let util = require('../../util');
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import NavigationHandler from './components/NavigationHandler'
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import Popup from './components/Popup'
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class InteractionHandler {
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constructor(body, canvas, selectionHandler) {
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this.body = body;
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this.canvas = canvas;
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this.selectionHandler = selectionHandler;
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this.navigationHandler = new NavigationHandler(body,canvas);
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// bind the events from hammer to functions in this object
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this.body.eventListeners.onTap = this.onTap.bind(this);
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this.body.eventListeners.onTouch = this.onTouch.bind(this);
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this.body.eventListeners.onDoubleTap = this.onDoubleTap.bind(this);
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this.body.eventListeners.onHold = this.onHold.bind(this);
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this.body.eventListeners.onDragStart = this.onDragStart.bind(this);
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this.body.eventListeners.onDrag = this.onDrag.bind(this);
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this.body.eventListeners.onDragEnd = this.onDragEnd.bind(this);
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this.body.eventListeners.onMouseWheel = this.onMouseWheel.bind(this);
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this.body.eventListeners.onPinch = this.onPinch.bind(this);
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this.body.eventListeners.onMouseMove = this.onMouseMove.bind(this);
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this.body.eventListeners.onRelease = this.onRelease.bind(this);
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this.body.eventListeners.onContext = this.onContext.bind(this);
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this.touchTime = 0;
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this.drag = {};
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this.pinch = {};
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this.hoverObj = {nodes:{},edges:{}};
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this.popup = undefined;
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this.popupObj = undefined;
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this.popupTimer = undefined;
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this.body.functions.getPointer = this.getPointer.bind(this);
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this.options = {};
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this.defaultOptions = {
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dragNodes:true,
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dragView: true,
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zoomView: true,
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hoverEnabled: false,
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navigationButtons: false,
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tooltipDelay: 300,
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keyboard: {
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enabled: false,
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speed: {x: 10, y: 10, zoom: 0.02},
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bindToWindow: true
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}
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}
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util.extend(this.options,this.defaultOptions);
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this.bindEventListeners()
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}
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bindEventListeners() {
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this.body.emitter.on('destroy', () => {
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clearTimeout(this.popupTimer);
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delete this.body.functions.getPointer;
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})
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}
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setOptions(options) {
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if (options !== undefined) {
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// extend all but the values in fields
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let fields = ['keyboard'];
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util.selectiveNotDeepExtend(fields, this.options, options);
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// merge the keyboard options in.
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util.mergeOptions(this.options, options, 'keyboard');
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if (options.tooltip) {
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util.extend(this.options.tooltip, options.tooltip);
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if (options.tooltip.color) {
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this.options.tooltip.color = util.parseColor(options.tooltip.color);
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}
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}
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}
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this.navigationHandler.setOptions(this.options);
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}
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/**
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* Get the pointer location from a touch location
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* @param {{x: Number, y: Number}} touch
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* @return {{x: Number, y: Number}} pointer
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* @private
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*/
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getPointer(touch) {
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return {
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x: touch.x - util.getAbsoluteLeft(this.canvas.frame.canvas),
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y: touch.y - util.getAbsoluteTop(this.canvas.frame.canvas)
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};
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}
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/**
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* On start of a touch gesture, store the pointer
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* @param event
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* @private
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*/
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onTouch(event) {
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if (new Date().valueOf() - this.touchTime > 50) {
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this.drag.pointer = this.getPointer(event.center);
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this.drag.pinched = false;
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this.pinch.scale = this.body.view.scale;
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// to avoid double fireing of this event because we have two hammer instances. (on canvas and on frame)
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this.touchTime = new Date().valueOf();
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}
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}
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/**
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* handle tap/click event: select/unselect a node
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* @private
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*/
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onTap(event) {
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let pointer = this.getPointer(event.center);
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this.checkSelectionChanges(pointer, event);
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this.selectionHandler._generateClickEvent('click', event, pointer);
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}
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/**
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* handle doubletap event
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* @private
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*/
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onDoubleTap(event) {
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let pointer = this.getPointer(event.center);
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this.selectionHandler._generateClickEvent('doubleClick', event, pointer);
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}
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/**
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* handle long tap event: multi select nodes
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* @private
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*/
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onHold(event) {
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let pointer = this.getPointer(event.center);
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this.checkSelectionChanges(pointer, event, true);
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this.selectionHandler._generateClickEvent('click', event, pointer);
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this.selectionHandler._generateClickEvent('hold', event, pointer);
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}
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/**
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* handle the release of the screen
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*
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* @private
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*/
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onRelease(event) {
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if (new Date().valueOf() - this.touchTime > 10) {
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let pointer = this.getPointer(event.center);
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this.selectionHandler._generateClickEvent('release', event, pointer);
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// to avoid double fireing of this event because we have two hammer instances. (on canvas and on frame)
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this.touchTime = new Date().valueOf();
