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// Load custom shapes into CanvasRenderingContext2D
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require('./shapes');
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var Emitter = require('emitter-component');
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var Hammer = require('../module/hammer');
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var util = require('../util');
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var DataSet = require('../DataSet');
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var DataView = require('../DataView');
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var dotparser = require('./dotparser');
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var gephiParser = require('./gephiParser');
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var Images = require('./Images');
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var Activator = require('../shared/Activator');
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import Groups from './modules/Groups';
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import NodesHandler from './modules/NodesHandler';
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import EdgesHandler from './modules/EdgesHandler';
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import PhysicsEngine from './modules/PhysicsEngine';
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import ClusterEngine from './modules/Clustering';
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import CanvasRenderer from './modules/CanvasRenderer';
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import Canvas from './modules/Canvas';
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import View from './modules/View';
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import InteractionHandler from './modules/InteractionHandler';
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import SelectionHandler from "./modules/SelectionHandler";
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import LayoutEngine from "./modules/LayoutEngine";
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import ManipulationSystem from "./modules/ManipulationSystem";
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import ConfigurationSystem from "./modules/ConfigurationSystem";
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import Validator from "./modules/Validator";
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import {printStyle} from "./modules/Validator";
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import allOptions from './modules/components/AllOptions.js';
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/**
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* @constructor Network
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* Create a network visualization, displaying nodes and edges.
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*
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* @param {Element} container The DOM element in which the Network will
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* be created. Normally a div element.
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* @param {Object} data An object containing parameters
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* {Array} nodes
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* {Array} edges
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* @param {Object} options Options
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*/
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function Network(container, data, options) {
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if (!(this instanceof Network)) {
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throw new SyntaxError('Constructor must be called with the new operator');
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}
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// set constant values
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this.options = {};
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this.defaultOptions = {
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clickToUse: false
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};
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util.extend(this.options, this.defaultOptions);
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// containers for nodes and edges
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this.body = {
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nodes: {},
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nodeIndices: [],
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edges: {},
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edgeIndices: [],
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data: {
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nodes: null, // A DataSet or DataView
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edges: null // A DataSet or DataView
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},
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functions: {
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createNode: function() {},
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createEdge: function() {},
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getPointer: function() {}
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},
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emitter: {
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on: this.on.bind(this),
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off: this.off.bind(this),
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emit: this.emit.bind(this),
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once: this.once.bind(this)
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},
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eventListeners: {
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onTap: function() {},
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onTouch: function() {},
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onDoubleTap: function() {},
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onHold: function() {},
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onDragStart: function() {},
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onDrag: function() {},
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onDragEnd: function() {},
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onMouseWheel: function() {},
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onPinch: function() {},
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onMouseMove: function() {},
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onRelease: function() {},
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onContext: function() {}
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},
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container: container,
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view: {
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scale: 1,
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translation: {x: 0, y: 0}
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}
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};
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// bind the event listeners
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this.bindEventListeners();
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// setting up all modules
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this.images = new Images(() => this.body.emitter.emit("_requestRedraw")); // object with images
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this.groups = new Groups(); // object with groups
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this.canvas = new Canvas(this.body); // DOM handler
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this.selectionHandler = new SelectionHandler(this.body, this.canvas); // Selection handler
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this.interactionHandler = new InteractionHandler(this.body, this.canvas, this.selectionHandler); // Interaction handler handles all the hammer bindings (that are bound by canvas), key
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this.view = new View(this.body, this.canvas); // camera handler, does animations and zooms
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this.renderer = new CanvasRenderer(this.body, this.canvas); // renderer, starts renderloop, has events that modules can hook into
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this.physics = new PhysicsEngine(this.body); // physics engine, does all the simulations
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this.layoutEngine = new LayoutEngine(this.body); // layout engine for inital layout and hierarchical layout
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this.clustering = new ClusterEngine(this.body); // clustering api
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this.manipulation = new ManipulationSystem(this.body, this.canvas, this.selectionHandler); // data manipulation system
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this.nodesHandler = new NodesHandler(this.body, this.images, this.groups, this.layoutEngine); // Handle adding, deleting and updating of nodes as well as global options
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this.edgesHandler = new EdgesHandler(this.body, this.images, this.groups); // Handle adding, deleting and updating of edges as well as global options
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this.configurationSystem = new ConfigurationSystem(this);
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// create the DOM elements
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this.canvas._create();
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// apply options
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this.setOptions(options);
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// load data (the disable start variable will be the same as the enabled clustering)
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this.setData(data);
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}
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// Extend Network with an Emitter mixin
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Emitter(Network.prototype);
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/**
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* Set options
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* @param {Object} options
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*/
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Network.prototype.setOptions = function (options) {
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if (options !== undefined) {
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let errorFound = Validator.validate(options, allOptions);
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if (errorFound === true) {
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options = {};
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console.log('%cErrors have been found in the supplied options object. None of the options will be used.', printStyle);
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}
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// the hierarchical system can adapt the edges and the physics to it's own options because not all combinations work with the hierarichical system.
