Files
oikos/web/node_modules/sigma/dist/sigma.esm.js
dtoro d4d99a7473
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feat: Phase 1 — extract the client (web SPA + desktop) to dtoro/oikos-web
Problem: the hexagonal refactor churns the backend tree for nine more
phases; the UI delivery stack (web/ SPA, cmd/desktop Wails wrapper,
compose/web image) must move to its own repo first so doc/layout
rewrites land once on a backend-only tree.

Change:
- New repo git.hubris.network/dtoro/oikos-web (v0.33.0): web/, desktop/
  (updateURL repointed to oikos-web releases), compose/, own CI (web +
  desktop jobs), own deploy script (CI-green gate, TOCTOU guard,
  version-tagged images, prune-to-3), own webhook receiver on :9798 +
  launchd unit, own compose project publishing the same 8091:80.
- Cutover executed on mac-mini in order: oikos stack's web service
  stopped+removed, oikos-web project brought up on 8091; outer Caddy
  untouched (targets the published port) — serving + Authentik flow +
  /wails 404 quirk verified post-cutover.
- Stripped from oikos: web/, cmd/desktop/, compose/web/, desktop CI
  workflow, ci.yml web job, Makefile ui/desktop/desktop-package/install
  targets, the compose web service, oikos-web from deploy.sh's fallback
  prune list; wails + go-keyring dropped from go.mod, vendor synced.
- README / CONTRIBUTING / AGENTS.md / .agents dev+operations docs now
  point at the new repo; mbse + mascot design docs carry a path note.

Risk: production SPA serving depends on the new pipeline now; rollback
is versioned-image re-up of the old web service from a pre-split
checkout (port 8091). Desktop builds installed before the split still
check dtoro/oikos releases — one manual reinstall, noted in the
oikos-web release notes.

Verification: go vet, make test (race), make generate-check, golangci
(no new findings; baseline down 400→365); post-cutover curls —
localhost:8091 200, /wails/runtime.js 404, outer Caddy 302 Authentik.
2026-08-15 22:27:52 +02:00

3669 lines
128 KiB
JavaScript

import { _ as _objectSpread2, a as _defineProperty } from './index-fad77a13.esm.js';
import { _ as _inherits, a as _createClass, b as _classCallCheck, c as _callSuper, d as _toPropertyKey } from './inherits-d1a1e29b.esm.js';
import { TypedEventEmitter } from '../types/dist/sigma-types.esm.js';
import { A as ANIMATE_DEFAULTS, e as easings, g as graphExtent, c as createNormalizationFunction, m as matrixFromCamera, z as zIndexOrdering, a as getMatrixImpact, b as createElement, d as getPixelRatio, f as multiplyVec2, i as identity, v as validateGraph } from './normalization-be445518.esm.js';
import { DEFAULT_SETTINGS, validateSettings, resolveSettings } from '../settings/dist/sigma-settings.esm.js';
import { _ as _slicedToArray, a as _arrayLikeToArray, b as _unsupportedIterableToArray, g as getPixelColor, c as colorToIndex } from './colors-beb06eb2.esm.js';
import { _ as _typeof, e as extend } from './data-11df7124.esm.js';
import 'events';
import 'graphology-utils/is-graph';
/**
* Defaults.
*/
var DEFAULT_ZOOMING_RATIO = 1.5;
/**
* Event types.
*/
/**
* Camera class
*/
var Camera = /*#__PURE__*/function (_TypedEventEmitter) {
function Camera() {
var _this;
_classCallCheck(this, Camera);
_this = _callSuper(this, Camera);
// State
_defineProperty(_this, "x", 0.5);
_defineProperty(_this, "y", 0.5);
_defineProperty(_this, "angle", 0);
_defineProperty(_this, "ratio", 1);
_defineProperty(_this, "minRatio", null);
_defineProperty(_this, "maxRatio", null);
_defineProperty(_this, "enabledZooming", true);
_defineProperty(_this, "enabledPanning", true);
_defineProperty(_this, "enabledRotation", true);
_defineProperty(_this, "clean", null);
_defineProperty(_this, "nextFrame", null);
_defineProperty(_this, "previousState", null);
_defineProperty(_this, "enabled", true);
_this.previousState = _this.getState();
return _this;
}
/**
* Static method used to create a Camera object with a given state.
*/
_inherits(Camera, _TypedEventEmitter);
return _createClass(Camera, [{
key: "enable",
value:
/**
* Method used to enable the camera.
*/
function enable() {
this.enabled = true;
return this;
}
/**
* Method used to disable the camera.
*/
}, {
key: "disable",
value: function disable() {
this.enabled = false;
return this;
}
/**
* Method used to retrieve the camera's current state.
*/
}, {
key: "getState",
value: function getState() {
return {
x: this.x,
y: this.y,
angle: this.angle,
ratio: this.ratio
};
}
/**
* Method used to check whether the camera has the given state.
*/
}, {
key: "hasState",
value: function hasState(state) {
return this.x === state.x && this.y === state.y && this.ratio === state.ratio && this.angle === state.angle;
}
/**
* Method used to retrieve the camera's previous state.
*/
}, {
key: "getPreviousState",
value: function getPreviousState() {
var state = this.previousState;
if (!state) return null;
return {
x: state.x,
y: state.y,
angle: state.angle,
ratio: state.ratio
};
}
/**
* Method used to check minRatio and maxRatio values.
*/
}, {
key: "getBoundedRatio",
value: function getBoundedRatio(ratio) {
var r = ratio;
if (typeof this.minRatio === "number") r = Math.max(r, this.minRatio);
if (typeof this.maxRatio === "number") r = Math.min(r, this.maxRatio);
return r;
}
/**
* Method used to check various things to return a legit state candidate.
*/
}, {
key: "validateState",
value: function validateState(state) {
var validatedState = {};
if (this.enabledPanning && typeof state.x === "number") validatedState.x = state.x;
if (this.enabledPanning && typeof state.y === "number") validatedState.y = state.y;
if (this.enabledZooming && typeof state.ratio === "number") validatedState.ratio = this.getBoundedRatio(state.ratio);
if (this.enabledRotation && typeof state.angle === "number") validatedState.angle = state.angle;
return this.clean ? this.clean(_objectSpread2(_objectSpread2({}, this.getState()), validatedState)) : validatedState;
}
/**
* Method used to check whether the camera is currently being animated.
*/
}, {
key: "isAnimated",
value: function isAnimated() {
return !!this.nextFrame;
}
/**
* Method used to set the camera's state.
*/
}, {
key: "setState",
value: function setState(state) {
if (!this.enabled) return this;
// Keeping track of last state
this.previousState = this.getState();
var validState = this.validateState(state);
if (typeof validState.x === "number") this.x = validState.x;
if (typeof validState.y === "number") this.y = validState.y;
if (typeof validState.ratio === "number") this.ratio = validState.ratio;
if (typeof validState.angle === "number") this.angle = validState.angle;
// Emitting
if (!this.hasState(this.previousState)) this.emit("updated", this.getState());
return this;
}
/**
* Method used to update the camera's state using a function.
*/
}, {
key: "updateState",
value: function updateState(updater) {
this.setState(updater(this.getState()));
return this;
}
/**
* Method used to animate the camera.
*/
}, {
key: "animate",
value: function animate(state) {
var _this2 = this;
var opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var callback = arguments.length > 2 ? arguments[2] : undefined;
if (!callback) return new Promise(function (resolve) {
return _this2.animate(state, opts, resolve);
});
if (!this.enabled) return;
var options = _objectSpread2(_objectSpread2({}, ANIMATE_DEFAULTS), opts);
var validState = this.validateState(state);
var easing = typeof options.easing === "function" ? options.easing : easings[options.easing];
// State
var start = Date.now(),
initialState = this.getState();
// Function performing the animation
var _fn = function fn() {
var t = (Date.now() - start) / options.duration;
// The animation is over:
if (t >= 1) {
_this2.nextFrame = null;
_this2.setState(validState);
if (_this2.animationCallback) {
_this2.animationCallback.call(null);
_this2.animationCallback = undefined;
}
return;
}
var coefficient = easing(t);
var newState = {};
if (typeof validState.x === "number") newState.x = initialState.x + (validState.x - initialState.x) * coefficient;
if (typeof validState.y === "number") newState.y = initialState.y + (validState.y - initialState.y) * coefficient;
if (_this2.enabledRotation && typeof validState.angle === "number") newState.angle = initialState.angle + (validState.angle - initialState.angle) * coefficient;
if (typeof validState.ratio === "number") newState.ratio = initialState.ratio + (validState.ratio - initialState.ratio) * coefficient;
_this2.setState(newState);
_this2.nextFrame = requestAnimationFrame(_fn);
};
if (this.nextFrame) {
cancelAnimationFrame(this.nextFrame);
if (this.animationCallback) this.animationCallback.call(null);
this.nextFrame = requestAnimationFrame(_fn);
} else {
_fn();
}
this.animationCallback = callback;
}
/**
* Method used to zoom the camera.
*/
}, {
key: "animatedZoom",
value: function animatedZoom(factorOrOptions) {
if (!factorOrOptions) return this.animate({
ratio: this.ratio / DEFAULT_ZOOMING_RATIO
});
if (typeof factorOrOptions === "number") return this.animate({
ratio: this.ratio / factorOrOptions
});
return this.animate({
ratio: this.ratio / (factorOrOptions.factor || DEFAULT_ZOOMING_RATIO)
}, factorOrOptions);
}
/**
* Method used to unzoom the camera.
*/
}, {
key: "animatedUnzoom",
value: function animatedUnzoom(factorOrOptions) {
if (!factorOrOptions) return this.animate({
ratio: this.ratio * DEFAULT_ZOOMING_RATIO
});
if (typeof factorOrOptions === "number") return this.animate({
ratio: this.ratio * factorOrOptions
});
return this.animate({
ratio: this.ratio * (factorOrOptions.factor || DEFAULT_ZOOMING_RATIO)
}, factorOrOptions);
}
/**
* Method used to reset the camera.
*/
}, {
key: "animatedReset",
value: function animatedReset(options) {
return this.animate({
x: 0.5,
y: 0.5,
ratio: 1,
angle: 0
}, options);
}
/**
* Returns a new Camera instance, with the same state as the current camera.
*/
}, {
key: "copy",
value: function copy() {
return Camera.from(this.getState());
}
}], [{
key: "from",
value: function from(state) {
var camera = new Camera();
return camera.setState(state);
}
}]);
}(TypedEventEmitter);
/**
* Captor utils functions
* ======================
*/
/**
* Extract the local X and Y coordinates from a mouse event or touch object. If
* a DOM element is given, it uses this element's offset to compute the position
* (this allows using events that are not bound to the container itself and
* still have a proper position).
*
* @param {event} e - A mouse event or touch object.
* @param {HTMLElement} dom - A DOM element to compute offset relatively to.
* @return {number} The local Y value of the mouse.
*/
function getPosition(e, dom) {
var bbox = dom.getBoundingClientRect();
return {
x: e.clientX - bbox.left,
y: e.clientY - bbox.top
};
}
/**
* Convert mouse coords to sigma coords.
*
* @param {event} e - A mouse event or touch object.
* @param {HTMLElement} dom - A DOM element to compute offset relatively to.
* @return {object}
*/
function getMouseCoords(e, dom) {
var res = _objectSpread2(_objectSpread2({}, getPosition(e, dom)), {}, {
sigmaDefaultPrevented: false,
preventSigmaDefault: function preventSigmaDefault() {
res.sigmaDefaultPrevented = true;
},
original: e
});
return res;
}
/**
* Takes a touch coords or a mouse coords, and always returns a clean mouse coords object.
*/
function cleanMouseCoords(e) {
var res = "x" in e ? e : _objectSpread2(_objectSpread2({}, e.touches[0] || e.previousTouches[0]), {}, {
original: e.original,
sigmaDefaultPrevented: e.sigmaDefaultPrevented,
preventSigmaDefault: function preventSigmaDefault() {
e.sigmaDefaultPrevented = true;
res.sigmaDefaultPrevented = true;
}
});
return res;
}
/**
* Convert mouse wheel event coords to sigma coords.
*
* @param {event} e - A wheel mouse event.
* @param {HTMLElement} dom - A DOM element to compute offset relatively to.
* @return {object}
*/
function getWheelCoords(e, dom) {
return _objectSpread2(_objectSpread2({}, getMouseCoords(e, dom)), {}, {
delta: getWheelDelta(e)
});
}
var MAX_TOUCHES = 2;
function getTouchesArray(touches) {
var arr = [];
for (var i = 0, l = Math.min(touches.length, MAX_TOUCHES); i < l; i++) arr.push(touches[i]);
return arr;
}
/**
* Convert touch coords to sigma coords.
*
* @param {event} e - A touch event.
* @param {Touch[]} previousTouches - An array of the previously stored touches.
* @param {HTMLElement} dom - A DOM element to compute offset relatively to.
* @return {object}
*/
function getTouchCoords(e, previousTouches, dom) {
var res = {
touches: getTouchesArray(e.touches).map(function (touch) {
return getPosition(touch, dom);
}),
previousTouches: previousTouches.map(function (touch) {
return getPosition(touch, dom);
}),
sigmaDefaultPrevented: false,
preventSigmaDefault: function preventSigmaDefault() {
res.sigmaDefaultPrevented = true;
},
original: e
};
return res;
}
/**
* Extract the wheel delta from a mouse event or touch object.
*
* @param {event} e - A mouse event or touch object.
* @return {number} The wheel delta of the mouse.
*/
function getWheelDelta(e) {
// TODO: check those ratios again to ensure a clean Chrome/Firefox compat
if (typeof e.deltaY !== "undefined") return e.deltaY * -3 / 360;
if (typeof e.detail !== "undefined") return e.detail / -9;
throw new Error("Captor: could not extract delta from event.");
}
/**
* Abstract class representing a captor like the user's mouse or touch controls.
*/
var Captor = /*#__PURE__*/function (_TypedEventEmitter) {
function Captor(container, renderer) {
var _this;
_classCallCheck(this, Captor);
_this = _callSuper(this, Captor);
// Properties
_this.container = container;
_this.renderer = renderer;
return _this;
}
_inherits(Captor, _TypedEventEmitter);
return _createClass(Captor);
}(TypedEventEmitter);
var MOUSE_SETTINGS_KEYS = ["doubleClickTimeout", "doubleClickZoomingDuration", "doubleClickZoomingRatio", "dragTimeout", "draggedEventsTolerance", "inertiaDuration", "inertiaRatio", "zoomDuration", "zoomingRatio"];
var DEFAULT_MOUSE_SETTINGS = MOUSE_SETTINGS_KEYS.reduce(function (iter, key) {
return _objectSpread2(_objectSpread2({}, iter), {}, _defineProperty({}, key, DEFAULT_SETTINGS[key]));
}, {});
/**
* Event types.
*/
/**
* Mouse captor class.