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}
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}
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onContext(event) {
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let pointer = this.getPointer({x:event.pageX, y:event.pageY});
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this.selectionHandler._generateClickEvent('oncontext', event, pointer);
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}
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/**
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*
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* @param pointer
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* @param add
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*/
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checkSelectionChanges(pointer, event, add = false) {
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let previouslySelectedEdgeCount = this.selectionHandler._getSelectedEdgeCount();
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let previouslySelectedNodeCount = this.selectionHandler._getSelectedNodeCount();
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let previousSelection = this.selectionHandler.getSelection();
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let selected;
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if (add === true) {
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selected = this.selectionHandler.selectAdditionalOnPoint(pointer);
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}
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else {
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selected = this.selectionHandler.selectOnPoint(pointer);
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}
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let selectedEdges = this.selectionHandler._getSelectedEdgeCount();
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let selectedNodes = this.selectionHandler._getSelectedNodeCount();
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if (selectedNodes - previouslySelectedNodeCount > 0) { // node was selected
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this.selectionHandler._generateClickEvent('selectNode', event, pointer);
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selected = true;
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}
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else if (selectedNodes - previouslySelectedNodeCount < 0) { // node was deselected
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this.selectionHandler._generateClickEvent('deselectNode', event, pointer, previousSelection);
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selected = true;
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}
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if (selectedEdges - previouslySelectedEdgeCount > 0) { // node was selected
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this.selectionHandler._generateClickEvent('selectEdge', event, pointer);
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selected = true;
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}
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else if (selectedEdges - previouslySelectedEdgeCount < 0) { // node was deselected
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this.selectionHandler._generateClickEvent('deselectEdge', event, pointer, previousSelection);
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selected = true;
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}
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if (selected === true) { // select or unselect
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this.selectionHandler._generateClickEvent('select', event, pointer);
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}
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}
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/**
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* This function is called by onDragStart.
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* It is separated out because we can then overload it for the datamanipulation system.
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*
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* @private
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*/
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onDragStart(event) {
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//in case the touch event was triggered on an external div, do the initial touch now.
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if (this.drag.pointer === undefined) {
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this.onTouch(event);
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}
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// note: drag.pointer is set in onTouch to get the initial touch location
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let node = this.selectionHandler.getNodeAt(this.drag.pointer);
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this.drag.dragging = true;
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this.drag.selection = [];
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this.drag.translation = util.extend({},this.body.view.translation); // copy the object
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this.drag.nodeId = undefined;
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this.selectionHandler._generateClickEvent('dragStart', event, this.drag.pointer);
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if (node !== undefined && this.options.dragNodes === true) {
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this.drag.nodeId = node.id;
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// select the clicked node if not yet selected
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if (node.isSelected() === false) {
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this.selectionHandler.unselectAll();
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this.selectionHandler.selectObject(node);
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}
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let selection = this.selectionHandler.selectionObj.nodes;
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// create an array with the selected nodes and their original location and status
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for (let nodeId in selection) {
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if (selection.hasOwnProperty(nodeId)) {
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let object = selection[nodeId];
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let s = {
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id: object.id,
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node: object,
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// store original x, y, xFixed and yFixed, make the node temporarily Fixed
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x: object.x,
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y: object.y,
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xFixed: object.options.fixed.x,
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yFixed: object.options.fixed.y
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};
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object.options.fixed.x = true;
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object.options.fixed.y = true;
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this.drag.selection.push(s);
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}
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}
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}
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}
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/**
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* handle drag event
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* @private
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*/
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onDrag(event) {
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if (this.drag.pinched === true) {
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return;
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}
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// remove the focus on node if it is focussed on by the focusOnNode
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this.body.emitter.emit('unlockNode');
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let pointer = this.getPointer(event.center);
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this.selectionHandler._generateClickEvent('dragging', event, pointer);
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let selection = this.drag.selection;
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if (selection && selection.length && this.options.dragNodes === true) {
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// calculate delta's and new location
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let deltaX = pointer.x - this.drag.pointer.x;
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let deltaY = pointer.y - this.drag.pointer.y;
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// update position of all selected nodes
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selection.forEach((selection) => {
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let node = selection.node;
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// only move the node if it was not fixed initially
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if (selection.xFixed === false) {
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node.x = this.canvas._XconvertDOMtoCanvas(this.canvas._XconvertCanvasToDOM(selection.x) + deltaX);
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}
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// only move the node if it was not fixed initially
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if (selection.yFixed === false) {
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node.y = this.canvas._YconvertDOMtoCanvas(this.canvas._YconvertCanvasToDOM(selection.y) + deltaY);
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}
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});
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// start the simulation of the physics
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this.body.emitter.emit('startSimulation');
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}
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else {
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// move the network
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if (this.options.dragView === true) {
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// if the drag was not started properly because the click started outside the network div, start it now.
