vis.js is a dynamic, browser-based visualization library
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/**
* Definitions for param's in jsdoc.
* These are more or less global within Network. Putting them here until I can figure out
* where to really put them
*
* @typedef {string|number} Id
* @typedef {Id} NodeId
* @typedef {Id} EdgeId
* @typedef {Id} LabelId
*
* @typedef {{x: number, y: number}} point
* @typedef {{left: number, top: number, width: number, height: number}} rect
* @typedef {{x: number, y:number, angle: number}} rotationPoint
* - point to rotate around and the angle in radians to rotate. angle == 0 means no rotation
* @typedef {{nodeId:NodeId}} nodeClickItem
* @typedef {{nodeId:NodeId, labelId:LabelId}} nodeLabelClickItem
* @typedef {{edgeId:EdgeId}} edgeClickItem
* @typedef {{edgeId:EdgeId, labelId:LabelId}} edgeLabelClickItem
*/
let util = require("../../../../util");
/**
* Helper functions for components
* @class
*/
class ComponentUtil {
/**
* Determine values to use for (sub)options of 'chosen'.
*
* This option is either a boolean or an object whose values should be examined further.
* The relevant structures are:
*
* - chosen: <boolean value>
* - chosen: { subOption: <boolean or function> }
*
* Where subOption is 'node', 'edge' or 'label'.
*
* The intention of this method appears to be to set a specific priority to the options;
* Since most properties are either bridged or merged into the local options objects, there
* is not much point in handling them separately.
* TODO: examine if 'most' in previous sentence can be replaced with 'all'. In that case, we
* should be able to get rid of this method.
*
* @param {string} subOption option within object 'chosen' to consider; either 'node', 'edge' or 'label'
* @param {Object} pile array of options objects to consider
*
* @return {boolean|function} value for passed subOption of 'chosen' to use
*/
static choosify(subOption, pile) {
// allowed values for subOption
let allowed = [ 'node', 'edge', 'label'];
let value = true;
let chosen = util.topMost(pile, 'chosen');
if (typeof chosen === 'boolean') {
value = chosen;
} else if (typeof chosen === 'object') {
if (allowed.indexOf(subOption) === -1 ) {
throw new Error('choosify: subOption \'' + subOption + '\' should be one of '
+ "'" + allowed.join("', '") + "'");
}
let chosenEdge = util.topMost(pile, ['chosen', subOption]);
if ((typeof chosenEdge === 'boolean') || (typeof chosenEdge === 'function')) {
value = chosenEdge;
}
}
return value;
}
/**
* Check if the point falls within the given rectangle.
*
* @param {rect} rect
* @param {point} point
* @param {rotationPoint} [rotationPoint] if specified, the rotation that applies to the rectangle.
* @returns {boolean} true if point within rectangle, false otherwise
* @static
*/
static pointInRect(rect, point, rotationPoint) {
if (rect.width <= 0 || rect.height <= 0) {
return false; // early out
}
if (rotationPoint !== undefined) {
// Rotate the point the same amount as the rectangle
var tmp = {
x: point.x - rotationPoint.x,
y: point.y - rotationPoint.y
};
if (rotationPoint.angle !== 0) {
// In order to get the coordinates the same, you need to
// rotate in the reverse direction
var angle = -rotationPoint.angle;
var tmp2 = {
x: Math.cos(angle)*tmp.x - Math.sin(angle)*tmp.y,
y: Math.sin(angle)*tmp.x + Math.cos(angle)*tmp.y
};
point = tmp2;
} else {
point = tmp;
}
// Note that if a rotation is specified, the rectangle coordinates
// are **not* the full canvas coordinates. They are relative to the
// rotationPoint. Hence, the point coordinates need not be translated
// back in this case.
}
var right = rect.x + rect.width;
var bottom = rect.y + rect.width;
return (
rect.left < point.x &&
right > point.x &&
rect.top < point.y &&
bottom > point.y
);
}
}
export default ComponentUtil;