*
* @constructor
*/
var MouseCaptor = /*#__PURE__*/function (_Captor) {
function MouseCaptor(container, renderer) {
var _this;
_classCallCheck(this, MouseCaptor);
_this = _callSuper(this, MouseCaptor, [container, renderer]);
// Binding methods
// State
_defineProperty(_this, "enabled", true);
_defineProperty(_this, "draggedEvents", 0);
_defineProperty(_this, "downStartTime", null);
_defineProperty(_this, "lastMouseX", null);
_defineProperty(_this, "lastMouseY", null);
_defineProperty(_this, "isMouseDown", false);
_defineProperty(_this, "isMoving", false);
_defineProperty(_this, "movingTimeout", null);
_defineProperty(_this, "startCameraState", null);
_defineProperty(_this, "clicks", 0);
_defineProperty(_this, "doubleClickTimeout", null);
_defineProperty(_this, "currentWheelDirection", 0);
_defineProperty(_this, "settings", DEFAULT_MOUSE_SETTINGS);
_this.handleClick = _this.handleClick.bind(_this);
_this.handleRightClick = _this.handleRightClick.bind(_this);
_this.handleDown = _this.handleDown.bind(_this);
_this.handleUp = _this.handleUp.bind(_this);
_this.handleMove = _this.handleMove.bind(_this);
_this.handleWheel = _this.handleWheel.bind(_this);
_this.handleLeave = _this.handleLeave.bind(_this);
_this.handleEnter = _this.handleEnter.bind(_this);
// Binding events
container.addEventListener("click", _this.handleClick, {
capture: false
});
container.addEventListener("contextmenu", _this.handleRightClick, {
capture: false
});
container.addEventListener("mousedown", _this.handleDown, {
capture: false
});
container.addEventListener("wheel", _this.handleWheel, {
capture: false
});
container.addEventListener("mouseleave", _this.handleLeave, {
capture: false
});
container.addEventListener("mouseenter", _this.handleEnter, {
capture: false
});
document.addEventListener("mousemove", _this.handleMove, {
capture: false
});
document.addEventListener("mouseup", _this.handleUp, {
capture: false
});
return _this;
}
_inherits(MouseCaptor, _Captor);
return _createClass(MouseCaptor, [{
key: "kill",
value: function kill() {
var container = this.container;
container.removeEventListener("click", this.handleClick);
container.removeEventListener("contextmenu", this.handleRightClick);
container.removeEventListener("mousedown", this.handleDown);
container.removeEventListener("wheel", this.handleWheel);
container.removeEventListener("mouseleave", this.handleLeave);
container.removeEventListener("mouseenter", this.handleEnter);
document.removeEventListener("mousemove", this.handleMove);
document.removeEventListener("mouseup", this.handleUp);
}
}, {
key: "handleClick",
value: function handleClick(e) {
var _this2 = this;
if (!this.enabled) return;
this.clicks++;
if (this.clicks === 2) {
this.clicks = 0;
if (typeof this.doubleClickTimeout === "number") {
clearTimeout(this.doubleClickTimeout);
this.doubleClickTimeout = null;
}
return this.handleDoubleClick(e);
}
setTimeout(function () {
_this2.clicks = 0;
_this2.doubleClickTimeout = null;
}, this.settings.doubleClickTimeout);
// NOTE: this is here to prevent click events on drag
if (this.draggedEvents < this.settings.draggedEventsTolerance) this.emit("click", getMouseCoords(e, this.container));
}
}, {
key: "handleRightClick",
value: function handleRightClick(e) {
if (!this.enabled) return;
this.emit("rightClick", getMouseCoords(e, this.container));
}
}, {
key: "handleDoubleClick",
value: function handleDoubleClick(e) {
if (!this.enabled) return;
e.preventDefault();
e.stopPropagation();
var mouseCoords = getMouseCoords(e, this.container);
this.emit("doubleClick", mouseCoords);
if (mouseCoords.sigmaDefaultPrevented) return;
// default behavior
var camera = this.renderer.getCamera();
var newRatio = camera.getBoundedRatio(camera.getState().ratio / this.settings.doubleClickZoomingRatio);
camera.animate(this.renderer.getViewportZoomedState(getPosition(e, this.container), newRatio), {
easing: "quadraticInOut",
duration: this.settings.doubleClickZoomingDuration
});
}
}, {
key: "handleDown",
value: function handleDown(e) {
if (!this.enabled) return;
// We only start dragging on left button
if (e.button === 0) {
this.startCameraState = this.renderer.getCamera().getState();
var _getPosition = getPosition(e, this.container),
x = _getPosition.x,
y = _getPosition.y;
this.lastMouseX = x;
this.lastMouseY = y;
this.draggedEvents = 0;
this.downStartTime = Date.now();
this.isMouseDown = true;
}
this.emit("mousedown", getMouseCoords(e, this.container));
}
}, {
key: "handleUp",
value: function handleUp(e) {
var _this3 = this;
if (!this.enabled || !this.isMouseDown) return;
var camera = this.renderer.getCamera();
this.isMouseDown = false;
if (typeof this.movingTimeout === "number") {
clearTimeout(this.movingTimeout);
this.movingTimeout = null;
}
var _getPosition2 = getPosition(e, this.container),
x = _getPosition2.x,
y = _getPosition2.y;
var cameraState = camera.getState(),
previousCameraState = camera.getPreviousState() || {
x: 0,
y: 0
};
if (this.isMoving) {
camera.animate({
x: cameraState.x + this.settings.inertiaRatio * (cameraState.x - previousCameraState.x),
y: cameraState.y + this.settings.inertiaRatio * (cameraState.y - previousCameraState.y)
}, {
duration: this.settings.inertiaDuration,
easing: "quadraticOut"
});
} else if (this.lastMouseX !== x || this.lastMouseY !== y) {
camera.setState({
x: cameraState.x,
y: cameraState.y
});
}
this.isMoving = false;
setTimeout(function () {
var shouldRefresh = _this3.draggedEvents > 0;
_this3.draggedEvents = 0;
// NOTE: this refresh is here to make sure `hideEdgesOnMove` can work
// when someone releases camera pan drag after having stopped moving.
// See commit: https://github.com/jacomyal/sigma.js/commit/cfd9197f70319109db6b675dd7c82be493ca95a2
// See also issue: https://github.com/jacomyal/sigma.js/issues/1290
// It could be possible to render instead of scheduling a refresh but for
// now it seems good enough.
if (shouldRefresh && _this3.renderer.getSetting("hideEdgesOnMove")) _this3.renderer.refresh();
}, 0);
this.emit("mouseup", getMouseCoords(e, this.container));
}
}, {
key: "handleMove",
value: function handleMove(e) {
var _this4 = this;
if (!this.enabled) return;
var mouseCoords = getMouseCoords(e, this.container);
// Always trigger a "mousemovebody" event, so that it is possible to develop
// a drag-and-drop effect that works even when the mouse is out of the
// container:
this.emit("mousemovebody", mouseCoords);
// Only trigger the "mousemove" event when the mouse is actually hovering
// the container, to avoid weirdly hovering nodes and/or edges when the
// mouse is not hover the container:
if (e.target === this.container || e.composedPath()[0] === this.container) {
this.emit("mousemove", mouseCoords);
}
if (mouseCoords.sigmaDefaultPrevented) return;
// Handle the case when "isMouseDown" all the time, to allow dragging the
// stage while the mouse is not hover the container:
if (this.isMouseDown) {
this.isMoving = true;
this.draggedEvents++;
if (typeof this.movingTimeout === "number") {
clearTimeout(this.movingTimeout);
}
this.movingTimeout = window.setTimeout(function () {
_this4.movingTimeout = null;
_this4.isMoving = false;
}, this.settings.dragTimeout);
var camera = this.renderer.getCamera();
var _getPosition3 = getPosition(e, this.container),
eX = _getPosition3.x,
eY = _getPosition3.y;
var lastMouse = this.renderer.viewportToFramedGraph({
x: this.lastMouseX,
y: this.lastMouseY
});
var mouse = this.renderer.viewportToFramedGraph({
x: eX,
y: eY
});
var offsetX = lastMouse.x - mouse.x,
offsetY = lastMouse.y - mouse.y;
var cameraState = camera.getState();
var x = cameraState.x + offsetX,
y = cameraState.y + offsetY;
camera.setState({
x: x,
y: y
});
this.lastMouseX = eX;
this.lastMouseY = eY;
e.preventDefault();
e.stopPropagation();
}
}
}, {
key: "handleLeave",
value: function handleLeave(e) {
this.emit("mouseleave", getMouseCoords(e, this.container));
}
}, {
key: "handleEnter",
value: function handleEnter(e) {
this.emit("mouseenter", getMouseCoords(e, this.container));
}
}, {
key: "handleWheel",
value: function handleWheel(e) {
var _this5 = this;
var camera = this.renderer.getCamera();
if (!this.enabled || !camera.enabledZooming) return;
var delta = getWheelDelta(e);
if (!delta) return;
var wheelCoords = getWheelCoords(e, this.container);
this.emit("wheel", wheelCoords);
if (wheelCoords.sigmaDefaultPrevented) {
e.preventDefault();
e.stopPropagation();
return;
}
// Default behavior
var currentRatio = camera.getState().ratio;
var ratioDiff = delta > 0 ? 1 / this.settings.zoomingRatio : this.settings.zoomingRatio;
var newRatio = camera.getBoundedRatio(currentRatio * ratioDiff);
var wheelDirection = delta > 0 ? 1 : -1;
var now = Date.now();
// Exit early without preventing default behavior when ratio doesn't change:
if (currentRatio === newRatio) return;
e.preventDefault();
e.stopPropagation();
// Cancel events that are too close each other and in the same direction:
if (this.currentWheelDirection === wheelDirection && this.lastWheelTriggerTime && now - this.lastWheelTriggerTime < this.settings.zoomDuration / 5) {
return;
}
camera.animate(this.renderer.getViewportZoomedState(getPosition(e, this.container), newRatio), {
easing: "quadraticOut",
duration: this.settings.zoomDuration
}, function () {
_this5.currentWheelDirection = 0;
});
this.currentWheelDirection = wheelDirection;
this.lastWheelTriggerTime = now;
}
}, {
key: "setSettings",
value: function setSettings(settings) {
this.settings = settings;
}
}]);
}(Captor);
var TOUCH_SETTINGS_KEYS = ["dragTimeout", "inertiaDuration", "inertiaRatio", "doubleClickTimeout", "doubleClickZoomingRatio", "doubleClickZoomingDuration", "tapMoveTolerance"];
var DEFAULT_TOUCH_SETTINGS = TOUCH_SETTINGS_KEYS.reduce(function (iter, key) {
return _objectSpread2(_objectSpread2({}, iter), {}, _defineProperty({}, key, DEFAULT_SETTINGS[key]));
}, {});
/**
* Event types.
*/
/**
* Touch captor class.
*
* @constructor
*/
var TouchCaptor = /*#__PURE__*/function (_Captor) {
function TouchCaptor(container, renderer) {
var _this;
_classCallCheck(this, TouchCaptor);
_this = _callSuper(this, TouchCaptor, [container, renderer]);
// Binding methods:
_defineProperty(_this, "enabled", true);
_defineProperty(_this, "isMoving", false);
_defineProperty(_this, "hasMoved", false);
_defineProperty(_this, "touchMode", 0);
_defineProperty(_this, "startTouchesPositions", []);
_defineProperty(_this, "lastTouches", []);
_defineProperty(_this, "lastTap", null);
_defineProperty(_this, "settings", DEFAULT_TOUCH_SETTINGS);
_this.handleStart = _this.handleStart.bind(_this);
_this.handleLeave = _this.handleLeave.bind(_this);
_this.handleMove = _this.handleMove.bind(_this);
// Binding events
container.addEventListener("touchstart", _this.handleStart, {
capture: false
});
container.addEventListener("touchcancel", _this.handleLeave, {
capture: false
});
document.addEventListener("touchend", _this.handleLeave, {
capture: false,
passive: false
});
document.addEventListener("touchmove", _this.handleMove, {
capture: false,
passive: false
});
return _this;
}
_inherits(TouchCaptor, _Captor);
return _createClass(TouchCaptor, [{
key: "kill",
value: function kill() {
var container = this.container;
container.removeEventListener("touchstart", this.handleStart);
container.removeEventListener("touchcancel", this.handleLeave);
document.removeEventListener("touchend", this.handleLeave);
document.removeEventListener("touchmove", this.handleMove);
}
}, {
key: "getDimensions",
value: function getDimensions() {
return {
width: this.container.offsetWidth,
height: this.container.offsetHeight
};
}
}, {
key: "handleStart",
value: function handleStart(e) {
var _this2 = this;
if (!this.enabled) return;
e.preventDefault();
var touches = getTouchesArray(e.touches);
this.touchMode = touches.length;
this.startCameraState = this.renderer.getCamera().getState();
this.startTouchesPositions = touches.map(function (touch) {
return getPosition(touch, _this2.container);
});
// When there are two touches down, let's record distance and angle as well:
if (this.touchMode === 2) {
var _this$startTouchesPos = _slicedToArray(this.startTouchesPositions, 2),
_this$startTouchesPos2 = _this$startTouchesPos[0],
x0 = _this$startTouchesPos2.x,
y0 = _this$startTouchesPos2.y,
_this$startTouchesPos3 = _this$startTouchesPos[1],
x1 = _this$startTouchesPos3.x,
y1 = _this$startTouchesPos3.y;
this.startTouchesAngle = Math.atan2(y1 - y0, x1 - x0);
this.startTouchesDistance = Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2));
}
this.emit("touchdown", getTouchCoords(e, this.lastTouches, this.container));
this.lastTouches = touches;
this.lastTouchesPositions = this.startTouchesPositions;
}
}, {
key: "handleLeave",
value: function handleLeave(e) {
if (!this.enabled || !this.startTouchesPositions.length) return;
if (e.cancelable) e.preventDefault();
if (this.movingTimeout) {
this.isMoving = false;
clearTimeout(this.movingTimeout);
}
switch (this.touchMode) {
// eslint-disable-next-line @typescript-eslint/ban-ts-comment
// @ts-ignore
case 2:
if (e.touches.length === 1) {
this.handleStart(e);
e.preventDefault();
break;
}
/* falls through */
case 1:
if (this.isMoving) {
var camera = this.renderer.getCamera();
var cameraState = camera.getState(),
previousCameraState = camera.getPreviousState() || {
x: 0,
y: 0
};
camera.animate({
x: cameraState.x + this.settings.inertiaRatio * (cameraState.x - previousCameraState.x),
y: cameraState.y + this.settings.inertiaRatio * (cameraState.y - previousCameraState.y)
}, {
duration: this.settings.inertiaDuration,
easing: "quadraticOut"
});
}
this.hasMoved = false;
this.isMoving = false;
this.touchMode = 0;
break;
}
this.emit("touchup", getTouchCoords(e, this.lastTouches, this.container));
// When the last touch ends and there hasn't been too much movement, trigger a "tap" or "doubletap" event:
if (!e.touches.length) {
var position = getPosition(this.lastTouches[0], this.container);
var downPosition = this.startTouchesPositions[0];
var dSquare = Math.pow(position.x - downPosition.x, 2) + Math.pow(position.y - downPosition.y, 2);
if (!e.touches.length && dSquare < Math.pow(this.settings.tapMoveTolerance, 2)) {
// Only trigger "doubletap" when the last tap is recent enough:
if (this.lastTap && Date.now() - this.lastTap.time < this.settings.doubleClickTimeout) {
var touchCoords = getTouchCoords(e, this.lastTouches, this.container);
this.emit("doubletap", touchCoords);
this.lastTap = null;
if (!touchCoords.sigmaDefaultPrevented) {
var _camera = this.renderer.getCamera();
var newRatio = _camera.getBoundedRatio(_camera.getState().ratio / this.settings.doubleClickZoomingRatio);
_camera.animate(this.renderer.getViewportZoomedState(position, newRatio), {
easing: "quadraticInOut",
duration: this.settings.doubleClickZoomingDuration
});
}
}
// Else, trigger a normal "tap" event:
else {
var _touchCoords = getTouchCoords(e, this.lastTouches, this.container);
this.emit("tap", _touchCoords);
this.lastTap = {
time: Date.now(),
position: _touchCoords.touches[0] || _touchCoords.previousTouches[0]
};
}
}
}
this.lastTouches = getTouchesArray(e.touches);
this.startTouchesPositions = [];
}
}, {
key: "handleMove",
value: function handleMove(e) {
var _this3 = this;
if (!this.enabled || !this.startTouchesPositions.length) return;
e.preventDefault();
var touches = getTouchesArray(e.touches);
var touchesPositions = touches.map(function (touch) {
return getPosition(touch, _this3.container);
});
var lastTouches = this.lastTouches;
this.lastTouches = touches;
this.lastTouchesPositions = touchesPositions;
var touchCoords = getTouchCoords(e, lastTouches, this.container);
this.emit("touchmove", touchCoords);
if (touchCoords.sigmaDefaultPrevented) return;
// If a move was initiated at some point, and we get back to start point,
// we should still consider that we did move (which also happens after a
// multiple touch when only one touch remains in which case handleStart
// is recalled within handleLeave).