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if (this.drag.pointer === undefined) {
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this._handleDragStart(event);
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return;
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}
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let diffX = pointer.x - this.drag.pointer.x;
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let diffY = pointer.y - this.drag.pointer.y;
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this.body.view.translation = {x:this.drag.translation.x + diffX, y:this.drag.translation.y + diffY};
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this.body.emitter.emit('_redraw');
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}
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}
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}
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/**
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* handle drag start event
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* @private
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*/
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onDragEnd(event) {
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this.drag.dragging = false;
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let selection = this.drag.selection;
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if (selection && selection.length) {
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selection.forEach(function (s) {
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// restore original xFixed and yFixed
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s.node.options.fixed.x = s.xFixed;
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s.node.options.fixed.y = s.yFixed;
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});
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this.body.emitter.emit('startSimulation');
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}
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else {
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this.body.emitter.emit('_requestRedraw');
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}
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this.selectionHandler._generateClickEvent('dragEnd', event, this.getPointer(event.center));
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}
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/**
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* Handle pinch event
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* @param event
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* @private
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*/
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onPinch(event) {
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let pointer = this.getPointer(event.center);
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this.drag.pinched = true;
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if (this.pinch['scale'] === undefined) {
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this.pinch.scale = 1;
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}
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// TODO: enabled moving while pinching?
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let scale = this.pinch.scale * event.scale;
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this.zoom(scale, pointer)
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}
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/**
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* Zoom the network in or out
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* @param {Number} scale a number around 1, and between 0.01 and 10
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* @param {{x: Number, y: Number}} pointer Position on screen
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* @return {Number} appliedScale scale is limited within the boundaries
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* @private
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*/
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zoom(scale, pointer) {
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if (this.options.zoomView === true) {
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let scaleOld = this.body.view.scale;
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if (scale < 0.00001) {
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scale = 0.00001;
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}
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if (scale > 10) {
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scale = 10;
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}
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let preScaleDragPointer = undefined;
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if (this.drag !== undefined) {
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if (this.drag.dragging === true) {
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preScaleDragPointer = this.canvas.DOMtoCanvas(this.drag.pointer);
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}
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}
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// + this.canvas.frame.canvas.clientHeight / 2
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let translation = this.body.view.translation;
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let scaleFrac = scale / scaleOld;
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let tx = (1 - scaleFrac) * pointer.x + translation.x * scaleFrac;
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let ty = (1 - scaleFrac) * pointer.y + translation.y * scaleFrac;
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this.body.view.scale = scale;
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this.body.view.translation = {x:tx, y:ty};
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if (preScaleDragPointer != undefined) {
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let postScaleDragPointer = this.canvas.canvasToDOM(preScaleDragPointer);
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this.drag.pointer.x = postScaleDragPointer.x;
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this.drag.pointer.y = postScaleDragPointer.y;
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}
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this.body.emitter.emit('_requestRedraw');
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if (scaleOld < scale) {
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this.body.emitter.emit('zoom', {direction: '+'});
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}
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else {
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this.body.emitter.emit('zoom', {direction: '-'});
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}
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}
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}
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/**
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* Event handler for mouse wheel event, used to zoom the timeline
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* See http://adomas.org/javascript-mouse-wheel/
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* https://github.com/EightMedia/hammer.js/issues/256
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* @param {MouseEvent} event
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* @private
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*/
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onMouseWheel(event) {
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// retrieve delta
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let delta = 0;
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if (event.wheelDelta) { /* IE/Opera. */
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delta = event.wheelDelta / 120;
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} else if (event.detail) { /* Mozilla case. */
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// In Mozilla, sign of delta is different than in IE.
