/* * jsPlumb 0.0.4-RC2 * * gradients are new in this version. and many things have been renamed to more pleasing looking words. * */ if (!Array.prototype.indexOf) { Array.prototype.indexOf = function( v, b, s ) { for( var i = +b || 0, l = this.length; i < l; i++ ) { if( this[i]===v || s && this[i]==v ) { return i; } } return -1; }; } (function() { var connections = {}; var offsets = []; var sizes = []; var jsPlumb = window.jsPlumb = { connectorClass : '_jsPlumb_connector', endpointClass : '_jsPlumb_endpoint', DEFAULT_PAINT_STYLE : { lineWidth : 10, strokeStyle : "red" }, DEFAULT_ENDPOINT_STYLE : { fillStyle : null }, // meaning it will be derived from the stroke style of the connector. DEFAULT_DRAG_OPTIONS : { }, DEFAULT_CONNECTOR : null, DEFAULT_ENDPOINT : null, DEFAULT_ENDPOINTS : null, // new in 0.0.4, the ability to specify diff. endpoints. DEFAULT_ENDPOINT is here for backwards compatibility. DEFAULT_NEW_CANVAS_SIZE : 1200, // only used for IE; a canvas needs a size before the init call to excanvas (for some reason. no idea why.) /** * Places you can anchor a connection to. You can write your own one of these; you * just need to provide a 'compute' method and an 'orientation'. so you'd say something like this: * * jsPlumb.Anchors.MY_ANCHOR = { * compute : function(xy, wh) { return some mathematics on those variables; }, * orientation : [ox, oy] * }; * * compute takes the [x,y] position of the top left corner of the anchored element, * and the element's [width,height] (all in pixels), and returns where the anchor should * be located. * * the 'orientation' array (returned here as [ox,oy]) indicates the general direction a connection from the anchor * should go in, if possible. it is an [x,y] matrix where a value of 0 means no preference, * -1 means go in a negative direction for the given axis, and 1 means go in a positive * direction. so consider a TOP_CENTER anchor: the orientation matrix for it is [0,-1], * meaning connections naturally want to go upwards on screen. in a Bezier implementation, for example, * the curve would start out going in that direction, before bending towards the target anchor. */ Anchors : { TOP_CENTER : { compute : function(xy,wh, txy, twh) { return [ xy[0] + (wh[0]/2), xy[1] ]; }, orientation:[0,-1] }, BOTTOM_CENTER : { compute : function(xy,wh, txy, twh) { return [ xy[0] + (wh[0]/2), xy[1] + wh[1] ]; }, orientation:[0,1] }, LEFT_MIDDLE : { compute : function(xy,wh, txy, twh) { return [ xy[0], xy[1] + (wh[1]/2) ]; }, orientation:[-1,0] }, RIGHT_MIDDLE : { compute : function(xy,wh, txy, twh) { return [ xy[0] + wh[0], xy[1] + (wh[1]/2) ]; }, orientation:[1,0] }, CENTER : { compute : function(xy, wh, txy, twh) { return [xy[0] + (wh[0] / 2), xy[1] + (wh[1]) / 2]; }, orientation:[0,0] }, TOP_RIGHT : { compute : function(xy,wh, txy, twh) { return [xy[0] + wh[0], xy[1]]; }, orientation:[0,-1] }, BOTTOM_RIGHT : { compute : function(xy,wh, txy, twh) { return [xy[0] + wh[0], xy[1] + wh[1]]; }, orientation:[0,1] }, TOP_LEFT : { compute : function(xy,wh, txy, twh) { return [xy[0], xy[1]]; }, orientation:[0,-1] }, BOTTOM_LEFT : { compute : function(xy,wh, txy, twh) { return [xy[0], xy[1] + wh[1]]; }, orientation:[0,1] } }, /** * Types of connectors, eg. Straight, Bezier. */ Connectors : { /** * The Straight connector draws a simple straight line between the two anchor points. */ Straight : function() { var self = this; /** * Computes the new size and position of the canvas. * @param sourceAnchor Absolute position on screen of the source object's anchor. * @param targetAnchor Absolute position on screen of the target object's anchor. * @param positionMatrix Indicates the relative positions of the left,top of the * two plumbed objects. so [0,0] indicates that the source is to the left of, and * above, the target. [1,0] means the source is to the right and above. [0,1] means * the source is to the left and below. [1,1] means the source is