vis.js is a dynamic, browser-based visualization library
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  1. if (typeof window !== 'undefined') {
  2. window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
  3. window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
  4. }
  5. var util = require('../../util');
  6. class CanvasRenderer {
  7. constructor(body, canvas) {
  8. this.body = body;
  9. this.canvas = canvas;
  10. this.redrawRequested = false;
  11. this.renderTimer = undefined;
  12. this.requiresTimeout = true;
  13. this.renderingActive = false;
  14. this.renderRequests = 0;
  15. this.pixelRatio = undefined;
  16. this.allowRedrawRequests = true;
  17. this.dragging = false;
  18. this.options = {};
  19. this.defaultOptions = {
  20. hideEdgesOnDrag: false,
  21. hideNodesOnDrag: false
  22. }
  23. util.extend(this.options, this.defaultOptions);
  24. this._determineBrowserMethod();
  25. this.bindEventListeners();
  26. }
  27. bindEventListeners() {
  28. this.body.emitter.on("dragStart", () => {
  29. this.dragging = true;
  30. });
  31. this.body.emitter.on("dragEnd", () => this.dragging = false);
  32. this.body.emitter.on("_redraw", () => {
  33. if (this.renderingActive === false) {
  34. this._redraw();
  35. }
  36. });
  37. this.body.emitter.on("_blockRedrawRequests", () => {this.allowRedrawRequests = false;});
  38. this.body.emitter.on("_allowRedrawRequests", () => {this.allowRedrawRequests = true; });
  39. this.body.emitter.on("_requestRedraw", this._requestRedraw.bind(this));
  40. this.body.emitter.on("_startRendering", () => {
  41. this.renderRequests += 1;
  42. this.renderingActive = true;
  43. this._startRendering();
  44. });
  45. this.body.emitter.on("_stopRendering", () => {
  46. this.renderRequests -= 1;
  47. this.renderingActive = this.renderRequests > 0;
  48. this.renderTimer = undefined;
  49. });
  50. this.body.emitter.on('destroy', () => {
  51. this.renderRequests = 0;
  52. this.renderingActive = false;
  53. if (this.requiresTimeout === true) {
  54. clearTimeout(this.renderTimer);
  55. }
  56. else {
  57. cancelAnimationFrame(this.renderTimer);
  58. }
  59. this.body.emitter.off();
  60. });
  61. }
  62. setOptions(options) {
  63. if (options !== undefined) {
  64. util.deepExtend(this.options, options);
  65. }
  66. }
  67. _startRendering() {
  68. if (this.renderingActive === true) {
  69. if (this.renderTimer === undefined) {
  70. if (this.requiresTimeout === true) {
  71. this.renderTimer = window.setTimeout(this._renderStep.bind(this), this.simulationInterval); // wait this.renderTimeStep milliseconds and perform the animation step function
  72. }
  73. else {
  74. this.renderTimer = window.requestAnimationFrame(this._renderStep.bind(this)); // wait this.renderTimeStep milliseconds and perform the animation step function
  75. }
  76. }
  77. }
  78. }
  79. _renderStep() {
  80. if (this.renderingActive === true) {
  81. // reset the renderTimer so a new scheduled animation step can be set
  82. this.renderTimer = undefined;
  83. if (this.requiresTimeout === true) {
  84. // this schedules a new simulation step
  85. this._startRendering();
  86. }
  87. this._redraw();
  88. if (this.requiresTimeout === false) {
  89. // this schedules a new simulation step
  90. this._startRendering();
  91. }
  92. }
  93. }
  94. /**
  95. * Redraw the network with the current data
  96. * chart will be resized too.
  97. */
  98. redraw() {
  99. this._redraw();
  100. }
  101. /**
  102. * Redraw the network with the current data
  103. * @param hidden | used to get the first estimate of the node sizes. only the nodes are drawn after which they are quickly drawn over.
  104. * @private
  105. */
  106. _requestRedraw() {
  107. if (this.redrawRequested !== true && this.renderingActive === false && this.allowRedrawRequests === true) {
  108. this.redrawRequested = true;
  109. if (this.requiresTimeout === true) {
  110. window.setTimeout(this._redraw.bind(this, false), 0);
  111. }
  112. else {
  113. window.requestAnimationFrame(this._redraw.bind(this, false));
  114. }
  115. }
  116. }
  117. _redraw(hidden = false) {
  118. this.body.emitter.emit("initRedraw");
  119. this.redrawRequested = false;
  120. var ctx = this.canvas.frame.canvas.getContext('2d');
  121. // when the container div was hidden, this fixes it back up!
