vis.js is a dynamic, browser-based visualization library
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<h1>Network</h1>
<p>As of 4.0, the network consists of individual modules which handle specific parts of the network. These modules
have their own docs, options, methods and events which you can access
by clicking on the modules in the list below.</p>
<h3>Modules</h3>
<table class="moduleTable">
<tr>
<td width="120px"><a href="./configure.html">configure</a></td>
<td>Generates an interactive option editor with filtering.</td>
</tr>
<tr>
<td><a href="./edges.html">edges</a></td>
<td>Handles the creation and deletion of edges and contains the global edge options and styles.</td>
</tr>
<tr>
<td><a href="./groups.html">groups</a></td>
<td>Contains the groups and some options on how to handle nodes with non-existing groups.</td>
</tr>
<tr>
<td><a href="./interaction.html">interaction</a></td>
<td>Used for all user interaction with the network. Handles mouse and touch events and selection as well as
the navigation
buttons and the popups.
</td>
</tr>
<tr>
<td><a href="./layout.html">layout</a></td>
<td>Governs the initial and hierarchical positioning.</td>
</tr>
<tr>
<td><a href="./manipulation.html">manipulation</a></td>
<td>Supplies an API and optional GUI to alter the data in the network.</td>
</tr>
<tr>
<td><a href="./nodes.html">nodes</a></td>
<td>Handles the creation and deletion of nodes and contains the global node options and styles.</td>
</tr>
<tr>
<td><a href="./physics.html">physics</a></td>
<td>Does all the simulation moving the nodes and edges to their final positions, also governs
stabilization.
</td>
</tr>
</table>
<h3>Options</h3>
<p>Click on the options shown to show how these options are supposed to be used.</p>
<br>
<pre class="prettyprint lang-js options">
var options = {
autoResize: true,
height: '100%',
width: '100%'
locale: 'en',
locales: locales,
clickToUse: false,
configure: {...}, // defined in the configure module.
edges: {...}, // defined in the edges module.
nodes: {...}, // defined in the nodes module.
groups: {...}, // defined in the groups module.
layout: {...}, // defined in the layout module.
interaction: {...}, // defined in the interaction module.
manipulation: {...}, // defined in the manipulation module.
physics: {...}, // defined in the physics module.
}
network.setOptions(options);
</pre>
<p>The individual options are explained below. The ones referring to modules are explained in the corresponding
module.</p>
<table class="moduleTable">
<tr class="header">
<td>name</td>
<td>type</td>
<td>default</td>
<td>description</td>
</tr>
<tr>
<td>autoResize</td>
<td class="mid">Boolean</td>
<td class="mid"><code>true</code></td>
<td>If true, the Network will automatically detect when its container is resized, and redraw itself
accordingly. If false, the Network can be forced to repaint after its container has been resized
using the function redraw() and setSize().
</td>
</tr>
<tr>
<td>width</td>
<td class="mid">String</td>
<td class="mid"><code>'100%'</code></td>
<td>the width of the canvas. Can be in percentages or pixels (ie. <code>'400px'</code>).</td>
</tr>
<tr>
<td>height</td>
<td class="mid">String</td>
<td class="mid"><code>'100%'</code></td>
<td>the height of the canvas. Can be in percentages or pixels (ie. <code>'400px'</code>).</td>
</tr>
<tr>
<td>locale</td>
<td class="mid">String</td>
<td class="mid"><code>'en'</code></td>
<td>Select the locale. By default, the language is English. If you want to use another language, you will
need to define your own locale and refer to it here.
</td>
</tr>
<tr>
<td>locales</td>
<td class="mid">Object</td>
<td class="mid">defaultLocales</td>
<td>Locales object. By default only <code>'en'</code> and <code>'nl'</code> are supported. Take a look at
the <a href="#locales" data-scroll="" data-options="{ &quot;easing&quot;: &quot;easeInCubic&quot; }">locales
section below</a> for more explaination on how to customize this.
