatcher.prototype.hasOwnProperty(k))
+ target[k] = dispatcher.prototype[k];
+
+ dispatcher.apply(target, args);
+ };
+
+
+
+
+ /**
+ * EXPORT:
+ * *******
+ */
+ if (typeof this.sigma !== 'undefined') {
+ this.sigma.classes = this.sigma.classes || {};
+ this.sigma.classes.dispatcher = dispatcher;
+ } else if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports)
+ exports = module.exports = dispatcher;
+ exports.dispatcher = dispatcher;
+ } else
+ this.dispatcher = dispatcher;
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.edgequad.js b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.edgequad.js
new file mode 100644
index 0000000..fbc5b7f
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.edgequad.js
@@ -0,0 +1,832 @@
+;(function(undefined) {
+ 'use strict';
+
+ /**
+ * Sigma Quadtree Module for edges
+ * ===============================
+ *
+ * Author: Sébastien Heymann,
+ * from the quad of Guillaume Plique (Yomguithereal)
+ * Version: 0.2
+ */
+
+
+
+ /**
+ * Quad Geometric Operations
+ * -------------------------
+ *
+ * A useful batch of geometric operations used by the quadtree.
+ */
+
+ var _geom = {
+
+ /**
+ * Transforms a graph node with x, y and size into an
+ * axis-aligned square.
+ *
+ * @param {object} A graph node with at least a point (x, y) and a size.
+ * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+ */
+ pointToSquare: function(n) {
+ return {
+ x1: n.x - n.size,
+ y1: n.y - n.size,
+ x2: n.x + n.size,
+ y2: n.y - n.size,
+ height: n.size * 2
+ };
+ },
+
+ /**
+ * Transforms a graph edge with x1, y1, x2, y2 and size into an
+ * axis-aligned square.
+ *
+ * @param {object} A graph edge with at least two points
+ * (x1, y1), (x2, y2) and a size.
+ * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+ */
+ lineToSquare: function(e) {
+ if (e.y1 < e.y2) {
+ // (e.x1, e.y1) on top
+ if (e.x1 < e.x2) {
+ // (e.x1, e.y1) on left
+ return {
+ x1: e.x1 - e.size,
+ y1: e.y1 - e.size,
+ x2: e.x2 + e.size,
+ y2: e.y1 - e.size,
+ height: e.y2 - e.y1 + e.size * 2
+ };
+ }
+ // (e.x1, e.y1) on right
+ return {
+ x1: e.x2 - e.size,
+ y1: e.y1 - e.size,
+ x2: e.x1 + e.size,
+ y2: e.y1 - e.size,
+ height: e.y2 - e.y1 + e.size * 2
+ };
+ }
+
+ // (e.x2, e.y2) on top
+ if (e.x1 < e.x2) {
+ // (e.x1, e.y1) on left
+ return {
+ x1: e.x1 - e.size,
+ y1: e.y2 - e.size,
+ x2: e.x2 + e.size,
+ y2: e.y2 - e.size,
+ height: e.y1 - e.y2 + e.size * 2
+ };
+ }
+ // (e.x2, e.y2) on right
+ return {
+ x1: e.x2 - e.size,
+ y1: e.y2 - e.size,
+ x2: e.x1 + e.size,
+ y2: e.y2 - e.size,
+ height: e.y1 - e.y2 + e.size * 2
+ };
+ },
+
+ /**
+ * Transforms a graph edge of type 'curve' with x1, y1, x2, y2,
+ * control point and size into an axis-aligned square.
+ *
+ * @param {object} e A graph edge with at least two points
+ * (x1, y1), (x2, y2) and a size.
+ * @param {object} cp A control point (x,y).
+ * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+ */
+ quadraticCurveToSquare: function(e, cp) {
+ var pt = sigma.utils.getPointOnQuadraticCurve(
+ 0.5,
+ e.x1,
+ e.y1,
+ e.x2,
+ e.y2,
+ cp.x,
+ cp.y
+ );
+
+ // Bounding box of the two points and the point at the middle of the
+ // curve:
+ var minX = Math.min(e.x1, e.x2, pt.x),
+ maxX = Math.max(e.x1, e.x2, pt.x),
+ minY = Math.min(e.y1, e.y2, pt.y),
+ maxY = Math.max(e.y1, e.y2, pt.y);
+
+ return {
+ x1: minX - e.size,
+ y1: minY - e.size,
+ x2: maxX + e.size,
+ y2: minY - e.size,
+ height: maxY - minY + e.size * 2
+ };
+ },
+
+ /**
+ * Transforms a graph self loop into an axis-aligned square.
+ *
+ * @param {object} n A graph node with a point (x, y) and a size.
+ * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+ */
+ selfLoopToSquare: function(n) {
+ // Fitting to the curve is too costly, we compute a larger bounding box
+ // using the control points:
+ var cp = sigma.utils.getSelfLoopControlPoints(n.x, n.y, n.size);
+
+ // Bounding box of the point and the two control points:
+ var minX = Math.min(n.x, cp.x1, cp.x2),
+ maxX = Math.max(n.x, cp.x1, cp.x2),
+ minY = Math.min(n.y, cp.y1, cp.y2),
+ maxY = Math.max(n.y, cp.y1, cp.y2);
+
+ return {
+ x1: minX - n.size,
+ y1: minY - n.size,
+ x2: maxX + n.size,
+ y2: minY - n.size,
+ height: maxY - minY + n.size * 2
+ };
+ },
+
+ /**
+ * Checks whether a rectangle is axis-aligned.
+ *
+ * @param {object} A rectangle defined by two points
+ * (x1, y1) and (x2, y2).
+ * @return {boolean} True if the rectangle is axis-aligned.
+ */
+ isAxisAligned: function(r) {
+ return r.x1 === r.x2 || r.y1 === r.y2;
+ },
+
+ /**
+ * Compute top points of an axis-aligned rectangle. This is useful in
+ * cases when the rectangle has been rotated (left, right or bottom up) and
+ * later operations need to know the top points.
+ *
+ * @param {object} An axis-aligned rectangle defined by two points
+ * (x1, y1), (x2, y2) and height.
+ * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height.
+ */
+ axisAlignedTopPoints: function(r) {
+
+ // Basic
+ if (r.y1 === r.y2 && r.x1 < r.x2)
+ return r;
+
+ // Rotated to right
+ if (r.x1 === r.x2 && r.y2 > r.y1)
+ return {
+ x1: r.x1 - r.height, y1: r.y1,
+ x2: r.x1, y2: r.y1,
+ height: r.height
+ };
+
+ // Rotated to left
+ if (r.x1 === r.x2 && r.y2 < r.y1)
+ return {
+ x1: r.x1, y1: r.y2,
+ x2: r.x2 + r.height, y2: r.y2,
+ height: r.height
+ };
+
+ // Bottom's up
+ return {
+ x1: r.x2, y1: r.y1 - r.height,
+ x2: r.x1, y2: r.y1 - r.height,
+ height: r.height
+ };
+ },
+
+ /**
+ * Get coordinates of a rectangle's lower left corner from its top points.
+ *
+ * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+ * @return {object} Coordinates of the corner (x, y).
+ */
+ lowerLeftCoor: function(r) {
+ var width = (
+ Math.sqrt(
+ Math.pow(r.x2 - r.x1, 2) +
+ Math.pow(r.y2 - r.y1, 2)
+ )
+ );
+
+ return {
+ x: r.x1 - (r.y2 - r.y1) * r.height / width,
+ y: r.y1 + (r.x2 - r.x1) * r.height / width
+ };
+ },
+
+ /**
+ * Get coordinates of a rectangle's lower right corner from its top points
+ * and its lower left corner.
+ *
+ * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+ * @param {object} A corner's coordinates (x, y).
+ * @return {object} Coordinates of the corner (x, y).
+ */
+ lowerRightCoor: function(r, llc) {
+ return {
+ x: llc.x - r.x1 + r.x2,
+ y: llc.y - r.y1 + r.y2
+ };
+ },
+
+ /**
+ * Get the coordinates of all the corners of a rectangle from its top point.
+ *
+ * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+ * @return {array} An array of the four corners' coordinates (x, y).
+ */
+ rectangleCorners: function(r) {
+ var llc = this.lowerLeftCoor(r),
+ lrc = this.lowerRightCoor(r, llc);
+
+ return [
+ {x: r.x1, y: r.y1},
+ {x: r.x2, y: r.y2},
+ {x: llc.x, y: llc.y},
+ {x: lrc.x, y: lrc.y}
+ ];
+ },
+
+ /**
+ * Split a square defined by its boundaries into four.
+ *
+ * @param {object} Boundaries of the square (x, y, width, height).
+ * @return {array} An array containing the four new squares, themselves
+ * defined by an array of their four corners (x, y).
+ */
+ splitSquare: function(b) {
+ return [
+ [
+ {x: b.x, y: b.y},
+ {x: b.x + b.width / 2, y: b.y},
+ {x: b.x, y: b.y + b.height / 2},
+ {x: b.x + b.width / 2, y: b.y + b.height / 2}
+ ],
+ [
+ {x: b.x + b.width / 2, y: b.y},
+ {x: b.x + b.width, y: b.y},
+ {x: b.x + b.width / 2, y: b.y + b.height / 2},
+ {x: b.x + b.width, y: b.y + b.height / 2}
+ ],
+ [
+ {x: b.x, y: b.y + b.height / 2},
+ {x: b.x + b.width / 2, y: b.y + b.height / 2},
+ {x: b.x, y: b.y + b.height},
+ {x: b.x + b.width / 2, y: b.y + b.height}
+ ],
+ [
+ {x: b.x + b.width / 2, y: b.y + b.height / 2},
+ {x: b.x + b.width, y: b.y + b.height / 2},
+ {x: b.x + b.width / 2, y: b.y + b.height},
+ {x: b.x + b.width, y: b.y + b.height}
+ ]
+ ];
+ },
+
+ /**
+ * Compute the four axis between corners of rectangle A and corners of
+ * rectangle B. This is needed later to check an eventual collision.
+ *
+ * @param {array} An array of rectangle A's four corners (x, y).
+ * @param {array} An array of rectangle B's four corners (x, y).
+ * @return {array} An array of four axis defined by their coordinates (x,y).
+ */
+ axis: function(c1, c2) {
+ return [
+ {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y},
+ {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y},
+ {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y},
+ {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y}
+ ];
+ },
+
+ /**
+ * Project a rectangle's corner on an axis.
+ *
+ * @param {object} Coordinates of a corner (x, y).
+ * @param {object} Coordinates of an axis (x, y).
+ * @return {object} The projection defined by coordinates (x, y).
+ */
+ projection: function(c, a) {
+ var l = (
+ (c.x * a.x + c.y * a.y) /
+ (Math.pow(a.x, 2) + Math.pow(a.y, 2))
+ );
+
+ return {
+ x: l * a.x,
+ y: l * a.y
+ };
+ },
+
+ /**
+ * Check whether two rectangles collide on one particular axis.
+ *
+ * @param {object} An axis' coordinates (x, y).
+ * @param {array} Rectangle A's corners.
+ * @param {array} Rectangle B's corners.
+ * @return {boolean} True if the rectangles collide on the axis.
+ */
+ axisCollision: function(a, c1, c2) {
+ var sc1 = [],
+ sc2 = [];
+
+ for (var ci = 0; ci < 4; ci++) {
+ var p1 = this.projection(c1[ci], a),
+ p2 = this.projection(c2[ci], a);
+
+ sc1.push(p1.x * a.x + p1.y * a.y);
+ sc2.push(p2.x * a.x + p2.y * a.y);
+ }
+
+ var maxc1 = Math.max.apply(Math, sc1),
+ maxc2 = Math.max.apply(Math, sc2),
+ minc1 = Math.min.apply(Math, sc1),
+ minc2 = Math.min.apply(Math, sc2);
+
+ return (minc2 <= maxc1 && maxc2 >= minc1);
+ },
+
+ /**
+ * Check whether two rectangles collide on each one of their four axis. If
+ * all axis collide, then the two rectangles do collide on the plane.
+ *
+ * @param {array} Rectangle A's corners.
+ * @param {array} Rectangle B's corners.
+ * @return {boolean} True if the rectangles collide.
+ */
+ collision: function(c1, c2) {
+ var axis = this.axis(c1, c2),
+ col = true;
+
+ for (var i = 0; i < 4; i++)
+ col = col && this.axisCollision(axis[i], c1, c2);
+
+ return col;
+ }
+ };
+
+
+ /**
+ * Quad Functions
+ * ------------
+ *
+ * The Quadtree functions themselves.