// Now, some mobile browsers report zero-distance moves so we also check that
// one of the touches did actually move from the origin position.
this.hasMoved || (this.hasMoved = touchesPositions.some(function (position, idx) {
var startPosition = _this3.startTouchesPositions[idx];
return startPosition && (position.x !== startPosition.x || position.y !== startPosition.y);
}));
// If there was no move, do not trigger touch moves behavior
if (!this.hasMoved) {
return;
}
this.isMoving = true;
if (this.movingTimeout) clearTimeout(this.movingTimeout);
this.movingTimeout = window.setTimeout(function () {
_this3.isMoving = false;
}, this.settings.dragTimeout);
var camera = this.renderer.getCamera();
var startCameraState = this.startCameraState;
var padding = this.renderer.getSetting("stagePadding");
switch (this.touchMode) {
case 1:
{
var _this$renderer$viewpo = this.renderer.viewportToFramedGraph((this.startTouchesPositions || [])[0]),
xStart = _this$renderer$viewpo.x,
yStart = _this$renderer$viewpo.y;
var _this$renderer$viewpo2 = this.renderer.viewportToFramedGraph(touchesPositions[0]),
x = _this$renderer$viewpo2.x,
y = _this$renderer$viewpo2.y;
camera.setState({
x: startCameraState.x + xStart - x,
y: startCameraState.y + yStart - y
});
break;
}
case 2:
{
/**
* Here is the thinking here:
*
* 1. We can find the new angle and ratio, by comparing the vector from "touch one" to "touch two" at the start
* of the d'n'd and now
*
* 2. We can use `Camera#viewportToGraph` inside formula to retrieve the new camera position, using the graph
* position of a touch at the beginning of the d'n'd (using `startCamera.viewportToGraph`) and the viewport
* position of this same touch now
*/
var newCameraState = {
x: 0.5,
y: 0.5,
angle: 0,
ratio: 1
};
var _touchesPositions$ = touchesPositions[0],
x0 = _touchesPositions$.x,
y0 = _touchesPositions$.y;
var _touchesPositions$2 = touchesPositions[1],
x1 = _touchesPositions$2.x,
y1 = _touchesPositions$2.y;
var angleDiff = Math.atan2(y1 - y0, x1 - x0) - this.startTouchesAngle;
var ratioDiff = Math.hypot(y1 - y0, x1 - x0) / this.startTouchesDistance;
// 1.
var newRatio = camera.getBoundedRatio(startCameraState.ratio / ratioDiff);
newCameraState.ratio = newRatio;
newCameraState.angle = startCameraState.angle + angleDiff;
// 2.
var dimensions = this.getDimensions();
var touchGraphPosition = this.renderer.viewportToFramedGraph((this.startTouchesPositions || [])[0], {
cameraState: startCameraState
});
var smallestDimension = Math.min(dimensions.width, dimensions.height) - 2 * padding;
var dx = smallestDimension / dimensions.width;
var dy = smallestDimension / dimensions.height;
var ratio = newRatio / smallestDimension;
// Align with center of the graph:
var _x = x0 - smallestDimension / 2 / dx;
var _y = y0 - smallestDimension / 2 / dy;
// Rotate:
var _ref = [_x * Math.cos(-newCameraState.angle) - _y * Math.sin(-newCameraState.angle), _y * Math.cos(-newCameraState.angle) + _x * Math.sin(-newCameraState.angle)];
_x = _ref[0];
_y = _ref[1];
newCameraState.x = touchGraphPosition.x - _x * ratio;
newCameraState.y = touchGraphPosition.y + _y * ratio;
camera.setState(newCameraState);
break;
}
}
}
}, {
key: "setSettings",
value: function setSettings(settings) {
this.settings = settings;
}
}]);
}(Captor);
function _arrayWithoutHoles(r) {
if (Array.isArray(r)) return _arrayLikeToArray(r);
}
function _iterableToArray(r) {
if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) return Array.from(r);
}
function _nonIterableSpread() {
throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _toConsumableArray(r) {
return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
}
function _objectWithoutPropertiesLoose(r, e) {
if (null == r) return {};
var t = {};
for (var n in r) if ({}.hasOwnProperty.call(r, n)) {
if (-1 !== e.indexOf(n)) continue;
t[n] = r[n];
}
return t;
}
function _objectWithoutProperties(e, t) {
if (null == e) return {};
var o,
r,
i = _objectWithoutPropertiesLoose(e, t);
if (Object.getOwnPropertySymbols) {
var n = Object.getOwnPropertySymbols(e);
for (r = 0; r < n.length; r++) o = n[r], -1 === t.indexOf(o) && {}.propertyIsEnumerable.call(e, o) && (i[o] = e[o]);
}
return i;
}
/**
* Sigma.js Labels Heuristics
* ===========================
*
* Miscellaneous heuristics related to label display.
* @module
*/
/**
* Class representing a single candidate for the label grid selection.
*
* It also describes a deterministic way to compare two candidates to assess
* which one is better.
*/
var LabelCandidate = /*#__PURE__*/function () {
function LabelCandidate(key, size) {
_classCallCheck(this, LabelCandidate);
this.key = key;
this.size = size;
}
return _createClass(LabelCandidate, null, [{
key: "compare",
value: function compare(first, second) {
// First we compare by size
if (first.size > second.size) return -1;
if (first.size < second.size) return 1;
// Then since no two nodes can have the same key, we use it to
// deterministically tie-break by key
if (first.key > second.key) return 1;
// NOTE: this comparator cannot return 0
return -1;
}
}]);
}();
/**
* Class representing a 2D spatial grid divided into constant-size cells.
*/
var LabelGrid = /*#__PURE__*/function () {
function LabelGrid() {
_classCallCheck(this, LabelGrid);
_defineProperty(this, "width", 0);
_defineProperty(this, "height", 0);
_defineProperty(this, "cellSize", 0);
_defineProperty(this, "columns", 0);
_defineProperty(this, "rows", 0);
_defineProperty(this, "cells", {});
}
return _createClass(LabelGrid, [{
key: "resizeAndClear",
value: function resizeAndClear(dimensions, cellSize) {
this.width = dimensions.width;
this.height = dimensions.height;
this.cellSize = cellSize;
this.columns = Math.ceil(dimensions.width / cellSize);
this.rows = Math.ceil(dimensions.height / cellSize);
this.cells = {};
}
}, {
key: "getIndex",
value: function getIndex(pos) {
var xIndex = Math.floor(pos.x / this.cellSize);
var yIndex = Math.floor(pos.y / this.cellSize);
return yIndex * this.columns + xIndex;
}
}, {
key: "add",
value: function add(key, size, pos) {
var candidate = new LabelCandidate(key, size);
var index = this.getIndex(pos);
var cell = this.cells[index];
if (!cell) {
cell = [];
this.cells[index] = cell;
}
cell.push(candidate);
}
}, {
key: "organize",
value: function organize() {
for (var k in this.cells) {
var cell = this.cells[k];
cell.sort(LabelCandidate.compare);
}
}
}, {
key: "getLabelsToDisplay",
value: function getLabelsToDisplay(ratio, density) {
// TODO: work on visible nodes to optimize? ^ -> threshold outside so that memoization works?
// TODO: adjust threshold lower, but increase cells a bit?
// TODO: hunt for geom issue in disguise
// TODO: memoize while ratio does not move. method to force recompute
var cellArea = this.cellSize * this.cellSize;
var scaledCellArea = cellArea / ratio / ratio;
var scaledDensity = scaledCellArea * density / cellArea;
var labelsToDisplayPerCell = Math.ceil(scaledDensity);
var labels = [];
for (var k in this.cells) {
var cell = this.cells[k];
for (var i = 0; i < Math.min(labelsToDisplayPerCell, cell.length); i++) {
labels.push(cell[i].key);
}
}
return labels;
}
}]);
}();
/**
* Label heuristic selecting edge labels to display, based on displayed node
* labels
*
* @param {object} params - Parameters:
* @param {Set} displayedNodeLabels - Currently displayed node labels.
* @param {Set} highlightedNodes - Highlighted nodes.
* @param {Graph} graph - The rendered graph.
* @param {string} hoveredNode - Hovered node (optional)
* @return {Array} - The selected labels.
*/
function edgeLabelsToDisplayFromNodes(params) {
var graph = params.graph,
hoveredNode = params.hoveredNode,
highlightedNodes = params.highlightedNodes,
displayedNodeLabels = params.displayedNodeLabels;
var worthyEdges = [];
// TODO: the code below can be optimized using #.forEach and batching the code per adj
// We should display an edge's label if:
// - Any of its extremities is highlighted or hovered
// - Both of its extremities has its label shown
graph.forEachEdge(function (edge, _, source, target) {
if (source === hoveredNode || target === hoveredNode || highlightedNodes.has(source) || highlightedNodes.has(target) || displayedNodeLabels.has(source) && displayedNodeLabels.has(target)) {
worthyEdges.push(edge);
}
});
return worthyEdges;
}
/**
* Constants.
*/
var X_LABEL_MARGIN = 150;
var Y_LABEL_MARGIN = 50;
var hasOwnProperty = Object.prototype.hasOwnProperty;
/**
* Important functions.
*/
function applyNodeDefaults(settings, key, data) {
if (!hasOwnProperty.call(data, "x") || !hasOwnProperty.call(data, "y")) throw new Error("Sigma: could not find a valid position (x, y) for node \"".concat(key, "\". All your nodes must have a number \"x\" and \"y\". Maybe your forgot to apply a layout or your \"nodeReducer\" is not returning the correct data?"));
if (!data.color) data.color = settings.defaultNodeColor;
if (!data.label && data.label !== "") data.label = null;
if (data.label !== undefined && data.label !== null) data.label = "" + data.label;else data.label = null;
if (!data.size) data.size = 2;
if (!hasOwnProperty.call(data, "hidden")) data.hidden = false;
if (!hasOwnProperty.call(data, "highlighted")) data.highlighted = false;
if (!hasOwnProperty.call(data, "forceLabel")) data.forceLabel = false;
if (!data.type || data.type === "") data.type = settings.defaultNodeType;
if (!data.zIndex) data.zIndex = 0;
return data;
}
function applyEdgeDefaults(settings, _key, data) {
if (!data.color) data.color = settings.defaultEdgeColor;
if (!data.label) data.label = "";
if (!data.size) data.size = 0.5;
if (!hasOwnProperty.call(data, "hidden")) data.hidden = false;
if (!hasOwnProperty.call(data, "forceLabel")) data.forceLabel = false;
if (!data.type || data.type === "") data.type = settings.defaultEdgeType;
if (!data.zIndex) data.zIndex = 0;
return data;
}
/**
* Main class.
*
* @constructor
* @param {Graph} graph - Graph to render.
* @param {HTMLElement} container - DOM container in which to render.
* @param {object} settings - Optional settings.