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options = this.layoutEngine.setOptions(options.layout, options);
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// pass the options to the modules
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this.groups.setOptions(options.groups);
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this.nodesHandler.setOptions(options.nodes);
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this.edgesHandler.setOptions(options.edges);
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this.physics.setOptions(options.physics);
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this.canvas.setOptions(options.canvas);
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this.renderer.setOptions(options.rendering);
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this.view.setOptions(options.view);
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this.interactionHandler.setOptions(options.interaction);
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this.selectionHandler.setOptions(options.selection);
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this.clustering.setOptions(options.clustering);
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this.manipulation.setOptions(options.manipulation);
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this.configurationSystem.setOptions(options);
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// handle network global options
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if (options.clickToUse !== undefined) {
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if (options.clickToUse === true) {
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if (this.activator === undefined) {
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this.activator = new Activator(this.frame);
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this.activator.on('change', this._createKeyBinds.bind(this));
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}
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}
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else {
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if (this.activator !== undefined) {
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this.activator.destroy();
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delete this.activator;
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}
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this.body.emitter.emit("activate");
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}
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}
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else {
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this.body.emitter.emit("activate");
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}
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this.canvas.setSize();
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// start the physics simulation. Can be safely called multiple times.
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this.body.emitter.emit("startSimulation");
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}
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};
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/**
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* Update the this.body.nodeIndices with the most recent node index list
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* @private
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*/
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Network.prototype._updateVisibleIndices = function () {
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let nodes = this.body.nodes;
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let edges = this.body.edges;
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this.body.nodeIndices = [];
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this.body.edgeIndices = [];
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for (let nodeId in nodes) {
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if (nodes.hasOwnProperty(nodeId)) {
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if (nodes[nodeId].options.hidden === false) {
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this.body.nodeIndices.push(nodeId);
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}
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}
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}
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for (let edgeId in edges) {
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if (edges.hasOwnProperty(edgeId)) {
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if (edges[edgeId].options.hidden === false) {
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this.body.edgeIndices.push(edgeId);
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}
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}
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}
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};
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/**
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* Bind all events
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*/
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Network.prototype.bindEventListeners = function () {
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// this event will trigger a rebuilding of the cache everything. Used when nodes or edges have been added or removed.
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this.body.emitter.on("_dataChanged", (params) => {
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// update shortcut lists
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this._updateVisibleIndices();
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this.physics.updatePhysicsIndices();
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// call the dataUpdated event because the only difference between the two is the updating of the indices
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this.body.emitter.emit("_dataUpdated");
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});
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// this is called when options of EXISTING nodes or edges have changed.
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this.body.emitter.on("_dataUpdated", () => {
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// update values
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this._updateValueRange(this.body.nodes);
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this._updateValueRange(this.body.edges);
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// start simulation (can be called safely, even if already running)
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this.body.emitter.emit("startSimulation");
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});
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}
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/**
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* Set nodes and edges, and optionally options as well.
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*
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* @param {Object} data Object containing parameters:
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* {Array | DataSet | DataView} [nodes] Array with nodes
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* {Array | DataSet | DataView} [edges] Array with edges
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* {String} [dot] String containing data in DOT format
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* {String} [gephi] String containing data in gephi JSON format
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* {Options} [options] Object with options
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* @param {Boolean} [disableStart] | optional: disable the calling of the start function.
