vis.js is a dynamic, browser-based visualization library
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/**
* Created by Alex on 26-Feb-15.
*/
if (typeof window !== 'undefined') {
window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
}
var util = require('../../util');
class CanvasRenderer {
constructor(body, canvas) {
this.body = body;
this.canvas = canvas;
this.redrawRequested = false;
this.renderTimer = false;
this.requiresTimeout = true;
this.renderingActive = false;
this.renderRequests = 0;
this.pixelRatio = undefined;
// redefined in this._redraw
this.canvasTopLeft = {x: 0, y: 0};
this.canvasBottomRight = {x: 0, y: 0};
this.dragging = false;
this.body.emitter.on("dragStart", () => {this.dragging = true;});
this.body.emitter.on("dragEnd", () => this.dragging = false);
this.body.emitter.on("_redraw", () => {if (this.renderingActive === false) {this._redraw();}});
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.options = {};
this.defaultOptions = {
hideEdgesOnDrag: false,
hideNodesOnDrag: false
}
util.extend(this.options,this.defaultOptions);
this._determineBrowserMethod();
}
setOptions(options) {
if (options !== undefined) {
util.deepExtend(this.options, options);
}
}
startRendering() {
if (this.renderingActive === true) {
if (!this.renderTimer) {
if (this.requiresTimeout == true) {
this.renderTimer = window.setTimeout(this.renderStep.bind(this), this.simulationInterval); // wait this.renderTimeStep milliseconds and perform the animation step function
}
else {
this.renderTimer = window.requestAnimationFrame(this.renderStep.bind(this)); // wait this.renderTimeStep milliseconds and perform the animation step function
}
}
}
else {
}
}
renderStep() {
// 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.setSize(this.constants.width, this.constants.height);
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.redrawRequested = true;
if (this.requiresTimeout === true) {
window.setTimeout(this._redraw.bind(this, false),0);
}
else {
window.requestAnimationFrame(this._redraw.bind(this, false));
}
}
}
_redraw(hidden = false) {
this.body.emitter.emit("initRedraw");
this.redrawRequested = false;
var ctx = this.canvas.frame.canvas.getContext('2d');
if (this.pixelRation === undefined) {
this.pixelRatio = (window.devicePixelRatio || 1) / (ctx.webkitBackingStorePixelRatio ||
ctx.mozBackingStorePixelRatio ||
ctx.msBackingStorePixelRatio ||
ctx.oBackingStorePixelRatio ||
ctx.backingStorePixelRatio || 1);
}
ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);
// clear the canvas
var w = this.canvas.frame.canvas.clientWidth;
var h = this.canvas.frame.canvas.clientHeight;
ctx.clearRect(0, 0, w, h);
this.body.emitter.emit("beforeDrawing", ctx);
// 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);
this.canvasTopLeft = this.canvas.DOMtoCanvas({x:0,y:0});
this.canvasBottomRight = this.canvas.DOMtoCanvas({x:this.canvas.frame.canvas.clientWidth,y:this.canvas.frame.canvas.clientHeight});
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);
}
if (this.controlNodesActive === true) {
this._drawControlNodes(ctx);
}
//this.physics.nodesSolver._debug(ctx,"#F00F0F");
// restore original scaling and translation
ctx.restore();
if (hidden === true) {
ctx.clearRect(0, 0, w, h);
}
this.body.emitter.emit("afterDrawing", ctx);
}
/**
* Redraw all nodes
* The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
* @param {CanvasRenderingContext2D} ctx
* @param {Boolean} [alwaysShow]
* @private
*/
_drawNodes(ctx,alwaysShow = false) {
var nodes = this.body.nodes;
var nodeIndices = this.body.nodeIndices;
var node;
var selected = [];
// 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);
}
// todo: replace check
//else if (node.inArea() === true) {
node.draw(ctx);
//}
}
}
// draw the selected nodes on top
for (let i = 0; i < selected.length; i++) {
node = nodes[selected[i]];
node.draw(ctx);
}
}
/**
* Redraw all edges
* The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
* @param {CanvasRenderingContext2D} ctx
* @private
*/
_drawEdges(ctx) {
var edges = this.body.edges;
var edgeIndices = this.body.edgeIndices;
var edge;
for (let i = 0; i < edgeIndices.length; i++) {
edge = edges[edgeIndices[i]];
if (edge.connected === true) {
edge.draw(ctx);
}
}
}
/**
* Redraw all edges
* The 2d context of a HTML canvas can be retrieved by canvas.getContext('2d');
* @param {CanvasRenderingContext2D} ctx
* @private
*/
_drawControlNodes(ctx) {
var edges = this.body.edges;
var edgeIndices = this.body.edgeIndices;
var edge;
for (let i = 0; i < edgeIndices.length; i++) {
edge = edges[edgeIndices[i]];
edge._drawControlNodes(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') {
var 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;