/** * Created by Alex on 2/27/2015. * */ var util = require('../../util'); import { NavigationHandler } from "./components/NavigationHandler" class InteractionHandler { constructor(body, canvas, selectionHandler) { this.body = body; this.canvas = canvas; this.selectionHandler = selectionHandler; this.navigationHandler = new NavigationHandler(body,canvas); // bind the events from hammer to functions in this object this.body.eventListeners.onTap = this.onTap.bind(this); this.body.eventListeners.onTouch = this.onTouch.bind(this); this.body.eventListeners.onDoubleTap = this.onDoubleTap.bind(this); this.body.eventListeners.onHold = this.onHold.bind(this); this.body.eventListeners.onDragStart = this.onDragStart.bind(this); this.body.eventListeners.onDrag = this.onDrag.bind(this); this.body.eventListeners.onDragEnd = this.onDragEnd.bind(this); this.body.eventListeners.onMouseWheel = this.onMouseWheel.bind(this); this.body.eventListeners.onPinch = this.onPinch.bind(this); this.body.eventListeners.onMouseMove = this.onMouseMove.bind(this); this.body.eventListeners.onRelease = this.onRelease.bind(this); this.touchTime = 0; this.drag = {}; this.pinch = {}; this.pointerPosition = {x:0,y:0}; this.hoverObj = {nodes:{},edges:{}}; this.options = {}; this.defaultOptions = { dragNodes:true, dragView: true, zoomView: true, hoverEnabled: false, showNavigationIcons: false, tooltip: { delay: 300, fontColor: 'black', fontSize: 14, // px fontFace: 'verdana', color: { border: '#666', background: '#FFFFC6' } }, keyboard: { enabled: false, speed: {x: 10, y: 10, zoom: 0.02}, bindToWindow: true } } util.extend(this.options,this.defaultOptions); } setOptions(options) { if (options !== undefined) { // extend all but the values in fields var fields = ['keyboard']; util.selectiveNotDeepExtend(fields,this.options, options); // merge the keyboard options in. util.mergeOptions(this.options, options, 'keyboard'); } this.navigationHandler.setOptions(this.options); } /** * Get the pointer location from a touch location * @param {{x: Number, y: Number}} touch * @return {{x: Number, y: Number}} pointer * @private */ getPointer(touch) { return { x: touch.x - util.getAbsoluteLeft(this.canvas.frame.canvas), y: touch.y - util.getAbsoluteTop(this.canvas.frame.canvas) }; } /** * On start of a touch gesture, store the pointer * @param event * @private */ onTouch(event) { if (new Date().valueOf() - this.touchTime > 100) { this.drag.pointer = this.getPointer(event.center); this.drag.pinched = false; this.pinch.scale = this.body.view.scale; // to avoid double fireing of this event because we have two hammer instances. (on canvas and on frame) this.touchTime = new Date().valueOf(); } } /** * handle tap/click event: select/unselect a node * @private */ onTap(event) { var pointer = this.getPointer(event.center); var previouslySelected = this.selectionHandler._getSelectedObjectCount() > 0; var selected = this.selectionHandler.selectOnPoint(pointer); if (selected === true || (previouslySelected == true && selected === false)) { // select or unselect this.body.emitter.emit('select', this.selectionHandler.getSelection()); } this.selectionHandler._generateClickEvent("click",pointer); } /** * handle doubletap event * @private */ onDoubleTap(event) { var pointer = this.getPointer(event.center); this.selectionHandler._generateClickEvent("doubleClick",pointer); } /** * handle long tap event: multi select nodes * @private */ onHold(event) { var pointer = this.getPointer(event.center); var selectionChanged = this.selectionHandler.selectAdditionalOnPoint(pointer); if (selectionChanged === true) { // select or longpress this.body.emitter.emit('select', this.selectionHandler.getSelection()); } this.selectionHandler._generateClickEvent("click",pointer); } /** * handle the release of the screen * * @private */ onRelease(event) { this.body.emitter.emit("release",event) } /** * This function is called by onDragStart. * It is separated out because we can then overload it for the datamanipulation system. * * @private */ onDragStart(event) { //in case the touch event was triggered on an external