</td>
</tr>
<tr>
<td>clickToUse</td>
<td class="mid">Boolean</td>
<td class="mid">false</td>
<td>Locales object. By default only <code>'en'</code> and <code>'nl'</code> are supported. Take a look at
the <a href="#locales" data-scroll="" data-options="{ &quot;easing&quot;: &quot;easeInCubic&quot; }">locales
section below</a> for more explaination on how to customize this.
</td>
</tr>
</table>
<br>
<br>
<h3>All Methods</h3>
<p>This is a list of all the methods in the public API. They have been grouped by category, which correspond to the
modules listed above.</p>
<table class="moduleTable">
<tr class="header">
<td class="methodName">name</td>
<td>returns</td>
<td>description</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Global methods for the network.</td>
</tr>
<tr class="evenRow">
<td>destroy()</td>
<td class="mid">none</td>
<td>Remove the network from the DOM and remove all Hammer bindings and references.</td>
</tr>
<tr class="evenRow">
<td>setData({<br><code><i>nodes: vis DataSet/Array</i></code>,<br><code><i>edges: vis
DataSet/Arary</i></code><br>})
</td>
<td class="mid">none</td>
<td>Override all the data in the network. If stabilization is enabled in the <a href="physics.html">physics
module</a>, the network will stabilize again. This method is also performed when first initializing the
network.
</td>
</tr>
<tr class="evenRow">
<td>setOptions(<code>Object options</code>)</td>
<td class="mid">none</td>
<td>Set the options. All available options can be found in the modules above. Each module requires it's own
container with the module name to contain its options.
</td>
</tr>
<tr class="subHeader oddRow">
<td colspan="3">Methods related to the canvas.</td>
</tr>
<tr class="oddRow">
<td>canvasToDOM({<br>&nbsp;&nbsp;&nbsp;<code><i>x: Number</i></code>,<br>&nbsp;&nbsp;&nbsp;<code><i>y:
Number</i></code><br>})
</td>
<td class="mid">Object</td>
<td>This function converts canvas coordinates to coordinates on the DOM. Input and output are in the form of
<code>{x:Number,y:Number}</code>. The DOM values are relative to the network container.
</td>
</tr>
<tr class="oddRow">
<td>DOMtoCanvas({<br>&nbsp;&nbsp;&nbsp;<code><i>x: Number</i></code>,<br>&nbsp;&nbsp;&nbsp;<code><i>y:
Number</i></code><br>})
</td>
<td class="mid">Object</td>
<td>This function converts DOM coordinates to coordinates on the canvas. Input and output are in the form of
<code>{x:Number,y:Number}</code>. The DOM values are relative to the network container.
</td>
</tr>
<tr class="oddRow"><td>redraw()</td><td class="mid">none</td><td>Redraw the network.</td></tr>
<tr class="oddRow">
<td>setSize(<br>&nbsp;&nbsp;&nbsp;<code><i>String width</i></code>,<br>&nbsp;&nbsp;&nbsp;<code><i>String
height</i></code><br>)
</td>
<td class="mid">none</td>
<td>Set the size of the canvas. This is automatically done on a window resize.</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Clustering</td>
</tr>
<tr class="evenRow">
<td>cluster(<br>&nbsp;&nbsp;
<code>Object options</code><br>)
</td>
<td class="mid">none</td>
<td>The options object is explained in full <a data-scroll=""
data-options="{ &quot;easing&quot;: &quot;easeInCubic&quot; }"
href="#optionsObject">below</a>. The joinCondition function
is presented with all nodes.
</td>
</tr>
<tr class="evenRow">
<td>clusterByConnection(<br>
&nbsp;&nbsp;<code>String nodeId</code>,<br>
&nbsp;&nbsp;<code>[Object options]</code><br>
)
</td>
<td class="mid">none</td>
<td>This method looks at the provided node and makes a cluster of it and all it's connected nodes. The
behaviour can be customized by proving the options object. All options of this object are explained <a
data-scroll="" data-options="{ &quot;easing&quot;: &quot;easeInCubic&quot; }"
href="#optionsObject">below</a>. The joinCondition is only presented with the connected nodes.