*/
var Sigma$1 = /*#__PURE__*/function (_TypedEventEmitter) {
function Sigma(graph, container) {
var _this;
var settings = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
_classCallCheck(this, Sigma);
_this = _callSuper(this, Sigma);
// Resolving settings
_defineProperty(_this, "elements", {});
_defineProperty(_this, "canvasContexts", {});
_defineProperty(_this, "webGLContexts", {});
_defineProperty(_this, "pickingLayers", new Set());
_defineProperty(_this, "textures", {});
_defineProperty(_this, "frameBuffers", {});
_defineProperty(_this, "activeListeners", {});
_defineProperty(_this, "labelGrid", new LabelGrid());
_defineProperty(_this, "nodeDataCache", {});
_defineProperty(_this, "edgeDataCache", {});
// Indices to keep track of the index of the item inside programs
_defineProperty(_this, "nodeProgramIndex", {});
_defineProperty(_this, "edgeProgramIndex", {});
_defineProperty(_this, "nodesWithForcedLabels", new Set());
_defineProperty(_this, "edgesWithForcedLabels", new Set());
_defineProperty(_this, "nodeExtent", {
x: [0, 1],
y: [0, 1]
});
_defineProperty(_this, "nodeZExtent", [Infinity, -Infinity]);
_defineProperty(_this, "edgeZExtent", [Infinity, -Infinity]);
_defineProperty(_this, "matrix", identity());
_defineProperty(_this, "invMatrix", identity());
_defineProperty(_this, "correctionRatio", 1);
_defineProperty(_this, "customBBox", null);
_defineProperty(_this, "normalizationFunction", createNormalizationFunction({
x: [0, 1],
y: [0, 1]
}));
// Cache:
_defineProperty(_this, "graphToViewportRatio", 1);
_defineProperty(_this, "itemIDsIndex", {});
_defineProperty(_this, "nodeIndices", {});
_defineProperty(_this, "edgeIndices", {});
// Starting dimensions and pixel ratio
_defineProperty(_this, "width", 0);
_defineProperty(_this, "height", 0);
_defineProperty(_this, "pixelRatio", getPixelRatio());
_defineProperty(_this, "pickingDownSizingRatio", 2 * _this.pixelRatio);
// Graph State
_defineProperty(_this, "displayedNodeLabels", new Set());
_defineProperty(_this, "displayedEdgeLabels", new Set());
_defineProperty(_this, "highlightedNodes", new Set());
_defineProperty(_this, "hoveredNode", null);
_defineProperty(_this, "hoveredEdge", null);
// Internal states
_defineProperty(_this, "renderFrame", null);
_defineProperty(_this, "renderHighlightedNodesFrame", null);
_defineProperty(_this, "needToProcess", false);
_defineProperty(_this, "checkEdgesEventsFrame", null);
// Programs
_defineProperty(_this, "nodePrograms", {});
_defineProperty(_this, "nodeHoverPrograms", {});
_defineProperty(_this, "edgePrograms", {});
_this.settings = resolveSettings(settings);
// Validating
validateSettings(_this.settings);
validateGraph(graph);
if (!(container instanceof HTMLElement)) throw new Error("Sigma: container should be an html element.");
// Properties
_this.graph = graph;
_this.container = container;
// Initializing contexts
_this.createWebGLContext("edges", {
picking: settings.enableEdgeEvents
});
_this.createCanvasContext("edgeLabels");
_this.createWebGLContext("nodes", {
picking: true
});
_this.createCanvasContext("labels");
_this.createCanvasContext("hovers");
_this.createWebGLContext("hoverNodes");
_this.createCanvasContext("mouse", {
style: {
touchAction: "none",
userSelect: "none"
}
});
// Initial resize
_this.resize();
// Loading programs
for (var type in _this.settings.nodeProgramClasses) {
_this.registerNodeProgram(type, _this.settings.nodeProgramClasses[type], _this.settings.nodeHoverProgramClasses[type]);
}
for (var _type in _this.settings.edgeProgramClasses) {
_this.registerEdgeProgram(_type, _this.settings.edgeProgramClasses[_type]);
}
// Initializing the camera
_this.camera = new Camera();
// Binding camera events
_this.bindCameraHandlers();
// Initializing captors
_this.mouseCaptor = new MouseCaptor(_this.elements.mouse, _this);
_this.mouseCaptor.setSettings(_this.settings);
_this.touchCaptor = new TouchCaptor(_this.elements.mouse, _this);
_this.touchCaptor.setSettings(_this.settings);
// Binding event handlers
_this.bindEventHandlers();
// Binding graph handlers
_this.bindGraphHandlers();
// Trigger eventual settings-related things
_this.handleSettingsUpdate();
// Processing data for the first time & render
_this.refresh();
return _this;
}
/**---------------------------------------------------------------------------
* Internal methods.
**---------------------------------------------------------------------------
*/
/**
* Internal function used to register a node program
*
* @param {string} key - The program's key, matching the related nodes "type" values.
* @param {NodeProgramType} NodeProgramClass - A nodes program class.
* @param {NodeProgramType?} NodeHoverProgram - A nodes program class to render hovered nodes (optional).
* @return {Sigma}
*/
_inherits(Sigma, _TypedEventEmitter);
return _createClass(Sigma, [{
key: "registerNodeProgram",
value: function registerNodeProgram(key, NodeProgramClass, NodeHoverProgram) {
if (this.nodePrograms[key]) this.nodePrograms[key].kill();
if (this.nodeHoverPrograms[key]) this.nodeHoverPrograms[key].kill();
this.nodePrograms[key] = new NodeProgramClass(this.webGLContexts.nodes, this.frameBuffers.nodes, this);
this.nodeHoverPrograms[key] = new (NodeHoverProgram || NodeProgramClass)(this.webGLContexts.hoverNodes, null, this);
return this;
}
/**
* Internal function used to register an edge program
*
* @param {string} key - The program's key, matching the related edges "type" values.
* @param {EdgeProgramType} EdgeProgramClass - An edges program class.
* @return {Sigma}
*/
}, {
key: "registerEdgeProgram",
value: function registerEdgeProgram(key, EdgeProgramClass) {
if (this.edgePrograms[key]) this.edgePrograms[key].kill();
this.edgePrograms[key] = new EdgeProgramClass(this.webGLContexts.edges, this.frameBuffers.edges, this);
return this;
}
/**
* Internal function used to unregister a node program
*
* @param {string} key - The program's key, matching the related nodes "type" values.
* @return {Sigma}
*/
}, {
key: "unregisterNodeProgram",
value: function unregisterNodeProgram(key) {
if (this.nodePrograms[key]) {
var _this$nodePrograms = this.nodePrograms,
program = _this$nodePrograms[key],
programs = _objectWithoutProperties(_this$nodePrograms, [key].map(_toPropertyKey));
program.kill();
this.nodePrograms = programs;
}
if (this.nodeHoverPrograms[key]) {
var _this$nodeHoverProgra = this.nodeHoverPrograms,
_program = _this$nodeHoverProgra[key],
_programs = _objectWithoutProperties(_this$nodeHoverProgra, [key].map(_toPropertyKey));
_program.kill();
this.nodePrograms = _programs;
}
return this;
}
/**
* Internal function used to unregister an edge program
*
* @param {string} key - The program's key, matching the related edges "type" values.
* @return {Sigma}
*/
}, {
key: "unregisterEdgeProgram",
value: function unregisterEdgeProgram(key) {
if (this.edgePrograms[key]) {
var _this$edgePrograms = this.edgePrograms,
program = _this$edgePrograms[key],
programs = _objectWithoutProperties(_this$edgePrograms, [key].map(_toPropertyKey));
program.kill();
this.edgePrograms = programs;
}
return this;
}
/**
* Method (re)binding WebGL texture (for picking).
*
* @return {Sigma}
*/
}, {
key: "resetWebGLTexture",
value: function resetWebGLTexture(id) {
var gl = this.webGLContexts[id];
var frameBuffer = this.frameBuffers[id];
var currentTexture = this.textures[id];
if (currentTexture) gl.deleteTexture(currentTexture);
var pickingTexture = gl.createTexture();
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
gl.bindTexture(gl.TEXTURE_2D, pickingTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, pickingTexture, 0);
this.textures[id] = pickingTexture;
return this;
}
/**
* Method binding camera handlers.
*
* @return {Sigma}
*/
}, {
key: "bindCameraHandlers",
value: function bindCameraHandlers() {
var _this2 = this;
this.activeListeners.camera = function () {
_this2.scheduleRender();
};
this.camera.on("updated", this.activeListeners.camera);
return this;
}
/**
* Method unbinding camera handlers.
*
* @return {Sigma}
*/
}, {
key: "unbindCameraHandlers",
value: function unbindCameraHandlers() {
this.camera.removeListener("updated", this.activeListeners.camera);
return this;
}
/**
* Method that returns the closest node to a given position.
*/
}, {
key: "getNodeAtPosition",
value: function getNodeAtPosition(position) {
var x = position.x,
y = position.y;
var color = getPixelColor(this.webGLContexts.nodes, this.frameBuffers.nodes, x, y, this.pixelRatio, this.pickingDownSizingRatio);
var index = colorToIndex.apply(void 0, _toConsumableArray(color));
var itemAt = this.itemIDsIndex[index];
return itemAt && itemAt.type === "node" ? itemAt.id : null;
}
/**
* Method binding event handlers.
*
* @return {Sigma}
*/
}, {
key: "bindEventHandlers",
value: function bindEventHandlers() {
var _this3 = this;
// Handling window resize
this.activeListeners.handleResize = function () {
// need to call a refresh to rebuild the labelgrid
_this3.scheduleRefresh();
};
window.addEventListener("resize", this.activeListeners.handleResize);
// Handling mouse move
this.activeListeners.handleMove = function (e) {
var event = cleanMouseCoords(e);
var baseEvent = {
event: event,
preventSigmaDefault: function preventSigmaDefault() {
event.preventSigmaDefault();
}
};
var nodeToHover = _this3.getNodeAtPosition(event);
if (nodeToHover && _this3.hoveredNode !== nodeToHover && !_this3.nodeDataCache[nodeToHover].hidden) {
// Handling passing from one node to the other directly
if (_this3.hoveredNode) _this3.emit("leaveNode", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
node: _this3.hoveredNode
}));
_this3.hoveredNode = nodeToHover;
_this3.emit("enterNode", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
node: nodeToHover
}));
_this3.scheduleHighlightedNodesRender();
return;
}
// Checking if the hovered node is still hovered
if (_this3.hoveredNode) {
if (_this3.getNodeAtPosition(event) !== _this3.hoveredNode) {
var node = _this3.hoveredNode;
_this3.hoveredNode = null;
_this3.emit("leaveNode", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
node: node
}));
_this3.scheduleHighlightedNodesRender();
return;
}
}
if (_this3.settings.enableEdgeEvents) {
var edgeToHover = _this3.hoveredNode ? null : _this3.getEdgeAtPoint(baseEvent.event.x, baseEvent.event.y);
if (edgeToHover !== _this3.hoveredEdge) {
if (_this3.hoveredEdge) _this3.emit("leaveEdge", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
edge: _this3.hoveredEdge
}));
if (edgeToHover) _this3.emit("enterEdge", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
edge: edgeToHover
}));
_this3.hoveredEdge = edgeToHover;
}
}
};
// Handling mouse move over body (only to dispatch the proper event):
this.activeListeners.handleMoveBody = function (e) {
var event = cleanMouseCoords(e);
_this3.emit("moveBody", {
event: event,
preventSigmaDefault: function preventSigmaDefault() {
event.preventSigmaDefault();
}
});
};
// Handling mouse leave stage:
this.activeListeners.handleLeave = function (e) {
var event = cleanMouseCoords(e);
var baseEvent = {
event: event,
preventSigmaDefault: function preventSigmaDefault() {
event.preventSigmaDefault();
}
};
if (_this3.hoveredNode) {
_this3.emit("leaveNode", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
node: _this3.hoveredNode
}));
_this3.scheduleHighlightedNodesRender();
}
if (_this3.settings.enableEdgeEvents && _this3.hoveredEdge) {
_this3.emit("leaveEdge", _objectSpread2(_objectSpread2({}, baseEvent), {}, {
edge: _this3.hoveredEdge
}));
_this3.scheduleHighlightedNodesRender();
}
_this3.emit("leaveStage", _objectSpread2({}, baseEvent));
};
// Handling mouse enter stage:
this.activeListeners.handleEnter = function (e) {
var event = cleanMouseCoords(e);
var baseEvent = {
event: event,
preventSigmaDefault: function preventSigmaDefault() {
event.preventSigmaDefault();
}
};
_this3.emit("enterStage", _objectSpread2({}, baseEvent));
};
// Handling click
var createInteractionListener = function createInteractionListener(eventType) {
return function (e) {
var event = cleanMouseCoords(e);
var baseEvent = {
event: event,
preventSigmaDefault: function preventSigmaDefault() {
event.preventSigmaDefault();
}
};
var nodeAtPosition = _this3.getNodeAtPosition(event);
if (nodeAtPosition) return _this3.emit("".concat(eventType, "Node"), _objectSpread2(_objectSpread2({}, baseEvent), {}, {
node: nodeAtPosition
}));
if (_this3.settings.enableEdgeEvents) {
var edge = _this3.getEdgeAtPoint(event.x, event.y);
if (edge) return _this3.emit("".concat(eventType, "Edge"), _objectSpread2(_objectSpread2({}, baseEvent), {}, {
edge: edge
}));
}
return _this3.emit("".concat(eventType, "Stage"), baseEvent);
};
};
this.activeListeners.handleClick = createInteractionListener("click");
this.activeListeners.handleRightClick = createInteractionListener("rightClick");
this.activeListeners.handleDoubleClick = createInteractionListener("doubleClick");
this.activeListeners.handleWheel = createInteractionListener("wheel");
this.activeListeners.handleDown = createInteractionListener("down");
this.activeListeners.handleUp = createInteractionListener("up");
this.mouseCaptor.on("mousemove", this.activeListeners.handleMove);
this.mouseCaptor.on("mousemovebody", this.activeListeners.handleMoveBody);
this.mouseCaptor.on("click", this.activeListeners.handleClick);
this.mouseCaptor.on("rightClick", this.activeListeners.handleRightClick);
this.mouseCaptor.on("doubleClick", this.activeListeners.handleDoubleClick);
this.mouseCaptor.on("wheel", this.activeListeners.handleWheel);
this.mouseCaptor.on("mousedown", this.activeListeners.handleDown);
this.mouseCaptor.on("mouseup", this.activeListeners.handleUp);
this.mouseCaptor.on("mouseleave", this.activeListeners.handleLeave);
this.mouseCaptor.on("mouseenter", this.activeListeners.handleEnter);
this.touchCaptor.on("touchdown", this.activeListeners.handleDown);
this.touchCaptor.on("touchdown", this.activeListeners.handleMove);
this.touchCaptor.on("touchup", this.activeListeners.handleUp);
this.touchCaptor.on("touchmove", this.activeListeners.handleMove);
this.touchCaptor.on("tap", this.activeListeners.handleClick);
this.touchCaptor.on("doubletap", this.activeListeners.handleDoubleClick);
this.touchCaptor.on("touchmove", this.activeListeners.handleMoveBody);
return this;
}
/**
* Method binding graph handlers
*
* @return {Sigma}
*/
}, {
key: "bindGraphHandlers",
value: function bindGraphHandlers() {
var _this4 = this;
var graph = this.graph;
var LAYOUT_IMPACTING_FIELDS = new Set(["x", "y", "zIndex", "type"]);
this.activeListeners.eachNodeAttributesUpdatedGraphUpdate = function (e) {
var _e$hints;
var updatedFields = (_e$hints = e.hints) === null || _e$hints === void 0 ? void 0 : _e$hints.attributes;
// we process all nodes
_this4.graph.forEachNode(function (node) {
return _this4.updateNode(node);
});
// if coord, type or zIndex have changed, we need to schedule a render
// (zIndex for the programIndex)
var layoutChanged = !updatedFields || updatedFields.some(function (f) {
return LAYOUT_IMPACTING_FIELDS.has(f);
});
_this4.refresh({
partialGraph: {
nodes: graph.nodes()
},
skipIndexation: !layoutChanged,
schedule: true
});
};
this.activeListeners.eachEdgeAttributesUpdatedGraphUpdate = function (e) {
var _e$hints2;
var updatedFields = (_e$hints2 = e.hints) === null || _e$hints2 === void 0 ? void 0 : _e$hints2.attributes;
// we process all edges
_this4.graph.forEachEdge(function (edge) {
return _this4.updateEdge(edge);
});
var layoutChanged = updatedFields && ["zIndex", "type"].some(function (f) {
return updatedFields === null || updatedFields === void 0 ? void 0 : updatedFields.includes(f);
});
_this4.refresh({
partialGraph: {
edges: graph.edges()
},
skipIndexation: !layoutChanged,
schedule: true
});
};
// On add node, we add the node in indices and then call for a render
this.activeListeners.addNodeGraphUpdate = function (payload) {
var node = payload.key;
// we process the node
_this4.addNode(node);
// schedule a render for the node
_this4.refresh({
partialGraph: {
nodes: [node]
},
skipIndexation: false,
schedule: true
});
};
// On update node, we update indices and then call for a render
this.activeListeners.updateNodeGraphUpdate = function (payload) {
var node = payload.key;
// schedule a render for the node
_this4.refresh({
partialGraph: {
nodes: [node]
},
skipIndexation: false,
schedule: true
});
};
// On drop node, we remove the node from indices and then call for a refresh
this.activeListeners.dropNodeGraphUpdate = function (payload) {
var node = payload.key;
// we process the node
_this4.removeNode(node);
// schedule a render for everything
_this4.refresh({
schedule: true
});
};
// On add edge, we remove the edge from indices and then call for a refresh
this.activeListeners.addEdgeGraphUpdate = function (payload) {
var edge = payload.key;
// we process the edge
_this4.addEdge(edge);
// schedule a render for the edge
_this4.refresh({
partialGraph: {
edges: [edge]
},
schedule: true
});
};
// On update edge, we update indices and then call for a refresh
this.activeListeners.updateEdgeGraphUpdate = function (payload) {
var edge = payload.key;
// schedule a repaint for the edge
_this4.refresh({
partialGraph: {
edges: [edge]
},
skipIndexation: false,
schedule: true
});
};
// On drop edge, we remove the edge from indices and then call for a refresh
this.activeListeners.dropEdgeGraphUpdate = function (payload) {
var edge = payload.key;
// we process the edge
_this4.removeEdge(edge);
// schedule a render for all edges
_this4.refresh({
schedule: true
});
};
// On clear edges, we clear the edge indices and then call for a refresh
this.activeListeners.clearEdgesGraphUpdate = function () {
// we clear the edge data structures
_this4.clearEdgeState();
_this4.clearEdgeIndices();
// schedule a render for all edges
_this4.refresh({
schedule: true
});
};
// On graph clear, we clear indices and then call for a refresh
this.activeListeners.clearGraphUpdate = function () {
// clear graph state
_this4.clearEdgeState();
_this4.clearNodeState();
// clear graph indices
_this4.clearEdgeIndices();
_this4.clearNodeIndices();
// schedule a render for all
_this4.refresh({
schedule: true
});
};
graph.on("nodeAdded", this.activeListeners.addNodeGraphUpdate);
graph.on("nodeDropped", this.activeListeners.dropNodeGraphUpdate);
graph.on("nodeAttributesUpdated", this.activeListeners.updateNodeGraphUpdate);
graph.on("eachNodeAttributesUpdated", this.activeListeners.eachNodeAttributesUpdatedGraphUpdate);
graph.on("edgeAdded", this.activeListeners.addEdgeGraphUpdate);
graph.on("edgeDropped", this.activeListeners.dropEdgeGraphUpdate);
graph.on("edgeAttributesUpdated", this.activeListeners.updateEdgeGraphUpdate);
graph.on("eachEdgeAttributesUpdated", this.activeListeners.eachEdgeAttributesUpdatedGraphUpdate);
graph.on("edgesCleared", this.activeListeners.clearEdgesGraphUpdate);
graph.on("cleared", this.activeListeners.clearGraphUpdate);
return this;
}
/**
* Method used to unbind handlers from the graph.
