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