to the right * and below. this is used to figure out which direction to draw the connector in. * @returns an array of positioning information. the first two values are * the [left, top] absolute position the canvas should be placed on screen. the * next two values are the [width,height] the canvas should be. after that each * Connector can put whatever it likes into the array:it will be passed back in * to the paint call. This particular function stores the origin and destination of * the line it is going to draw. a more involved implementation, like a Bezier curve, * would store the control point info in this array too. */ this.compute = function(sourcePos, targetPos, sourceAnchor, targetAnchor, lineWidth) { $("#log").html(""); var s = "sourcePos, targetPos : " + sourcePos + " : " + targetPos + "
"; var w = Math.abs(sourcePos[0] - targetPos[0]); var h = Math.abs(sourcePos[1] - targetPos[1]); var widthAdjusted = false, heightAdjusted = false; s += "original w = " + w + "; h = " + h + "
"; if (w < lineWidth) { w = lineWidth; widthAdjusted = true; } if (h < lineWidth) { h = lineWidth; heightAdjusted = true; } s += " w = " + w + "; h = " + h + "
"; // these are padding to ensure the whole connector line appears var xo = 0.45 * w, yo = 0.45 * h; s += "xoffset = " + xo + "; yoffset = " + yo + "
"; // these are padding to ensure the whole connector line appears w *= 1.9; h *=1.9; s += "adjusted w, h " + w + "," + h + "
"; var x = Math.min(sourcePos[0], targetPos[0]) - xo; var y = Math.min(sourcePos[1], targetPos[1]) - yo; // here we check to see if the delta was very small and so the line in // one direction can be considered straight. var sx = widthAdjusted ? (w - lineWidth) / 2 : sourcePos[0] < targetPos[0] ? w-xo : xo; var sy = heightAdjusted ? (h - lineWidth) / 2 : sourcePos[1] < targetPos[1] ? h-yo : yo; var tx = widthAdjusted ? (w - lineWidth) / 2 : sourcePos[0] < targetPos[0] ? xo : w-xo; var ty = heightAdjusted ? (h - lineWidth) / 2 : sourcePos[1] < targetPos[1] ? yo : h-yo; var retVal = [ x, y, w, h, sx, sy, tx, ty ]; s += " lineWidth : " + lineWidth + "
"; s += " retVal : " + retVal; $("#log").html(s); // return [canvasX, canvasY, canvasWidth, canvasHeight, // sourceX, sourceY, targetX, targetY] return retVal; }; this.paint = function(dimensions, ctx) { ctx.beginPath(); ctx.moveTo(dimensions[4], dimensions[5]); ctx.lineTo(dimensions[6], dimensions[7]); ctx.stroke(); }; }, /** * The Bezier connector draws a Bezier curve with two control points. */ Bezier : function(curviness) { var self = this; this.majorAnchor = curviness || 150; this.minorAnchor = 10; this._findControlPoint = function(point, anchor1Position, anchor2Position, anchor1, anchor2) { var p = []; var ma = self.majorAnchor, mi = self.minorAnchor; if (anchor1.orientation[0] == 0) // X p.push(anchor1Position[0] < anchor2Position[0] ? point[0] + mi : point[0] - mi); else p.push(point[0] - (ma * anchor1.orientation[0])); if (anchor1.orientation[1] == 0) // Y p.push(anchor1Position[1] < anchor2Position[1] ? point[1] + mi : point[1] - mi); else p.push(point[1] + (ma * anchor2.orientation[1])); return p; }; this.compute = function(sourcePos, targetPos, sourceAnchor, targetAnchor, lineWidth) { var w = Math.abs(sourcePos[0] - targetPos[0]), h = Math.abs(sourcePos[1] - targetPos[1]); var canvasX = Math.min(sourcePos[0], targetPos[0]), canvasY = Math.min(sourcePos[1], targetPos[1]); var sx = sourcePos[0] < targetPos[0] ? w : 0, sy = sourcePos[1] < targetPos[1] ? h : 0; var tx = sourcePos[0] < targetPos[0] ? 0 : w, ty = sourcePos[1] < targetPos[1] ? 