</td>
</tr>
<tr class="evenRow">
<td>clusterByHubsize(<br>
&nbsp;&nbsp;<code>Number hubsize</code>,<br>
&nbsp;&nbsp;<code>[Object options]</code><br>)
</td>
<td class="mid">none</td>
<td>This method checks all nodes in the network and those with a equal or higher amount of edges than
specified with the <code>hubsize</code> qualify. Cluster by connection is performed on each of them. The
options object is described for <code>clusterByConnection</code> and does the same here.
</td>
</tr>
<tr class="evenRow">
<td>clusterOutliers(<br>
&nbsp;&nbsp;<code>[Object options]</code><br>)
</td>
<td class="mid">none</td>
<td>This method will cluster all nodes with 1 edge with their respective connected node.</td>
</tr>
<tr class="evenRow">
<td>findNode(<br>
&nbsp;&nbsp;<code>String nodeId</code><br>)
</td>
<td class="mid">Array</td>
<td>Nodes can be in clusters. Clusters can also be in clusters. This function returns and array of nodeIds
showing where the node is. Example: <br>
cluster 'A' contains cluster 'B',<br>
cluster 'B' contains cluster 'C',<br>
cluster 'C' contains node 'fred'.<br>
<code>network.clustering.findNode('fred')</code> will return <code>['A','B','C','fred']</code>.
</td>
</tr>
<tr class="evenRow">
<td>isCluster(<br>
&nbsp;&nbsp;<code>String nodeId</code><br>)
</td>
<td class="mid">Boolean</td>
<td>Returns true if the node whose ID has been supplied is a cluster.</td>
</tr>
<tr class="evenRow">
<td>openCluster(<br>&nbsp;&nbsp;
<code>String nodeId</code><br>)
</td>
<td class="mid">none</td>
<td>Opens the cluster, releases the contained nodes and edges, removing the cluster node and cluster
edges.
</td>
</tr>
<tr class="subHeader oddRow">
<td colspan="3">Layout</td>
</tr>
<tr class="oddRow">
<td>getSeed()</td>
<td class="mid">Number</td>
<td>If you like the layout of your network and would like it to start in the same way next time, ask for the
seed using this method and put it in the <code>randomSeed</code> option.
</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Manipulation methods to use the manipulation system without GUI.</td>
</tr>
<tr class="evenRow">
<td>enableEditMode()</td>
<td class="mid">none</td>
<td>Programatically enable the edit mode. Similar effect to pressing the edit button.</td>
</tr>
<tr class="evenRow">
<td>disableEditMode()</td>
<td class="mid">none</td>
<td>Programatically disable the edit mode. Similar effect to pressing the close icon (small cross in the
corner of the toolbar).
</td>
</tr>
<tr class="evenRow">
<td>addNodeMode()</td>
<td class="mid">none</td>
<td>Go into addNode mode. Having edit mode or manipulation enabled is not required. To get out of this mode,
call <code>disableEditMode()</code>. The callback functions defined in <code>handlerFunctions</code>
still apply. To use these methods without having the manipulation GUI, make sure you set
<code>enabled</code> to false.
</td>
</tr>
<tr class="evenRow">
<td>editNodeMode()</td>
<td class="mid">none</td>
<td>Go into editNode mode. The explaination from <code>addNodeMode</code> applies here as well.</td>
</tr>
<tr class="evenRow">
<td>addEdgeMode()</td>
<td class="mid">none</td>
<td>Go into addEdge mode. The explaination from <code>addNodeMode</code> applies here as well.</td>
</tr>
<tr class="evenRow">
<td>editEdgeMode()</td>
<td class="mid">none</td>
<td>Go into editEdge mode. The explaination from <code>addNodeMode</code> applies here as well.</td>
</tr>
<tr class="evenRow">
<td>deleteSelected()</td>
<td class="mid">none</td>
<td>Delete selected. Having edit mode or manipulation enabled is not required.</td>
</tr>
<tr class="subHeader oddRow">
<td colspan="3">Methods to get information on nodes.</td>
</tr>
<tr class="oddRow">
<td>getPositions(<br>&nbsp;&nbsp;&nbsp;<code><i>[Array of nodeIds]</i></code><br>)</td>
<td class="mid">Object</td>
<td>Returns the x y positions in canvas space of the nodes with the supplied nodeIds as an object:
<pre class="code">
{
nodeId1: {x: xValue, y:yValue},
nodeId2: {x: xValue, y:yValue},
...