  122. if (this.canvas.frame.canvas.width === 0 || this.canvas.frame.canvas.height === 0) {
  123. this.canvas.setSize();
  124. }
  125. if (this.pixelRation === undefined) {
  126. this.pixelRatio = (window.devicePixelRatio || 1) / (ctx.webkitBackingStorePixelRatio ||
  127. ctx.mozBackingStorePixelRatio ||
  128. ctx.msBackingStorePixelRatio ||
  129. ctx.oBackingStorePixelRatio ||
  130. ctx.backingStorePixelRatio || 1);
  131. }
  132. ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);
  133. // clear the canvas
  134. var w = this.canvas.frame.canvas.clientWidth;
  135. var h = this.canvas.frame.canvas.clientHeight;
  136. ctx.clearRect(0, 0, w, h);
  137. this.body.emitter.emit("beforeDrawing", ctx);
  138. // set scaling and translation
  139. ctx.save();
  140. ctx.translate(this.body.view.translation.x, this.body.view.translation.y);
  141. ctx.scale(this.body.view.scale, this.body.view.scale);
  142. if (hidden === false) {
  143. if (this.dragging === false || (this.dragging === true && this.options.hideEdgesOnDrag === false)) {
  144. this._drawEdges(ctx);
  145. }
  146. }
  147. if (this.dragging === false || (this.dragging === true && this.options.hideNodesOnDrag === false)) {
  148. this._drawNodes(ctx, hidden);
  149. }
  150. if (this.controlNodesActive === true) {
  151. this._drawControlNodes(ctx);
  152. }
  153. //this.physics.nodesSolver._debug(ctx,"#F00F0F");
  154. this.body.emitter.emit("afterDrawing", ctx);
  155. // restore original scaling and translation
  156. ctx.restore();
  157. if (hidden === true) {
  158. ctx.clearRect(0, 0, w, h);
  159. }
  160. }
  161. /**
  162. * Redraw all nodes
  163. * The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
  164. * @param {CanvasRenderingContext2D} ctx
  165. * @param {Boolean} [alwaysShow]
  166. * @private
  167. */
  168. _drawNodes(ctx, alwaysShow = false) {
  169. var nodes = this.body.nodes;
  170. var nodeIndices = this.body.nodeIndices;
  171. var node;
  172. var selected = [];
  173. // draw unselected nodes;
  174. for (let i = 0; i < nodeIndices.length; i++) {
  175. node = nodes[nodeIndices[i]];
  176. // set selected nodes aside
  177. if (node.isSelected()) {
  178. selected.push(nodeIndices[i]);
  179. }
  180. else {
  181. if (alwaysShow === true) {
  182. node.draw(ctx);
  183. }
  184. // todo: replace check
  185. //else if (node.inArea() === true) {
  186. node.draw(ctx);
  187. //}
  188. }
  189. }
  190. // draw the selected nodes on top
  191. for (let i = 0; i < selected.length; i++) {
  192. node = nodes[selected[i]];
  193. node.draw(ctx);
  194. }
  195. }
  196. /**
  197. * Redraw all edges
  198. * The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
  199. * @param {CanvasRenderingContext2D} ctx
  200. * @private
  201. */
  202. _drawEdges(ctx) {
  203. var edges = this.body.edges;
  204. var edgeIndices = this.body.edgeIndices;
  205. var edge;
  206. for (let i = 0; i < edgeIndices.length; i++) {
  207. edge = edges[edgeIndices[i]];
  208. if (edge.connected === true) {
  209. edge.draw(ctx);
  210. }
  211. }
  212. }
  213. /**
  214. * Redraw all edges
  215. * The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
  216. * @param {CanvasRenderingContext2D} ctx
  217. * @private
  218. */
  219. _drawControlNodes(ctx) {
  220. var edges = this.body.edges;
  221. var edgeIndices = this.body.edgeIndices;
  222. var edge;
  223. for (let i = 0; i < edgeIndices.length; i++) {
  224. edge = edges[edgeIndices[i]];
  225. edge._drawControlNodes(ctx);
  226. }
  227. }
  228. /**
  229. * Determine if the browser requires a setTimeout or a requestAnimationFrame. This was required because
  230. * some implementations (safari and IE9) did not support requestAnimationFrame
  231. * @private
  232. */
  233. _determineBrowserMethod() {
  234. if (typeof window !== 'undefined') {
  235. var browserType = navigator.userAgent.toLowerCase();
  236. this.requiresTimeout = false;
  237. if (browserType.indexOf('msie 9.0') != -1) { // IE 9
  238. this.requiresTimeout = true;
  239. }
  240. else if (browserType.indexOf('safari') != -1) { // safari
  241. if (browserType.indexOf('chrome') <= -1) {
  242. this.requiresTimeout = true;
  243. }
  244. }
  245. }
  246. else {
  247. this.requiresTimeout = true;
  248. }
  249. }
  250. }
  251. export default CanvasRenderer;