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- /*
- * jsPlumb 1.2.3-RC1
- *
- * Provides a way to visually connect elements on an HTML page.
- *
- * additions since 1.2.2:
- *
- * - labels
- * - arrows
- *
- * http://morrisonpitt.com/jsPlumb/demo.html
- * http://code.google.com/p/jsPlumb
- *
- * Dual licensed under MIT and GPL2.
- *
- */
- (function() {
-
- /*
- Class: jsPlumb
-
- This is the main entry point to jsPlumb. There are a bunch of static methods you can
- use to connect/disconnect etc. Some methods are also added to jQuery's "$.fn" object itself, but
- in general jsPlumb is moving away from that model, preferring instead the static class
- approach. One of the reasons for this is that with no methods added to the jQuery $.fn object,
- it will be easier to provide support for other libraries such as MooTools.
- */
- var jsPlumbInstance = function() {
-
- var _currentInstance = this;
- var ie = (/MSIE/.test(navigator.userAgent) && !window.opera);
- var log = null;
-
- var repaintFunction = function() { jsPlumb.repaintEverything(); };
- var automaticRepaint = true;
- function repaintEverything() {
- if (automaticRepaint)
- repaintFunction();
- };
- var resizeTimer = null;
-
- /**
- * helper class for objects that generate events
- */
- var EventGenerator = function() {
- var _listeners = {};
- this.bind = function(event, listener) {
- var l = _listeners[event];
- if (!l) {
- l = [];
- _listeners[event] = l;
- }
- l.push(listener);
- };
- this.fireUpdate = function(event, value) {
- if (_listeners[event]) {
- for (var i = 0; i < _listeners[event].length; i++) {
- try {
- _listeners[event][i](value);
- }
- catch (e) { }
- }
- }
- };
- };
-
-
- /**
- * map of element id -> endpoint lists. an element can have an arbitrary number of endpoints on it,
- * and not all of them have to be connected to anything.
- */
- var endpointsByElement = {};
- var endpointsByUUID = {};
- var connectionsByScope = {};
- var offsets = [];
- var floatingConnections = {};
- var draggableStates = {};
- var _draggableByDefault = true;
- var sizes = [];
- var listeners = {}; // a map: keys are event types, values are lists of listeners.
- var DEFAULT_SCOPE = 'DEFAULT';
-
- var 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.)
-
- var _findIndex = function( a, v, b, s ) {
- var _eq = function(o1, o2) {
- if (o1 === o2) return true;
- else if (typeof o1 == 'object' && typeof o2 == 'object') {
- var same = true;
- for(var propertyName in o1) {
- if(!_eq(o1[propertyName], o2[propertyName])) {
- same = false;
- break;
- }
- }
- for(var propertyName in o2) {
- if(!_eq(o2[propertyName], o1[propertyName])) {
- same = false;
- break;
- }
- }
- return same;
- }
- };
-
- for( var i = +b || 0, l = a.length; i < l; i++ ) {
- if( _eq(a[i], v)) return i;
- }
- return -1;
- };
-
- /**
- * adds a listener for the specified event type.
- */
- var _addListener = function(eventType, listener) {
- var doOne = function(e, l) {
- _addToList(listeners, e, l);
- };
- if (typeof eventType == 'object' && eventType.length) {
- for (var i = 0; i < eventType.length; i++) doOne(eventType[i], listener);
- } else doOne(eventType, listener);
- };
-
- /**
- * helper method to add an item to a list, creating the list if it does not yet exist.
- */
- var _addToList = function(map, key, value) {
- var l = map[key];
- if (l == null) {
- l = [];
- map[key] = l;
- }
- l.push(value);
- return l;
- };
-
- var _appendElement = function(canvas, parent) {
- if (!parent) document.body.appendChild(canvas);
- else jsPlumb.CurrentLibrary.appendElement(canvas, parent);
- };
-
- /**
- * Handles the dragging of an element.
- * @param element jQuery element
- * @param ui UI object from current library's event system
- */
- var _draw = function(element, ui) {
- var id = _getAttribute(element, "id");
- var endpoints = endpointsByElement[id];
- if (endpoints) {
- var timestamp = '' + (new Date().getTime());
- _updateOffset(id, ui);
- var myOffset = offsets[id];
- var myWH = sizes[id];
- // loop through endpoints for this element
- for (var i = 0; i < endpoints.length; i++) {
- var e = endpoints[i];
- var l = e.connections;
- // here we have a little quandary. if an endpoint is connected to some other element, and it
- // has a selective anchor, then we want to know that element's position when we find our
- // anchor. if it has no connections then fine, we use the default anchor in the list we can
- // select from. but if it has more than one connection, what then? we need to compute where
- // it is best placed relative to all other elements, and we then want to lock that position
- // for the rest of this paint cycle. if we do not do that, it's possible that an endpoint will
- // be moved by an ensuing connector's paint.
- if (e.anchor.isSelective && l.length > 0) {
- var c = l[0];
- var oIdx = c.endpoints[0] == e ? 1 : 0;
- var oId = oIdx == 0 ? c.sourceId : c.targetId;
- var oOffset = offsets[oId], oWH = sizes[oId];
- var anchorLoc = e.anchor.compute([myOffset.left, myOffset.top], myWH, e, [oOffset.left, oOffset.top], oWH, c.endpoints[oIdx]);
- e.paint(anchorLoc);
- }
- else {
- var anchorLoc = e.anchor.compute([myOffset.left, myOffset.top], myWH, e);
- e.paint(anchorLoc);
- }
- for (var j = 0; j < l.length; j++) {
- l[j].paint(id, ui, false, timestamp); // ...and paint them.