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// Also, delta is multiple of 3.
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delta = -event.detail / 3;
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}
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// If delta is nonzero, handle it.
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// Basically, delta is now positive if wheel was scrolled up,
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// and negative, if wheel was scrolled down.
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if (delta !== 0) {
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// calculate the new scale
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let scale = this.body.view.scale;
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let zoom = delta / 10;
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if (delta < 0) {
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zoom = zoom / (1 - zoom);
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}
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scale *= (1 + zoom);
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// calculate the pointer location
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let pointer = this.getPointer({x:event.pageX, y:event.pageY});
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// apply the new scale
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this.zoom(scale, pointer);
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}
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// Prevent default actions caused by mouse wheel.
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event.preventDefault();
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}
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/**
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* Mouse move handler for checking whether the title moves over a node with a title.
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* @param {Event} event
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* @private
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*/
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onMouseMove(event) {
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let pointer = this.getPointer({x:event.pageX, y:event.pageY});
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let popupVisible = false;
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// check if the previously selected node is still selected
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if (this.popup !== undefined) {
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if (this.popup.hidden === false) {
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this._checkHidePopup(pointer);
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}
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// if the popup was not hidden above
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if (this.popup.hidden === false) {
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popupVisible = true;
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this.popup.setPosition(pointer.x + 3, pointer.y - 5)
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this.popup.show();
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}
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}
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// if we bind the keyboard to the div, we have to highlight it to use it. This highlights it on mouse over.
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if (this.options.keyboard.bindToWindow === false && this.options.keyboard.enabled === true) {
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this.canvas.frame.focus();
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}
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// start a timeout that will check if the mouse is positioned above an element
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if (popupVisible === false) {
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if (this.popupTimer !== undefined) {
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clearInterval(this.popupTimer); // stop any running calculationTimer
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this.popupTimer = undefined;
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}
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if (!this.drag.dragging) {
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this.popupTimer = setTimeout(() => this._checkShowPopup(pointer), this.options.tooltipDelay);
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}
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}
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/**
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* Adding hover highlights
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*/
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if (this.options.hoverEnabled === true) {
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// removing all hover highlights
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for (let edgeId in this.hoverObj.edges) {
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if (this.hoverObj.edges.hasOwnProperty(edgeId)) {
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this.hoverObj.edges[edgeId].hover = false;
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delete this.hoverObj.edges[edgeId];
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}
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}
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// adding hover highlights
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let obj = this.selectionHandler.getNodeAt(pointer);
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if (obj === undefined) {
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obj = this.selectionHandler.getEdgeAt(pointer);
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}
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if (obj != undefined) {
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this.selectionHandler.hoverObject(obj);
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}
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// removing all node hover highlights except for the selected one.
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for (let nodeId in this.hoverObj.nodes) {
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if (this.hoverObj.nodes.hasOwnProperty(nodeId)) {
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if (obj instanceof Node && obj.id != nodeId || obj instanceof Edge || obj === undefined) {
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this.selectionHandler.blurObject(this.hoverObj.nodes[nodeId]);
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delete this.hoverObj.nodes[nodeId];
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}
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}
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}
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this.body.emitter.emit('_requestRedraw');
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}
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}
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/**
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* Check if there is an element on the given position in the network
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* (a node or edge). If so, and if this element has a title,
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* show a popup window with its title.
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*
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* @param {{x:Number, y:Number}} pointer
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* @private
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*/
|
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_checkShowPopup(pointer) {
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let x = this.canvas._XconvertDOMtoCanvas(pointer.x);
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let y = this.canvas._YconvertDOMtoCanvas(pointer.y);
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let pointerObj = {
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left: x,
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top: y,
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right: x,
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bottom: y
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};
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let previousPopupObjId = this.popupObj === undefined ? undefined : this.popupObj.id;
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let nodeUnderCursor = false;
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let popupType = 'node';
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// check if a node is under the cursor.
