- /**
- * Initializes window.requestAnimationFrame() to a usable form.
- *
- * Specifically, set up this method for the case of running on node.js with jsdom enabled.
- *
- * NOTES:
- *
- * * On node.js, when calling this directly outside of this class, `window` is not defined.
- * This happens even if jsdom is used.
- * * For node.js + jsdom, `window` is available at the moment the constructor is called.
- * For this reason, the called is placed within the constructor.
- * * Even then, `window.requestAnimationFrame()` is not defined, so it still needs to be added.
- * * During unit testing, it happens that the window object is reset during execution, causing
- * a runtime error due to missing `requestAnimationFrame()`. This needs to be compensated for,
- * see `_requestNextFrame()`.
- * * Since this is a global object, it may affect other modules besides `Network`! This has not
- * caused any problems yet. The method is only used within `Network`.
- *
- * @private
- */
- function _initRequestAnimationFrame() {
- var func;
-
- if (window !== undefined) {
- func = window.requestAnimationFrame
- || window.mozRequestAnimationFrame
- || window.webkitRequestAnimationFrame
- || window.msRequestAnimationFrame;
- }
-
- if (func === undefined) {
- // window or method not present, setting mock requestAnimationFrame
- window.requestAnimationFrame =
- function(callback) {
- //console.log("Called mock requestAnimationFrame");
- callback();
- }
- } else {
- window.requestAnimationFrame = func;
- }
- }
-
- let util = require('../../util');
-
-
- class CanvasRenderer {
- constructor(body, canvas) {
- _initRequestAnimationFrame();
- this.body = body;
- this.canvas = canvas;
-
- this.redrawRequested = false;
- this.renderTimer = undefined;
- this.requiresTimeout = true;
- this.renderingActive = false;
- this.renderRequests = 0;
- this.allowRedraw = true;
-
- this.dragging = false;
- this.options = {};
- this.defaultOptions = {
- hideEdgesOnDrag: false,
- hideNodesOnDrag: false
- };
- util.extend(this.options, this.defaultOptions);
-
- this._determineBrowserMethod();
- this.bindEventListeners();
- }
-
- bindEventListeners() {
- this.body.emitter.on("dragStart", () => { this.dragging = true; });
- this.body.emitter.on("dragEnd", () => { this.dragging = false; });
- this.body.emitter.on("_resizeNodes", () => { this._resizeNodes(); });
- this.body.emitter.on("_redraw", () => {
- if (this.renderingActive === false) {
- this._redraw();
- }
- });
- this.body.emitter.on("_blockRedraw", () => {this.allowRedraw = false;});
- this.body.emitter.on("_allowRedraw", () => {this.allowRedraw = true; this.redrawRequested = false;});
- this.body.emitter.on("_requestRedraw", this._requestRedraw.bind(this));
- this.body.emitter.on("_startRendering", () => {
- this.renderRequests += 1;
- this.renderingActive = true;
- this._startRendering();
- });
- this.body.emitter.on("_stopRendering", () => {
- this.renderRequests -= 1;
- this.renderingActive = this.renderRequests > 0;
- this.renderTimer = undefined;
- });
- this.body.emitter.on('destroy', () => {
- this.renderRequests = 0;
- this.allowRedraw = false;
- this.renderingActive = false;
- if (this.requiresTimeout === true) {
- clearTimeout(this.renderTimer);
- }
- else {
- window.cancelAnimationFrame(this.renderTimer);
- }
- this.body.emitter.off();
- });
-
- }
-
- setOptions(options) {
- if (options !== undefined) {
- let fields = ['hideEdgesOnDrag','hideNodesOnDrag'];
- util.selectiveDeepExtend(fields,this.options, options);
- }
- }
-
-
- /**
- * Prepare the drawing of the next frame.
- *
- * Calls the callback when the next frame can or will be drawn.
- *
- * @param delay {number} - timeout case only, wait this number of milliseconds
- * @private
- */
- _requestNextFrame(callback, delay) {
- // During unit testing, it happens that the mock window object is reset while
- // the next frame is still pending. Then, either 'window' is not present, or
- // 'requestAnimationFrame()' is not present because it is not defined on the
- // mock window object.
- //
- // This is not something that will happen in normal operation, but we still need
- // to take it into account.
- if (window === undefined) return;
-
- let timer;
-
- if (this.requiresTimeout === true) {
- // wait given number of milliseconds and perform the animation step function
- timer = window.setTimeout(callback, delay);
- }
- else {
- if (window.requestAnimationFrame) {
- timer = window.requestAnimationFrame(callback);
- }
- }
-
- return timer;
- }
-
-
- _startRendering() {
- if (this.renderingActive === true) {
- if (this.renderTimer === undefined) {
- this.renderTimer = this._requestNextFrame(this._renderStep.bind(this), this.simulationInterval);
- }
- }
- }
-
- _renderStep() {
- if (this.renderingActive === true) {
- // reset the renderTimer so a new scheduled animation step can be set
- this.renderTimer = undefined;
-
- if (this.requiresTimeout === true) {
- // this schedules a new simulation step
- this._startRendering();
- }
-
- this._redraw();
-
- if (this.requiresTimeout === false) {
- // this schedules a new simulation step
- this._startRendering();
- }
- }
- }
-
- /**
- * Redraw the network with the current data
- * chart will be resized too.
- */
- redraw() {
- this.body.emitter.emit('setSize');
- this._redraw();
- }
-
- /**
- * Redraw the network with the current data
- * @param hidden | Used to get the first estimate of the node sizes.
- * Only the nodes are drawn after which they are quickly drawn over.