}
</pre>
Alternative inputs are a String containing a nodeId or nothing. When a String is supplied, the position
of the node corresponding to the ID is returned. When nothing is supplied, the positions of all nodes
are returned.
</td>
</tr>
<tr class="oddRow">
<td>storePositions()</td>
<td class="mid">none</td>
<td>When using the vis.DataSet to load your nodes into the network, this method will put the X and Y
positions of all nodes into that dataset. <br><br> If you're loading your nodes from a database and have
this dynamically coupled with
the DataSet, you can
use this to stablize your network once, then save the positions in that database through the DataSet so
the next
time you load the nodes, stabilization will be near instantaneous.<br><br>
If the nodes are still moving and you're using dynamic smooth edges (which is on by default), you can
use the option <code>stabilization.onlyDynamicEdges</code> in the <a href="physics.html">physics
module</a>
to improve initialization time.
<br><br>
<b>This method does not support clustering. At the moment it is not possible to cache
positions when using clusters since they cannot be correctly initialized from just the
positions.</b>
</td>
</tr>
<tr class="oddRow">
<td>getBoundingBox(<br>&nbsp;&nbsp;&nbsp;<code><i>String nodeId</i></code><br>)</td>
<td class="mid">Object</td>
<td> Returns a bounding box for the node including label in the format:
<pre class="code">
{
top: Number,
left: Number,
right: Number,
bottom: Number
}
</pre>
These values are in canvas space.
</td>
</tr>
<tr class="oddRow">
<td>getConnectedNodes(<br>&nbsp;&nbsp;&nbsp;<code><i>String nodeId</i></code><br>)</td>
<td class="mid">Array</td>
<td>Returns an array of nodeIds of the all the nodes that are directly connected to this node.</td>
</tr>
<tr class="oddRow">
<td>getEdges(<br>&nbsp;&nbsp;&nbsp;<code><i>String nodeId</i></code><br>)</td>
<td class="mid">Array</td>
<td>Returns an array of edgeIds of the edges connected to this node.</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Physics methods to control when the simulation should run.</td>
</tr>
<tr class="evenRow">
<td>startSimulation()</td>
<td class="mid">none</td>
<td>Start the physics simulation. This is normally done whenever needed and is only really useful if you
stop the simulation yourself and wish to continue it afterwards.
</td>
.</td></tr>
<tr class="evenRow">
<td>stopSimulation()</td>
<td class="mid">none</td>
<td>This stops the physics simulation and triggers a <code>stabilized</code> event. It can be restarted by
dragging a node, altering the dataset or calling <code>startSimulation()</code>.
</td>
</tr>
<tr class="evenRow">
<td>stabilize()</td>
<td class="mid">none</td>
<td>You can manually call stabilize at any time. All the stabilization options above are used.</td>
</tr>
<tr class="subHeader oddRow">
<td colspan="3">Selection methods for nodes and edges.</td>
</tr>
<tr class="oddRow">
<td>getSelection()</td>
<td class="mid">Object</td>
<td>Returns an object with selected nodes and edges ids like this:
<pre class="code">
{
nodes: [Array of selected nodeIds],
edges: [Array of selected edgeIds]
}</pre>
</td>
</tr>
<tr class="oddRow">
<td>getSelectedNodes()</td>
<td class="mid">Array</td>
<td>Returns an array of selected node ids like so:
<code>[nodeId1, nodeId2, ..]</code>.