*
* @return {undefined}
*/
}, {
key: "unbindGraphHandlers",
value: function unbindGraphHandlers() {
var graph = this.graph;
graph.removeListener("nodeAdded", this.activeListeners.addNodeGraphUpdate);
graph.removeListener("nodeDropped", this.activeListeners.dropNodeGraphUpdate);
graph.removeListener("nodeAttributesUpdated", this.activeListeners.updateNodeGraphUpdate);
graph.removeListener("eachNodeAttributesUpdated", this.activeListeners.eachNodeAttributesUpdatedGraphUpdate);
graph.removeListener("edgeAdded", this.activeListeners.addEdgeGraphUpdate);
graph.removeListener("edgeDropped", this.activeListeners.dropEdgeGraphUpdate);
graph.removeListener("edgeAttributesUpdated", this.activeListeners.updateEdgeGraphUpdate);
graph.removeListener("eachEdgeAttributesUpdated", this.activeListeners.eachEdgeAttributesUpdatedGraphUpdate);
graph.removeListener("edgesCleared", this.activeListeners.clearEdgesGraphUpdate);
graph.removeListener("cleared", this.activeListeners.clearGraphUpdate);
}
/**
* Method looking for an edge colliding with a given point at (x, y). Returns
* the key of the edge if any, or null else.
*/
}, {
key: "getEdgeAtPoint",
value: function getEdgeAtPoint(x, y) {
var color = getPixelColor(this.webGLContexts.edges, this.frameBuffers.edges, x, y, this.pixelRatio, this.pickingDownSizingRatio);
var index = colorToIndex.apply(void 0, _toConsumableArray(color));
var itemAt = this.itemIDsIndex[index];
return itemAt && itemAt.type === "edge" ? itemAt.id : null;
}
/**
* Method used to process the whole graph's data.
* - extent
* - normalizationFunction
* - compute node's coordinate
* - labelgrid
* - program data allocation
* @return {Sigma}
*/
}, {
key: "process",
value: function process() {
var _this5 = this;
this.emit("beforeProcess");
var graph = this.graph;
var settings = this.settings;
var dimensions = this.getDimensions();
//
// NODES
//
this.nodeExtent = graphExtent(this.graph);
if (!this.settings.autoRescale) {
var width = dimensions.width,
height = dimensions.height;
var _this$nodeExtent = this.nodeExtent,
x = _this$nodeExtent.x,
y = _this$nodeExtent.y;
this.nodeExtent = {
x: [(x[0] + x[1]) / 2 - width / 2, (x[0] + x[1]) / 2 + width / 2],
y: [(y[0] + y[1]) / 2 - height / 2, (y[0] + y[1]) / 2 + height / 2]
};
}
this.normalizationFunction = createNormalizationFunction(this.customBBox || this.nodeExtent);
// NOTE: it is important to compute this matrix after computing the node's extent
// because #.getGraphDimensions relies on it
var nullCamera = new Camera();
var nullCameraMatrix = matrixFromCamera(nullCamera.getState(), dimensions, this.getGraphDimensions(), this.getStagePadding());
// Resetting the label grid
// TODO: it's probably better to do this explicitly or on resizes for layout and anims
this.labelGrid.resizeAndClear(dimensions, settings.labelGridCellSize);
var nodesPerPrograms = {};
var nodeIndices = {};
var edgeIndices = {};
var itemIDsIndex = {};
var incrID = 1;
var nodes = graph.nodes();
// Do some indexation on the whole graph
for (var i = 0, l = nodes.length; i < l; i++) {
var node = nodes[i];
var data = this.nodeDataCache[node];
// Get initial coordinates
var attrs = graph.getNodeAttributes(node);
data.x = attrs.x;
data.y = attrs.y;
this.normalizationFunction.applyTo(data);
// labelgrid
if (typeof data.label === "string" && !data.hidden) this.labelGrid.add(node, data.size, this.framedGraphToViewport(data, {
matrix: nullCameraMatrix
}));
// update count per program
nodesPerPrograms[data.type] = (nodesPerPrograms[data.type] || 0) + 1;
}
this.labelGrid.organize();
// Allocate memory to programs
for (var type in this.nodePrograms) {
if (!hasOwnProperty.call(this.nodePrograms, type)) {
throw new Error("Sigma: could not find a suitable program for node type \"".concat(type, "\"!"));
}
this.nodePrograms[type].reallocate(nodesPerPrograms[type] || 0);
// We reset that count here, so that we can reuse it while calling the Program#process methods:
nodesPerPrograms[type] = 0;
}
// Order nodes by zIndex before to add them to program
if (this.settings.zIndex && this.nodeZExtent[0] !== this.nodeZExtent[1]) nodes = zIndexOrdering(this.nodeZExtent, function (node) {
return _this5.nodeDataCache[node].zIndex;
}, nodes);
// Add data to programs
for (var _i = 0, _l = nodes.length; _i < _l; _i++) {
var _node = nodes[_i];
nodeIndices[_node] = incrID;
itemIDsIndex[nodeIndices[_node]] = {
type: "node",
id: _node
};
incrID++;
var _data = this.nodeDataCache[_node];
this.addNodeToProgram(_node, nodeIndices[_node], nodesPerPrograms[_data.type]++);
}
//
// EDGES
//
var edgesPerPrograms = {};
var edges = graph.edges();
// Allocate memory to programs
for (var _i2 = 0, _l2 = edges.length; _i2 < _l2; _i2++) {
var edge = edges[_i2];
var _data2 = this.edgeDataCache[edge];
edgesPerPrograms[_data2.type] = (edgesPerPrograms[_data2.type] || 0) + 1;
}
// Order edges by zIndex before to add them to program
if (this.settings.zIndex && this.edgeZExtent[0] !== this.edgeZExtent[1]) edges = zIndexOrdering(this.edgeZExtent, function (edge) {
return _this5.edgeDataCache[edge].zIndex;
}, edges);
for (var _type2 in this.edgePrograms) {
if (!hasOwnProperty.call(this.edgePrograms, _type2)) {
throw new Error("Sigma: could not find a suitable program for edge type \"".concat(_type2, "\"!"));
}
this.edgePrograms[_type2].reallocate(edgesPerPrograms[_type2] || 0);
// We reset that count here, so that we can reuse it while calling the Program#process methods:
edgesPerPrograms[_type2] = 0;
}
// Add data to programs
for (var _i3 = 0, _l3 = edges.length; _i3 < _l3; _i3++) {
var _edge = edges[_i3];
edgeIndices[_edge] = incrID;
itemIDsIndex[edgeIndices[_edge]] = {
type: "edge",
id: _edge
};
incrID++;
var _data3 = this.edgeDataCache[_edge];
this.addEdgeToProgram(_edge, edgeIndices[_edge], edgesPerPrograms[_data3.type]++);
}
this.itemIDsIndex = itemIDsIndex;
this.nodeIndices = nodeIndices;
this.edgeIndices = edgeIndices;
this.emit("afterProcess");
return this;
}
/**
* Method that backports potential settings updates where it's needed.
* @private
*/
}, {
key: "handleSettingsUpdate",
value: function handleSettingsUpdate(oldSettings) {
var _this6 = this;
var settings = this.settings;
this.camera.minRatio = settings.minCameraRatio;
this.camera.maxRatio = settings.maxCameraRatio;
this.camera.enabledZooming = settings.enableCameraZooming;
this.camera.enabledPanning = settings.enableCameraPanning;
this.camera.enabledRotation = settings.enableCameraRotation;
if (settings.cameraPanBoundaries) {
this.camera.clean = function (state) {
return _this6.cleanCameraState(state, settings.cameraPanBoundaries && _typeof(settings.cameraPanBoundaries) === "object" ? settings.cameraPanBoundaries : {});
};
} else {
this.camera.clean = null;
}
this.camera.setState(this.camera.validateState(this.camera.getState()));
if (oldSettings) {
// Check edge programs:
if (oldSettings.edgeProgramClasses !== settings.edgeProgramClasses) {
for (var type in settings.edgeProgramClasses) {
if (settings.edgeProgramClasses[type] !== oldSettings.edgeProgramClasses[type]) {
this.registerEdgeProgram(type, settings.edgeProgramClasses[type]);
}
}
for (var _type3 in oldSettings.edgeProgramClasses) {
if (!settings.edgeProgramClasses[_type3]) this.unregisterEdgeProgram(_type3);
}
}
// Check node programs:
if (oldSettings.nodeProgramClasses !== settings.nodeProgramClasses || oldSettings.nodeHoverProgramClasses !== settings.nodeHoverProgramClasses) {
for (var _type4 in settings.nodeProgramClasses) {
if (settings.nodeProgramClasses[_type4] !== oldSettings.nodeProgramClasses[_type4] || settings.nodeHoverProgramClasses[_type4] !== oldSettings.nodeHoverProgramClasses[_type4]) {
this.registerNodeProgram(_type4, settings.nodeProgramClasses[_type4], settings.nodeHoverProgramClasses[_type4]);
}
}
for (var _type5 in oldSettings.nodeProgramClasses) {
if (!settings.nodeProgramClasses[_type5]) this.unregisterNodeProgram(_type5);
}
}
}
// Update captors settings:
this.mouseCaptor.setSettings(this.settings);
this.touchCaptor.setSettings(this.settings);
return this;
}
}, {
key: "cleanCameraState",
value: function cleanCameraState(state) {
var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},
_ref$tolerance = _ref.tolerance,
tolerance = _ref$tolerance === void 0 ? 0 : _ref$tolerance,
boundaries = _ref.boundaries;
var newState = _objectSpread2({}, state);
// Extract necessary properties
var _ref2 = boundaries || this.nodeExtent,
_ref2$x = _slicedToArray(_ref2.x, 2),
xMinGraph = _ref2$x[0],
xMaxGraph = _ref2$x[1],
_ref2$y = _slicedToArray(_ref2.y, 2),
yMinGraph = _ref2$y[0],
yMaxGraph = _ref2$y[1];
// Transform the four corners of the graph rectangle using the provided camera state
var corners = [this.graphToViewport({
x: xMinGraph,
y: yMinGraph
}, {
cameraState: state
}), this.graphToViewport({
x: xMaxGraph,
y: yMinGraph
}, {
cameraState: state
}), this.graphToViewport({
x: xMinGraph,
y: yMaxGraph
}, {
cameraState: state
}), this.graphToViewport({
x: xMaxGraph,
y: yMaxGraph
}, {
cameraState: state
})];
// Look for new extents, based on these four corners
var xMin = Infinity,
xMax = -Infinity,
yMin = Infinity,
yMax = -Infinity;
corners.forEach(function (_ref3) {
var x = _ref3.x,
y = _ref3.y;
xMin = Math.min(xMin, x);
xMax = Math.max(xMax, x);
yMin = Math.min(yMin, y);
yMax = Math.max(yMax, y);
});
// For each dimension, constraint the smaller element (camera or graph) to fit in the larger one:
var graphWidth = xMax - xMin;
var graphHeight = yMax - yMin;
var _this$getDimensions = this.getDimensions(),
width = _this$getDimensions.width,
height = _this$getDimensions.height;
var dx = 0;
var dy = 0;
if (graphWidth >= width) {
if (xMax < width - tolerance) dx = xMax - (width - tolerance);else if (xMin > tolerance) dx = xMin - tolerance;
} else {
if (xMax > width + tolerance) dx = xMax - (width + tolerance);else if (xMin < -tolerance) dx = xMin + tolerance;
}
if (graphHeight >= height) {
if (yMax < height - tolerance) dy = yMax - (height - tolerance);else if (yMin > tolerance) dy = yMin - tolerance;
} else {
if (yMax > height + tolerance) dy = yMax - (height + tolerance);else if (yMin < -tolerance) dy = yMin + tolerance;
}
if (dx || dy) {
// Transform [dx, dy] from viewport to graph (using two different point to transform that vector):
var origin = this.viewportToFramedGraph({
x: 0,
y: 0
}, {
cameraState: state
});
var delta = this.viewportToFramedGraph({
x: dx,
y: dy
}, {
cameraState: state
});
dx = delta.x - origin.x;
dy = delta.y - origin.y;
newState.x += dx;
newState.y += dy;
}
return newState;
}
/**
* Method used to render labels.