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if (this.popupObj === undefined) {
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// search the nodes for overlap, select the top one in case of multiple nodes
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let nodeIndices = this.body.nodeIndices;
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let nodes = this.body.nodes;
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let node;
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let overlappingNodes = [];
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for (let i = 0; i < nodeIndices.length; i++) {
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node = nodes[nodeIndices[i]];
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if (node.isOverlappingWith(pointerObj) === true) {
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if (node.getTitle() !== undefined) {
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overlappingNodes.push(nodeIndices[i]);
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}
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}
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}
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|
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if (overlappingNodes.length > 0) {
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// if there are overlapping nodes, select the last one, this is the one which is drawn on top of the others
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this.popupObj = nodes[overlappingNodes[overlappingNodes.length - 1]];
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// if you hover over a node, the title of the edge is not supposed to be shown.
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nodeUnderCursor = true;
|
|
}
|
|
}
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|
|
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if (this.popupObj === undefined && nodeUnderCursor === false) {
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|
// search the edges for overlap
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let edgeIndices = this.body.edgeIndices;
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let edges = this.body.edges;
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|
let edge;
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|
let overlappingEdges = [];
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for (let i = 0; i < edgeIndices.length; i++) {
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edge = edges[edgeIndices[i]];
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if (edge.isOverlappingWith(pointerObj) === true) {
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|
if (edge.connected === true && edge.getTitle() !== undefined) {
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|
overlappingEdges.push(edgeIndices[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (overlappingEdges.length > 0) {
|
|
this.popupObj = edges[overlappingEdges[overlappingEdges.length - 1]];
|
|
popupType = 'edge';
|
|
}
|
|
}
|
|
|
|
if (this.popupObj !== undefined) {
|
|
// show popup message window
|
|
if (this.popupObj.id !== previousPopupObjId) {
|
|
if (this.popup === undefined) {
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|
this.popup = new Popup(this.canvas.frame);
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|
}
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|
|
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this.popup.popupTargetType = popupType;
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|
this.popup.popupTargetId = this.popupObj.id;
|
|
|
|
// adjust a small offset such that the mouse cursor is located in the
|
|
// bottom left location of the popup, and you can easily move over the
|
|
// popup area
|
|
this.popup.setPosition(pointer.x + 3, pointer.y - 5);
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|
this.popup.setText(this.popupObj.getTitle());
|
|
this.popup.show();
|
|
this.body.emitter.emit('showPopup',this.popupObj.id);
|
|
}
|
|
}
|
|
else {
|
|
if (this.popup !== undefined) {
|
|
this.popup.hide();
|
|
this.body.emitter.emit('hidePopup');
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Check if the popup must be hidden, which is the case when the mouse is no
|
|
* longer hovering on the object
|
|
* @param {{x:Number, y:Number}} pointer
|
|
* @private
|
|
*/
|
|
_checkHidePopup(pointer) {
|
|
let pointerObj = this.selectionHandler._pointerToPositionObject(pointer);
|
|
|
|
let stillOnObj = false;
|
|
if (this.popup.popupTargetType === 'node') {
|
|
if (this.body.nodes[this.popup.popupTargetId] !== undefined) {
|
|
stillOnObj = this.body.nodes[this.popup.popupTargetId].isOverlappingWith(pointerObj);
|
|
|
|
// if the mouse is still one the node, we have to check if it is not also on one that is drawn on top of it.
|
|
// we initially only check stillOnObj because this is much faster.
|
|
if (stillOnObj === true) {
|
|
let overNode = this.selectionHandler.getNodeAt(pointer);
|
|
stillOnObj = overNode.id === this.popup.popupTargetId;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (this.selectionHandler.getNodeAt(pointer) === undefined) {
|
|
if (this.body.edges[this.popup.popupTargetId] !== undefined) {
|
|
stillOnObj = this.body.edges[this.popup.popupTargetId].isOverlappingWith(pointerObj);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (stillOnObj === false) {
|
|
this.popupObj = undefined;
|
|
this.popup.hide();
|
|
this.body.emitter.emit('hidePopup');
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
export default InteractionHandler;
|