0 : h; var CP = self._findControlPoint([sx,sy], sourcePos, targetPos, sourceAnchor, targetAnchor); var CP2 = self._findControlPoint([tx,ty], targetPos, sourcePos, targetAnchor, sourceAnchor); var minx1 = Math.min(sx,tx); var minx2 = Math.min(CP[0], CP2[0]); var minx = Math.min(minx1,minx2); var maxx1 = Math.max(sx,tx); var maxx2 = Math.max(CP[0], CP2[0]); var maxx = Math.max(maxx1,maxx2); if (maxx > w) w = maxx; if (minx < 0) { canvasX += minx; var ox = Math.abs(minx); w += ox; CP[0] += ox; sx += ox; tx +=ox; CP2[0] += ox; } var miny1 = Math.min(sy,ty); var miny2 = Math.min(CP[1], CP2[1]); var miny = Math.min(miny1,miny2); var maxy1 = Math.max(sy,ty); var maxy2 = Math.max(CP[1], CP2[1]); var maxy = Math.max(maxy1,maxy2); if (maxy > h) h = maxy; if (miny < 0) { canvasY += miny; var oy = Math.abs(miny); h += oy; CP[1] += oy; sy += oy; ty +=oy; CP2[1] += oy; } // return [ canvasx, canvasy, canvasWidth, canvasHeight, // sourceX, sourceY, targetX, targetY, // controlPoint1_X, controlPoint1_Y, controlPoint2_X, controlPoint2_Y return [canvasX, canvasY, w, h, sx, sy, tx, ty, CP[0], CP[1], CP2[0], CP2[1] ]; }; this.paint = function(d, ctx) { ctx.beginPath(); ctx.moveTo(d[4],d[5]); ctx.bezierCurveTo(d[8],d[9],d[10],d[11],d[6],d[7]); ctx.stroke(); } } }, /** * Types of endpoint UIs. we supply two - a circle of default radius 10px, and a rectangle of * default size 20x20. you can supply others of these if you want to - see the documentation * for a howto. */ Endpoints : { Dot : function(params) { params = params || { radius:10 }; var self = this; this.radius = params.radius; this.paint = function(anchorPoint, canvas, endpointStyle, connectorPaintStyle) { var radius = endpointStyle.radius || self.radius; var x = anchorPoint[0] - radius; var y = anchorPoint[1] - radius; jsPlumb.sizeCanvas(canvas, x, y, radius * 2, radius * 2); var ctx = canvas.getContext('2d'); var style = {}; jsPlumb.applyPaintStyle(style, endpointStyle); if (style.fillStyle == null) style.fillStyle = connectorPaintStyle.strokeStyle; jsPlumb.applyPaintStyle(ctx, style); ctx.beginPath(); ctx.arc(radius, radius, radius, 0, Math.PI*2, true); ctx.closePath(); ctx.fill(); }; }, Rectangle : function(params) { params = params || { width:20, height:20 }; var self = this; this.width = params.width; this.height = params.height; this.paint = function(anchorPoint, canvas, endpointStyle, connectorPaintStyle) { var width = endpointStyle.width || self.width; var height = endpointStyle.height || self.height; var x = anchorPoint[0] - (width/2); var y = anchorPoint[1] - (height/2); jsPlumb.sizeCanvas(canvas, x, y, width, height); var ctx = canvas.getContext('2d'); //todo: the fillStyle needs some thought. we want to support a few options: // 1. nothing supplied; use the stroke color or the default if no stroke color. // 2. a fill color supplied - use it // 3. a gradient supplied - use it // 4. setting the endpoint to the same color as the bg of the element it is attached to. var style = {}; jsPlumb.applyPaintStyle(style, endpointStyle); if (style.fillStyle == null) style.fillStyle = connectorPaintStyle.strokeStyle; jsPlumb.applyPaintStyle(ctx, style); ctx.beginPath(); ctx.rect(0, 0, width, height); ctx.closePath(); ctx.fill(); }; } }, connect : function(params) { var jpc = new jsPlumbConnection(params); var key = jpc.sourceId + "_" + jpc.targetId; connections[key] = jpc; var addToList = function(elId, jpc) { var l = connections[elId]; if (l == null) { l = []; connections[elId] = l; } l.push(jpc); }; // register this connection. addToList(jpc.sourceId, jpc); addToList(jpc.targetId, jpc); }, getConnections : function(elId) { return connections[elId]; }, drag : function(element, ui) { var id = element.attr("id"); var l = jsPlumb.getConnections(id); for (var i = 0; i < l.length; i++) l[i].paint(id, ui); }, detach : function(sourceId, targetId) { var jpcs = connections[sourceId]; var idx = -1; for (var i = 0; i < jpcs.length; i++) { if ((jpcs[i].sourceId == sourceId && jpcs[i].targetId == targetId) || (jpcs[i].targetId == sourceId && jpcs[i].sourceId == targetId)) { jsPlumb.removeCanvas(jpcs[i].canvas); if (jpcs[i].drawEndpoints) { jsPlumb.removeCanvas(jpcs[i].targetEndpointCanvas); jsPlumb.removeCanvas(jpcs[i].sourceEndpointCanvas); } idx = i; break; } } if (idx != -1) jpcs.splice(idx, 