+ * For each of those functions, we consider that in a splitted quad, the
+ * index of each node is the following:
+ * 0: top left
+ * 1: top right
+ * 2: bottom left
+ * 3: bottom right
+ *
+ * Moreover, the hereafter quad's philosophy is to consider that if an element
+ * collides with more than one nodes, this element belongs to each of the
+ * nodes it collides with where other would let it lie on a higher node.
+ */
+
+ /**
+ * Get the index of the node containing the point in the quad
+ *
+ * @param {object} point A point defined by coordinates (x, y).
+ * @param {object} quadBounds Boundaries of the quad (x, y, width, heigth).
+ * @return {integer} The index of the node containing the point.
+ */
+ function _quadIndex(point, quadBounds) {
+ var xmp = quadBounds.x + quadBounds.width / 2,
+ ymp = quadBounds.y + quadBounds.height / 2,
+ top = (point.y < ymp),
+ left = (point.x < xmp);
+
+ if (top) {
+ if (left)
+ return 0;
+ else
+ return 1;
+ }
+ else {
+ if (left)
+ return 2;
+ else
+ return 3;
+ }
+ }
+
+ /**
+ * Get a list of indexes of nodes containing an axis-aligned rectangle
+ *
+ * @param {object} rectangle A rectangle defined by two points (x1, y1),
+ * (x2, y2) and height.
+ * @param {array} quadCorners An array of the quad nodes' corners.
+ * @return {array} An array of indexes containing one to
+ * four integers.
+ */
+ function _quadIndexes(rectangle, quadCorners) {
+ var indexes = [];
+
+ // Iterating through quads
+ for (var i = 0; i < 4; i++)
+ if ((rectangle.x2 >= quadCorners[i][0].x) &&
+ (rectangle.x1 <= quadCorners[i][1].x) &&
+ (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) &&
+ (rectangle.y1 <= quadCorners[i][2].y))
+ indexes.push(i);
+
+ return indexes;
+ }
+
+ /**
+ * Get a list of indexes of nodes containing a non-axis-aligned rectangle
+ *
+ * @param {array} corners An array containing each corner of the
+ * rectangle defined by its coordinates (x, y).
+ * @param {array} quadCorners An array of the quad nodes' corners.
+ * @return {array} An array of indexes containing one to
+ * four integers.
+ */
+ function _quadCollision(corners, quadCorners) {
+ var indexes = [];
+
+ // Iterating through quads
+ for (var i = 0; i < 4; i++)
+ if (_geom.collision(corners, quadCorners[i]))
+ indexes.push(i);
+
+ return indexes;
+ }
+
+ /**
+ * Subdivide a quad by creating a node at a precise index. The function does
+ * not generate all four nodes not to potentially create unused nodes.
+ *
+ * @param {integer} index The index of the node to create.
+ * @param {object} quad The quad object to subdivide.
+ * @return {object} A new quad representing the node created.
+ */
+ function _quadSubdivide(index, quad) {
+ var next = quad.level + 1,
+ subw = Math.round(quad.bounds.width / 2),
+ subh = Math.round(quad.bounds.height / 2),
+ qx = Math.round(quad.bounds.x),
+ qy = Math.round(quad.bounds.y),
+ x,
+ y;
+
+ switch (index) {
+ case 0:
+ x = qx;
+ y = qy;
+ break;
+ case 1:
+ x = qx + subw;
+ y = qy;
+ break;
+ case 2:
+ x = qx;
+ y = qy + subh;
+ break;
+ case 3:
+ x = qx + subw;
+ y = qy + subh;
+ break;
+ }
+
+ return _quadTree(
+ {x: x, y: y, width: subw, height: subh},
+ next,
+ quad.maxElements,
+ quad.maxLevel
+ );
+ }
+
+ /**
+ * Recursively insert an element into the quadtree. Only points
+ * with size, i.e. axis-aligned squares, may be inserted with this
+ * method.
+ *
+ * @param {object} el The element to insert in the quadtree.
+ * @param {object} sizedPoint A sized point defined by two top points
+ * (x1, y1), (x2, y2) and height.
+ * @param {object} quad The quad in which to insert the element.
+ * @return {undefined} The function does not return anything.
+ */
+ function _quadInsert(el, sizedPoint, quad) {
+ if (quad.level < quad.maxLevel) {
+
+ // Searching appropriate quads
+ var indexes = _quadIndexes(sizedPoint, quad.corners);
+
+ // Iterating
+ for (var i = 0, l = indexes.length; i < l; i++) {
+
+ // Subdividing if necessary
+ if (quad.nodes[indexes[i]] === undefined)
+ quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad);
+
+ // Recursion
+ _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]);
+ }
+ }
+ else {
+
+ // Pushing the element in a leaf node
+ quad.elements.push(el);
+ }
+ }
+
+ /**
+ * Recursively retrieve every elements held by the node containing the
+ * searched point.
+ *
+ * @param {object} point The searched point (x, y).
+ * @param {object} quad The searched quad.
+ * @return {array} An array of elements contained in the relevant
+ * node.
+ */
+ function _quadRetrievePoint(point, quad) {
+ if (quad.level < quad.maxLevel) {
+ var index = _quadIndex(point, quad.bounds);
+
+ // If node does not exist we return an empty list
+ if (quad.nodes[index] !== undefined) {
+ return _quadRetrievePoint(point, quad.nodes[index]);
+ }
+ else {
+ return [];
+ }
+ }
+ else {
+ return quad.elements;
+ }
+ }
+
+ /**
+ * Recursively retrieve every elements contained within an rectangular area
+ * that may or may not be axis-aligned.
+ *
+ * @param {object|array} rectData The searched area defined either by
+ * an array of four corners (x, y) in
+ * the case of a non-axis-aligned
+ * rectangle or an object with two top
+ * points (x1, y1), (x2, y2) and height.
+ * @param {object} quad The searched quad.
+ * @param {function} collisionFunc The collision function used to search
+ * for node indexes.
+ * @param {array?} els The retrieved elements.
+ * @return {array} An array of elements contained in the
+ * area.
+ */
+ function _quadRetrieveArea(rectData, quad, collisionFunc, els) {
+ els = els || {};
+
+ if (quad.level < quad.maxLevel) {
+ var indexes = collisionFunc(rectData, quad.corners);
+
+ for (var i = 0, l = indexes.length; i < l; i++)
+ if (quad.nodes[indexes[i]] !== undefined)
+ _quadRetrieveArea(
+ rectData,
+ quad.nodes[indexes[i]],
+ collisionFunc,
+ els
+ );
+ } else
+ for (var j = 0, m = quad.elements.length; j < m; j++)
+ if (els[quad.elements[j].id] === undefined)
+ els[quad.elements[j].id] = quad.elements[j];
+
+ return els;
+ }
+
+ /**
+ * Creates the quadtree object itself.
+ *
+ * @param {object} bounds The boundaries of the quad defined by an
+ * origin (x, y), width and heigth.
+ * @param {integer} level The level of the quad in the tree.
+ * @param {integer} maxElements The max number of element in a leaf node.
+ * @param {integer} maxLevel The max recursion level of the tree.
+ * @return {object} The quadtree object.
+ */
+ function _quadTree(bounds, level, maxElements, maxLevel) {
+ return {
+ level: level || 0,
+ bounds: bounds,
+ corners: _geom.splitSquare(bounds),
+ maxElements: maxElements || 40,
+ maxLevel: maxLevel || 8,
+ elements: [],
+ nodes: []
+ };
+ }
+
+
+ /**
+ * Sigma Quad Constructor
+ * ----------------------
+ *
+ * The edgequad API as exposed to sigma.
+ */
+
+ /**
+ * The edgequad core that will become the sigma interface with the quadtree.
+ *
+ * property {object} _tree Property holding the quadtree object.
+ * property {object} _geom Exposition of the _geom namespace for testing.
+ * property {object} _cache Cache for the area method.
+ * property {boolean} _enabled Can index and retreive elements.
+ */
+ var edgequad = function() {
+ this._geom = _geom;
+ this._tree = null;
+ this._cache = {
+ query: false,
+ result: false
+ };
+ this._enabled = true;
+ };
+
+ /**
+ * Index a graph by inserting its edges into the quadtree.
+ *
+ * @param {object} graph A graph instance.
+ * @param {object} params An object of parameters with at least the quad
+ * bounds.
+ * @return {object} The quadtree object.
+ *
+ * Parameters:
+ * ----------
+ * bounds: {object} boundaries of the quad defined by its origin (x, y)
+ * width and heigth.
+ * prefix: {string?} a prefix for edge geometric attributes.
+ * maxElements: {integer?} the max number of elements in a leaf node.
+ * maxLevel: {integer?} the max recursion level of the tree.
+ */
+ edgequad.prototype.index = function(graph, params) {
+ if (!this._enabled)
+ return this._tree;
+
+ // Enforcing presence of boundaries
+ if (!params.bounds)
+ throw 'sigma.classes.edgequad.index: bounds information not given.';
+
+ // Prefix
+ var prefix = params.prefix || '',
+ cp,
+ source,
+ target,
+ n,
+ e;
+
+ // Building the tree
+ this._tree = _quadTree(
+ params.bounds,
+ 0,
+ params.maxElements,
+ params.maxLevel
+ );
+
+ var edges = graph.edges();
+
+ // Inserting graph edges into the tree
+ for (var i = 0, l = edges.length; i < l; i++) {
+ source = graph.nodes(edges[i].source);
+ target = graph.nodes(edges[i].target);
+ e = {
+ x1: source[prefix + 'x'],
+ y1: source[prefix + 'y'],
+ x2: target[prefix + 'x'],
+ y2: target[prefix + 'y'],
+ size: edges[i][prefix + 'size'] || 0
+ };
+
+ // Inserting edge
+ if (edges[i].type === 'curve' || edges[i].type === 'curvedArrow') {
+ if (source.id === target.id) {
+ n = {
+ x: source[prefix + 'x'],
+ y: source[prefix + 'y'],
+ size: source[prefix + 'size'] || 0
+ };
+ _quadInsert(
+ edges[i],
+ _geom.selfLoopToSquare(n),
+ this._tree);
+ }
+ else {
+ cp = sigma.utils.getQuadraticControlPoint(e.x1, e.y1, e.x2, e.y2);
+ _quadInsert(
+ edges[i],
+ _geom.quadraticCurveToSquare(e, cp),
+ this._tree);
+ }
+ }
+ else {
+ _quadInsert(
+ edges[i],
+ _geom.lineToSquare(e),
+ this._tree);
+ }
+ }
+
+ // Reset cache:
+ this._cache = {
+ query: false,
+ result: false
+ };
+
+ // remove?
+ return this._tree;
+ };
+
+ /**
+ * Retrieve every graph edges held by the quadtree node containing the
+ * searched point.
+ *
+ * @param {number} x of the point.
+ * @param {number} y of the point.
+ * @return {array} An array of edges retrieved.
+ */
+ edgequad.prototype.point = function(x, y) {
+ if (!this._enabled)
+ return [];
+
+ return this._tree ?
+ _quadRetrievePoint({x: x, y: y}, this._tree) || [] :
+ [];
+ };
+
+ /**
+ * Retrieve every graph edges within a rectangular area. The methods keep the
+ * last area queried in cache for optimization reason and will act differently
+ * for the same reason if the area is axis-aligned or not.
+ *
+ * @param {object} A rectangle defined by two top points (x1, y1), (x2, y2)
+ * and height.
+ * @return {array} An array of edges retrieved.
+ */
+ edgequad.prototype.area = function(rect) {
+ if (!this._enabled)
+ return [];
+
+ var serialized = JSON.stringify(rect),
+ collisionFunc,
+ rectData;
+
+ // Returning cache?
+ if (this._cache.query === serialized)
+ return this._cache.result;
+
+ // Axis aligned ?
+ if (_geom.isAxisAligned(rect)) {
+ collisionFunc = _quadIndexes;
+ rectData = _geom.axisAlignedTopPoints(rect);
+ }
+ else {
+ collisionFunc = _quadCollision;
+ rectData = _geom.rectangleCorners(rect);
+ }
+
+ // Retrieving edges
+ var edges = this._tree ?