</td>
</tr>
<tr class="oddRow">
<td>getSelectedEdges()</td>
<td class="mid">Array</td>
<td>Returns an array of selected edge ids like so: <code>[edgeId1, edgeId2, ..]</code>.</td>
</tr>
<tr class="oddRow">
<td>getNodeAt(<br>&nbsp;&nbsp;&nbsp;<code><i>{x: xPosition DOM,<br>&nbsp;&nbsp; y: yPosition DOM}</i></code><br>)
</td>
<td class="mid">String</td>
<td>Returns a nodeId or undefined. The DOM positions are expected to be in pixels from the top left corner
of the canvas.
</td>
</tr>
<tr class="oddRow">
<td>getEdgeAt(<br>&nbsp;&nbsp;&nbsp;<code><i>{x: xPosition DOM,<br>&nbsp;&nbsp; y: yPosition DOM}</i></code><br>)
</td>
<td class="mid">String</code></td>
<td>Returns a edgeId or undefined. The DOM positions are expected to be in pixels from the top left corner
of the canvas..
</td>
</tr>
<tr class="oddRow">
<td>selectNodes(<br>&nbsp;&nbsp;&nbsp;<code><i>Array with nodeIds</i></code>,<br>&nbsp;&nbsp;&nbsp;<code><i>[Boolean
highlightEdges]</i></code><br>)
</td>
<td class="mid">none</td>
<td>Selects the nodes corresponding to the id's in the input array. If highlightEdges is true or undefined,
the neighbouring edges will also be selected. This method unselects all other objects before selecting
its own objects. <i>Does not fire events</i>.
</td>
</tr>
<tr class="oddRow">
<td>selectEdges(<br>&nbsp;&nbsp;&nbsp;<code><i>Array with edgeIds</i></code><br>)</td>
<td class="mid">none</td>
<td>Selects the edges corresponding to the id's in the input array. This method unselects all other objects
before selecting its own objects. <i>Does not fire events</i>.
</td>
</tr>
<tr class="oddRow">
<td>unselectAll()</td>
<td class="mid">none</td>
<td>Unselect all objects. <i>Does not fire events</i>.</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Methods to control the viewport for zoom and animation.</td>
</tr>
<tr class="evenRow">
<td>getScale()</td>
<td class="mid">Number</td>
<td>Returns the current scale of the network. 1.0 is comparible to 100%, 0 is zoomed out infinitely.</td>
</tr>
<tr class="evenRow">
<td>getPosition()</td>
<td class="mid">Number</td>
<td>Returns the current central focus point of the camera.</td>
</tr>
<tr class="evenRow">
<td>fit(<code>[Object options]</code>)</td>
<td class="mid">none</td>
<td>Zooms out so all nodes fit on the canvas. You can supply options to customize this:
<pre class="code">
{
nodes:[Array of nodeIds],
animation: { // -------------------> can be a boolean too!
duration: Number
easingFunction: String
}
}
</pre>
The nodes can be used to zoom to fit only specific nodes in the view. <br/><br/>
The other options are explained in the <code>moveTo()</code> description below.
All options are optional for the fit method.
</td>
</tr>
<tr class="evenRow">
<td>focus(<br>
&nbsp;&nbsp;&nbsp;<code>String nodeId</code>,<br>
&nbsp;&nbsp;&nbsp;<code>[Object options]</code><br>)
</td>
<td class="mid">none</td>
<td>You can focus on a node with this function. What that means is the view will lock onto that node, if it
is moving, the view will also move accordingly. If the view is dragged by the user, the focus is broken.
You can supply options to customize the effect:
<pre class="code">
{
scale: Number,
offset: {x:Number, y:Number}
locked: boolean
animation: { // -------------------> can be a boolean too!
duration: Number
easingFunction: String
}
}
</pre>
All options except for locked are explained in the <code>moveTo()</code> description below. Locked
denotes whether or not the view remains locked to the node once the zoom-in animation is finished.
Default value is true. The options object is optional in the focus method.