1); // todo - dragging? if no more connections for an object turn off dragging by default, but // allow an override on it? }, detachAll : function(elId) { var jpcs = connections[elId]; for (var i = 0; i < jpcs.length; i++) { jsPlumb.removeCanvas(jpcs[i].canvas); if (jpcs[i].drawEndpoints) { jsPlumb.removeCanvas(jpcs[i].targetEndpointCanvas); jsPlumb.removeCanvas(jpcs[i].sourceEndpointCanvas); } } connections[elId] = []; }, hide : function(elId) { jsPlumb._setVisible(elId, "none"); }, show : function(elId) { jsPlumb._setVisible(elId, "block"); }, toggle : function(elId) { var jpcs = connections[elId]; if (jpcs.length > 0) jsPlumb._setVisible(elId, "none" == jpcs[0].canvas.style.display ? "block" : "none"); }, _setVisible : function(elId, state) { var jpcs = connections[elId]; for (var i = 0; i < jpcs.length; i++) { jpcs[i].canvas.style.display=state; if (jpcs[i].drawEndpoints) { jpcs[i].sourceEndpointCanvas.style.display=state; jpcs[i].targetEndpointCanvas.style.display=state; } } }, /** * helper to create a canvas. * @param clazz optional class name for the canvas. */ newCanvas : function(clazz) { var canvas = document.createElement("canvas"); document.body.appendChild(canvas); canvas.style.position="absolute"; if (clazz) { canvas.className=clazz; } if (/MSIE/.test(navigator.userAgent) && !window.opera) { // for IE we have to set a big canvas size. actually you can override this, too, if 1200 pixels // is not big enough for the biggest connector/endpoint canvas you have at startup. jsPlumb.sizeCanvas(canvas, 0, 0, jsPlumb.DEFAULT_NEW_CANVAS_SIZE, jsPlumb.DEFAULT_NEW_CANVAS_SIZE); canvas = G_vmlCanvasManager.initElement(canvas); } return canvas; }, /** * helper to remove a canvas from the DOM. */ removeCanvas : function(canvas) { if (canvas != null) document.body.removeChild(canvas); }, /** * helper to size a canvas. */ sizeCanvas : function(canvas, x, y, w, h) { canvas.style.height = h + "px"; canvas.height = h; canvas.style.width = w + "px"; canvas.width = w; canvas.style.left = x + "px"; canvas.style.top = y + "px"; }, /** * applies all the styles to the given context. * @param canvas * @param styles */ applyPaintStyle : function(context, styles) { for (var i in styles) { context[i] = styles[i]; } } }; // ************** connection // **************************************** /** * allowed params: * source: source element (string or a jQuery element) (required) * target: target element (string or a jQuery element) (required) * anchors: optional array of anchor placements. defaults to BOTTOM_CENTER for source * and TOP_CENTER for target. */ var jsPlumbConnection = window.jsPlumbConnection = function(params) { // ************** get the source and target and register the connection. ******************* var self = this; // get source and target as jQuery objects this.source = (typeof params.source == 'string') ? $("#" + params.source) : params.source; this.target = (typeof params.target == 'string') ? $("#" + params.target) : params.target; this.sourceId = $(this.source).attr("id"); this.targetId = $(this.target).attr("id"); this.drawEndpoints = params.drawEndpoints != null ? params.drawEndpoints : true; this.endpointsOnTop = params.endpointsOnTop != null ? params.endpointsOnTop : true; // get anchor this.anchors = params.anchors || jsPlumb.DEFAULT_ANCHORS || [jsPlumb.Anchors.BOTTOM_CENTER, jsPlumb.Anchors.TOP_CENTER]; // make connector this.connector = params.connector || jsPlumb.DEFAULT_CONNECTOR || new jsPlumb.Connectors.Bezier(); this.paintStyle = params.paintStyle || jsPlumb.DEFAULT_PAINT_STYLE; // init endpoints this.endpoint = params.endpoint || jsPlumb.DEFAULT_ENDPOINT || new jsPlumb.Endpoints.Dot(); this.endpointStyle = params.endpointStyle || jsPlumb.DEFAULT_ENDPOINT_STYLE; offsets[this.sourceId] = this.source.offset(); sizes[this.sourceId] = [this.source.outerWidth(), this.source.outerHeight()]; offsets[this.targetId] = this.target.offset(); sizes[this.targetId] = [this.target.outerWidth(), this.target.outerHeight()]; // *************** create