div, do the initial touch now. if (this.drag.pointer === undefined) { this.onTouch(event); } // note: drag.pointer is set in onTouch to get the initial touch location var node = this.selectionHandler.getNodeAt(this.drag.pointer); this.drag.dragging = true; this.drag.selection = []; this.drag.translation = util.extend({},this.body.view.translation); // copy the object this.drag.nodeId = null; this.body.emitter.emit("dragStart", {nodeIds: this.selectionHandler.getSelection().nodes}); if (node != null && this.options.dragNodes === true) { this.drag.nodeId = node.id; // select the clicked node if not yet selected if (node.isSelected() === false) { this.selectionHandler.unselectAll(); this.selectionHandler.selectObject(node); } var selection = this.selectionHandler.selectionObj.nodes; // create an array with the selected nodes and their original location and status for (let nodeId in selection) { if (selection.hasOwnProperty(nodeId)) { var object = selection[nodeId]; var s = { id: object.id, node: object, // store original x, y, xFixed and yFixed, make the node temporarily Fixed x: object.x, y: object.y, xFixed: object.options.fixed.x, yFixed: object.options.fixed.y }; object.options.fixed.x = true; object.options.fixed.y = true; this.drag.selection.push(s); } } } } /** * handle drag event * @private */ onDrag(event) { if (this.drag.pinched === true) { return; } // remove the focus on node if it is focussed on by the focusOnNode this.body.emitter.emit("unlockNode"); var pointer = this.getPointer(event.center); var selection = this.drag.selection; if (selection && selection.length && this.options.dragNodes === true) { // calculate delta's and new location var deltaX = pointer.x - this.drag.pointer.x; var deltaY = pointer.y - this.drag.pointer.y; // update position of all selected nodes selection.forEach((selection) => { var node = selection.node; // only move the node if it was not fixed initially if (selection.xFixed === false) { node.x = this.canvas._XconvertDOMtoCanvas(this.canvas._XconvertCanvasToDOM(selection.x) + deltaX); } // only move the node if it was not fixed initially if (selection.yFixed === false) { node.y = this.canvas._YconvertDOMtoCanvas(this.canvas._YconvertCanvasToDOM(selection.y) + deltaY); } }); // start the simulation of the physics this.body.emitter.emit("startSimulation"); } else { // move the network if (this.options.dragView === true) { // if the drag was not started properly because the click started outside the network div, start it now. if (this.drag.pointer === undefined) { this._handleDragStart(event); return; } var diffX = pointer.x - this.drag.pointer.x; var diffY = pointer.y - this.drag.pointer.y; this.body.view.translation = {x:this.drag.translation.x + diffX, y:this.drag.translation.y + diffY}; this.body.emitter.emit("_redraw"); } } } /** * handle drag start event * @private */ onDragEnd(event) { this.drag.dragging = false; var selection = this.drag.selection; if (selection && selection.length) { selection.forEach(function (s) { // restore original xFixed and yFixed s.node.options.fixed.x = s.xFixed; s.node.options.fixed.y = s.yFixed; }); this.body.emitter.emit("startSimulation"); } else { this.body.emitter.emit("_requestRedraw"); } this.body.emitter.emit("dragEnd", {nodeIds: this.selectionHandler.getSelection().nodes}); } /** * Handle pinch event * @param event * @private */ onPinch(event) { var pointer = this.getPointer(event.center); this.drag.pinched = true; if (this.pinch['scale'] === undefined) { this.pinch.scale = 1; } // TODO: enabled moving while pinching? var scale = this.pinch.scale * event.scale; this.zoom(scale, pointer) } /** * Zoom the network in or out * @param {Number} scale a number around 1, and between 0.01 and 10 * @param {{x: Number, y: Number}} pointer Position on screen * @return {Number} appliedScale scale is limited within the boundaries * @private */ zoom(scale, pointer) { if (this.options.zoomView === true) { var scaleOld = this.body.view.scale; if (scale < 0.00001) { scale = 0.00001; } if (scale > 10) { scale = 10; } var preScaleDragPointer = null; if (this.drag !