</td>
</tr>
<tr class="evenRow">
<td>moveTo(<code>Object options</code>)</td>
<td class="mid">none</td>
<td>You can animate or move the camera using the moveTo method. Options are:
<pre class="code">
{
position: {x:Number, y:Number},
scale: Number,
offset: {x:Number, y:Number}
animation: { // -------------------> can be a boolean too!
duration: Number
easingFunction: String
}
}
</pre>
The position (in canvas units!) is the position of the central focus point of the camera. <br><br>
The scale is the target zoomlevel. Default value is 1.0. <br><br>
The offset (in DOM units) is how many pixels from the center the view is focussed. Default value is
{x:0,y:0}.<br><br>
For animation you can either use a Boolean to use it with the default options or disable it or you can
define the duration (in milliseconds) and easing function manually. Available are:
<code>linear, easeInQuad, easeOutQuad, easeInOutQuad, easeInCubic, easeOutCubic, easeInOutCubic,
easeInQuart, easeOutQuart, easeInOutQuart, easeInQuint, easeOutQuint, easeInOutQuint</code>.
<br><br>
<i>You will have to define at least a scale or a position. Otherwise, there is nothing to move to.</i>
</td>
</tr>
<tr class="evenRow">
<td>releaseNode()</td>
<td class="mid">none</td>
<td>Programatically release the focussed node.</td>
</tr>
</table>
<br>
<br>
<br>
<br>
<h4 id="optionsObject">Cluster options object</h4>
<p>The options object supplied to the cluster functions can contain these properties:</p>
<table class="moduleTable">
<tr class="header">
<td class="name">name</td>
<td>Type</td>
<td>description</td>
</tr>
<tr>
<td>joinCondition(<br>&nbsp;&nbsp;<code>Object nodeOptions</code><br>)</td>
<td class="mid">Function</td>
<td><i>Optional for all but the cluster method. </i> The cluster module loops over all nodes that are
selected to be in the cluster and calls this function with their data as argument.
If this function returns true, this node will be added to the cluster. You have access to all options
(including the default)
as well as any custom fields you may have added to the node to determine whether or not to include it in
the cluster. Example:
<pre class="prettyprint lang-js">
var nodes = [
{id: 4, label: 'Node 4'},
{id: 5, label: 'Node 5'},
{id: 6, label: 'Node 6', cid:1},
{id: 7, label: 'Node 7', cid:1}
]
var options = {
joinCondition:function(nodeOptions) {
return nodeOptions.cid === 1;
}
}
network.clustering.cluster(options);
</pre>
</td>
</tr>
<tr>
<td>processProperties(<br>&nbsp;&nbsp;<code>Object nodeOptions</code><br>)</td>
<td class="mid">Function</td>
<td><i>Optional. </i> Before creating the new cluster node, this (optional) function will be called with the
properties supplied by you (<code>clusterNodeProperties</code>), all contained nodes and all contained
edges. You can use this to update the
properties of the cluster based on which items it contains. The function should return the properties to
create the cluster node. In the example below, we ensure preservation of mass and value when forming the
cluster:
<pre class="prettyprint lang-js">
var options = {
processProperties: function (clusterOptions, childNodes, childEdges) {
var totalMass = 0;
var totalValue = 0;
for (var i = 0; i < childNodes.length; i++) {
totalMass += childNodes[i].mass;
totalValue = childNodes[i].value ? totalValue + childNodes[i].value : totalValue;
}
clusterOptions.mass = totalMass;
if (totalValue > 0) {
clusterOptions.value = totalValue;
}
return clusterOptions;
},
}
</pre>
</td>
</tr>
<tr>
<td>clusterNodeProperties</td>
<td class="mid">Object</td>
<td><i>Optional. </i> This is an object containing the options for the cluster node. All options described
in the <a href="./nodes.html">nodes module</a> are allowed. This allows you to style your cluster node
any way you want. This is also the style object that is provided in the processProperties function for
fine tuning. If undefined, default node options will be used.
</td>
</tr>
<tr>
<td>clusterEdgeProperties</td>
<td class="mid">Object</td>
<td><i>Optional. </i> This is an object containing the options for the edges connected to the cluster. All
options described in the <a href="./edges.html">edges module</a> are allowed. Using this, you can style
the edges connecting to the cluster any way you want. If none are provided, the optoins from the edges
that are replaced are used. If undefined, default edge options will be used.