*
* @return {Sigma}
*/
}, {
key: "renderLabels",
value: function renderLabels() {
if (!this.settings.renderLabels) return this;
var cameraState = this.camera.getState();
// Selecting labels to draw
var labelsToDisplay = this.labelGrid.getLabelsToDisplay(cameraState.ratio, this.settings.labelDensity);
extend(labelsToDisplay, this.nodesWithForcedLabels);
this.displayedNodeLabels = new Set();
// Drawing labels
var context = this.canvasContexts.labels;
for (var i = 0, l = labelsToDisplay.length; i < l; i++) {
var node = labelsToDisplay[i];
var data = this.nodeDataCache[node];
// If the node was already drawn (like if it is eligible AND has
// `forceLabel`), we don't want to draw it again
// NOTE: we can do better probably
if (this.displayedNodeLabels.has(node)) continue;
// If the node is hidden, we don't need to display its label obviously
if (data.hidden) continue;
var _this$framedGraphToVi = this.framedGraphToViewport(data),
x = _this$framedGraphToVi.x,
y = _this$framedGraphToVi.y;
// NOTE: we can cache the labels we need to render until the camera's ratio changes
var size = this.scaleSize(data.size);
// Is node big enough?
if (!data.forceLabel && size < this.settings.labelRenderedSizeThreshold) continue;
// Is node actually on screen (with some margin)
// NOTE: we used to rely on the quadtree for this, but the coordinates
// conversion make it unreliable and at that point we already converted
// to viewport coordinates and since the label grid already culls the
// number of potential labels to display this looks like a good
// performance compromise.
// NOTE: labelGrid.getLabelsToDisplay could probably optimize by not
// considering cells obviously outside of the range of the current
// view rectangle.
if (x < -X_LABEL_MARGIN || x > this.width + X_LABEL_MARGIN || y < -Y_LABEL_MARGIN || y > this.height + Y_LABEL_MARGIN) continue;
// Because displayed edge labels depend directly on actually rendered node
// labels, we need to only add to this.displayedNodeLabels nodes whose label
// is rendered.
// This makes this.displayedNodeLabels depend on viewport, which might become
// an issue once we start memoizing getLabelsToDisplay.
this.displayedNodeLabels.add(node);
var defaultDrawNodeLabel = this.settings.defaultDrawNodeLabel;
var nodeProgram = this.nodePrograms[data.type];
var drawLabel = (nodeProgram === null || nodeProgram === void 0 ? void 0 : nodeProgram.drawLabel) || defaultDrawNodeLabel;
drawLabel(context, _objectSpread2(_objectSpread2({
key: node
}, data), {}, {
size: size,
x: x,
y: y
}), this.settings);
}
return this;
}
/**
* Method used to render edge labels, based on which node labels were
* rendered.
*
* @return {Sigma}
*/
}, {
key: "renderEdgeLabels",
value: function renderEdgeLabels() {
if (!this.settings.renderEdgeLabels) return this;
var context = this.canvasContexts.edgeLabels;
// Clearing
context.clearRect(0, 0, this.width, this.height);
var edgeLabelsToDisplay = edgeLabelsToDisplayFromNodes({
graph: this.graph,
hoveredNode: this.hoveredNode,
displayedNodeLabels: this.displayedNodeLabels,
highlightedNodes: this.highlightedNodes
});
extend(edgeLabelsToDisplay, this.edgesWithForcedLabels);
var displayedLabels = new Set();
for (var i = 0, l = edgeLabelsToDisplay.length; i < l; i++) {
var edge = edgeLabelsToDisplay[i],
extremities = this.graph.extremities(edge),
sourceData = this.nodeDataCache[extremities[0]],
targetData = this.nodeDataCache[extremities[1]],
edgeData = this.edgeDataCache[edge];
// If the edge was already drawn (like if it is eligible AND has
// `forceLabel`), we don't want to draw it again
if (displayedLabels.has(edge)) continue;
// If the edge is hidden we don't need to display its label
// NOTE: the test on sourceData & targetData is probably paranoid at this point?
if (edgeData.hidden || sourceData.hidden || targetData.hidden) {
continue;
}
var defaultDrawEdgeLabel = this.settings.defaultDrawEdgeLabel;
var edgeProgram = this.edgePrograms[edgeData.type];
var drawLabel = (edgeProgram === null || edgeProgram === void 0 ? void 0 : edgeProgram.drawLabel) || defaultDrawEdgeLabel;
drawLabel(context, _objectSpread2(_objectSpread2({
key: edge
}, edgeData), {}, {
size: this.scaleSize(edgeData.size)
}), _objectSpread2(_objectSpread2(_objectSpread2({
key: extremities[0]
}, sourceData), this.framedGraphToViewport(sourceData)), {}, {
size: this.scaleSize(sourceData.size)
}), _objectSpread2(_objectSpread2(_objectSpread2({
key: extremities[1]
}, targetData), this.framedGraphToViewport(targetData)), {}, {
size: this.scaleSize(targetData.size)
}), this.settings);
displayedLabels.add(edge);
}
this.displayedEdgeLabels = displayedLabels;
return this;
}
/**
* Method used to render the highlighted nodes.
*
* @return {Sigma}
*/
}, {
key: "renderHighlightedNodes",
value: function renderHighlightedNodes() {
var _this7 = this;
var context = this.canvasContexts.hovers;
// Clearing
context.clearRect(0, 0, this.width, this.height);
// Rendering
var render = function render(node) {
var data = _this7.nodeDataCache[node];
var _this7$framedGraphToV = _this7.framedGraphToViewport(data),
x = _this7$framedGraphToV.x,
y = _this7$framedGraphToV.y;
var size = _this7.scaleSize(data.size);
var defaultDrawNodeHover = _this7.settings.defaultDrawNodeHover;
var nodeProgram = _this7.nodePrograms[data.type];
var drawHover = (nodeProgram === null || nodeProgram === void 0 ? void 0 : nodeProgram.drawHover) || defaultDrawNodeHover;
drawHover(context, _objectSpread2(_objectSpread2({
key: node
}, data), {}, {
size: size,
x: x,
y: y
}), _this7.settings);
};
var nodesToRender = [];
if (this.hoveredNode && !this.nodeDataCache[this.hoveredNode].hidden) {
nodesToRender.push(this.hoveredNode);
}
this.highlightedNodes.forEach(function (node) {
// The hovered node has already been highlighted
if (node !== _this7.hoveredNode) nodesToRender.push(node);
});
// Draw labels:
nodesToRender.forEach(function (node) {
return render(node);
});
// Draw WebGL nodes on top of the labels:
var nodesPerPrograms = {};
// 1. Count nodes per type:
nodesToRender.forEach(function (node) {
var type = _this7.nodeDataCache[node].type;
nodesPerPrograms[type] = (nodesPerPrograms[type] || 0) + 1;
});
// 2. Allocate for each type for the proper number of nodes
for (var type in this.nodeHoverPrograms) {
this.nodeHoverPrograms[type].reallocate(nodesPerPrograms[type] || 0);
// Also reset count, to use when rendering:
nodesPerPrograms[type] = 0;
}
// 3. Process all nodes to render:
nodesToRender.forEach(function (node) {
var data = _this7.nodeDataCache[node];
_this7.nodeHoverPrograms[data.type].process(0, nodesPerPrograms[data.type]++, data);
});
// 4. Clear hovered nodes layer:
this.webGLContexts.hoverNodes.clear(this.webGLContexts.hoverNodes.COLOR_BUFFER_BIT);
// 5. Render:
var renderParams = this.getRenderParams();
for (var _type6 in this.nodeHoverPrograms) {
var program = this.nodeHoverPrograms[_type6];
program.render(renderParams);
}
}
/**
* Method used to schedule a hover render.
*
*/
}, {
key: "scheduleHighlightedNodesRender",
value: function scheduleHighlightedNodesRender() {
var _this8 = this;
if (this.renderHighlightedNodesFrame || this.renderFrame) return;
this.renderHighlightedNodesFrame = requestAnimationFrame(function () {
// Resetting state
_this8.renderHighlightedNodesFrame = null;
// Rendering
_this8.renderHighlightedNodes();
_this8.renderEdgeLabels();
});
}
/**
* Method used to render.
*
* @return {Sigma}
*/
}, {
key: "render",
value: function render() {
var _this9 = this;
this.emit("beforeRender");
var exitRender = function exitRender() {
_this9.emit("afterRender");
return _this9;
};
// If a render was scheduled, we cancel it
if (this.renderFrame) {
cancelAnimationFrame(this.renderFrame);
this.renderFrame = null;
}
// First we need to resize
this.resize();
// Do we need to reprocess data?
if (this.needToProcess) this.process();
this.needToProcess = false;
// Clearing the canvases
this.clear();
// Prepare the textures
this.pickingLayers.forEach(function (layer) {
return _this9.resetWebGLTexture(layer);
});
// If we have no nodes we can stop right there
if (!this.graph.order) return exitRender();
// TODO: improve this heuristic or move to the captor itself?
// TODO: deal with the touch captor here as well
var mouseCaptor = this.mouseCaptor;
var moving = this.camera.isAnimated() || mouseCaptor.isMoving || mouseCaptor.draggedEvents || mouseCaptor.currentWheelDirection;
// Then we need to extract a matrix from the camera
var cameraState = this.camera.getState();
var viewportDimensions = this.getDimensions();
var graphDimensions = this.getGraphDimensions();
var padding = this.getStagePadding();
this.matrix = matrixFromCamera(cameraState, viewportDimensions, graphDimensions, padding);
this.invMatrix = matrixFromCamera(cameraState, viewportDimensions, graphDimensions, padding, true);
this.correctionRatio = getMatrixImpact(this.matrix, cameraState, viewportDimensions);
this.graphToViewportRatio = this.getGraphToViewportRatio();
// [jacomyal]
// This comment is related to the one above the `getMatrixImpact` definition:
// - `this.correctionRatio` is somehow not completely explained
// - `this.graphToViewportRatio` is the ratio of a distance in the viewport divided by the same distance in the
// graph
// - `this.normalizationFunction.ratio` is basically `Math.max(graphDX, graphDY)`
// And now, I observe that if I multiply these three ratios, I have something constant, which value remains 2, even
// when I change the graph, the viewport or the camera. It might be useful later, so I prefer to let this comment:
// console.log(this.graphToViewportRatio * this.correctionRatio * this.normalizationFunction.ratio * 2);
var params = this.getRenderParams();
// Drawing nodes
for (var type in this.nodePrograms) {
var program = this.nodePrograms[type];
program.render(params);
}
// Drawing edges
if (!this.settings.hideEdgesOnMove || !moving) {
for (var _type7 in this.edgePrograms) {
var _program2 = this.edgePrograms[_type7];
_program2.render(params);
}
}
// Do not display labels on move per setting
if (this.settings.hideLabelsOnMove && moving) return exitRender();
this.renderLabels();
this.renderEdgeLabels();
this.renderHighlightedNodes();
return exitRender();
}
/**
* Add a node in the internal data structures.
* @private
* @param key The node's graphology ID
*/
}, {
key: "addNode",
value: function addNode(key) {
// Node display data resolution:
// 1. First we get the node's attributes
// 2. We optionally reduce them using the function provided by the user
// Note that this function must return a total object and won't be merged
// 3. We apply our defaults, while running some vital checks
// 4. We apply the normalization function
// We shallow copy node data to avoid dangerous behaviors from reducers
var attr = Object.assign({}, this.graph.getNodeAttributes(key));
if (this.settings.nodeReducer) attr = this.settings.nodeReducer(key, attr);
var data = applyNodeDefaults(this.settings, key, attr);
this.nodeDataCache[key] = data;
// Label:
// We delete and add if needed because this function is also used from
// update
this.nodesWithForcedLabels["delete"](key);
if (data.forceLabel && !data.hidden) this.nodesWithForcedLabels.add(key);
// Highlighted:
// We remove and re add if needed because this function is also used from
// update
this.highlightedNodes["delete"](key);
if (data.highlighted && !data.hidden) this.highlightedNodes.add(key);
// zIndex
if (this.settings.zIndex) {
if (data.zIndex < this.nodeZExtent[0]) this.nodeZExtent[0] = data.zIndex;
if (data.zIndex > this.nodeZExtent[1]) this.nodeZExtent[1] = data.zIndex;
}
}
/**
* Update a node the internal data structures.
* @private
* @param key The node's graphology ID
*/
}, {
key: "updateNode",
value: function updateNode(key) {
this.addNode(key);
// Re-apply normalization on the node
var data = this.nodeDataCache[key];
this.normalizationFunction.applyTo(data);
}
/**
* Remove a node from the internal data structures.
* @private
* @param key The node's graphology ID
*/
}, {
key: "removeNode",
value: function removeNode(key) {
// Remove from node cache
delete this.nodeDataCache[key];
// Remove from node program index
delete this.nodeProgramIndex[key];
// Remove from higlighted nodes
this.highlightedNodes["delete"](key);
// Remove from hovered
if (this.hoveredNode === key) this.hoveredNode = null;
// Remove from forced label
this.nodesWithForcedLabels["delete"](key);
}
/**
* Add an edge into the internal data structures.
* @private
* @param key The edge's graphology ID
*/
}, {
key: "addEdge",
value: function addEdge(key) {
// Edge display data resolution:
// 1. First we get the edge's attributes
// 2. We optionally reduce them using the function provided by the user
// 3. Note that this function must return a total object and won't be merged
// 4. We apply our defaults, while running some vital checks
// We shallow copy edge data to avoid dangerous behaviors from reducers
var attr = Object.assign({}, this.graph.getEdgeAttributes(key));
if (this.settings.edgeReducer) attr = this.settings.edgeReducer(key, attr);
var data = applyEdgeDefaults(this.settings, key, attr);
this.edgeDataCache[key] = data;
// Forced label
// we filter and re push if needed because this function is also used from
// update
this.edgesWithForcedLabels["delete"](key);
if (data.forceLabel && !data.hidden) this.edgesWithForcedLabels.add(key);
// Check zIndex
if (this.settings.zIndex) {
if (data.zIndex < this.edgeZExtent[0]) this.edgeZExtent[0] = data.zIndex;
if (data.zIndex > this.edgeZExtent[1]) this.edgeZExtent[1] = data.zIndex;
}
}
/**
* Update an edge in the internal data structures.
* @private
* @param key The edge's graphology ID
*/
}, {
key: "updateEdge",
value: function updateEdge(key) {
this.addEdge(key);
}
/**
* Remove an edge from the internal data structures.
