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- let util = require('../../util');
-
- var NetworkUtil = require('../NetworkUtil').default;
-
- /**
- * The view
- */
- class View {
- /**
- * @param {Object} body
- * @param {Canvas} canvas
- */
- constructor(body, canvas) {
- this.body = body;
- this.canvas = canvas;
-
- this.animationSpeed = 1/this.renderRefreshRate;
- this.animationEasingFunction = "easeInOutQuint";
- this.easingTime = 0;
- this.sourceScale = 0;
- this.targetScale = 0;
- this.sourceTranslation = 0;
- this.targetTranslation = 0;
- this.lockedOnNodeId = undefined;
- this.lockedOnNodeOffset = undefined;
- this.touchTime = 0;
-
- this.viewFunction = undefined;
-
- this.body.emitter.on("fit", this.fit.bind(this));
- this.body.emitter.on("animationFinished", () => {this.body.emitter.emit("_stopRendering");});
- this.body.emitter.on("unlockNode", this.releaseNode.bind(this));
- }
-
- /**
- *
- * @param {Object} [options={}]
- */
- setOptions(options = {}) {
- this.options = options;
- }
-
-
- /**
- * This function zooms out to fit all data on screen based on amount of nodes
- * @param {Object} [options={{nodes=Array}}]
- * @param {boolean} [initialZoom=false] | zoom based on fitted formula or range, true = fitted, default = false;
- */
- fit(options = {nodes:[]}, initialZoom = false) {
- let range;
- let zoomLevel;
- options = Object.assign({}, options);
- if (options.nodes === undefined || options.nodes.length === 0) {
- options.nodes = this.body.nodeIndices;
- }
-
-
- if (initialZoom === true) {
- // check if more than half of the nodes have a predefined position. If so, we use the range, not the approximation.
- let positionDefined = 0;
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- let node = this.body.nodes[nodeId];
- if (node.predefinedPosition === true) {
- positionDefined += 1;
- }
- }
- }
- if (positionDefined > 0.5 * this.body.nodeIndices.length) {
- this.fit(options,false);
- return;
- }
-
- range = NetworkUtil.getRange(this.body.nodes, options.nodes);
-
- let numberOfNodes = this.body.nodeIndices.length;
- zoomLevel = 12.662 / (numberOfNodes + 7.4147) + 0.0964822; // this is obtained from fitting a dataset from 5 points with scale levels that looked good.
-
- // correct for larger canvasses.
- let factor = Math.min(this.canvas.frame.canvas.clientWidth / 600, this.canvas.frame.canvas.clientHeight / 600);
- zoomLevel *= factor;
- }
- else {
- this.body.emitter.emit("_resizeNodes");
- range = NetworkUtil.getRange(this.body.nodes, options.nodes);
-
- let xDistance = Math.abs(range.maxX - range.minX) * 1.1;
- let yDistance = Math.abs(range.maxY - range.minY) * 1.1;
-
- let xZoomLevel = this.canvas.frame.canvas.clientWidth / xDistance;
- let yZoomLevel = this.canvas.frame.canvas.clientHeight / yDistance;
-
- zoomLevel = (xZoomLevel <= yZoomLevel) ? xZoomLevel : yZoomLevel;
- }
-
- if (zoomLevel > 1.0) {
- zoomLevel = 1.0;
- }
- else if (zoomLevel === 0) {
- zoomLevel = 1.0;
- }
-
- let center = NetworkUtil.findCenter(range);
- let animationOptions = {position: center, scale: zoomLevel, animation: options.animation};
- this.moveTo(animationOptions);
- }
-
- // animation
-
- /**
- * Center a node in view.
- *
- * @param {number} nodeId
- * @param {number} [options]
- */
- focus(nodeId, options = {}) {
- if (this.body.nodes[nodeId] !== undefined) {
- let nodePosition = {x: this.body.nodes[nodeId].x, y: this.body.nodes[nodeId].y};
- options.position = nodePosition;
- options.lockedOnNode = nodeId;
-
- this.moveTo(options)
- }
- else {
- console.log("Node: " + nodeId + " cannot be found.");
- }
- }
-
- /**
- *
- * @param {Object} options | options.offset = {x:number, y:number} // offset from the center in DOM pixels
- * | options.scale = number // scale to move to
- * | options.position = {x:number, y:number} // position to move to
- * | options.animation = {duration:number, easingFunction:String} || Boolean // position to move to
- */
- moveTo(options) {
- if (options === undefined) {
- options = {};
- return;
- }
- if (options.offset === undefined) {options.offset = {x: 0, y: 0}; }
- if (options.offset.x === undefined) {options.offset.x = 0; }
- if (options.offset.y === undefined) {options.offset.y = 0; }
- if (options.scale === undefined) {options.scale = this.body.view.scale; }
- if (options.position === undefined) {options.position = this.getViewPosition();}
- if (options.animation === undefined) {options.animation = {duration:0}; }
- if (options.animation === false ) {options.animation = {duration:0}; }
- if (options.animation === true ) {options.animation = {}; }
- if (options.animation.duration === undefined) {options.animation.duration = 1000; } // default duration
- if (options.animation.easingFunction === undefined) {options.animation.easingFunction = "easeInOutQuad"; } // default easing function
-
- this.animateView(options);
- }
-
- /**
- *
- * @param {Object} options | options.offset = {x:number, y:number} // offset from the center in DOM pixels
- * | options.time = number // animation time in milliseconds
- * | options.scale = number // scale to animate to
- * | options.position = {x:number, y:number} // position to animate to
- * | options.easingFunction = String // linear, easeInQuad, easeOutQuad, easeInOutQuad,
- * // easeInCubic, easeOutCubic, easeInOutCubic,
- * // easeInQuart, easeOutQuart, easeInOutQuart,
- * // easeInQuint, easeOutQuint, easeInOutQuint
- */
- animateView(options) {
- if (options === undefined) {
- return;
- }
- this.animationEasingFunction = options.animation.easingFunction;
- // release if something focussed on the node
- this.releaseNode();
- if (options.locked === true) {
- this.lockedOnNodeId = options.lockedOnNode;
- this.lockedOnNodeOffset = options.offset;
- }
-
- // forcefully complete the old animation if it was still running
- if (this.easingTime != 0) {
- this._transitionRedraw(true); // by setting easingtime to 1, we finish the animation.