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*/
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Network.prototype.setData = function (data) {
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// reset the physics engine.
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this.body.emitter.emit("resetPhysics");
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this.body.emitter.emit("_resetData");
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// unselect all to ensure no selections from old data are carried over.
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this.selectionHandler.unselectAll();
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if (data && data.dot && (data.nodes || data.edges)) {
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throw new SyntaxError('Data must contain either parameter "dot" or ' +
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' parameter pair "nodes" and "edges", but not both.');
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}
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// set options
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this.setOptions(data && data.options);
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// set all data
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if (data && data.dot) {
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// parse DOT file
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if (data && data.dot) {
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var dotData = dotparser.DOTToGraph(data.dot);
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this.setData(dotData);
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return;
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}
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}
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else if (data && data.gephi) {
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// parse DOT file
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if (data && data.gephi) {
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var gephiData = gephiParser.parseGephi(data.gephi);
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this.setData(gephiData);
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return;
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}
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}
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else {
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this.nodesHandler.setData(data && data.nodes, true);
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this.edgesHandler.setData(data && data.edges, true);
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}
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// emit change in data
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this.body.emitter.emit("_dataChanged");
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// find a stable position or start animating to a stable position
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this.body.emitter.emit("initPhysics");
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};
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/**
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* Cleans up all bindings of the network, removing it fully from the memory IF the variable is set to null after calling this function.
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* var network = new vis.Network(..);
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* network.destroy();
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* network = null;
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*/
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Network.prototype.destroy = function () {
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this.body.emitter.emit("destroy");
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// clear events
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this.body.emitter.off();
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this.off();
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// delete modules
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delete this.groups;
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delete this.canvas;
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delete this.selectionHandler;
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delete this.interactionHandler;
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delete this.view;
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delete this.renderer;
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delete this.physics;
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delete this.layoutEngine;
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delete this.clustering;
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delete this.manipulation;
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delete this.nodesHandler;
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delete this.edgesHandler;
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delete this.configurationSystem;
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delete this.images;
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// delete emitter bindings
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delete this.body.emitter.emit;
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delete this.body.emitter.on;
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delete this.body.emitter.off;
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delete this.body.emitter.once;
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delete this.body.emitter;
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for (var nodeId in this.body.nodes) {
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delete this.body.nodes[nodeId];
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}
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for (var edgeId in this.body.edges) {
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delete this.body.edges[edgeId];
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}
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// remove the container and everything inside it recursively
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util.recursiveDOMDelete(this.body.container);
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};
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/**
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* Update the values of all object in the given array according to the current
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* value range of the objects in the array.
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* @param {Object} obj An object containing a set of Edges or Nodes
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* The objects must have a method getValue() and
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* setValueRange(min, max).
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* @private
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*/
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Network.prototype._updateValueRange = function (obj) {
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var id;
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// determine the range of the objects
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var valueMin = undefined;
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var valueMax = undefined;
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var valueTotal = 0;
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for (id in obj) {
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if (obj.hasOwnProperty(id)) {
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var value = obj[id].getValue();
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if (value !== undefined) {
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valueMin = (valueMin === undefined) ? value : Math.min(value, valueMin);
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valueMax = (valueMax === undefined) ? value : Math.max(value, valueMax);
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valueTotal += value;
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}
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}
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}
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// adjust the range of all objects
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if (valueMin !== undefined && valueMax !== undefined) {
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for (id in obj) {
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if (obj.hasOwnProperty(id)) {
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obj[id].setValueRange(valueMin, valueMax, valueTotal);
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}
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}
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}
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};
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/**
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* Returns true when the Network is active.
