var Hammer = require('../../module/hammer'); var hammerUtil = require('../../hammerUtil'); var util = require('../../util'); /** * Create the main frame for the Network. * This function is executed once when a Network object is created. The frame * contains a canvas, and this canvas contains all objects like the axis and * nodes. * @private */ class Canvas { constructor(body) { this.body = body; this.options = {}; this.defaultOptions = { width:'100%', height:'100%' } util.extend(this.options, this.defaultOptions); this.body.emitter.once("resize", (obj) => {this.body.view.translation.x = obj.width * 0.5; this.body.view.translation.y = obj.height * 0.5;}); this.body.emitter.on("destroy", () => this.hammer.destroy()); this.pixelRatio = 1; } setOptions(options) { if (options !== undefined) { util.deepExtend(this.options, options); } } create() { // remove all elements from the container element. while (this.body.container.hasChildNodes()) { this.body.container.removeChild(this.body.container.firstChild); } this.frame = document.createElement('div'); this.frame.className = 'vis network-frame'; this.frame.style.position = 'relative'; this.frame.style.overflow = 'hidden'; this.frame.tabIndex = 900; ////////////////////////////////////////////////////////////////// this.frame.canvas = document.createElement("canvas"); this.frame.canvas.style.position = 'relative'; this.frame.appendChild(this.frame.canvas); if (!this.frame.canvas.getContext) { var noCanvas = document.createElement( 'DIV' ); noCanvas.style.color = 'red'; noCanvas.style.fontWeight = 'bold' ; noCanvas.style.padding = '10px'; noCanvas.innerHTML = 'Error: your browser does not support HTML canvas'; this.frame.canvas.appendChild(noCanvas); } else { var ctx = this.frame.canvas.getContext("2d"); this.pixelRatio = (window.devicePixelRatio || 1) / (ctx.webkitBackingStorePixelRatio || ctx.mozBackingStorePixelRatio || ctx.msBackingStorePixelRatio || ctx.oBackingStorePixelRatio || ctx.backingStorePixelRatio || 1); this.frame.canvas.getContext("2d").setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0); } // add the frame to the container element this.body.container.appendChild(this.frame); this.body.view.scale = 1; this.body.view.translation = {x: 0.5 * this.frame.canvas.clientWidth,y: 0.5 * this.frame.canvas.clientHeight}; this._bindHammer(); } /** * This function binds hammer, it can be repeated over and over due to the uniqueness check. * @private */ _bindHammer() { if (this.hammer !== undefined) { this.hammer.destroy(); } this.drag = {}; this.pinch = {}; // init hammer this.hammer = new Hammer(this.frame.canvas); this.hammer.get('pinch').set({enable: true}); this.hammer.on('tap', this.body.eventListeners.onTap ); this.hammer.on('doubletap', this.body.eventListeners.onDoubleTap ); this.hammer.on('press', this.body.eventListeners.onHold ); hammerUtil.onTouch(this.hammer, this.body.eventListeners.onTouch ); this.hammer.on('panstart', this.body.eventListeners.onDragStart ); this.hammer.on('panmove', this.body.eventListeners.onDrag ); this.hammer.on('panend', this.body.eventListeners.onDragEnd ); this.hammer.on('pinch', this.body.eventListeners.onPinch ); // TODO: neatly cleanup these handlers when re-creating the Canvas, IF these are done with hammer, event.stopPropagation will not work? this.frame.canvas.addEventListener('mousewheel', this.body.eventListeners.onMouseWheel); this.frame.canvas.addEventListener('DOMMouseScroll', this.body.eventListeners.onMouseWheel); this.frame.canvas.addEventListener('mousemove', this.body.eventListeners.onMouseMove); this.hammerFrame = new Hammer(this.frame); hammerUtil.onRelease(this.hammerFrame, this.body.eventListeners.onRelease); } /** * Set a new size for the network * @param {string} width Width in pixels or percentage (for example '800px' * or '50%') * @param {string} height Height in pixels or percentage (for example '400px' * or '30%') */ setSize(width = this.options.width, height = this.options.height) { var emitEvent = false; var oldWidth = this.frame.canvas.width; var oldHeight = this.frame.canvas.height; if (width != this.options.width || height != this.options.height || this.frame.style.width != width || this.frame.style.height != height) { this.frame.style.width = width; this.frame.style.height = height; this.frame.canvas.style.width = '100%'; this.frame.canvas.style.height = '100%'; this.frame.canvas.width = this.frame.canvas.clientWidth * this.pixelRatio; this.frame.canvas.height = this.frame.canvas.clientHeight * this.pixelRatio; this.options.width = width; this.options.height = height; emitEvent = true; } else { // this would adapt the width of the canvas to the width from 100% if and only if // there is a change. if (this.frame.canvas.width != this.frame.canvas.clientWidth * this.pixelRatio) { this.frame.canvas.width = this.frame.canvas.clientWidth * this.pixelRatio; emitEvent = true; } if (this.frame.canvas.height != this.frame.canvas.clientHeight * this.pixelRatio) { this.frame.canvas.height = this.frame.canvas.clientHeight * this.pixelRatio; emitEvent = true; } } if (emitEvent === true) { this.body.emitter.emit('resize', {width:this.frame.canvas.width / this.pixelRatio, height:this.frame.canvas.height / this.pixelRatio, oldWidth: oldWidth / this.pixelRatio, oldHeight: oldHeight / this.pixelRatio}); } }; /** * Convert the X coordinate in DOM-space (coordinate point in browser relative to the container div) to * the X coordinate in canvas-space (the simulation sandbox, which the camera looks upon) * @param {number} x * @returns {number} * @private */ _XconvertDOMtoCanvas(x) { return (x - this.body.view.translation.x) / this.body.view.scale; } /** * Convert the X coordinate in canvas-space (the simulation sandbox, which the camera looks upon) to * the X coordinate in DOM-space (coordinate point in browser relative to the container div) * @param {number} x * @returns {number} * @private */ _XconvertCanvasToDOM(x) { return x * this.body.view.scale + this.body.view.translation.x; } /** * Convert the Y coordinate in DOM-space (coordinate point in browser relative to the container div) to * the Y coordinate in canvas-space (the simulation sandbox, which the camera looks upon) * @param {number} y * @returns {number} * @private */ _YconvertDOMtoCanvas(y) { return (y - this.body.view.translation.y) / this.body.view.scale; } /** * Convert the Y coordinate in canvas-space (the simulation sandbox, which the camera looks upon) to * the Y coordinate in DOM-space (coordinate point in browser relative to the container div) * @param {number} y * @returns {number} * @private */ _YconvertCanvasToDOM(y) { return y * this.body.view.scale + this.body.view.translation.y; } /** * * @param {object} pos = {x: number, y: number} * @returns {{x: number, y: number}} * @constructor */ canvasToDOM (pos) { return {x: this._XconvertCanvasToDOM(pos.x), y: this._YconvertCanvasToDOM(pos.y)}; } /** * * @param {object} pos = {x: number, y: number} * @returns {{x: number, y: number}} * @constructor */ DOMtoCanvas (pos) { return {x: this._XconvertDOMtoCanvas(pos.x), y: this._YconvertDOMtoCanvas(pos.y)}; } } export default Canvas;