canvases on which the connection will be drawn ************ var canvas = jsPlumb.newCanvas(jsPlumb.connectorClass); this.canvas = canvas; // create endpoint canvases if (this.drawEndpoints) { this.sourceEndpointCanvas = jsPlumb.newCanvas(jsPlumb.endpointClass); this.targetEndpointCanvas = jsPlumb.newCanvas(jsPlumb.endpointClass); // sit them on top of the underlying element? if (this.endpointsOnTop) { $(this.sourceEndpointCanvas).css("zIndex", this.source.css("zIndex") + 1); $(this.targetEndpointCanvas).css("zIndex", this.target.css("zIndex") + 1); } } // ************** store the anchors this.paint = function(elId, ui) { // if the moving object is not the source we must transpose the two references. var swap = !(elId == this.sourceId); var tId = swap ? this.sourceId : this.targetId, sId = swap ? this.targetId : this.sourceId; var tIdx = swap ? 0 : 1, sIdx = swap ? 1 : 0; if (this.canvas.getContext) { var myOffset = ui.absolutePosition; offsets[elId] = myOffset; var myWH = sizes[elId]; var ctx = canvas.getContext('2d'); var otherOffset = offsets[tId]; var otherWH = sizes[tId]; var sAnchorP = this.anchors[sIdx].compute([myOffset.left, myOffset.top], myWH, [otherOffset.left, otherOffset.top], otherWH); var tAnchorP = this.anchors[tIdx].compute([otherOffset.left, otherOffset.top], otherWH, [myOffset.left, myOffset.top], myWH); var dim = this.connector.compute(sAnchorP, tAnchorP, this.anchors[sIdx], this.anchors[tIdx], this.paintStyle.lineWidth); jsPlumb.sizeCanvas(canvas, dim[0], dim[1], dim[2], dim[3]); jsPlumb.applyPaintStyle(ctx, this.paintStyle); // gradient experiment. var ie = (/MSIE/.test(navigator.userAgent) && !window.opera); if (!ie && this.paintStyle.gradient) { var g = swap ? ctx.createLinearGradient(dim[4], dim[5], dim[6], dim[7]) : ctx.createLinearGradient(dim[6], dim[7], dim[4], dim[5]); for (var i = 0; i < this.paintStyle.gradient.stops.length; i++) g.addColorStop(this.paintStyle.gradient.stops[i][0],this.paintStyle.gradient.stops[i][1]); ctx.strokeStyle = g; } this.connector.paint(dim, ctx); if (this.drawEndpoints) { // todo support endpoints here. var style = this.endpointStyle || this.paintStyle; var sourceCanvas = swap ? this.targetEndpointCanvas : this.sourceEndpointCanvas; var targetCanvas = swap ? this.sourceEndpointCanvas : this.targetEndpointCanvas; this.endpoint.paint(sAnchorP, sourceCanvas, style, this.paintStyle); this.endpoint.paint(tAnchorP, targetCanvas, style, this.paintStyle); } } }; var draggable = params.draggable == null ? true : params.draggable; if (draggable) { var dragOptions = params.dragOptions || jsPlumb.DEFAULT_DRAG_OPTIONS; var dragCascade = dragOptions.drag || function(e,u) {}; var initDrag = function(element, dragFunc) { var opts = {}; for (var i in dragOptions) { opts[i] = dragOptions[i]; } opts.drag = dragFunc; element.draggable(opts); }; initDrag(this.source, function(event, ui) { jsPlumb.drag(self.source, ui); dragCascade(event, ui); }); initDrag(this.target, function(event, ui) { jsPlumb.drag(self.target, ui); dragCascade(event, ui); }); } var o = this.source.offset(); this.paint(this.sourceId, {'absolutePosition': this.source.offset()}); }; })(); // jQuery plugin code (function($){ $.fn.plumb = function(options) { var defaults = { }; var options = $.extend(defaults, options); return this.each(function() { var obj = $(this); var params = {}; params.source = obj; for (var i in options) { params[i] = options[i]; } jsPlumb.connect(params); }); }; $.fn.detach = function(options) { return this.each(function() { var id = $(this).attr("id"); if (typeof options == 'string') options = [options]; for (var i = 0; i < options.length; i++) jsPlumb.detach(id, options[i]); }); }; $.fn.detachAll = function(options) { return this.each(function() { var id = $(this).attr("id"); jsPlumb.detachAll(id); }); }; })(jQuery);