+ _quadRetrieveArea(
+ rectData,
+ this._tree,
+ collisionFunc
+ ) :
+ [];
+
+ // Object to array
+ var edgesArray = [];
+ for (var i in edges)
+ edgesArray.push(edges[i]);
+
+ // Caching
+ this._cache.query = serialized;
+ this._cache.result = edgesArray;
+
+ return edgesArray;
+ };
+
+
+ /**
+ * EXPORT:
+ * *******
+ */
+ if (typeof this.sigma !== 'undefined') {
+ this.sigma.classes = this.sigma.classes || {};
+ this.sigma.classes.edgequad = edgequad;
+ } else if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports)
+ exports = module.exports = edgequad;
+ exports.edgequad = edgequad;
+ } else
+ this.edgequad = edgequad;
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.graph.js b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.graph.js
new file mode 100644
index 0000000..c7ebe9d
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.graph.js
@@ -0,0 +1,859 @@
+;(function(undefined) {
+ 'use strict';
+
+ var _methods = Object.create(null),
+ _indexes = Object.create(null),
+ _initBindings = Object.create(null),
+ _methodBindings = Object.create(null),
+ _methodBeforeBindings = Object.create(null),
+ _defaultSettings = {
+ immutable: true,
+ clone: true
+ },
+ _defaultSettingsFunction = function(key) {
+ return _defaultSettings[key];
+ };
+
+ /**
+ * The graph constructor. It initializes the data and the indexes, and binds
+ * the custom indexes and methods to its own scope.
+ *
+ * Recognized parameters:
+ * **********************
+ * Here is the exhaustive list of every accepted parameters in the settings
+ * object:
+ *
+ * {boolean} clone Indicates if the data have to be cloned in methods
+ * to add nodes or edges.
+ * {boolean} immutable Indicates if nodes "id" values and edges "id",
+ * "source" and "target" values must be set as
+ * immutable.
+ *
+ * @param {?configurable} settings Eventually a settings function.
+ * @return {graph} The new graph instance.
+ */
+ var graph = function(settings) {
+ var k,
+ fn,
+ data;
+
+ /**
+ * DATA:
+ * *****
+ * Every data that is callable from graph methods are stored in this "data"
+ * object. This object will be served as context for all these methods,
+ * and it is possible to add other type of data in it.
+ */
+ data = {
+ /**
+ * SETTINGS FUNCTION:
+ * ******************
+ */
+ settings: settings || _defaultSettingsFunction,
+
+ /**
+ * MAIN DATA:
+ * **********
+ */
+ nodesArray: [],
+ edgesArray: [],
+
+ /**
+ * GLOBAL INDEXES:
+ * ***************
+ * These indexes just index data by ids.
+ */
+ nodesIndex: Object.create(null),
+ edgesIndex: Object.create(null),
+
+ /**
+ * LOCAL INDEXES:
+ * **************
+ * These indexes refer from node to nodes. Each key is an id, and each
+ * value is the array of the ids of related nodes.
+ */
+ inNeighborsIndex: Object.create(null),
+ outNeighborsIndex: Object.create(null),
+ allNeighborsIndex: Object.create(null),
+
+ inNeighborsCount: Object.create(null),
+ outNeighborsCount: Object.create(null),
+ allNeighborsCount: Object.create(null)
+ };
+
+ // Execute bindings:
+ for (k in _initBindings)
+ _initBindings[k].call(data);
+
+ // Add methods to both the scope and the data objects:
+ for (k in _methods) {
+ fn = __bindGraphMethod(k, data, _methods[k]);
+ this[k] = fn;
+ data[k] = fn;
+ }
+ };
+
+
+
+
+ /**
+ * A custom tool to bind methods such that function that are bound to it will
+ * be executed anytime the method is called.
+ *
+ * @param {string} methodName The name of the method to bind.
+ * @param {object} scope The scope where the method must be executed.
+ * @param {function} fn The method itself.
+ * @return {function} The new method.
+ */
+ function __bindGraphMethod(methodName, scope, fn) {
+ var result = function() {
+ var k,
+ res;
+
+ // Execute "before" bound functions:
+ for (k in _methodBeforeBindings[methodName])
+ _methodBeforeBindings[methodName][k].apply(scope, arguments);
+
+ // Apply the method:
+ res = fn.apply(scope, arguments);
+
+ // Execute bound functions:
+ for (k in _methodBindings[methodName])
+ _methodBindings[methodName][k].apply(scope, arguments);
+
+ // Return res:
+ return res;
+ };
+
+ return result;
+ }
+
+ /**
+ * This custom tool function removes every pair key/value from an hash. The
+ * goal is to avoid creating a new object while some other references are
+ * still hanging in some scopes...
+ *
+ * @param {object} obj The object to empty.
+ * @return {object} The empty object.
+ */
+ function __emptyObject(obj) {
+ var k;
+
+ for (k in obj)
+ if (!('hasOwnProperty' in obj) || obj.hasOwnProperty(k))
+ delete obj[k];
+
+ return obj;
+ }
+
+
+
+
+ /**
+ * This global method adds a method that will be bound to the futurly created
+ * graph instances.
+ *
+ * Since these methods will be bound to their scope when the instances are
+ * created, it does not use the prototype. Because of that, methods have to
+ * be added before instances are created to make them available.
+ *
+ * Here is an example:
+ *
+ * > graph.addMethod('getNodesCount', function() {
+ * > return this.nodesArray.length;
+ * > });
+ * >
+ * > var myGraph = new graph();
+ * > console.log(myGraph.getNodesCount()); // outputs 0
+ *
+ * @param {string} methodName The name of the method.
+ * @param {function} fn The method itself.
+ * @return {object} The global graph constructor.
+ */
+ graph.addMethod = function(methodName, fn) {
+ if (
+ typeof methodName !== 'string' ||
+ typeof fn !== 'function' ||
+ arguments.length !== 2
+ )
+ throw 'addMethod: Wrong arguments.';
+
+ if (_methods[methodName] || graph[methodName])
+ throw 'The method "' + methodName + '" already exists.';
+
+ _methods[methodName] = fn;
+ _methodBindings[methodName] = Object.create(null);
+ _methodBeforeBindings[methodName] = Object.create(null);
+
+ return this;
+ };
+
+ /**
+ * This global method returns true if the method has already been added, and
+ * false else.
+ *
+ * Here are some examples:
+ *
+ * > graph.hasMethod('addNode'); // returns true
+ * > graph.hasMethod('hasMethod'); // returns true
+ * > graph.hasMethod('unexistingMethod'); // returns false
+ *
+ * @param {string} methodName The name of the method.
+ * @return {boolean} The result.
+ */
+ graph.hasMethod = function(methodName) {
+ return !!(_methods[methodName] || graph[methodName]);
+ };
+
+ /**
+ * This global methods attaches a function to a method. Anytime the specified
+ * method is called, the attached function is called right after, with the
+ * same arguments and in the same scope. The attached function is called
+ * right before if the last argument is true, unless the method is the graph
+ * constructor.
+ *
+ * To attach a function to the graph constructor, use 'constructor' as the
+ * method name (first argument).
+ *
+ * The main idea is to have a clean way to keep custom indexes up to date,
+ * for instance:
+ *
+ * > var timesAddNodeCalled = 0;
+ * > graph.attach('addNode', 'timesAddNodeCalledInc', function() {
+ * > timesAddNodeCalled++;
+ * > });
+ * >
+ * > var myGraph = new graph();
+ * > console.log(timesAddNodeCalled); // outputs 0
+ * >
+ * > myGraph.addNode({ id: '1' }).addNode({ id: '2' });
+ * > console.log(timesAddNodeCalled); // outputs 2
+ *
+ * The idea for calling a function before is to provide pre-processors, for
+ * instance:
+ *
+ * > var colorPalette = { Person: '#C3CBE1', Place: '#9BDEBD' };
+ * > graph.attach('addNode', 'applyNodeColorPalette', function(n) {
+ * > n.color = colorPalette[n.category];
+ * > }, true);
+ * >
+ * > var myGraph = new graph();
+ * > myGraph.addNode({ id: 'n0', category: 'Person' });
+ * > console.log(myGraph.nodes('n0').color); // outputs '#C3CBE1'
+ *
+ * @param {string} methodName The name of the related method or
+ * "constructor".
+ * @param {string} key The key to identify the function to attach.
+ * @param {function} fn The function to bind.
+ * @param {boolean} before If true the function is called right before.
+ * @return {object} The global graph constructor.
+ */
+ graph.attach = function(methodName, key, fn, before) {
+ if (
+ typeof methodName !== 'string' ||
+ typeof key !== 'string' ||
+ typeof fn !== 'function' ||
+ arguments.length < 3 ||
+ arguments.length > 4
+ )
+ throw 'attach: Wrong arguments.';
+
+ var bindings;
+
+ if (methodName === 'constructor')
+ bindings = _initBindings;
+ else {
+ if (before) {
+ if (!_methodBeforeBindings[methodName])
+ throw 'The method "' + methodName + '" does not exist.';
+
+ bindings = _methodBeforeBindings[methodName];
+ }
+ else {
+ if (!_methodBindings[methodName])
+ throw 'The method "' + methodName + '" does not exist.';
+
+ bindings = _methodBindings[methodName];
+ }
+ }
+
+ if (bindings[key])
+ throw 'A function "' + key + '" is already attached ' +
+ 'to the method "' + methodName + '".';
+
+ bindings[key] = fn;
+
+ return this;
+ };
+
+ /**
+ * Alias of attach(methodName, key, fn, true).
+ */
+ graph.attachBefore = function(methodName, key, fn) {
+ return this.attach(methodName, key, fn, true);
+ };
+
+ /**
+ * This methods is just an helper to deal with custom indexes. It takes as
+ * arguments the name of the index and an object containing all the different
+ * functions to bind to the methods.
+ *
+ * Here is a basic example, that creates an index to keep the number of nodes
+ * in the current graph. It also adds a method to provide a getter on that
+ * new index:
+ *
+ * > sigma.classes.graph.addIndex('nodesCount', {
+ * > constructor: function() {
+ * > this.nodesCount = 0;
+ * > },
+ * > addNode: function() {
+ * > this.nodesCount++;
+ * > },
+ * > dropNode: function() {
+ * > this.nodesCount--;
+ * > }
+ * > });
+ * >
+ * > sigma.classes.graph.addMethod('getNodesCount', function() {
+ * > return this.nodesCount;
+ * > });
+ * >
+ * > var myGraph = new sigma.classes.graph();
+ * > console.log(myGraph.getNodesCount()); // outputs 0
+ * >
+ * > myGraph.addNode({ id: '1' }).addNode({ id: '2' });
+ * > console.log(myGraph.getNodesCount()); // outputs 2
+ *
+ * @param {string} name The name of the index.
+ * @param {object} bindings The object containing the functions to bind.
+ * @return {object} The global graph constructor.
+ */
+ graph.addIndex = function(name, bindings) {
+ if (
+ typeof name !== 'string' ||
+ Object(bindings) !== bindings ||
+ arguments.length !== 2
+ )
+ throw 'addIndex: Wrong arguments.';
+
+ if (_indexes[name])
+ throw 'The index "' + name + '" already exists.';
+
+ var k;
+
+ // Store the bindings:
+ _indexes[name] = bindings;
+
+ // Attach the bindings:
+ for (k in bindings)
+ if (typeof bindings[k] !== 'function')
+ throw 'The bindings must be functions.';
+ else
+ graph.attach(k, name, bindings[k]);
+
+ return this;
+ };
+
+
+
+
+ /**
+ * This method adds a node to the graph. The node must be an object, with a
+ * string under the key "id". Except for this, it is possible to add any
+ * other attribute, that will be preserved all along the manipulations.
+ *
+ * If the graph option "clone" has a truthy value, the node will be cloned
+ * when added to the graph. Also, if the graph option "immutable" has a
+ * truthy value, its id will be defined as immutable.
+ *
+ * @param {object} node The node to add.
+ * @return {object} The graph instance.