</td>
</tr>
</table>
<h4 id="locales">Locales</h4>
<p>The locales object has the following format:</p>
<pre class="prettyprint lang-js">
var locales = {
en: {
edit: 'Edit',
del: 'Delete selected',
back: 'Back',
addNode: 'Add Node',
addEdge: 'Add Edge',
editNode: 'Edit Node',
editEdge: 'Edit Edge',
addDescription: 'Click in an empty space to place a new node.',
edgeDescription: 'Click on a node and drag the edge to another node to connect them.',
editEdgeDescription: 'Click on the control points and drag them to a node to connect to it.',
createEdgeError: 'Cannot link edges to a cluster.',
deleteClusterError: 'Clusters cannot be deleted.',
editClusterError: 'Clusters cannot be edited.'
}
}</pre>
<p>If you want to define your own locale, you can change the key ('en' here) and change all the string. You can then
use your new key in the locale option.</p>
<br>
<br>
<br>
<br>
<br>
<h3>All Events</h3>
<p>This is a list of all the events in the public API. They are collected here from all individual modules.</p>
<p>These events are fired by the interaction module. They are related to user input.</p>
<table class="moduleTable">
<tr class="header">
<td class="eventName">name</td>
<td class="eventProperties">properties</td>
<td>description</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Events triggered by human interaction, selection, dragging etc.</td>
</tr>
<tr class="evenRow">
<td>click</td>
<td class="mid">
<pre class="code">
{
nodes: [Array of selected nodeIds],
edges: [Array of selected edgeIds],
event: [Object] original click event,
pointer: {
DOM: {x:pointer_x, y:pointer_y},
canvas: {x:canvas_x, y:canvas_y}
}
}
</pre>
</td>
<td>Fired when the user clicks the mouse or taps on a touchscreen device.</td>
</tr>
<tr class="evenRow">
<td>doubleClick</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when the user double clicks the mouse or double taps on a touchscreen device. Since a double click
is in fact 2 clicks, 2 click events are fired, followed by a double click event. If you do not want to
use the click events if a double click event is fired, just check the time between click events before
processing them.
</td>
</tr>
<tr class="evenRow">
<td>oncontext</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when the user click on the canvas with the right mouse button. The right mouse button does not
select by default. You can use <a href="./selection.html">getNodeAt</a> to select the node if you want.
</td>
</tr>
<tr class="evenRow">
<td>hold</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when the user clicks and holds the mouse or taps and holds on a touchscreen device. A click event
is also fired in this case.
</td>
</tr>
<tr class="evenRow">
<td>release</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired after drawing on the canvas has been completed. Can be used to draw on top of the network.</td>
</tr>
<tr class="evenRow">
<td>select</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when the selection has changed by user action. This means a node or edge has been selected, added
to the selection or deselected. <b>All select events are only triggerd on click and hold</b>.
</td>
</tr>
<tr class="evenRow">
<td>selectNode</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when a node has been selected by the user.</td>
</tr>
<tr class="evenRow">
<td>selectEdge</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when a edge has been selected by the user.</td>
</tr>
<tr class="evenRow">
<td>deselectNode</td>
<td class="mid"><pre class="code">
{
nodes: [Array of selected nodeIds],
edges: [Array of selected edgeIds],
event: [Object] original click event,
pointer: {
DOM: {x:pointer_x, y:pointer_y},
canvas: {x:canvas_x, y:canvas_y}
}
},
previousSelection: {
nodes: [Array of previously selected nodeIds],
edges: [Array of previously selected edgeIds]
}
}
</pre>
</td>
<td>Fired when a node (or nodes) has (or have) been deselected by the user. The previous selection is the
list of nodes and edges that were selected before the last user event.
</td>
</tr>
<tr class="evenRow">
<td>deselectEdge</td>
<td class="mid">same as <code>deselectNode</code>.</td>
<td>Fired when a edge (or edges) has (or have) been deselected by the user. The previous selection is the
list of nodes and edges that were selected before the last user event.