- }
-
- this.sourceScale = this.body.view.scale;
- this.sourceTranslation = this.body.view.translation;
- this.targetScale = options.scale;
-
- // set the scale so the viewCenter is based on the correct zoom level. This is overridden in the transitionRedraw
- // but at least then we'll have the target transition
- this.body.view.scale = this.targetScale;
- let viewCenter = this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
-
- let distanceFromCenter = { // offset from view, distance view has to change by these x and y to center the node
- x: viewCenter.x - options.position.x,
- y: viewCenter.y - options.position.y
- };
- this.targetTranslation = {
- x: this.sourceTranslation.x + distanceFromCenter.x * this.targetScale + options.offset.x,
- y: this.sourceTranslation.y + distanceFromCenter.y * this.targetScale + options.offset.y
- };
-
- // if the time is set to 0, don't do an animation
- if (options.animation.duration === 0) {
- if (this.lockedOnNodeId != undefined) {
- this.viewFunction = this._lockedRedraw.bind(this);
- this.body.emitter.on("initRedraw", this.viewFunction);
- }
- else {
- this.body.view.scale = this.targetScale;
- this.body.view.translation = this.targetTranslation;
- this.body.emitter.emit("_requestRedraw");
- }
- }
- else {
- this.animationSpeed = 1 / (60 * options.animation.duration * 0.001) || 1 / 60; // 60 for 60 seconds, 0.001 for milli's
- this.animationEasingFunction = options.animation.easingFunction;
-
-
- this.viewFunction = this._transitionRedraw.bind(this);
- this.body.emitter.on("initRedraw", this.viewFunction);
- this.body.emitter.emit("_startRendering");
- }
- }
-
- /**
- * used to animate smoothly by hijacking the redraw function.
- * @private
- */
- _lockedRedraw() {
- let nodePosition = {x: this.body.nodes[this.lockedOnNodeId].x, y: this.body.nodes[this.lockedOnNodeId].y};
- let viewCenter = this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
- let distanceFromCenter = { // offset from view, distance view has to change by these x and y to center the node
- x: viewCenter.x - nodePosition.x,
- y: viewCenter.y - nodePosition.y
- };
- let sourceTranslation = this.body.view.translation;
- let targetTranslation = {
- x: sourceTranslation.x + distanceFromCenter.x * this.body.view.scale + this.lockedOnNodeOffset.x,
- y: sourceTranslation.y + distanceFromCenter.y * this.body.view.scale + this.lockedOnNodeOffset.y
- };
-
- this.body.view.translation = targetTranslation;
- }
-
- /**
- * Resets state of a locked on Node
- */
- releaseNode() {
- if (this.lockedOnNodeId !== undefined && this.viewFunction !== undefined) {
- this.body.emitter.off("initRedraw", this.viewFunction);
- this.lockedOnNodeId = undefined;
- this.lockedOnNodeOffset = undefined;
- }
- }
-
- /**
- * @param {boolean} [finished=false]
- * @private
- */
- _transitionRedraw(finished = false) {
- this.easingTime += this.animationSpeed;
- this.easingTime = finished === true ? 1.0 : this.easingTime;
-
- let progress = util.easingFunctions[this.animationEasingFunction](this.easingTime);
-
- this.body.view.scale = this.sourceScale + (this.targetScale - this.sourceScale) * progress;
- this.body.view.translation = {
- x: this.sourceTranslation.x + (this.targetTranslation.x - this.sourceTranslation.x) * progress,
- y: this.sourceTranslation.y + (this.targetTranslation.y - this.sourceTranslation.y) * progress
- };
-
- // cleanup
- if (this.easingTime >= 1.0) {
- this.body.emitter.off("initRedraw", this.viewFunction);
- this.easingTime = 0;
- if (this.lockedOnNodeId != undefined) {
- this.viewFunction = this._lockedRedraw.bind(this);
- this.body.emitter.on("initRedraw", this.viewFunction);
- }
- this.body.emitter.emit("animationFinished");
- }
- }
-
-
- /**
- *
- * @returns {number}
- */
- getScale() {
- return this.body.view.scale;
- }
-
- /**
- *
- * @returns {{x: number, y: number}}
- */
- getViewPosition() {
- return this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
- }
-
-
- }
-
- export default View;
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