+ */
+ graph.addMethod('addNode', function(node) {
+ // Check that the node is an object and has an id:
+ if (Object(node) !== node || arguments.length !== 1)
+ throw 'addNode: Wrong arguments.';
+
+ if (typeof node.id !== 'string' && typeof node.id !== 'number')
+ throw 'The node must have a string or number id.';
+
+ if (this.nodesIndex[node.id])
+ throw 'The node "' + node.id + '" already exists.';
+
+ var k,
+ id = node.id,
+ validNode = Object.create(null);
+
+ // Check the "clone" option:
+ if (this.settings('clone')) {
+ for (k in node)
+ if (k !== 'id')
+ validNode[k] = node[k];
+ } else
+ validNode = node;
+
+ // Check the "immutable" option:
+ if (this.settings('immutable'))
+ Object.defineProperty(validNode, 'id', {
+ value: id,
+ enumerable: true
+ });
+ else
+ validNode.id = id;
+
+ // Add empty containers for edges indexes:
+ this.inNeighborsIndex[id] = Object.create(null);
+ this.outNeighborsIndex[id] = Object.create(null);
+ this.allNeighborsIndex[id] = Object.create(null);
+
+ this.inNeighborsCount[id] = 0;
+ this.outNeighborsCount[id] = 0;
+ this.allNeighborsCount[id] = 0;
+
+ // Add the node to indexes:
+ this.nodesArray.push(validNode);
+ this.nodesIndex[validNode.id] = validNode;
+
+ // Return the current instance:
+ return this;
+ });
+
+ /**
+ * This method adds an edge to the graph. The edge must be an object, with a
+ * string under the key "id", and strings under the keys "source" and
+ * "target" that design existing nodes. Except for this, it is possible to
+ * add any other attribute, that will be preserved all along the
+ * manipulations.
+ *
+ * If the graph option "clone" has a truthy value, the edge will be cloned
+ * when added to the graph. Also, if the graph option "immutable" has a
+ * truthy value, its id, source and target will be defined as immutable.
+ *
+ * @param {object} edge The edge to add.
+ * @return {object} The graph instance.
+ */
+ graph.addMethod('addEdge', function(edge) {
+ // Check that the edge is an object and has an id:
+ if (Object(edge) !== edge || arguments.length !== 1)
+ throw 'addEdge: Wrong arguments.';
+
+ if (typeof edge.id !== 'string' && typeof edge.id !== 'number')
+ throw 'The edge must have a string or number id.';
+
+ if ((typeof edge.source !== 'string' && typeof edge.source !== 'number') ||
+ !this.nodesIndex[edge.source])
+ throw 'The edge source must have an existing node id.';
+
+ if ((typeof edge.target !== 'string' && typeof edge.target !== 'number') ||
+ !this.nodesIndex[edge.target])
+ throw 'The edge target must have an existing node id.';
+
+ if (this.edgesIndex[edge.id])
+ throw 'The edge "' + edge.id + '" already exists.';
+
+ var k,
+ validEdge = Object.create(null);
+
+ // Check the "clone" option:
+ if (this.settings('clone')) {
+ for (k in edge)
+ if (k !== 'id' && k !== 'source' && k !== 'target')
+ validEdge[k] = edge[k];
+ } else
+ validEdge = edge;
+
+ // Check the "immutable" option:
+ if (this.settings('immutable')) {
+ Object.defineProperty(validEdge, 'id', {
+ value: edge.id,
+ enumerable: true
+ });
+
+ Object.defineProperty(validEdge, 'source', {
+ value: edge.source,
+ enumerable: true
+ });
+
+ Object.defineProperty(validEdge, 'target', {
+ value: edge.target,
+ enumerable: true
+ });
+ } else {
+ validEdge.id = edge.id;
+ validEdge.source = edge.source;
+ validEdge.target = edge.target;
+ }
+
+ // Add the edge to indexes:
+ this.edgesArray.push(validEdge);
+ this.edgesIndex[validEdge.id] = validEdge;
+
+ if (!this.inNeighborsIndex[validEdge.target][validEdge.source])
+ this.inNeighborsIndex[validEdge.target][validEdge.source] =
+ Object.create(null);
+ this.inNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] =
+ validEdge;
+
+ if (!this.outNeighborsIndex[validEdge.source][validEdge.target])
+ this.outNeighborsIndex[validEdge.source][validEdge.target] =
+ Object.create(null);
+ this.outNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] =
+ validEdge;
+
+ if (!this.allNeighborsIndex[validEdge.source][validEdge.target])
+ this.allNeighborsIndex[validEdge.source][validEdge.target] =
+ Object.create(null);
+ this.allNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] =
+ validEdge;
+
+ if (validEdge.target !== validEdge.source) {
+ if (!this.allNeighborsIndex[validEdge.target][validEdge.source])
+ this.allNeighborsIndex[validEdge.target][validEdge.source] =
+ Object.create(null);
+ this.allNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] =
+ validEdge;
+ }
+
+ // Keep counts up to date:
+ this.inNeighborsCount[validEdge.target]++;
+ this.outNeighborsCount[validEdge.source]++;
+ this.allNeighborsCount[validEdge.target]++;
+ this.allNeighborsCount[validEdge.source]++;
+
+ return this;
+ });
+
+ /**
+ * This method drops a node from the graph. It also removes each edge that is
+ * bound to it, through the dropEdge method. An error is thrown if the node
+ * does not exist.
+ *
+ * @param {string} id The node id.
+ * @return {object} The graph instance.
+ */
+ graph.addMethod('dropNode', function(id) {
+ // Check that the arguments are valid:
+ if ((typeof id !== 'string' && typeof id !== 'number') ||
+ arguments.length !== 1)
+ throw 'dropNode: Wrong arguments.';
+
+ if (!this.nodesIndex[id])
+ throw 'The node "' + id + '" does not exist.';
+
+ var i, k, l;
+
+ // Remove the node from indexes:
+ delete this.nodesIndex[id];
+ for (i = 0, l = this.nodesArray.length; i < l; i++)
+ if (this.nodesArray[i].id === id) {
+ this.nodesArray.splice(i, 1);
+ break;
+ }
+
+ // Remove related edges:
+ for (i = this.edgesArray.length - 1; i >= 0; i--)
+ if (this.edgesArray[i].source === id || this.edgesArray[i].target === id)
+ this.dropEdge(this.edgesArray[i].id);
+
+ // Remove related edge indexes:
+ delete this.inNeighborsIndex[id];
+ delete this.outNeighborsIndex[id];
+ delete this.allNeighborsIndex[id];
+
+ delete this.inNeighborsCount[id];
+ delete this.outNeighborsCount[id];
+ delete this.allNeighborsCount[id];
+
+ for (k in this.nodesIndex) {
+ delete this.inNeighborsIndex[k][id];
+ delete this.outNeighborsIndex[k][id];
+ delete this.allNeighborsIndex[k][id];
+ }
+
+ return this;
+ });
+
+ /**
+ * This method drops an edge from the graph. An error is thrown if the edge
+ * does not exist.
+ *
+ * @param {string} id The edge id.
+ * @return {object} The graph instance.
+ */
+ graph.addMethod('dropEdge', function(id) {
+ // Check that the arguments are valid:
+ if ((typeof id !== 'string' && typeof id !== 'number') ||
+ arguments.length !== 1)
+ throw 'dropEdge: Wrong arguments.';
+
+ if (!this.edgesIndex[id])
+ throw 'The edge "' + id + '" does not exist.';
+
+ var i, l, edge;
+
+ // Remove the edge from indexes:
+ edge = this.edgesIndex[id];
+ delete this.edgesIndex[id];
+ for (i = 0, l = this.edgesArray.length; i < l; i++)
+ if (this.edgesArray[i].id === id) {
+ this.edgesArray.splice(i, 1);
+ break;
+ }
+
+ delete this.inNeighborsIndex[edge.target][edge.source][edge.id];
+ if (!Object.keys(this.inNeighborsIndex[edge.target][edge.source]).length)
+ delete this.inNeighborsIndex[edge.target][edge.source];
+
+ delete this.outNeighborsIndex[edge.source][edge.target][edge.id];
+ if (!Object.keys(this.outNeighborsIndex[edge.source][edge.target]).length)
+ delete this.outNeighborsIndex[edge.source][edge.target];
+
+ delete this.allNeighborsIndex[edge.source][edge.target][edge.id];
+ if (!Object.keys(this.allNeighborsIndex[edge.source][edge.target]).length)
+ delete this.allNeighborsIndex[edge.source][edge.target];
+
+ if (edge.target !== edge.source) {
+ delete this.allNeighborsIndex[edge.target][edge.source][edge.id];
+ if (!Object.keys(this.allNeighborsIndex[edge.target][edge.source]).length)
+ delete this.allNeighborsIndex[edge.target][edge.source];
+ }
+
+ this.inNeighborsCount[edge.target]--;
+ this.outNeighborsCount[edge.source]--;
+ this.allNeighborsCount[edge.source]--;
+ this.allNeighborsCount[edge.target]--;
+
+ return this;
+ });
+
+ /**
+ * This method destroys the current instance. It basically empties each index
+ * and methods attached to the graph.
+ */
+ graph.addMethod('kill', function() {
+ // Delete arrays:
+ this.nodesArray.length = 0;
+ this.edgesArray.length = 0;
+ delete this.nodesArray;
+ delete this.edgesArray;
+
+ // Delete indexes:
+ delete this.nodesIndex;
+ delete this.edgesIndex;
+ delete this.inNeighborsIndex;
+ delete this.outNeighborsIndex;
+ delete this.allNeighborsIndex;
+ delete this.inNeighborsCount;
+ delete this.outNeighborsCount;
+ delete this.allNeighborsCount;
+ });
+
+ /**
+ * This method empties the nodes and edges arrays, as well as the different
+ * indexes.
+ *
+ * @return {object} The graph instance.
+ */
+ graph.addMethod('clear', function() {
+ this.nodesArray.length = 0;
+ this.edgesArray.length = 0;
+
+ // Due to GC issues, I prefer not to create new object. These objects are
+ // only available from the methods and attached functions, but still, it is
+ // better to prevent ghost references to unrelevant data...
+ __emptyObject(this.nodesIndex);
+ __emptyObject(this.edgesIndex);
+ __emptyObject(this.nodesIndex);
+ __emptyObject(this.inNeighborsIndex);
+ __emptyObject(this.outNeighborsIndex);
+ __emptyObject(this.allNeighborsIndex);
+ __emptyObject(this.inNeighborsCount);
+ __emptyObject(this.outNeighborsCount);
+ __emptyObject(this.allNeighborsCount);
+
+ return this;
+ });
+
+ /**
+ * This method reads an object and adds the nodes and edges, through the
+ * proper methods "addNode" and "addEdge".
+ *
+ * Here is an example:
+ *
+ * > var myGraph = new graph();
+ * > myGraph.read({
+ * > nodes: [
+ * > { id: 'n0' },
+ * > { id: 'n1' }
+ * > ],
+ * > edges: [
+ * > {
+ * > id: 'e0',
+ * > source: 'n0',
+ * > target: 'n1'
+ * > }
+ * > ]
+ * > });
+ * >
+ * > console.log(
+ * > myGraph.nodes().length,
+ * > myGraph.edges().length
+ * > ); // outputs 2 1
+ *
+ * @param {object} g The graph object.
+ * @return {object} The graph instance.
+ */
+ graph.addMethod('read', function(g) {
+ var i,
+ a,
+ l;
+
+ a = g.nodes || [];
+ for (i = 0, l = a.length; i < l; i++)
+ this.addNode(a[i]);
+
+ a = g.edges || [];
+ for (i = 0, l = a.length; i < l; i++)
+ this.addEdge(a[i]);
+
+ return this;
+ });
+
+ /**
+ * This methods returns one or several nodes, depending on how it is called.
+ *
+ * To get the array of nodes, call "nodes" without argument. To get a
+ * specific node, call it with the id of the node. The get multiple node,
+ * call it with an array of ids, and it will return the array of nodes, in
+ * the same order.
+ *
+ * @param {?(string|array)} v Eventually one id, an array of ids.
+ * @return {object|array} The related node or array of nodes.
+ */
+ graph.addMethod('nodes', function(v) {
+ // Clone the array of nodes and return it:
+ if (!arguments.length)
+ return this.nodesArray.slice(0);
+
+ // Return the related node:
+ if (arguments.length === 1 &&
+ (typeof v === 'string' || typeof v === 'number'))
+ return this.nodesIndex[v];
+
+ // Return an array of the related node:
+ if (
+ arguments.length === 1 &&
+ Object.prototype.toString.call(v) === '[object Array]'
+ ) {
+ var i,
+ l,
+ a = [];
+
+ for (i = 0, l = v.length; i < l; i++)
+ if (typeof v[i] === 'string' || typeof v[i] === 'number')
+ a.push(this.nodesIndex[v[i]]);
+ else
+ throw 'nodes: Wrong arguments.';
+
+ return a;
+ }
+
+ throw 'nodes: Wrong arguments.';
+ });
+
+ /**
+ * This methods returns the degree of one or several nodes, depending on how
+ * it is called. It is also possible to get incoming or outcoming degrees
+ * instead by specifying 'in' or 'out' as a second argument.