</td>
</tr>
<tr class="evenRow">
<td>dragStart</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when starting a drag.</td>
</tr>
<tr class="evenRow">
<td>dragging</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when dragging node(s) or the view.</td>
</tr>
<tr class="evenRow">
<td>dragEnd</td>
<td class="mid">same as <code>click</code>.</td>
<td>Fired when the drag has finished.</td>
</tr>
<tr class="evenRow">
<td>zoom</td>
<td class="mid"><code>{direction:'+'/'-'}</code></td>
<td>Fired when the user zooms in or out. The properties tell you which direction the zoom is in.</td>
</tr>
<tr class="evenRow">
<td>showPopup</td>
<td class="mid"><code>id of item corresponding to popup</code></td>
<td>Fired when the popup is shown.</td>
</tr>
<tr class="evenRow">
<td>hidePopup</td>
<td class="mid">none</td>
<td>Fired when the popup is hidden.</td>
</tr>
<tr class="subHeader oddRow">
<td colspan="3">Events triggered the physics simulation. Can be used to trigger GUI updates.</td>
</tr>
<tr class="oddRow">
<td>startStabilizing</td>
<td class="mid">none</td>
<td>Fired when stabilization starts. This is also the case when you drag a node and the physics simulation
restarts to stabilize again. Stabilization does not neccesarily imply 'without showing'.
</td>
<tr class="oddRow">
<td>stabilizationProgress</td>
<td class="mid">
<pre class="code">
{
iterations: Number // iterations so far,
total: Number // total iterations in options
}
</pre>
</td>
<td>Fired when a multiple of the <code>updateInterval</code> number of iterations is reached. This only
occurs in the 'hidden' stabilization.
</td>
</tr>
<tr class="oddRow">
<td>stabilizationIterationsDone</td>
<td class="mid">none</td>
<td>Fired when the 'hidden' stabilization finishes. This does not necessarily mean the network is
stabilized; it could also mean that the amount of iterations defined in the options has been reached.
</td>
<tr class="oddRow">
<td>stabilized</td>
<td class="mid">
<pre class="code">
{
iterations: Number // iterations it took
}
</pre>
</td>
<td>Fired when the network has stabilized or when the <code>stopSimulation()</code> has been called. The
amount of iterations it took could be used to tweak the maximum amount of iterations needed to stabilize
the network.
</td>
<tr class="subHeader evenRow">
<td colspan="3">Event triggered by the canvas.</td>
</tr>
<tr class="evenRow">
<td>resize</td>
<td class="mid">
<pre class="code">
{
width: Number // the new width of the canvas
height: Number // the new height of the canvas
oldWidth: Number // the old width of the canvas
oldHeight: Number // the old height of the canvas
}
</pre>
<ul>
</ul>
</td>
<td>Fired when the size of the canvas has been resized, either by a redraw call when the container div has
changed in size, a setSize() call with new values or a setOptions() with new width and/or height values.
</td>
</tr>
<tr class="subHeader oddRow">
<td colspan="3">Events triggered by the rendering module. Can be used to draw custom elements on the canvas.</td>
</tr>
<tr class="oddRow">
<td>initRedraw</td>
<td class="mid">none</td>
<td>Fired before the redrawing begins. The simulation step has completed at this point. Can be used to move
custom elements before starting drawing the new frame.
</td>
<tr class="oddRow">
<td>beforeDrawing</td>
<td class="mid"><code>canvas context</code></td>
<td>Fired after the canvas has been cleared, scaled and translated to the viewing position but before all
edges and nodes are drawn. Can be used to draw behind the network.
</td>
<tr class="oddRow">
<td>afterDrawing</td>
<td class="mid"><code>canvas context</code></td>
<td>Fired after drawing on the canvas has been completed. Can be used to draw on top of the network.</td>
</tr>
<tr class="subHeader evenRow">
<td colspan="3">Event triggered by the view module.</td>
</tr>
<tr class="evenRow">
<td>animationFinished</td>
<td class="mid">none</td>
<td>Fired when an animation is finished.</td>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
</div>
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