- * @private
- */
- _requestRedraw() {
- if (this.redrawRequested !== true && this.renderingActive === false && this.allowRedraw === true) {
- this.redrawRequested = true;
- this._requestNextFrame(() => {this._redraw(false);}, 0);
- }
- }
-
- _redraw(hidden = false) {
- if (this.allowRedraw === true) {
- this.body.emitter.emit("initRedraw");
-
- this.redrawRequested = false;
-
- // when the container div was hidden, this fixes it back up!
- if (this.canvas.frame.canvas.width === 0 || this.canvas.frame.canvas.height === 0) {
- this.canvas.setSize();
- }
-
- this.canvas.setTransform();
-
- let ctx = this.canvas.getContext();
-
- // clear the canvas
- let w = this.canvas.frame.canvas.clientWidth;
- let h = this.canvas.frame.canvas.clientHeight;
- ctx.clearRect(0, 0, w, h);
-
- // if the div is hidden, we stop the redraw here for performance.
- if (this.canvas.frame.clientWidth === 0) {
- return;
- }
-
- // set scaling and translation
- ctx.save();
- ctx.translate(this.body.view.translation.x, this.body.view.translation.y);
- ctx.scale(this.body.view.scale, this.body.view.scale);
-
- ctx.beginPath();
- this.body.emitter.emit("beforeDrawing", ctx);
- ctx.closePath();
-
- if (hidden === false) {
- if (this.dragging === false || (this.dragging === true && this.options.hideEdgesOnDrag === false)) {
- this._drawEdges(ctx);
- }
- }
-
- if (this.dragging === false || (this.dragging === true && this.options.hideNodesOnDrag === false)) {
- this._drawNodes(ctx, hidden);
- }
-
- ctx.beginPath();
- this.body.emitter.emit("afterDrawing", ctx);
- ctx.closePath();
-
-
- // restore original scaling and translation
- ctx.restore();
- if (hidden === true) {
- ctx.clearRect(0, 0, w, h);
- }
- }
- }
-
-
- /**
- * Redraw all nodes
- *
- * @param {CanvasRenderingContext2D} ctx
- * @param {Boolean} [alwaysShow]
- * @private
- */
- _resizeNodes() {
- this.canvas.setTransform();
- let ctx = this.canvas.getContext();
- ctx.save();
- ctx.translate(this.body.view.translation.x, this.body.view.translation.y);
- ctx.scale(this.body.view.scale, this.body.view.scale);
-
- let nodes = this.body.nodes;
- let node;
-
- // resize all nodes
- for (let nodeId in nodes) {
- if (nodes.hasOwnProperty(nodeId)) {
- node = nodes[nodeId];
- node.resize(ctx);
- node.updateBoundingBox(ctx, node.selected);
- }
- }
-
- // restore original scaling and translation
- ctx.restore();
- }
-
- /**
- * Redraw all nodes
- *
- * @param {CanvasRenderingContext2D} ctx 2D context of a HTML canvas
- * @param {Boolean} [alwaysShow]
- * @private
- */
- _drawNodes(ctx, alwaysShow = false) {
- let nodes = this.body.nodes;
- let nodeIndices = this.body.nodeIndices;
- let node;
- let selected = [];
- let margin = 20;
- let topLeft = this.canvas.DOMtoCanvas({x:-margin,y:-margin});
- let bottomRight = this.canvas.DOMtoCanvas({
- x: this.canvas.frame.canvas.clientWidth+margin,
- y: this.canvas.frame.canvas.clientHeight+margin
- });
- let viewableArea = {top:topLeft.y,left:topLeft.x,bottom:bottomRight.y,right:bottomRight.x};
-
- // draw unselected nodes;
- for (let i = 0; i < nodeIndices.length; i++) {
- node = nodes[nodeIndices[i]];
- // set selected nodes aside
- if (node.isSelected()) {
- selected.push(nodeIndices[i]);
- }
- else {
- if (alwaysShow === true) {
- node.draw(ctx);
- }
- else if (node.isBoundingBoxOverlappingWith(viewableArea) === true) {
- node.draw(ctx);
- }
- else {
- node.updateBoundingBox(ctx, node.selected);
- }
- }
- }
-
- // draw the selected nodes on top
- for (let i = 0; i < selected.length; i++) {
- node = nodes[selected[i]];
- node.draw(ctx);
- }
- }
-
-
- /**
- * Redraw all edges
- * @param {CanvasRenderingContext2D} ctx 2D context of a HTML canvas
- * @private
- */
- _drawEdges(ctx) {
- let edges = this.body.edges;
- let edgeIndices = this.body.edgeIndices;
- let edge;
-
- for (let i = 0; i < edgeIndices.length; i++) {
- edge = edges[edgeIndices[i]];
- if (edge.connected === true) {
- edge.draw(ctx);
- }
- }
- }
-
- /**
- * Determine if the browser requires a setTimeout or a requestAnimationFrame. This was required because
- * some implementations (safari and IE9) did not support requestAnimationFrame
- * @private
- */
- _determineBrowserMethod() {
- if (typeof window !== 'undefined') {
- let browserType = navigator.userAgent.toLowerCase();
- this.requiresTimeout = false;
- if (browserType.indexOf('msie 9.0') != -1) { // IE 9
- this.requiresTimeout = true;
- }
- else if (browserType.indexOf('safari') != -1) { // safari
- if (browserType.indexOf('chrome') <= -1) {
- this.requiresTimeout = true;
- }
- }
- }
- else {
- this.requiresTimeout = true;
- }
- }
- }
-
- export default CanvasRenderer;
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