+ *
+ * @param {string|array} v One id, an array of ids.
+ * @param {?string} which Which degree is required. Values are 'in',
+ * 'out', and by default the normal degree.
+ * @return {number|array} The related degree or array of degrees.
+ */
+ graph.addMethod('degree', function(v, which) {
+ // Check which degree is required:
+ which = {
+ 'in': this.inNeighborsCount,
+ 'out': this.outNeighborsCount
+ }[which || ''] || this.allNeighborsCount;
+
+ // Return the related node:
+ if (typeof v === 'string' || typeof v === 'number')
+ return which[v];
+
+ // Return an array of the related node:
+ if (Object.prototype.toString.call(v) === '[object Array]') {
+ var i,
+ l,
+ a = [];
+
+ for (i = 0, l = v.length; i < l; i++)
+ if (typeof v[i] === 'string' || typeof v[i] === 'number')
+ a.push(which[v[i]]);
+ else
+ throw 'degree: Wrong arguments.';
+
+ return a;
+ }
+
+ throw 'degree: Wrong arguments.';
+ });
+
+ /**
+ * This methods returns one or several edges, depending on how it is called.
+ *
+ * To get the array of edges, call "edges" without argument. To get a
+ * specific edge, call it with the id of the edge. The get multiple edge,
+ * call it with an array of ids, and it will return the array of edges, in
+ * the same order.
+ *
+ * @param {?(string|array)} v Eventually one id, an array of ids.
+ * @return {object|array} The related edge or array of edges.
+ */
+ graph.addMethod('edges', function(v) {
+ // Clone the array of edges and return it:
+ if (!arguments.length)
+ return this.edgesArray.slice(0);
+
+ // Return the related edge:
+ if (arguments.length === 1 &&
+ (typeof v === 'string' || typeof v === 'number'))
+ return this.edgesIndex[v];
+
+ // Return an array of the related edge:
+ if (
+ arguments.length === 1 &&
+ Object.prototype.toString.call(v) === '[object Array]'
+ ) {
+ var i,
+ l,
+ a = [];
+
+ for (i = 0, l = v.length; i < l; i++)
+ if (typeof v[i] === 'string' || typeof v[i] === 'number')
+ a.push(this.edgesIndex[v[i]]);
+ else
+ throw 'edges: Wrong arguments.';
+
+ return a;
+ }
+
+ throw 'edges: Wrong arguments.';
+ });
+
+
+ /**
+ * EXPORT:
+ * *******
+ */
+ if (typeof sigma !== 'undefined') {
+ sigma.classes = sigma.classes || Object.create(null);
+ sigma.classes.graph = graph;
+ } else if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports)
+ exports = module.exports = graph;
+ exports.graph = graph;
+ } else
+ this.graph = graph;
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.quad.js b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.quad.js
new file mode 100644
index 0000000..fb11386
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/classes/sigma.classes.quad.js
@@ -0,0 +1,674 @@
+;(function(undefined) {
+ 'use strict';
+
+ /**
+ * Sigma Quadtree Module
+ * =====================
+ *
+ * Author: Guillaume Plique (Yomguithereal)
+ * Version: 0.2
+ */
+
+
+
+ /**
+ * Quad Geometric Operations
+ * -------------------------
+ *
+ * A useful batch of geometric operations used by the quadtree.
+ */
+
+ var _geom = {
+
+ /**
+ * Transforms a graph node with x, y and size into an
+ * axis-aligned square.
+ *
+ * @param {object} A graph node with at least a point (x, y) and a size.
+ * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+ */
+ pointToSquare: function(n) {
+ return {
+ x1: n.x - n.size,
+ y1: n.y - n.size,
+ x2: n.x + n.size,
+ y2: n.y - n.size,
+ height: n.size * 2
+ };
+ },
+
+ /**
+ * Checks whether a rectangle is axis-aligned.
+ *
+ * @param {object} A rectangle defined by two points
+ * (x1, y1) and (x2, y2).
+ * @return {boolean} True if the rectangle is axis-aligned.
+ */
+ isAxisAligned: function(r) {
+ return r.x1 === r.x2 || r.y1 === r.y2;
+ },
+
+ /**
+ * Compute top points of an axis-aligned rectangle. This is useful in
+ * cases when the rectangle has been rotated (left, right or bottom up) and
+ * later operations need to know the top points.
+ *
+ * @param {object} An axis-aligned rectangle defined by two points
+ * (x1, y1), (x2, y2) and height.
+ * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height.
+ */
+ axisAlignedTopPoints: function(r) {
+
+ // Basic
+ if (r.y1 === r.y2 && r.x1 < r.x2)
+ return r;
+
+ // Rotated to right
+ if (r.x1 === r.x2 && r.y2 > r.y1)
+ return {
+ x1: r.x1 - r.height, y1: r.y1,
+ x2: r.x1, y2: r.y1,
+ height: r.height
+ };
+
+ // Rotated to left
+ if (r.x1 === r.x2 && r.y2 < r.y1)
+ return {
+ x1: r.x1, y1: r.y2,
+ x2: r.x2 + r.height, y2: r.y2,
+ height: r.height
+ };
+
+ // Bottom's up
+ return {
+ x1: r.x2, y1: r.y1 - r.height,
+ x2: r.x1, y2: r.y1 - r.height,
+ height: r.height
+ };
+ },
+
+ /**
+ * Get coordinates of a rectangle's lower left corner from its top points.
+ *
+ * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+ * @return {object} Coordinates of the corner (x, y).
+ */
+ lowerLeftCoor: function(r) {
+ var width = (
+ Math.sqrt(
+ Math.pow(r.x2 - r.x1, 2) +
+ Math.pow(r.y2 - r.y1, 2)
+ )
+ );
+
+ return {
+ x: r.x1 - (r.y2 - r.y1) * r.height / width,
+ y: r.y1 + (r.x2 - r.x1) * r.height / width
+ };
+ },
+
+ /**
+ * Get coordinates of a rectangle's lower right corner from its top points
+ * and its lower left corner.
+ *
+ * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+ * @param {object} A corner's coordinates (x, y).
+ * @return {object} Coordinates of the corner (x, y).
+ */
+ lowerRightCoor: function(r, llc) {
+ return {
+ x: llc.x - r.x1 + r.x2,
+ y: llc.y - r.y1 + r.y2
+ };
+ },
+
+ /**
+ * Get the coordinates of all the corners of a rectangle from its top point.
+ *
+ * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+ * @return {array} An array of the four corners' coordinates (x, y).
+ */
+ rectangleCorners: function(r) {
+ var llc = this.lowerLeftCoor(r),
+ lrc = this.lowerRightCoor(r, llc);
+
+ return [
+ {x: r.x1, y: r.y1},
+ {x: r.x2, y: r.y2},
+ {x: llc.x, y: llc.y},
+ {x: lrc.x, y: lrc.y}
+ ];
+ },
+
+ /**
+ * Split a square defined by its boundaries into four.
+ *
+ * @param {object} Boundaries of the square (x, y, width, height).
+ * @return {array} An array containing the four new squares, themselves
+ * defined by an array of their four corners (x, y).
+ */
+ splitSquare: function(b) {
+ return [
+ [
+ {x: b.x, y: b.y},
+ {x: b.x + b.width / 2, y: b.y},
+ {x: b.x, y: b.y + b.height / 2},
+ {x: b.x + b.width / 2, y: b.y + b.height / 2}
+ ],
+ [
+ {x: b.x + b.width / 2, y: b.y},
+ {x: b.x + b.width, y: b.y},
+ {x: b.x + b.width / 2, y: b.y + b.height / 2},
+ {x: b.x + b.width, y: b.y + b.height / 2}
+ ],
+ [
+ {x: b.x, y: b.y + b.height / 2},
+ {x: b.x + b.width / 2, y: b.y + b.height / 2},
+ {x: b.x, y: b.y + b.height},
+ {x: b.x + b.width / 2, y: b.y + b.height}
+ ],
+ [
+ {x: b.x + b.width / 2, y: b.y + b.height / 2},
+ {x: b.x + b.width, y: b.y + b.height / 2},
+ {x: b.x + b.width / 2, y: b.y + b.height},
+ {x: b.x + b.width, y: b.y + b.height}
+ ]
+ ];
+ },
+
+ /**
+ * Compute the four axis between corners of rectangle A and corners of
+ * rectangle B. This is needed later to check an eventual collision.
+ *
+ * @param {array} An array of rectangle A's four corners (x, y).
+ * @param {array} An array of rectangle B's four corners (x, y).
+ * @return {array} An array of four axis defined by their coordinates (x,y).
+ */
+ axis: function(c1, c2) {
+ return [
+ {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y},
+ {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y},
+ {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y},
+ {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y}
+ ];
+ },
+
+ /**
+ * Project a rectangle's corner on an axis.
+ *
+ * @param {object} Coordinates of a corner (x, y).
+ * @param {object} Coordinates of an axis (x, y).
+ * @return {object} The projection defined by coordinates (x, y).
+ */
+ projection: function(c, a) {
+ var l = (
+ (c.x * a.x + c.y * a.y) /
+ (Math.pow(a.x, 2) + Math.pow(a.y, 2))
+ );
+
+ return {
+ x: l * a.x,
+ y: l * a.y
+ };
+ },
+
+ /**
+ * Check whether two rectangles collide on one particular axis.
+ *
+ * @param {object} An axis' coordinates (x, y).
+ * @param {array} Rectangle A's corners.
+ * @param {array} Rectangle B's corners.
+ * @return {boolean} True if the rectangles collide on the axis.
+ */
+ axisCollision: function(a, c1, c2) {
+ var sc1 = [],
+ sc2 = [];
+
+ for (var ci = 0; ci < 4; ci++) {
+ var p1 = this.projection(c1[ci], a),
+ p2 = this.projection(c2[ci], a);
+
+ sc1.push(p1.x * a.x + p1.y * a.y);
+ sc2.push(p2.x * a.x + p2.y * a.y);
+ }
+
+ var maxc1 = Math.max.apply(Math, sc1),
+ maxc2 = Math.max.apply(Math, sc2),
+ minc1 = Math.min.apply(Math, sc1),
+ minc2 = Math.min.apply(Math, sc2);
+
+ return (minc2 <= maxc1 && maxc2 >= minc1);
+ },
+
+ /**
+ * Check whether two rectangles collide on each one of their four axis. If
+ * all axis collide, then the two rectangles do collide on the plane.
+ *
+ * @param {array} Rectangle A's corners.
+ * @param {array} Rectangle B's corners.
+ * @return {boolean} True if the rectangles collide.
+ */
+ collision: function(c1, c2) {
+ var axis = this.axis(c1, c2),
+ col = true;
+
+ for (var i = 0; i < 4; i++)
+ col = col && this.axisCollision(axis[i], c1, c2);
+
+ return col;
+ }
+ };
+
+
+ /**
+ * Quad Functions
+ * ------------
+ *
+ * The Quadtree functions themselves.
+ * For each of those functions, we consider that in a splitted quad, the
+ * index of each node is the following:
+ * 0: top left
+ * 1: top right
+ * 2: bottom left
+ * 3: bottom right
+ *
+ * Moreover, the hereafter quad's philosophy is to consider that if an element
+ * collides with more than one nodes, this element belongs to each of the
+ * nodes it collides with where other would let it lie on a higher node.
+ */
+
+ /**
+ * Get the index of the node containing the point in the quad
+ *
+ * @param {object} point A point defined by coordinates (x, y).
+ * @param {object} quadBounds Boundaries of the quad (x, y, width, heigth).
+ * @return {integer} The index of the node containing the point.
+ */
+ function _quadIndex(point, quadBounds) {
+ var xmp = quadBounds.x + quadBounds.width / 2,
+ ymp = quadBounds.y + quadBounds.height / 2,
+ top = (point.y < ymp),
+ left = (point.x < xmp);
+
+ if (top) {
+ if (left)
+ return 0;
+ else
+ return 1;
+ }
+ else {
+ if (left)
+ return 2;
+ else
+ return 3;
+ }
+ }
+
+ /**
+ * Get a list of indexes of nodes containing an axis-aligned rectangle
+ *
+ * @param {object} rectangle A rectangle defined by two points (x1, y1),
+ * (x2, y2) and height.