== undefined) { if (this.drag.dragging === true) { preScaleDragPointer = this.canvas.DOMtoCanvas(this.drag.pointer); } } // + this.canvas.frame.canvas.clientHeight / 2 var translation = this.body.view.translation; var scaleFrac = scale / scaleOld; var tx = (1 - scaleFrac) * pointer.x + translation.x * scaleFrac; var ty = (1 - scaleFrac) * pointer.y + translation.y * scaleFrac; this.body.view.scale = scale; this.body.view.translation = {x:tx, y:ty}; if (preScaleDragPointer != null) { var postScaleDragPointer = this.canvas.canvasToDOM(preScaleDragPointer); this.drag.pointer.x = postScaleDragPointer.x; this.drag.pointer.y = postScaleDragPointer.y; } this.body.emitter.emit("_requestRedraw"); if (scaleOld < scale) { this.body.emitter.emit("zoom", {direction: "+"}); } else { this.body.emitter.emit("zoom", {direction: "-"}); } } } /** * Event handler for mouse wheel event, used to zoom the timeline * See http://adomas.org/javascript-mouse-wheel/ * https://github.com/EightMedia/hammer.js/issues/256 * @param {MouseEvent} event * @private */ onMouseWheel(event) { // retrieve delta var delta = 0; if (event.wheelDelta) { /* IE/Opera. */ delta = event.wheelDelta / 120; } else if (event.detail) { /* Mozilla case. */ // In Mozilla, sign of delta is different than in IE. // Also, delta is multiple of 3. delta = -event.detail / 3; } // If delta is nonzero, handle it. // Basically, delta is now positive if wheel was scrolled up, // and negative, if wheel was scrolled down. if (delta) { // calculate the new scale var scale = this.body.view.scale; var zoom = delta / 10; if (delta < 0) { zoom = zoom / (1 - zoom); } scale *= (1 + zoom); // calculate the pointer location var pointer = {x:event.pageX, y:event.pageY}; // apply the new scale this.zoom(scale, pointer); } // Prevent default actions caused by mouse wheel. event.preventDefault(); } /** * Mouse move handler for checking whether the title moves over a node with a title. * @param {Event} event * @private */ onMouseMove(event) { // var pointer = {x:event.pageX, y:event.pageY}; // var popupVisible = false; // // // check if the previously selected node is still selected // if (this.popup !== undefined) { // if (this.popup.hidden === false) { // this._checkHidePopup(pointer); // } // // // if the popup was not hidden above // if (this.popup.hidden === false) { // popupVisible = true; // this.popup.setPosition(pointer.x + 3, pointer.y - 5) // this.popup.show(); // } // } // // // if we bind the keyboard to the div, we have to highlight it to use it. This highlights it on mouse over // if (this.options.keyboard.bindToWindow == false && this.options.keyboard.enabled === true) { // this.canvas.frame.focus(); // } // // // start a timeout that will check if the mouse is positioned above an element // if (popupVisible === false) { // var me = this; // var checkShow = function() { // me._checkShowPopup(pointer); // }; // // if (this.popupTimer) { // clearInterval(this.popupTimer); // stop any running calculationTimer // } // if (!this.drag.dragging) { // this.popupTimer = setTimeout(checkShow, this.options.tooltip.delay); // } // } // // /** // * Adding hover highlights // */ // if (this.options.hoverEnabled === true) { // // removing all hover highlights // for (var edgeId in this.hoverObj.edges) { // if (this.hoverObj.edges.hasOwnProperty(edgeId)) { // this.hoverObj.edges[edgeId].hover = false; // delete this.hoverObj.edges[edgeId]; // } // } // // // adding hover highlights // var obj = this.selectionHandler.getNodeAt(pointer); // if (obj == null) { // obj = this.selectionHandler.getEdgeAt(pointer); // } // if (obj != null) { // this._hoverObject(obj); // } // // // removing all node hover highlights except for the selected one. // for (var nodeId in this.hoverObj.nodes) { // if (this.hoverObj.nodes.hasOwnProperty(nodeId)) { // if (obj instanceof Node && obj.id != nodeId || obj instanceof Edge || obj == null) { // this._blurObject(this.hoverObj.nodes[nodeId]); // delete this.hoverObj.nodes[nodeId]; // } // } // } // this.body.emitter.emit("_requestRedraw"); // } } } export default InteractionHandler;