* @private
* @param key The edge's graphology ID
*/
}, {
key: "removeEdge",
value: function removeEdge(key) {
// Remove from edge cache
delete this.edgeDataCache[key];
// Remove from programId index
delete this.edgeProgramIndex[key];
// Remove from hovered
if (this.hoveredEdge === key) this.hoveredEdge = null;
// Remove from forced label
this.edgesWithForcedLabels["delete"](key);
}
/**
* Clear all indices related to nodes.
* @private
*/
}, {
key: "clearNodeIndices",
value: function clearNodeIndices() {
// LabelGrid & nodeExtent are only manage/populated in the process function
this.labelGrid = new LabelGrid();
this.nodeExtent = {
x: [0, 1],
y: [0, 1]
};
this.nodeDataCache = {};
this.edgeProgramIndex = {};
this.nodesWithForcedLabels = new Set();
this.nodeZExtent = [Infinity, -Infinity];
this.highlightedNodes = new Set();
}
/**
* Clear all indices related to edges.
* @private
*/
}, {
key: "clearEdgeIndices",
value: function clearEdgeIndices() {
this.edgeDataCache = {};
this.edgeProgramIndex = {};
this.edgesWithForcedLabels = new Set();
this.edgeZExtent = [Infinity, -Infinity];
}
/**
* Clear all indices.
* @private
*/
}, {
key: "clearIndices",
value: function clearIndices() {
this.clearEdgeIndices();
this.clearNodeIndices();
}
/**
* Clear all graph state related to nodes.
* @private
*/
}, {
key: "clearNodeState",
value: function clearNodeState() {
this.displayedNodeLabels = new Set();
this.highlightedNodes = new Set();
this.hoveredNode = null;
}
/**
* Clear all graph state related to edges.
* @private
*/
}, {
key: "clearEdgeState",
value: function clearEdgeState() {
this.displayedEdgeLabels = new Set();
this.highlightedNodes = new Set();
this.hoveredEdge = null;
}
/**
* Clear all graph state.
* @private
*/
}, {
key: "clearState",
value: function clearState() {
this.clearEdgeState();
this.clearNodeState();
}
/**
* Add the node data to its program.
* @private
* @param node The node's graphology ID
* @param fingerprint A fingerprint used to identity the node with picking
* @param position The index where to place the node in the program
*/
}, {
key: "addNodeToProgram",
value: function addNodeToProgram(node, fingerprint, position) {
var data = this.nodeDataCache[node];
var nodeProgram = this.nodePrograms[data.type];
if (!nodeProgram) throw new Error("Sigma: could not find a suitable program for node type \"".concat(data.type, "\"!"));
nodeProgram.process(fingerprint, position, data);
// Saving program index
this.nodeProgramIndex[node] = position;
}
/**
* Add the edge data to its program.
* @private
* @param edge The edge's graphology ID
* @param fingerprint A fingerprint used to identity the edge with picking
* @param position The index where to place the edge in the program
*/
}, {
key: "addEdgeToProgram",
value: function addEdgeToProgram(edge, fingerprint, position) {
var data = this.edgeDataCache[edge];
var edgeProgram = this.edgePrograms[data.type];
if (!edgeProgram) throw new Error("Sigma: could not find a suitable program for edge type \"".concat(data.type, "\"!"));
var extremities = this.graph.extremities(edge),
sourceData = this.nodeDataCache[extremities[0]],
targetData = this.nodeDataCache[extremities[1]];
edgeProgram.process(fingerprint, position, sourceData, targetData, data);
// Saving program index
this.edgeProgramIndex[edge] = position;
}
/**---------------------------------------------------------------------------
* Public API.
**---------------------------------------------------------------------------
*/
/**
* Function used to get the render params.
*
* @return {RenderParams}
*/
}, {
key: "getRenderParams",
value: function getRenderParams() {
return {
matrix: this.matrix,
invMatrix: this.invMatrix,
width: this.width,
height: this.height,
pixelRatio: this.pixelRatio,
zoomRatio: this.camera.ratio,
cameraAngle: this.camera.angle,
sizeRatio: 1 / this.scaleSize(),
correctionRatio: this.correctionRatio,
downSizingRatio: this.pickingDownSizingRatio,
minEdgeThickness: this.settings.minEdgeThickness,
antiAliasingFeather: this.settings.antiAliasingFeather
};
}
/**
* Function used to retrieve the actual stage padding value.
*
* @return {number}
*/
}, {
key: "getStagePadding",
value: function getStagePadding() {
var _this$settings = this.settings,
stagePadding = _this$settings.stagePadding,
autoRescale = _this$settings.autoRescale;
return autoRescale ? stagePadding || 0 : 0;
}
/**
* Function used to create a layer element.
*
* @param {string} id - Context's id.
* @param {string} tag - The HTML tag to use.
* @param options
* @return {Sigma}
*/
}, {
key: "createLayer",
value: function createLayer(id, tag) {
var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
if (this.elements[id]) throw new Error("Sigma: a layer named \"".concat(id, "\" already exists"));
var element = createElement(tag, {
position: "absolute"
}, {
"class": "sigma-".concat(id)
});
if (options.style) Object.assign(element.style, options.style);
this.elements[id] = element;
if ("beforeLayer" in options && options.beforeLayer) {
this.elements[options.beforeLayer].before(element);
} else if ("afterLayer" in options && options.afterLayer) {
this.elements[options.afterLayer].after(element);
} else {
this.container.appendChild(element);
}
return element;
}
/**
* Function used to create a canvas element.
*
* @param {string} id - Context's id.
* @param options
* @return {Sigma}
*/
}, {
key: "createCanvas",
value: function createCanvas(id) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
return this.createLayer(id, "canvas", options);
}
/**
* Function used to create a canvas context and add the relevant DOM elements.
*
* @param {string} id - Context's id.
* @param options
* @return {Sigma}
*/
}, {
key: "createCanvasContext",
value: function createCanvasContext(id) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var canvas = this.createCanvas(id, options);
var contextOptions = {
preserveDrawingBuffer: false,
antialias: false
};
this.canvasContexts[id] = canvas.getContext("2d", contextOptions);
return this;
}
/**
* Function used to create a WebGL context and add the relevant DOM
* elements.
*
* @param {string} id - Context's id.
* @param {object?} options - #getContext params to override (optional)
* @return {WebGLRenderingContext}
*/
}, {
key: "createWebGLContext",
value: function createWebGLContext(id) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var canvas = (options === null || options === void 0 ? void 0 : options.canvas) || this.createCanvas(id, options);
if (options.hidden) canvas.remove();
var contextOptions = _objectSpread2({
preserveDrawingBuffer: false,
antialias: false
}, options);
var context;
// First we try webgl2 for an easy performance boost
context = canvas.getContext("webgl2", contextOptions);
// Else we fall back to webgl
if (!context) context = canvas.getContext("webgl", contextOptions);
// Edge, I am looking right at you...
if (!context) context = canvas.getContext("experimental-webgl", contextOptions);
var gl = context;
this.webGLContexts[id] = gl;
// Blending:
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
// Prepare frame buffer for picking layers:
if (options.picking) {
this.pickingLayers.add(id);
var newFrameBuffer = gl.createFramebuffer();
if (!newFrameBuffer) throw new Error("Sigma: cannot create a new frame buffer for layer ".concat(id));
this.frameBuffers[id] = newFrameBuffer;
}
return gl;
}
/**
* Function used to properly kill a layer.
*
* @param {string} id - Layer id.
* @return {Sigma}
*/
}, {
key: "killLayer",
value: function killLayer(id) {
var element = this.elements[id];
if (!element) throw new Error("Sigma: cannot kill layer ".concat(id, ", which does not exist"));
if (this.webGLContexts[id]) {
var _gl$getExtension;
var gl = this.webGLContexts[id];
(_gl$getExtension = gl.getExtension("WEBGL_lose_context")) === null || _gl$getExtension === void 0 || _gl$getExtension.loseContext();
delete this.webGLContexts[id];
} else if (this.canvasContexts[id]) {
delete this.canvasContexts[id];
}
// Delete layer element
element.remove();
delete this.elements[id];
return this;
}
/**
* Method returning the renderer's camera.
*
* @return {Camera}
*/
}, {
key: "getCamera",
value: function getCamera() {
return this.camera;
}
/**
* Method setting the renderer's camera.
*
* @param {Camera} camera - New camera.
* @return {Sigma}
*/
}, {
key: "setCamera",
value: function setCamera(camera) {
this.unbindCameraHandlers();
this.camera = camera;
this.bindCameraHandlers();
}
/**
* Method returning the container DOM element.
*
* @return {HTMLElement}
*/
}, {
key: "getContainer",
value: function getContainer() {
return this.container;
}
/**
* Method returning the renderer's graph.
*
* @return {Graph}
*/
}, {
key: "getGraph",
value: function getGraph() {
return this.graph;
}
/**
* Method used to set the renderer's graph.
*
* @return {Graph}
*/
}, {
key: "setGraph",
value: function setGraph(graph) {
if (graph === this.graph) return;
// Check hoveredNode and hoveredEdge
if (this.hoveredNode && !graph.hasNode(this.hoveredNode)) this.hoveredNode = null;
if (this.hoveredEdge && !graph.hasEdge(this.hoveredEdge)) this.hoveredEdge = null;
// Unbinding handlers on the current graph
this.unbindGraphHandlers();
if (this.checkEdgesEventsFrame !== null) {
cancelAnimationFrame(this.checkEdgesEventsFrame);
this.checkEdgesEventsFrame = null;
}
// Installing new graph
this.graph = graph;
// Binding new handlers
this.bindGraphHandlers();
// Re-rendering now to avoid discrepancies from now to next frame
this.refresh();
}
/**
* Method returning the mouse captor.
*
* @return {MouseCaptor}
*/
}, {
key: "getMouseCaptor",
value: function getMouseCaptor() {
return this.mouseCaptor;
}
/**
* Method returning the touch captor.
*
* @return {TouchCaptor}
*/
}, {
key: "getTouchCaptor",
value: function getTouchCaptor() {
return this.touchCaptor;
}
/**
* Method returning the current renderer's dimensions.
*
* @return {Dimensions}
*/
}, {
key: "getDimensions",
value: function getDimensions() {
return {
width: this.width,
height: this.height
};
}
/**
* Method returning the current graph's dimensions.
*
* @return {Dimensions}
*/
}, {
key: "getGraphDimensions",
value: function getGraphDimensions() {
var extent = this.customBBox || this.nodeExtent;
return {
width: extent.x[1] - extent.x[0] || 1,
height: extent.y[1] - extent.y[0] || 1
};
}
/**
* Method used to get all the sigma node attributes.
* It's useful for example to get the position of a node
* and to get values that are set by the nodeReducer
*
* @param {string} key - The node's key.
* @return {NodeDisplayData | undefined} A copy of the desired node's attribute or undefined if not found
*/
}, {
key: "getNodeDisplayData",
value: function getNodeDisplayData(key) {
var node = this.nodeDataCache[key];
return node ? Object.assign({}, node) : undefined;
}
/**
* Method used to get all the sigma edge attributes.
* It's useful for example to get values that are set by the edgeReducer.
*
* @param {string} key - The edge's key.
* @return {EdgeDisplayData | undefined} A copy of the desired edge's attribute or undefined if not found
*/
}, {
key: "getEdgeDisplayData",
value: function getEdgeDisplayData(key) {
var edge = this.edgeDataCache[key];
return edge ? Object.assign({}, edge) : undefined;
}
/**
* Method used to get the set of currently displayed node labels.
*
* @return {Set<string>} A set of node keys whose label is displayed.
*/
}, {
key: "getNodeDisplayedLabels",
value: function getNodeDisplayedLabels() {
return new Set(this.displayedNodeLabels);
}
/**
* Method used to get the set of currently displayed edge labels.
*
* @return {Set<string>} A set of edge keys whose label is displayed.
*/
}, {
key: "getEdgeDisplayedLabels",
value: function getEdgeDisplayedLabels() {
return new Set(this.displayedEdgeLabels);
}
/**
* Method returning a copy of the settings collection.
*
* @return {Settings} A copy of the settings collection.
*/
}, {
key: "getSettings",
value: function getSettings() {
return _objectSpread2({}, this.settings);
}
/**
* Method returning the current value for a given setting key.
*
* @param {string} key - The setting key to get.
* @return {any} The value attached to this setting key or undefined if not found
*/
}, {
key: "getSetting",
value: function getSetting(key) {
return this.settings[key];
}
/**
* Method setting the value of a given setting key. Note that this will schedule
* a new render next frame.
*
* @param {string} key - The setting key to set.
* @param {any} value - The value to set.
* @return {Sigma}
*/
}, {
key: "setSetting",
value: function setSetting(key, value) {
var oldValues = _objectSpread2({}, this.settings);
this.settings[key] = value;
validateSettings(this.settings);
this.handleSettingsUpdate(oldValues);
this.scheduleRefresh();
return this;
}
/**
* Method updating the value of a given setting key using the provided function.
* Note that this will schedule a new render next frame.
*
* @param {string} key - The setting key to set.
* @param {function} updater - The update function.
* @return {Sigma}
*/
}, {
key: "updateSetting",
value: function updateSetting(key, updater) {
this.setSetting(key, updater(this.settings[key]));
return this;
}
/**
* Method setting multiple settings at once.
*
* @param {Partial<Settings>} settings - The settings to set.
* @return {Sigma}
*/
}, {
key: "setSettings",
value: function setSettings(settings) {
var oldValues = _objectSpread2({}, this.settings);
this.settings = _objectSpread2(_objectSpread2({}, this.settings), settings);
validateSettings(this.settings);
this.handleSettingsUpdate(oldValues);
this.scheduleRefresh();
return this;
}
/**
* Method used to resize the renderer.
*
* @param {boolean} force - If true, then resize is processed even if size is unchanged (optional).
* @return {Sigma}
*/
}, {
key: "resize",
value: function resize(force) {
var previousWidth = this.width,
previousHeight = this.height;
this.width = this.container.offsetWidth;
this.height = this.container.offsetHeight;
this.pixelRatio = getPixelRatio();
if (this.width === 0) {
if (this.settings.allowInvalidContainer) this.width = 1;else throw new Error("Sigma: Container has no width. You can set the allowInvalidContainer setting to true to stop seeing this error.");
}
if (this.height === 0) {
if (this.settings.allowInvalidContainer) this.height = 1;else throw new Error("Sigma: Container has no height. You can set the allowInvalidContainer setting to true to stop seeing this error.");
}
// If nothing has changed, we can stop right here
if (!force && previousWidth === this.width && previousHeight === this.height) return this;
// Sizing dom elements
for (var id in this.elements) {
var element = this.elements[id];
element.style.width = this.width + "px";
element.style.height = this.height + "px";
}
// Sizing canvas contexts
for (var _id in this.canvasContexts) {
this.elements[_id].setAttribute("width", this.width * this.pixelRatio + "px");
this.elements[_id].setAttribute("height", this.height * this.pixelRatio + "px");
if (this.pixelRatio !== 1) this.canvasContexts[_id].scale(this.pixelRatio, this.pixelRatio);
}
// Sizing WebGL contexts
for (var _id2 in this.webGLContexts) {
this.elements[_id2].setAttribute("width", this.width * this.pixelRatio + "px");
this.elements[_id2].setAttribute("height", this.height * this.pixelRatio + "px");
var gl = this.webGLContexts[_id2];
gl.viewport(0, 0, this.width * this.pixelRatio, this.height * this.pixelRatio);
// Clear picking texture if needed
if (this.pickingLayers.has(_id2)) {
var currentTexture = this.textures[_id2];
if (currentTexture) gl.deleteTexture(currentTexture);
}
}
this.emit("resize");
return this;
}
/**
* Method used to clear all the canvases.