+ * @param {array} quadCorners An array of the quad nodes' corners.
+ * @return {array} An array of indexes containing one to
+ * four integers.
+ */
+ function _quadIndexes(rectangle, quadCorners) {
+ var indexes = [];
+
+ // Iterating through quads
+ for (var i = 0; i < 4; i++)
+ if ((rectangle.x2 >= quadCorners[i][0].x) &&
+ (rectangle.x1 <= quadCorners[i][1].x) &&
+ (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) &&
+ (rectangle.y1 <= quadCorners[i][2].y))
+ indexes.push(i);
+
+ return indexes;
+ }
+
+ /**
+ * Get a list of indexes of nodes containing a non-axis-aligned rectangle
+ *
+ * @param {array} corners An array containing each corner of the
+ * rectangle defined by its coordinates (x, y).
+ * @param {array} quadCorners An array of the quad nodes' corners.
+ * @return {array} An array of indexes containing one to
+ * four integers.
+ */
+ function _quadCollision(corners, quadCorners) {
+ var indexes = [];
+
+ // Iterating through quads
+ for (var i = 0; i < 4; i++)
+ if (_geom.collision(corners, quadCorners[i]))
+ indexes.push(i);
+
+ return indexes;
+ }
+
+ /**
+ * Subdivide a quad by creating a node at a precise index. The function does
+ * not generate all four nodes not to potentially create unused nodes.
+ *
+ * @param {integer} index The index of the node to create.
+ * @param {object} quad The quad object to subdivide.
+ * @return {object} A new quad representing the node created.
+ */
+ function _quadSubdivide(index, quad) {
+ var next = quad.level + 1,
+ subw = Math.round(quad.bounds.width / 2),
+ subh = Math.round(quad.bounds.height / 2),
+ qx = Math.round(quad.bounds.x),
+ qy = Math.round(quad.bounds.y),
+ x,
+ y;
+
+ switch (index) {
+ case 0:
+ x = qx;
+ y = qy;
+ break;
+ case 1:
+ x = qx + subw;
+ y = qy;
+ break;
+ case 2:
+ x = qx;
+ y = qy + subh;
+ break;
+ case 3:
+ x = qx + subw;
+ y = qy + subh;
+ break;
+ }
+
+ return _quadTree(
+ {x: x, y: y, width: subw, height: subh},
+ next,
+ quad.maxElements,
+ quad.maxLevel
+ );
+ }
+
+ /**
+ * Recursively insert an element into the quadtree. Only points
+ * with size, i.e. axis-aligned squares, may be inserted with this
+ * method.
+ *
+ * @param {object} el The element to insert in the quadtree.
+ * @param {object} sizedPoint A sized point defined by two top points
+ * (x1, y1), (x2, y2) and height.
+ * @param {object} quad The quad in which to insert the element.
+ * @return {undefined} The function does not return anything.
+ */
+ function _quadInsert(el, sizedPoint, quad) {
+ if (quad.level < quad.maxLevel) {
+
+ // Searching appropriate quads
+ var indexes = _quadIndexes(sizedPoint, quad.corners);
+
+ // Iterating
+ for (var i = 0, l = indexes.length; i < l; i++) {
+
+ // Subdividing if necessary
+ if (quad.nodes[indexes[i]] === undefined)
+ quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad);
+
+ // Recursion
+ _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]);
+ }
+ }
+ else {
+
+ // Pushing the element in a leaf node
+ quad.elements.push(el);
+ }
+ }
+
+ /**
+ * Recursively retrieve every elements held by the node containing the
+ * searched point.
+ *
+ * @param {object} point The searched point (x, y).
+ * @param {object} quad The searched quad.
+ * @return {array} An array of elements contained in the relevant
+ * node.
+ */
+ function _quadRetrievePoint(point, quad) {
+ if (quad.level < quad.maxLevel) {
+ var index = _quadIndex(point, quad.bounds);
+
+ // If node does not exist we return an empty list
+ if (quad.nodes[index] !== undefined) {
+ return _quadRetrievePoint(point, quad.nodes[index]);
+ }
+ else {
+ return [];
+ }
+ }
+ else {
+ return quad.elements;
+ }
+ }
+
+ /**
+ * Recursively retrieve every elements contained within an rectangular area
+ * that may or may not be axis-aligned.
+ *
+ * @param {object|array} rectData The searched area defined either by
+ * an array of four corners (x, y) in
+ * the case of a non-axis-aligned
+ * rectangle or an object with two top
+ * points (x1, y1), (x2, y2) and height.
+ * @param {object} quad The searched quad.
+ * @param {function} collisionFunc The collision function used to search
+ * for node indexes.
+ * @param {array?} els The retrieved elements.
+ * @return {array} An array of elements contained in the
+ * area.
+ */
+ function _quadRetrieveArea(rectData, quad, collisionFunc, els) {
+ els = els || {};
+
+ if (quad.level < quad.maxLevel) {
+ var indexes = collisionFunc(rectData, quad.corners);
+
+ for (var i = 0, l = indexes.length; i < l; i++)
+ if (quad.nodes[indexes[i]] !== undefined)
+ _quadRetrieveArea(
+ rectData,
+ quad.nodes[indexes[i]],
+ collisionFunc,
+ els
+ );
+ } else
+ for (var j = 0, m = quad.elements.length; j < m; j++)
+ if (els[quad.elements[j].id] === undefined)
+ els[quad.elements[j].id] = quad.elements[j];
+
+ return els;
+ }
+
+ /**
+ * Creates the quadtree object itself.
+ *
+ * @param {object} bounds The boundaries of the quad defined by an
+ * origin (x, y), width and heigth.
+ * @param {integer} level The level of the quad in the tree.
+ * @param {integer} maxElements The max number of element in a leaf node.
+ * @param {integer} maxLevel The max recursion level of the tree.
+ * @return {object} The quadtree object.
+ */
+ function _quadTree(bounds, level, maxElements, maxLevel) {
+ return {
+ level: level || 0,
+ bounds: bounds,
+ corners: _geom.splitSquare(bounds),
+ maxElements: maxElements || 20,
+ maxLevel: maxLevel || 4,
+ elements: [],
+ nodes: []
+ };
+ }
+
+
+ /**
+ * Sigma Quad Constructor
+ * ----------------------
+ *
+ * The quad API as exposed to sigma.
+ */
+
+ /**
+ * The quad core that will become the sigma interface with the quadtree.
+ *
+ * property {object} _tree Property holding the quadtree object.
+ * property {object} _geom Exposition of the _geom namespace for testing.
+ * property {object} _cache Cache for the area method.
+ */
+ var quad = function() {
+ this._geom = _geom;
+ this._tree = null;
+ this._cache = {
+ query: false,
+ result: false
+ };
+ };
+
+ /**
+ * Index a graph by inserting its nodes into the quadtree.
+ *
+ * @param {array} nodes An array of nodes to index.
+ * @param {object} params An object of parameters with at least the quad
+ * bounds.
+ * @return {object} The quadtree object.
+ *
+ * Parameters:
+ * ----------
+ * bounds: {object} boundaries of the quad defined by its origin (x, y)
+ * width and heigth.
+ * prefix: {string?} a prefix for node geometric attributes.
+ * maxElements: {integer?} the max number of elements in a leaf node.
+ * maxLevel: {integer?} the max recursion level of the tree.
+ */
+ quad.prototype.index = function(nodes, params) {
+
+ // Enforcing presence of boundaries
+ if (!params.bounds)
+ throw 'sigma.classes.quad.index: bounds information not given.';
+
+ // Prefix
+ var prefix = params.prefix || '';
+
+ // Building the tree
+ this._tree = _quadTree(
+ params.bounds,
+ 0,
+ params.maxElements,
+ params.maxLevel
+ );
+
+ // Inserting graph nodes into the tree
+ for (var i = 0, l = nodes.length; i < l; i++) {
+
+ // Inserting node
+ _quadInsert(
+ nodes[i],
+ _geom.pointToSquare({
+ x: nodes[i][prefix + 'x'],
+ y: nodes[i][prefix + 'y'],
+ size: nodes[i][prefix + 'size']
+ }),
+ this._tree
+ );
+ }
+
+ // Reset cache:
+ this._cache = {
+ query: false,
+ result: false
+ };
+
+ // remove?
+ return this._tree;
+ };
+
+ /**
+ * Retrieve every graph nodes held by the quadtree node containing the
+ * searched point.
+ *
+ * @param {number} x of the point.
+ * @param {number} y of the point.
+ * @return {array} An array of nodes retrieved.
+ */
+ quad.prototype.point = function(x, y) {
+ return this._tree ?
+ _quadRetrievePoint({x: x, y: y}, this._tree) || [] :
+ [];
+ };
+
+ /**
+ * Retrieve every graph nodes within a rectangular area. The methods keep the
+ * last area queried in cache for optimization reason and will act differently
+ * for the same reason if the area is axis-aligned or not.
+ *
+ * @param {object} A rectangle defined by two top points (x1, y1), (x2, y2)
+ * and height.
+ * @return {array} An array of nodes retrieved.
+ */
+ quad.prototype.area = function(rect) {
+ var serialized = JSON.stringify(rect),
+ collisionFunc,
+ rectData;
+
+ // Returning cache?
+ if (this._cache.query === serialized)
+ return this._cache.result;
+
+ // Axis aligned ?
+ if (_geom.isAxisAligned(rect)) {
+ collisionFunc = _quadIndexes;
+ rectData = _geom.axisAlignedTopPoints(rect);
+ }
+ else {
+ collisionFunc = _quadCollision;
+ rectData = _geom.rectangleCorners(rect);
+ }
+
+ // Retrieving nodes
+ var nodes = this._tree ?
+ _quadRetrieveArea(
+ rectData,
+ this._tree,
+ collisionFunc
+ ) :
+ [];
+
+ // Object to array
+ var nodesArray = [];
+ for (var i in nodes)
+ nodesArray.push(nodes[i]);
+
+ // Caching
+ this._cache.query = serialized;
+ this._cache.result = nodesArray;
+
+ return nodesArray;
+ };
+
+
+ /**
+ * EXPORT:
+ * *******
+ */
+ if (typeof this.sigma !== 'undefined') {
+ this.sigma.classes = this.sigma.classes || {};
+ this.sigma.classes.quad = quad;
+ } else if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports)
+ exports = module.exports = quad;
+ exports.quad = quad;
+ } else
+ this.quad = quad;
+}).call(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/conrad.js b/src/main/java/net/jrtechs/www/client/src/conrad.js
new file mode 100644
index 0000000..bdb6610
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/conrad.js
@@ -0,0 +1,984 @@
+/**
+ * conrad.js is a tiny JavaScript jobs scheduler,
+ *
+ * Version: 0.1.0
+ * Sources: http://github.com/jacomyal/conrad.js
+ * Doc: http://github.com/jacomyal/conrad.js#readme
+ *
+ * License:
+ * --------
+ * Copyright © 2013 Alexis Jacomy, Sciences-Po médialab
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * The Software is provided "as is", without warranty of any kind, express or
+ * implied, including but not limited to the warranties of merchantability,
+ * fitness for a particular purpose and noninfringement. In no event shall the
+ * authors or copyright holders be liable for any claim, damages or other
+ * liability, whether in an action of contract, tort or otherwise, arising
+ * from, out of or in connection with the software or the use or other dealings
+ * in the Software.
+ */
+(function(global) {
+ 'use strict';
+
+ // Check that conrad.js has not been loaded yet:
+ if (global.conrad)
+ throw new Error('conrad already exists');
+
+
+ /**
+ * PRIVATE VARIABLES:
+ * ******************
+ */
+
+ /**
+ * A flag indicating whether conrad is running or not.
+ *
+ * @type {Number}
+ */
+ var _lastFrameTime;
+
+ /**
+ * A flag indicating whether conrad is running or not.
+ *
+ * @type {Boolean}
+ */
+ var _isRunning = false;
+
+ /**
+ * The hash of registered jobs. Each job must at least have a unique ID
+ * under the key "id" and a function under the key "job". This hash
+ * contains each running job and each waiting job.
+ *
+ * @type {Object}
+ */
+ var _jobs = {};
+
+ /**
+ * The hash of currently running jobs.
