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. let 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.body.emitter.emit('setSize');
  100. this._redraw();
  101. }
  102. /**
  103. * Redraw the network with the current data
  104. * @param hidden | used to get the first estimate of the node sizes. only the nodes are drawn after which they are quickly drawn over.
  105. * @private
  106. */
  107. _requestRedraw() {
  108. if (this.redrawRequested !== true && this.renderingActive === false && this.allowRedrawRequests === true) {
  109. this.redrawRequested = true;
  110. if (this.requiresTimeout === true) {
  111. window.setTimeout(this._redraw.bind(this, false), 0);
  112. }
  113. else {
  114. window.requestAnimationFrame(this._redraw.bind(this, false));
  115. }
  116. }
  117. }
  118. _redraw(hidden = false) {
  119. this.body.emitter.emit("initRedraw");
  120. this.redrawRequested = false;
  121. let ctx = this.canvas.frame.canvas.getContext('2d');
  122. // when the container div was hidden, this fixes it back up!
  123. if (this.canvas.frame.canvas.width === 0 || this.canvas.frame.canvas.height === 0) {
  124. this.canvas.setSize();
  125. }
  126. if (this.pixelRatio === undefined) {
  127. this.pixelRatio = (window.devicePixelRatio || 1) / (ctx.webkitBackingStorePixelRatio ||
  128. ctx.mozBackingStorePixelRatio ||
  129. ctx.msBackingStorePixelRatio ||
  130. ctx.oBackingStorePixelRatio ||
  131. ctx.backingStorePixelRatio || 1);
  132. }
  133. ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);
  134. // clear the canvas
  135. let w = this.canvas.frame.canvas.clientWidth;
  136. let h = this.canvas.frame.canvas.clientHeight;
  137. ctx.clearRect(0, 0, w, h);
  138. this.body.emitter.emit("beforeDrawing", ctx);
  139. // set scaling and translation
  140. ctx.save();
  141. ctx.translate(this.body.view.translation.x, this.body.view.translation.y);
  142. ctx.scale(this.body.view.scale, this.body.view.scale);
  143. if (hidden === false) {
  144. if (this.dragging === false || (this.dragging === true && this.options.hideEdgesOnDrag === false)) {
  145. this._drawEdges(ctx);
  146. }
  147. }
  148. if (this.dragging === false || (this.dragging === true && this.options.hideNodesOnDrag === false)) {
  149. this._drawNodes(ctx, hidden);
  150. }
  151. if (this.controlNodesActive === true) {
  152. this._drawControlNodes(ctx);
  153. }
  154. //this.physics.nodesSolver._debug(ctx,"#F00F0F");
  155. this.body.emitter.emit("afterDrawing", ctx);
  156. // restore original scaling and translation
  157. ctx.restore();
  158. if (hidden === true) {
  159. ctx.clearRect(0, 0, w, h);
  160. }
  161. }
  162. /**
  163. * Redraw all nodes
  164. * The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
  165. * @param {CanvasRenderingContext2D} ctx
  166. * @param {Boolean} [alwaysShow]
  167. * @private
  168. */
  169. _drawNodes(ctx, alwaysShow = false) {
  170. let nodes = this.body.nodes;
  171. let nodeIndices = this.body.nodeIndices;
  172. let node;
  173. let selected = [];
  174. let margin = 20;
  175. let topLeft = this.canvas.DOMtoCanvas({x:-margin,y:-margin});
  176. let bottomRight = this.canvas.DOMtoCanvas({
  177. x: this.canvas.frame.canvas.clientWidth+margin,
  178. y: this.canvas.frame.canvas.clientHeight+margin
  179. });
  180. let viewableArea = {top:topLeft.y,left:topLeft.x,bottom:bottomRight.y,right:bottomRight.x};
  181. // draw unselected nodes;
  182. for (let i = 0; i < nodeIndices.length; i++) {
  183. node = nodes[nodeIndices[i]];
  184. // set selected nodes aside
  185. if (node.isSelected()) {
  186. selected.push(nodeIndices[i]);
  187. }
  188. else {
  189. if (alwaysShow === true) {
  190. node.draw(ctx);
  191. }
  192. else if (node.isBoundingBoxOverlappingWith(viewableArea) === true) {
  193. node.draw(ctx);
  194. }
  195. else {
  196. console.log("hidden")
  197. }
  198. }
  199. }
  200. // draw the selected nodes on top
  201. for (let i = 0; i < selected.length; i++) {
  202. node = nodes[selected[i]];
  203. node.draw(ctx);
  204. }
  205. }
  206. /**
  207. * Redraw all edges
  208. * The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
  209. * @param {CanvasRenderingContext2D} ctx
  210. * @private
  211. */
  212. _drawEdges(ctx) {
  213. let edges = this.body.edges;
  214. let edgeIndices = this.body.edgeIndices;
  215. let edge;
  216. for (let i = 0; i < edgeIndices.length; i++) {
  217. edge = edges[edgeIndices[i]];
  218. if (edge.connected === true) {
  219. edge.draw(ctx);
  220. }
  221. }
  222. }
  223. /**
  224. * Redraw all edges
  225. * The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
  226. * @param {CanvasRenderingContext2D} ctx
  227. * @private
  228. */
  229. _drawControlNodes(ctx) {
  230. let edges = this.body.edges;
  231. let edgeIndices = this.body.edgeIndices;
  232. let edge;
  233. for (let i = 0; i < edgeIndices.length; i++) {
  234. edge = edges[edgeIndices[i]];
  235. edge._drawControlNodes(ctx);
  236. }
  237. }
  238. /**
  239. * Determine if the browser requires a setTimeout or a requestAnimationFrame. This was required because
  240. * some implementations (safari and IE9) did not support requestAnimationFrame
  241. * @private
  242. */
  243. _determineBrowserMethod() {
  244. if (typeof window !== 'undefined') {
  245. let browserType = navigator.userAgent.toLowerCase();
  246. this.requiresTimeout = false;
  247. if (browserType.indexOf('msie 9.0') != -1) { // IE 9
  248. this.requiresTimeout = true;
  249. }
  250. else if (browserType.indexOf('safari') != -1) { // safari
  251. if (browserType.indexOf('chrome') <= -1) {
  252. this.requiresTimeout = true;
  253. }
  254. }
  255. }
  256. else {
  257. this.requiresTimeout = true;
  258. }
  259. }
  260. }
  261. export default CanvasRenderer;