*
* @return {Sigma}
*/
}, {
key: "clear",
value: function clear() {
this.emit("beforeClear");
this.webGLContexts.nodes.bindFramebuffer(WebGLRenderingContext.FRAMEBUFFER, null);
this.webGLContexts.nodes.clear(WebGLRenderingContext.COLOR_BUFFER_BIT);
this.webGLContexts.edges.bindFramebuffer(WebGLRenderingContext.FRAMEBUFFER, null);
this.webGLContexts.edges.clear(WebGLRenderingContext.COLOR_BUFFER_BIT);
this.webGLContexts.hoverNodes.clear(WebGLRenderingContext.COLOR_BUFFER_BIT);
this.canvasContexts.labels.clearRect(0, 0, this.width, this.height);
this.canvasContexts.hovers.clearRect(0, 0, this.width, this.height);
this.canvasContexts.edgeLabels.clearRect(0, 0, this.width, this.height);
this.emit("afterClear");
return this;
}
/**
* Method used to refresh, i.e. force the renderer to reprocess graph
* data and render, but keep the state.
* - if a partialGraph is provided, we only reprocess those nodes & edges.
* - if schedule is TRUE, we schedule a render instead of sync render
* - if skipIndexation is TRUE, then labelGrid & program indexation are skipped (can be used if you haven't modify x, y, zIndex & size)
*
* @return {Sigma}
*/
}, {
key: "refresh",
value: function refresh(opts) {
var _this10 = this;
var skipIndexation = (opts === null || opts === void 0 ? void 0 : opts.skipIndexation) !== undefined ? opts === null || opts === void 0 ? void 0 : opts.skipIndexation : false;
var schedule = (opts === null || opts === void 0 ? void 0 : opts.schedule) !== undefined ? opts.schedule : false;
var fullRefresh = !opts || !opts.partialGraph;
if (fullRefresh) {
// Re-index graph data
this.clearEdgeIndices();
this.clearNodeIndices();
this.graph.forEachNode(function (node) {
return _this10.addNode(node);
});
this.graph.forEachEdge(function (edge) {
return _this10.addEdge(edge);
});
} else {
var _opts$partialGraph, _opts$partialGraph2;
var nodes = ((_opts$partialGraph = opts.partialGraph) === null || _opts$partialGraph === void 0 ? void 0 : _opts$partialGraph.nodes) || [];
for (var i = 0, l = (nodes === null || nodes === void 0 ? void 0 : nodes.length) || 0; i < l; i++) {
var node = nodes[i];
// Recompute node's data (ie. apply reducer)
this.updateNode(node);
// Add node to the program if layout is unchanged.
// otherwise it will be done in the process function
if (skipIndexation) {
var programIndex = this.nodeProgramIndex[node];
if (programIndex === undefined) throw new Error("Sigma: node \"".concat(node, "\" can't be repaint"));
this.addNodeToProgram(node, this.nodeIndices[node], programIndex);
}
}
var edges = (opts === null || opts === void 0 || (_opts$partialGraph2 = opts.partialGraph) === null || _opts$partialGraph2 === void 0 ? void 0 : _opts$partialGraph2.edges) || [];
for (var _i4 = 0, _l4 = edges.length; _i4 < _l4; _i4++) {
var edge = edges[_i4];
// Recompute edge's data (ie. apply reducer)
this.updateEdge(edge);
// Add edge to the program
// otherwise it will be done in the process function
if (skipIndexation) {
var _programIndex = this.edgeProgramIndex[edge];
if (_programIndex === undefined) throw new Error("Sigma: edge \"".concat(edge, "\" can't be repaint"));
this.addEdgeToProgram(edge, this.edgeIndices[edge], _programIndex);
}
}
}
// Do we need to call the process function ?
if (fullRefresh || !skipIndexation) this.needToProcess = true;
if (schedule) this.scheduleRender();else this.render();
return this;
}
/**
* Method used to schedule a render at the next available frame.
* This method can be safely called on a same frame because it basically
* debounces refresh to the next frame.
*
* @return {Sigma}
*/
}, {
key: "scheduleRender",
value: function scheduleRender() {
var _this11 = this;
if (!this.renderFrame) {
this.renderFrame = requestAnimationFrame(function () {
_this11.render();
});
}
return this;
}
/**
* Method used to schedule a refresh (i.e. fully reprocess graph data and render)
* at the next available frame.
* This method can be safely called on a same frame because it basically
* debounces refresh to the next frame.
*
* @return {Sigma}
*/
}, {
key: "scheduleRefresh",
value: function scheduleRefresh(opts) {
return this.refresh(_objectSpread2(_objectSpread2({}, opts), {}, {
schedule: true
}));
}
/**
* Method used to (un)zoom, while preserving the position of a viewport point.
* Used for instance to zoom "on the mouse cursor".
*
* @param viewportTarget
* @param newRatio
* @return {CameraState}
*/
}, {
key: "getViewportZoomedState",
value: function getViewportZoomedState(viewportTarget, newRatio) {
var _this$camera$getState = this.camera.getState(),
ratio = _this$camera$getState.ratio,
angle = _this$camera$getState.angle,
x = _this$camera$getState.x,
y = _this$camera$getState.y;
var _this$settings2 = this.settings,
minCameraRatio = _this$settings2.minCameraRatio,
maxCameraRatio = _this$settings2.maxCameraRatio;
if (typeof maxCameraRatio === "number") newRatio = Math.min(newRatio, maxCameraRatio);
if (typeof minCameraRatio === "number") newRatio = Math.max(newRatio, minCameraRatio);
var ratioDiff = newRatio / ratio;
var center = {
x: this.width / 2,
y: this.height / 2
};
var graphMousePosition = this.viewportToFramedGraph(viewportTarget);
var graphCenterPosition = this.viewportToFramedGraph(center);
return {
angle: angle,
x: (graphMousePosition.x - graphCenterPosition.x) * (1 - ratioDiff) + x,
y: (graphMousePosition.y - graphCenterPosition.y) * (1 - ratioDiff) + y,
ratio: newRatio
};
}
/**
* Method returning the abstract rectangle containing the graph according
* to the camera's state.
*
* @return {object} - The view's rectangle.
*/
}, {
key: "viewRectangle",
value: function viewRectangle() {
var p1 = this.viewportToFramedGraph({
x: 0,
y: 0
}),
p2 = this.viewportToFramedGraph({
x: this.width,
y: 0
}),
h = this.viewportToFramedGraph({
x: 0,
y: this.height
});
return {
x1: p1.x,
y1: p1.y,
x2: p2.x,
y2: p2.y,
height: p2.y - h.y
};
}
/**
* Method returning the coordinates of a point from the framed graph system to the viewport system. It allows
* overriding anything that is used to get the translation matrix, or even the matrix itself.
*
* Be careful if overriding dimensions, padding or cameraState, as the computation of the matrix is not the lightest
* of computations.
*/
}, {
key: "framedGraphToViewport",
value: function framedGraphToViewport(coordinates) {
var override = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var recomputeMatrix = !!override.cameraState || !!override.viewportDimensions || !!override.graphDimensions;
var matrix = override.matrix ? override.matrix : recomputeMatrix ? matrixFromCamera(override.cameraState || this.camera.getState(), override.viewportDimensions || this.getDimensions(), override.graphDimensions || this.getGraphDimensions(), override.padding || this.getStagePadding()) : this.matrix;
var viewportPos = multiplyVec2(matrix, coordinates);
return {
x: (1 + viewportPos.x) * this.width / 2,
y: (1 - viewportPos.y) * this.height / 2
};
}
/**
* Method returning the coordinates of a point from the viewport system to the framed graph system. It allows
* overriding anything that is used to get the translation matrix, or even the matrix itself.
*
* Be careful if overriding dimensions, padding or cameraState, as the computation of the matrix is not the lightest
* of computations.
*/
}, {
key: "viewportToFramedGraph",
value: function viewportToFramedGraph(coordinates) {
var override = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var recomputeMatrix = !!override.cameraState || !!override.viewportDimensions || !override.graphDimensions;
var invMatrix = override.matrix ? override.matrix : recomputeMatrix ? matrixFromCamera(override.cameraState || this.camera.getState(), override.viewportDimensions || this.getDimensions(), override.graphDimensions || this.getGraphDimensions(), override.padding || this.getStagePadding(), true) : this.invMatrix;
var res = multiplyVec2(invMatrix, {
x: coordinates.x / this.width * 2 - 1,
y: 1 - coordinates.y / this.height * 2
});
if (isNaN(res.x)) res.x = 0;
if (isNaN(res.y)) res.y = 0;
return res;
}
/**
* Method used to translate a point's coordinates from the viewport system (pixel distance from the top-left of the
* stage) to the graph system (the reference system of data as they are in the given graph instance).
*
* This method accepts an optional camera which can be useful if you need to translate coordinates
* based on a different view than the one being currently being displayed on screen.
*
* @param {Coordinates} viewportPoint
* @param {CoordinateConversionOverride} override
*/
}, {
key: "viewportToGraph",
value: function viewportToGraph(viewportPoint) {
var override = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
return this.normalizationFunction.inverse(this.viewportToFramedGraph(viewportPoint, override));
}
/**
* Method used to translate a point's coordinates from the graph system (the reference system of data as they are in
* the given graph instance) to the viewport system (pixel distance from the top-left of the stage).
*
* This method accepts an optional camera which can be useful if you need to translate coordinates
* based on a different view than the one being currently being displayed on screen.
*
* @param {Coordinates} graphPoint
* @param {CoordinateConversionOverride} override
*/
}, {
key: "graphToViewport",
value: function graphToViewport(graphPoint) {
var override = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
return this.framedGraphToViewport(this.normalizationFunction(graphPoint), override);
}
/**
* Method returning the distance multiplier between the graph system and the
* viewport system.
*/
}, {
key: "getGraphToViewportRatio",
value: function getGraphToViewportRatio() {
var graphP1 = {
x: 0,
y: 0
};
var graphP2 = {
x: 1,
y: 1
};
var graphD = Math.sqrt(Math.pow(graphP1.x - graphP2.x, 2) + Math.pow(graphP1.y - graphP2.y, 2));
var viewportP1 = this.graphToViewport(graphP1);
var viewportP2 = this.graphToViewport(graphP2);
var viewportD = Math.sqrt(Math.pow(viewportP1.x - viewportP2.x, 2) + Math.pow(viewportP1.y - viewportP2.y, 2));
return viewportD / graphD;
}
/**
* Method returning the graph's bounding box.
*
* @return {{ x: Extent, y: Extent }}
*/
}, {
key: "getBBox",
value: function getBBox() {
return this.nodeExtent;
}
/**
* Method returning the graph's custom bounding box, if any.
*
* @return {{ x: Extent, y: Extent } | null}
*/
}, {
key: "getCustomBBox",
value: function getCustomBBox() {
return this.customBBox;
}
/**
* Method used to override the graph's bounding box with a custom one. Give `null` as the argument to stop overriding.
*
* @return {Sigma}
*/
}, {
key: "setCustomBBox",
value: function setCustomBBox(customBBox) {
this.customBBox = customBBox;
this.scheduleRender();
return this;
}
/**
* Method used to shut the container & release event listeners.
*
* @return {undefined}
*/
}, {
key: "kill",
value: function kill() {
// Emitting "kill" events so that plugins and such can cleanup
this.emit("kill");
// Releasing events
this.removeAllListeners();
// Releasing camera handlers
this.unbindCameraHandlers();
// Releasing DOM events & captors
window.removeEventListener("resize", this.activeListeners.handleResize);
this.mouseCaptor.kill();
this.touchCaptor.kill();
// Releasing graph handlers
this.unbindGraphHandlers();
// Releasing cache & state
this.clearIndices();
this.clearState();
this.nodeDataCache = {};
this.edgeDataCache = {};
this.highlightedNodes.clear();
// Clearing frames
if (this.renderFrame) {
cancelAnimationFrame(this.renderFrame);
this.renderFrame = null;
}
if (this.renderHighlightedNodesFrame) {
cancelAnimationFrame(this.renderHighlightedNodesFrame);
this.renderHighlightedNodesFrame = null;
}
// Destroying canvases
var container = this.container;
while (container.firstChild) container.removeChild(container.firstChild);
// Kill programs:
for (var type in this.nodePrograms) {
this.nodePrograms[type].kill();
}
for (var _type8 in this.nodeHoverPrograms) {
this.nodeHoverPrograms[_type8].kill();
}
for (var _type9 in this.edgePrograms) {
this.edgePrograms[_type9].kill();
}
this.nodePrograms = {};
this.nodeHoverPrograms = {};
this.edgePrograms = {};
// Kill all canvas/WebGL contexts
for (var id in this.elements) {
this.killLayer(id);
}
// Destroying remaining collections
this.canvasContexts = {};
this.webGLContexts = {};
this.elements = {};
}
/**
* Method used to scale the given size according to the camera's ratio, i.e.
* zooming state.
*
* @param {number?} size - The size to scale (node size, edge thickness etc.).
* @param {number?} cameraRatio - A camera ratio (defaults to the actual camera ratio).
* @return {number} - The scaled size.
*/
}, {
key: "scaleSize",
value: function scaleSize() {
var size = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
var cameraRatio = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this.camera.ratio;
return size / this.settings.zoomToSizeRatioFunction(cameraRatio) * (this.getSetting("itemSizesReference") === "positions" ? cameraRatio * this.graphToViewportRatio : 1);
}
/**
* Method that returns the collection of all used canvases.
* At the moment, the instantiated canvases are the following, and in the
* following order in the DOM:
* - `edges`
* - `nodes`
* - `edgeLabels`
* - `labels`
* - `hovers`
* - `hoverNodes`
* - `mouse`
*
* @return {PlainObject<HTMLCanvasElement>} - The collection of canvases.
*/
}, {
key: "getCanvases",
value: function getCanvases() {
var res = {};
for (var layer in this.elements) if (this.elements[layer] instanceof HTMLCanvasElement) res[layer] = this.elements[layer];
return res;
}
}]);
}(TypedEventEmitter);
/**
* Sigma.js Library Endpoint
* =========================
*
* The library endpoint.
* @module
*/
var Sigma = Sigma$1;
export { Camera, MouseCaptor, Sigma$1 as Sigma, TouchCaptor, Sigma as default };