+ *
+ * @type {Object}
+ */
+ var _runningJobs = {};
+
+ /**
+ * The array of currently running jobs, sorted by priority.
+ *
+ * @type {Array}
+ */
+ var _sortedByPriorityJobs = [];
+
+ /**
+ * The array of currently waiting jobs.
+ *
+ * @type {Object}
+ */
+ var _waitingJobs = {};
+
+ /**
+ * The array of finished jobs. They are stored in an array, since two jobs
+ * with the same "id" can happen at two different times.
+ *
+ * @type {Array}
+ */
+ var _doneJobs = [];
+
+ /**
+ * A dirty flag to keep conrad from starting: Indeed, when addJob() is called
+ * with several jobs, conrad must be started only at the end. This flag keeps
+ * me from duplicating the code that effectively adds a job.
+ *
+ * @type {Boolean}
+ */
+ var _noStart = false;
+
+ /**
+ * An hash containing some global settings about how conrad.js should
+ * behave.
+ *
+ * @type {Object}
+ */
+ var _parameters = {
+ frameDuration: 20,
+ history: true
+ };
+
+ /**
+ * This object contains every handlers bound to conrad events. It does not
+ * requirea any DOM implementation, since the events are all JavaScript.
+ *
+ * @type {Object}
+ */
+ var _handlers = Object.create(null);
+
+
+ /**
+ * PRIVATE FUNCTIONS:
+ * ******************
+ */
+
+ /**
+ * Will execute the handler everytime that the indicated event (or the
+ * indicated events) will be triggered.
+ *
+ * @param {string|array|object} events The name of the event (or the events
+ * separated by spaces).
+ * @param {function(Object)} handler The handler to bind.
+ * @return {Object} Returns conrad.
+ */
+ function _bind(events, handler) {
+ var i,
+ i_end,
+ event,
+ eArray;
+
+ if (!arguments.length)
+ return;
+ else if (
+ arguments.length === 1 &&
+ Object(arguments[0]) === arguments[0]
+ )
+ for (events in arguments[0])
+ _bind(events, arguments[0][events]);
+ else if (arguments.length > 1) {
+ eArray =
+ Array.isArray(events) ?
+ events :
+ events.split(/ /);
+
+ for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
+ event = eArray[i];
+
+ if (!_handlers[event])
+ _handlers[event] = [];
+
+ // Using an object instead of directly the handler will make possible
+ // later to add flags
+ _handlers[event].push({
+ handler: handler
+ });
+ }
+ }
+ }
+
+ /**
+ * Removes the handler from a specified event (or specified events).
+ *
+ * @param {?string} events The name of the event (or the events
+ * separated by spaces). If undefined,
+ * then all handlers are removed.
+ * @param {?function(Object)} handler The handler to unbind. If undefined,
+ * each handler bound to the event or the
+ * events will be removed.
+ * @return {Object} Returns conrad.
+ */
+ function _unbind(events, handler) {
+ var i,
+ i_end,
+ j,
+ j_end,
+ a,
+ event,
+ eArray = Array.isArray(events) ?
+ events :
+ events.split(/ /);
+
+ if (!arguments.length)
+ _handlers = Object.create(null);
+ else if (handler) {
+ for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
+ event = eArray[i];
+ if (_handlers[event]) {
+ a = [];
+ for (j = 0, j_end = _handlers[event].length; j !== j_end; j += 1)
+ if (_handlers[event][j].handler !== handler)
+ a.push(_handlers[event][j]);
+
+ _handlers[event] = a;
+ }
+
+ if (_handlers[event] && _handlers[event].length === 0)
+ delete _handlers[event];
+ }
+ } else
+ for (i = 0, i_end = eArray.length; i !== i_end; i += 1)
+ delete _handlers[eArray[i]];
+ }
+
+ /**
+ * Executes each handler bound to the event.
+ *
+ * @param {string} events The name of the event (or the events separated
+ * by spaces).
+ * @param {?Object} data The content of the event (optional).
+ * @return {Object} Returns conrad.
+ */
+ function _dispatch(events, data) {
+ var i,
+ j,
+ i_end,
+ j_end,
+ event,
+ eventName,
+ eArray = Array.isArray(events) ?
+ events :
+ events.split(/ /);
+
+ data = data === undefined ? {} : data;
+
+ for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
+ eventName = eArray[i];
+
+ if (_handlers[eventName]) {
+ event = {
+ type: eventName,
+ data: data || {}
+ };
+
+ for (j = 0, j_end = _handlers[eventName].length; j !== j_end; j += 1)
+ try {
+ _handlers[eventName][j].handler(event);
+ } catch (e) {}
+ }
+ }
+ }
+
+ /**
+ * Executes the most prioritary job once, and deals with filling the stats
+ * (done, time, averageTime, currentTime, etc...).
+ *
+ * @return {?Object} Returns the job object if it has to be killed, null else.
+ */
+ function _executeFirstJob() {
+ var i,
+ l,
+ test,
+ kill,
+ pushed = false,
+ time = __dateNow(),
+ job = _sortedByPriorityJobs.shift();
+
+ // Execute the job and look at the result:
+ test = job.job();
+
+ // Deal with stats:
+ time = __dateNow() - time;
+ job.done++;
+ job.time += time;
+ job.currentTime += time;
+ job.weightTime = job.currentTime / (job.weight || 1);
+ job.averageTime = job.time / job.done;
+
+ // Check if the job has to be killed:
+ kill = job.count ? (job.count <= job.done) : !test;
+
+ // Reset priorities:
+ if (!kill) {
+ for (i = 0, l = _sortedByPriorityJobs.length; i < l; i++)
+ if (_sortedByPriorityJobs[i].weightTime > job.weightTime) {
+ _sortedByPriorityJobs.splice(i, 0, job);
+ pushed = true;
+ break;
+ }
+
+ if (!pushed)
+ _sortedByPriorityJobs.push(job);
+ }
+
+ return kill ? job : null;
+ }
+
+ /**
+ * Activates a job, by adding it to the _runningJobs object and the
+ * _sortedByPriorityJobs array. It also initializes its currentTime value.
+ *
+ * @param {Object} job The job to activate.
+ */
+ function _activateJob(job) {
+ var l = _sortedByPriorityJobs.length;
+
+ // Add the job to the running jobs:
+ _runningJobs[job.id] = job;
+ job.status = 'running';
+
+ // Add the job to the priorities:
+ if (l) {
+ job.weightTime = _sortedByPriorityJobs[l - 1].weightTime;
+ job.currentTime = job.weightTime * (job.weight || 1);
+ }
+
+ // Initialize the job and dispatch:
+ job.startTime = __dateNow();
+ _dispatch('jobStarted', __clone(job));
+
+ _sortedByPriorityJobs.push(job);
+ }
+
+ /**
+ * The main loop of conrad.js:
+ * . It executes job such that they all occupate the same processing time.
+ * . It stops jobs that do not need to be executed anymore.
+ * . It triggers callbacks when it is relevant.
+ * . It starts waiting jobs when they need to be started.
+ * . It injects frames to keep a constant frapes per second ratio.
+ * . It stops itself when there are no more jobs to execute.
+ */
+ function _loop() {
+ var k,
+ o,
+ l,
+ job,
+ time,
+ deadJob;
+
+ // Deal with the newly added jobs (the _jobs object):
+ for (k in _jobs) {
+ job = _jobs[k];
+
+ if (job.after)
+ _waitingJobs[k] = job;
+ else
+ _activateJob(job);
+
+ delete _jobs[k];
+ }
+
+ // Set the _isRunning flag to false if there are no running job:
+ _isRunning = !!_sortedByPriorityJobs.length;
+
+ // Deal with the running jobs (the _runningJobs object):
+ while (
+ _sortedByPriorityJobs.length &&
+ __dateNow() - _lastFrameTime < _parameters.frameDuration
+ ) {
+ deadJob = _executeFirstJob();
+
+ // Deal with the case where the job has ended:
+ if (deadJob) {
+ _killJob(deadJob.id);
+
+ // Check for waiting jobs:
+ for (k in _waitingJobs)
+ if (_waitingJobs[k].after === deadJob.id) {
+ _activateJob(_waitingJobs[k]);
+ delete _waitingJobs[k];
+ }
+ }
+ }
+
+ // Check if conrad still has jobs to deal with, and kill it if not:
+ if (_isRunning) {
+ // Update the _lastFrameTime:
+ _lastFrameTime = __dateNow();
+
+ _dispatch('enterFrame');
+ setTimeout(_loop, 0);
+ } else
+ _dispatch('stop');
+ }
+
+ /**
+ * Adds one or more jobs, and starts the loop if no job was running before. A
+ * job is at least a unique string "id" and a function, and there are some
+ * parameters that you can specify for each job to modify the way conrad will
+ * execute it. If a job is added with the "id" of another job that is waiting
+ * or still running, an error will be thrown.
+ *
+ * When a job is added, it is referenced in the _jobs object, by its id.
+ * Then, if it has to be executed right now, it will be also referenced in
+ * the _runningJobs object. If it has to wait, then it will be added into the
+ * _waitingJobs object, until it can start.
+ *
+ * Keep reading this documentation to see how to call this method.
+ *
+ * @return {Object} Returns conrad.
+ *
+ * Adding one job:
+ * ***************
+ * Basically, a job is defined by its string id and a function (the job). It
+ * is also possible to add some parameters:
+ *
+ * > conrad.addJob('myJobId', myJobFunction);
+ * > conrad.addJob('myJobId', {
+ * > job: myJobFunction,
+ * > someParameter: someValue
+ * > });
+ * > conrad.addJob({
+ * > id: 'myJobId',
+ * > job: myJobFunction,
+ * > someParameter: someValue
+ * > });
+ *
+ * Adding several jobs:
+ * ********************
+ * When adding several jobs at the same time, it is possible to specify
+ * parameters for each one individually or for all:
+ *
+ * > conrad.addJob([
+ * > {
+ * > id: 'myJobId1',
+ * > job: myJobFunction1,
+ * > someParameter1: someValue1
+ * > },
+ * > {
+ * > id: 'myJobId2',
+ * > job: myJobFunction2,
+ * > someParameter2: someValue2
+ * > }
+ * > ], {
+ * > someCommonParameter: someCommonValue
+ * > });
+ * > conrad.addJob({
+ * > myJobId1: {,
+ * > job: myJobFunction1,
+ * > someParameter1: someValue1
+ * > },
+ * > myJobId2: {,
+ * > job: myJobFunction2,
+ * > someParameter2: someValue2
+ * > }
+ * > }, {
+ * > someCommonParameter: someCommonValue
+ * > });
+ * > conrad.addJob({
+ * > myJobId1: myJobFunction1,
+ * > myJobId2: myJobFunction2
+ * > }, {
+ * > someCommonParameter: someCommonValue
+ * > });
+ *
+ * Recognized parameters:
+ * **********************
+ * Here is the exhaustive list of every accepted parameters:
+ *
+ * {?Function} end A callback to execute when the job is ended. It is
+ * not executed if the job is killed instead of ended
+ * "naturally".
+ * {?Integer} count The number of time the job has to be executed.
+ * {?Number} weight If specified, the job will be executed as it was
+ * added "weight" times.
+ * {?String} after The id of another job (eventually not added yet).
+ * If specified, this job will start only when the
+ * specified "after" job is ended.
+ */
+ function _addJob(v1, v2) {
+ var i,
+ l,
+ o;
+
+ // Array of jobs:
+ if (Array.isArray(v1)) {
+ // Keep conrad to start until the last job is added:
+ _noStart = true;
+
+ for (i = 0, l = v1.length; i < l; i++)
+ _addJob(v1[i].id, __extend(v1[i], v2));
+
+ _noStart = false;
+ if (!_isRunning) {
+ // Update the _lastFrameTime:
+ _lastFrameTime = __dateNow();
+
+ _dispatch('start');
+ _loop();
+ }
+ } else if (typeof v1 === 'object') {
+ // One job (object):
+ if (typeof v1.id === 'string')
+ _addJob(v1.id, v1);
+
+ // Hash of jobs:
+ else {
+ // Keep conrad to start until the last job is added:
+ _noStart = true;
+
+ for (i in v1)
+ if (typeof v1[i] === 'function')
+ _addJob(i, __extend({
+ job: v1[i]
+ }, v2));
+ else
+ _addJob(i, __extend(v1[i], v2));
+
+ _noStart = false;
+ if (!_isRunning) {
+ // Update the _lastFrameTime:
+ _lastFrameTime = __dateNow();
+
+ _dispatch('start');
+ _loop();
+ }
+ }
+
+ // One job (string, *):
+ } else if (typeof v1 === 'string') {
+ if (_hasJob(v1))
+ throw new Error(
+ '[conrad.addJob] Job with id "' + v1 + '" already exists.'