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* @returns {boolean}
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*/
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Network.prototype.isActive = function () {
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return !this.activator || this.activator.active;
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};
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Network.prototype.setSize = function() {this.canvas.setSize.apply(this.canvas,arguments);}
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Network.prototype.canvasToDOM = function() {this.canvas.canvasToDOM.apply(this.canvas,arguments);}
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Network.prototype.DOMtoCanvas = function() {this.canvas.setSize.DOMtoCanvas(this.canvas,arguments);}
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Network.prototype.findNode = function() {this.clustering.findNode.apply(this.clustering,arguments);}
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Network.prototype.isCluster = function() {this.clustering.isCluster.apply(this.clustering,arguments);}
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Network.prototype.openCluster = function() {this.clustering.openCluster.apply(this.clustering,arguments);}
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Network.prototype.cluster = function() {this.clustering.cluster.apply(this.clustering,arguments);}
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Network.prototype.clusterByConnection = function() {this.clustering.clusterByConnection.apply(this.clustering,arguments);}
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Network.prototype.clusterByHubsize = function() {this.clustering.clusterByHubsize.apply(this.clustering,arguments);}
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Network.prototype.clusterOutliers = function() {this.clustering.clusterOutliers.apply(this.clustering,arguments);}
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Network.prototype.getSeed = function() {this.layoutEngine.getSeed.apply(this.layoutEngine,arguments);}
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Network.prototype.enableEditMode = function() {this.manipulation.enableEditMode.apply(this.manipulation,arguments);}
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Network.prototype.disableEditMode = function() {this.manipulation.disableEditMode.apply(this.manipulation,arguments);}
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Network.prototype.addNodeMode = function() {this.manipulation.addNodeMode.apply(this.manipulation,arguments);}
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Network.prototype.editNodeMode = function() {this.manipulation.editNodeMode.apply(this.manipulation,arguments);}
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Network.prototype.addEdgeMode = function() {this.manipulation.addEdgeMode.apply(this.manipulation,arguments);}
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Network.prototype.editEdgeMode = function() {this.manipulation.editEdgeMode.apply(this.manipulation,arguments);}
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Network.prototype.deleteSelected = function() {this.manipulation.deleteSelected.apply(this.manipulation,arguments);}
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Network.prototype.getPositions = function() {this.nodesHandler.getPositions.apply(this.nodesHandler,arguments);}
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Network.prototype.storePositions = function() {this.nodesHandler.storePositions.apply(this.nodesHandler,arguments);}
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Network.prototype.getBoundingBox = function() {this.nodesHandler.getBoundingBox.apply(this.nodesHandler,arguments);}
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Network.prototype.getConnectedNodes = function() {this.nodesHandler.getConnectedNodes.apply(this.nodesHandler,arguments);}
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Network.prototype.getEdges = function() {this.nodesHandler.getEdges.apply(this.nodesHandler,arguments);}
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Network.prototype.startSimulation = function() {this.physics.startSimulation.apply(this.physics,arguments);}
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Network.prototype.stopSimulation = function() {this.physics.stopSimulation.apply(this.physics,arguments);}
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Network.prototype.stabilize = function() {this.physics.stabilize.apply(this.physics,arguments);}
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Network.prototype.getSelection = function() {this.selectionHandler.getSelection.apply(this.selectionHandler,arguments);}
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Network.prototype.getSelectedNodes = function() {this.selectionHandler.getSelectedNodes.apply(this.selectionHandler,arguments);}
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Network.prototype.getSelectedEdges = function() {this.selectionHandler.getSelectedEdges.apply(this.selectionHandler,arguments);}
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Network.prototype.getNodeAt = function() {this.selectionHandler.getNodeAt.apply(this.selectionHandler,arguments);}
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Network.prototype.getEdgeAt = function() {this.selectionHandler.getEdgeAt.apply(this.selectionHandler,arguments);}
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Network.prototype.selectNodes = function() {this.selectionHandler.selectNodes.apply(this.selectionHandler,arguments);}
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Network.prototype.selectEdges = function() {this.selectionHandler.selectEdges.apply(this.selectionHandler,arguments);}
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Network.prototype.unselectAll = function() {this.selectionHandler.unselectAll.apply(this.selectionHandler,arguments);}
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Network.prototype.getScale = function() {this.view.getScale.apply(this.view,arguments);}
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Network.prototype.getPosition = function() {this.view.getPosition.apply(this.view,arguments);}
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Network.prototype.fit = function() {this.view.fit.apply(this.view,arguments);}
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Network.prototype.moveTo = function() {this.view.moveTo.apply(this.view,arguments);}
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Network.prototype.focusOnNode = function() {this.view.focusOnNode.apply(this.view,arguments);}
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Network.prototype.releaseNode = function() {this.view.releaseNode.apply(this.view,arguments);}
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module.exports = Network;
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