+ );
+
+ // One job (string, function):
+ if (typeof v2 === 'function') {
+ o = {
+ id: v1,
+ done: 0,
+ time: 0,
+ status: 'waiting',
+ currentTime: 0,
+ averageTime: 0,
+ weightTime: 0,
+ job: v2
+ };
+
+ // One job (string, object):
+ } else if (typeof v2 === 'object') {
+ o = __extend(
+ {
+ id: v1,
+ done: 0,
+ time: 0,
+ status: 'waiting',
+ currentTime: 0,
+ averageTime: 0,
+ weightTime: 0
+ },
+ v2
+ );
+
+ // If none of those cases, throw an error:
+ } else
+ throw new Error('[conrad.addJob] Wrong arguments.');
+
+ // Effectively add the job:
+ _jobs[v1] = o;
+ _dispatch('jobAdded', __clone(o));
+
+ // Check if the loop has to be started:
+ if (!_isRunning && !_noStart) {
+ // Update the _lastFrameTime:
+ _lastFrameTime = __dateNow();
+
+ _dispatch('start');
+ _loop();
+ }
+
+ // If none of those cases, throw an error:
+ } else
+ throw new Error('[conrad.addJob] Wrong arguments.');
+
+ return this;
+ }
+
+ /**
+ * Kills one or more jobs, indicated by their ids. It is only possible to
+ * kill running jobs or waiting jobs. If you try to kill a job that does not
+ * exist or that is already killed, a warning will be thrown.
+ *
+ * @param {Array|String} v1 A string job id or an array of job ids.
+ * @return {Object} Returns conrad.
+ */
+ function _killJob(v1) {
+ var i,
+ l,
+ k,
+ a,
+ job,
+ found = false;
+
+ // Array of job ids:
+ if (Array.isArray(v1))
+ for (i = 0, l = v1.length; i < l; i++)
+ _killJob(v1[i]);
+
+ // One job's id:
+ else if (typeof v1 === 'string') {
+ a = [_runningJobs, _waitingJobs, _jobs];
+
+ // Remove the job from the hashes:
+ for (i = 0, l = a.length; i < l; i++)
+ if (v1 in a[i]) {
+ job = a[i][v1];
+
+ if (_parameters.history) {
+ job.status = 'done';
+ _doneJobs.push(job);
+ }
+
+ _dispatch('jobEnded', __clone(job));
+ delete a[i][v1];
+
+ if (typeof job.end === 'function')
+ job.end();
+
+ found = true;
+ }
+
+ // Remove the priorities array:
+ a = _sortedByPriorityJobs;
+ for (i = 0, l = a.length; i < l; i++)
+ if (a[i].id === v1) {
+ a.splice(i, 1);
+ break;
+ }
+
+ if (!found)
+ throw new Error('[conrad.killJob] Job "' + v1 + '" not found.');
+
+ // If none of those cases, throw an error:
+ } else
+ throw new Error('[conrad.killJob] Wrong arguments.');
+
+ return this;
+ }
+
+ /**
+ * Kills every running, waiting, and just added jobs.
+ *
+ * @return {Object} Returns conrad.
+ */
+ function _killAll() {
+ var k,
+ jobs = __extend(_jobs, _runningJobs, _waitingJobs);
+
+ // Take every jobs and push them into the _doneJobs object:
+ if (_parameters.history)
+ for (k in jobs) {
+ jobs[k].status = 'done';
+ _doneJobs.push(jobs[k]);
+
+ if (typeof jobs[k].end === 'function')
+ jobs[k].end();
+ }
+
+ // Reinitialize the different jobs lists:
+ _jobs = {};
+ _waitingJobs = {};
+ _runningJobs = {};
+ _sortedByPriorityJobs = [];
+
+ // In case some jobs are added right after the kill:
+ _isRunning = false;
+
+ return this;
+ }
+
+ /**
+ * Returns true if a job with the specified id is currently running or
+ * waiting, and false else.
+ *
+ * @param {String} id The id of the job.
+ * @return {?Object} Returns the job object if it exists.
+ */
+ function _hasJob(id) {
+ var job = _jobs[id] || _runningJobs[id] || _waitingJobs[id];
+ return job ? __extend(job) : null;
+ }
+
+ /**
+ * This method will set the setting specified by "v1" to the value specified
+ * by "v2" if both are given, and else return the current value of the
+ * settings "v1".
+ *
+ * @param {String} v1 The name of the property.
+ * @param {?*} v2 Eventually, a value to set to the specified
+ * property.
+ * @return {Object|*} Returns the specified settings value if "v2" is not
+ * given, and conrad else.
+ */
+ function _settings(v1, v2) {
+ var o;
+
+ if (typeof a1 === 'string' && arguments.length === 1)
+ return _parameters[a1];
+ else {
+ o = (typeof a1 === 'object' && arguments.length === 1) ?
+ a1 || {} :
+ {};
+ if (typeof a1 === 'string')
+ o[a1] = a2;
+
+ for (var k in o)
+ if (o[k] !== undefined)
+ _parameters[k] = o[k];
+ else
+ delete _parameters[k];
+
+ return this;
+ }
+ }
+
+ /**
+ * Returns true if conrad is currently running, and false else.
+ *
+ * @return {Boolean} Returns _isRunning.
+ */
+ function _getIsRunning() {
+ return _isRunning;
+ }
+
+ /**
+ * Unreference every job that is stored in the _doneJobs object. It will
+ * not be possible anymore to get stats about these jobs, but it will release
+ * the memory.
+ *
+ * @return {Object} Returns conrad.
+ */
+ function _clearHistory() {
+ _doneJobs = [];
+ return this;
+ }
+
+ /**
+ * Returns a snapshot of every data about jobs that wait to be started, are
+ * currently running or are done.
+ *
+ * It is possible to get only running, waiting or done jobs by giving
+ * "running", "waiting" or "done" as fist argument.
+ *
+ * It is also possible to get every job with a specified id by giving it as
+ * first argument. Also, using a RegExp instead of an id will return every
+ * jobs whose ids match the RegExp. And these two last use cases work as well
+ * by giving before "running", "waiting" or "done".
+ *
+ * @return {Array} The array of the matching jobs.
+ *
+ * Some call examples:
+ * *******************
+ * > conrad.getStats('running')
+ * > conrad.getStats('waiting')
+ * > conrad.getStats('done')
+ * > conrad.getStats('myJob')
+ * > conrad.getStats(/test/)
+ * > conrad.getStats('running', 'myRunningJob')
+ * > conrad.getStats('running', /test/)
+ */
+ function _getStats(v1, v2) {
+ var a,
+ k,
+ i,
+ l,
+ stats,
+ pattern,
+ isPatternString;
+
+ if (!arguments.length) {
+ stats = [];
+
+ for (k in _jobs)
+ stats.push(_jobs[k]);
+
+ for (k in _waitingJobs)
+ stats.push(_waitingJobs[k]);
+
+ for (k in _runningJobs)
+ stats.push(_runningJobs[k]);
+
+ stats = stats.concat(_doneJobs);
+ }
+
+ if (typeof v1 === 'string')
+ switch (v1) {
+ case 'waiting':
+ stats = __objectValues(_waitingJobs);
+ break;
+ case 'running':
+ stats = __objectValues(_runningJobs);
+ break;
+ case 'done':
+ stats = _doneJobs;
+ break;
+ default:
+ pattern = v1;
+ }
+
+ if (v1 instanceof RegExp)
+ pattern = v1;
+
+ if (!pattern && (typeof v2 === 'string' || v2 instanceof RegExp))
+ pattern = v2;
+
+ // Filter jobs if a pattern is given:
+ if (pattern) {
+ isPatternString = typeof pattern === 'string';
+
+ if (stats instanceof Array) {
+ a = stats;
+ } else if (typeof stats === 'object') {
+ a = [];
+
+ for (k in stats)
+ a = a.concat(stats[k]);
+ } else {
+ a = [];
+
+ for (k in _jobs)
+ a.push(_jobs[k]);
+
+ for (k in _waitingJobs)
+ a.push(_waitingJobs[k]);
+
+ for (k in _runningJobs)
+ a.push(_runningJobs[k]);
+
+ a = a.concat(_doneJobs);
+ }
+
+ stats = [];
+ for (i = 0, l = a.length; i < l; i++)
+ if (isPatternString ? a[i].id === pattern : a[i].id.match(pattern))
+ stats.push(a[i]);
+ }
+
+ return __clone(stats);
+ }
+
+
+ /**
+ * TOOLS FUNCTIONS:
+ * ****************
+ */
+
+ /**
+ * This function takes any number of objects as arguments, copies from each
+ * of these objects each pair key/value into a new object, and finally
+ * returns this object.
+ *
+ * The arguments are parsed from the last one to the first one, such that
+ * when two objects have keys in common, the "earliest" object wins.
+ *
+ * Example:
+ * ********
+ * > var o1 = {
+ * > a: 1,
+ * > b: 2,
+ * > c: '3'
+ * > },
+ * > o2 = {
+ * > c: '4',
+ * > d: [ 5 ]
+ * > };
+ * > __extend(o1, o2);
+ * > // Returns: {
+ * > // a: 1,
+ * > // b: 2,
+ * > // c: '3',
+ * > // d: [ 5 ]
+ * > // };
+ *
+ * @param {Object+} Any number of objects.
+ * @return {Object} The merged object.
+ */
+ function __extend() {
+ var i,
+ k,
+ res = {},
+ l = arguments.length;
+
+ for (i = l - 1; i >= 0; i--)
+ for (k in arguments[i])
+ res[k] = arguments[i][k];
+
+ return res;
+ }
+
+ /**
+ * This function simply clones an object. This object must contain only
+ * objects, arrays and immutable values. Since it is not public, it does not
+ * deal with cyclic references, DOM elements and instantiated objects - so
+ * use it carefully.
+ *
+ * @param {Object} The object to clone.
+ * @return {Object} The clone.
+ */
+ function __clone(item) {
+ var result, i, k, l;
+
+ if (!item)
+ return item;
+
+ if (Array.isArray(item)) {
+ result = [];
+ for (i = 0, l = item.length; i < l; i++)
+ result.push(__clone(item[i]));
+ } else if (typeof item === 'object') {
+ result = {};
+ for (i in item)
+ result[i] = __clone(item[i]);
+ } else
+ result = item;
+
+ return result;
+ }
+
+ /**
+ * Returns an array containing the values of an object.
+ *
+ * @param {Object} The object.
+ * @return {Array} The array of values.
+ */
+ function __objectValues(o) {
+ var k,
+ a = [];
+
+ for (k in o)
+ a.push(o[k]);
+
+ return a;
+ }
+
+ /**
+ * A short "Date.now()" polyfill.
+ *
+ * @return {Number} The current time (in ms).
+ */
+ function __dateNow() {
+ return Date.now ? Date.now() : new Date().getTime();
+ }
+
+ /**
+ * Polyfill for the Array.isArray function:
+ */
+ if (!Array.isArray)
+ Array.isArray = function(v) {
+ return Object.prototype.toString.call(v) === '[object Array]';
+ };
+
+
+ /**
+ * EXPORT PUBLIC API:
+ * ******************
+ */
+ var conrad = {
+ hasJob: _hasJob,
+ addJob: _addJob,
+ killJob: _killJob,
+ killAll: _killAll,
+ settings: _settings,
+ getStats: _getStats,
+ isRunning: _getIsRunning,
+ clearHistory: _clearHistory,
+
+ // Events management:
+ bind: _bind,
+ unbind: _unbind,
+
+ // Version:
+ version: '0.1.0'
+ };
+
+ if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports)
+ exports = module.exports = conrad;
+ exports.conrad = conrad;
+ }
+ global.conrad = conrad;
+})(this);
diff --git a/src/main/java/net/jrtechs/www/client/src/jquery-2.1.1.min.js b/src/main/java/net/jrtechs/www/client/src/jquery-2.1.1.min.js
new file mode 100644
index 0000000..e5ace11
--- /dev/null
+++ b/src/main/java/net/jrtechs/www/client/src/jquery-2.1.1.min.js
@@ -0,0 +1,4 @@
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