- var oIdx = l[j].endpoints[0] == e ? 1 : 0;
- // if the other endpoint has a selective anchor then it might need to be repainted, because it may have just moved
- // position. it is possible we could cache the knowledge about that and not run this paint code all the time.
- if (l[j].endpoints[oIdx].anchor.isSelective) {
- var oId = oIdx == 0 ? l[j].sourceId : l[j].targetId;
- var oOffset = offsets[oId], oWH = sizes[oId];
- var anchorLoc = l[j].endpoints[oIdx].anchor.compute([oOffset.left, oOffset.top], oWH, l[j].endpoints[oIdx], [myOffset.left, myOffset.top], myWH, e);
- l[j].endpoints[oIdx].paint(anchorLoc);
- }
- }
- }
- }
- };
-
- /**
- * helper function: the second argument is a function taking two args - the first is an id
- * ui element from the current library (or list of them), and the second is the function
- * to run.
- */
- var _elementProxy = function(element, fn) {
- var retVal = null;
- if (typeof element == 'object' && element.length) {
- retVal = [];
- for (var i = 0; i < element.length; i++) {
- var el = _getElementObject(element[i]);
- var id = _getAttribute(el, "id");
- retVal.push(fn(el, id)); // append return values to what we will return
- }
- }
- else {
- var el = _getElementObject(element);
- var id = _getAttribute(el, "id");
- retVal = fn(el, id);
- }
-
- return retVal;
- };
-
- /**
- * fires an event of the given type.
- */
- var _fireEvent = function(eventType, data) {
- var l = listeners[eventType];
- if (l) {
- for (var i in l) {
- try {
- l[i][eventType](data);
- }
- catch (e) {
-
- _log("while firing event [" + eventType + "]; listener failed like this: " + e);
- }
- }
- }
- };
-
- var _log = function(msg) {
- //if (console) console.log(msg);
- };
-
- var _logFnCall = function(fn, args) {
- /*if (console) {
- var c = args.callee.caller.toString();
- var i = c.indexOf("{");
- var msg = fn + ' : ' + c.substring(0, i);
- console.log(msg);
- }*/
- };
-
- var cached = {};
- var __getElementObject = function(el) {
-
- if (typeof(el)=='string') {
- var e = cached[el];
- if (!e) {
- e = jsPlumb.CurrentLibrary.getElementObject(el);
- cached[el] = e;
- }
- return e;
- }
- else {
- return jsPlumb.CurrentLibrary.getElementObject(el);
- }
- };
-
-
- /**
- * gets the named attribute from the given element (id or element object)
- */
- var _getAttribute = function(el, attName) {
- var ele = __getElementObject(el);
- return jsPlumb.CurrentLibrary.getAttribute(ele, attName);
- };
-
- var _setAttribute = function(el, attName, attValue) {
- var ele = __getElementObject(el);
- jsPlumb.CurrentLibrary.setAttribute(ele, attName, attValue);
- };
-
- var _addClass = function(el, clazz) {
- var ele = __getElementObject(el);
- jsPlumb.CurrentLibrary.addClass(ele, clazz);
- };
-
- var _getElementObject = function(elId) {
- return __getElementObject(elId);
- };
-
- var _getOffset = function(el) {
- var ele = __getElementObject(el);
- return jsPlumb.CurrentLibrary.getOffset(ele);
- };
-
- var _getSize = function(el) {
- var ele = __getElementObject(el);
- return jsPlumb.CurrentLibrary.getSize(ele);
- };
-
- /**
- * gets an id for the given element, creating and setting one if necessary.
- */
- var _getId = function(element, uuid) {
- var ele = _getElementObject(element);
- var id = _getAttribute(ele, "id");
- if (!id) {
- //check if fixed uuid parameter is given
- if(arguments.length == 2)
- id = uuid;
- else
- id = "_jsPlumb_" + new String((new Date()).getTime());
- _setAttribute(ele, "id", id);
- }
- return id;
- };
-
- /**
- * gets an Endpoint by uuid.
- */
- var _getEndpoint = function(uuid) {
- return endpointsByUUID[uuid];
- };
-
- /**
- * inits a draggable if it's not already initialised.
- */
- var _initDraggableIfNecessary = function(element, isDraggable, dragOptions) {
- // dragging
- var draggable = isDraggable == null ? _draggableByDefault : isDraggable;
- if (draggable) {
- if (jsPlumb.CurrentLibrary.isDragSupported(element)) {
- var options = dragOptions || _currentInstance.Defaults.DragOptions || jsPlumb.Defaults.DragOptions;
- options = jsPlumb.extend({}, options); // make a copy.
- var dragEvent = jsPlumb.CurrentLibrary.dragEvents['drag'];
- options[dragEvent] = _wrap(options[dragEvent], function() {
- var ui = jsPlumb.CurrentLibrary.getUIPosition(arguments);
- _draw(element, ui);
- _addClass(element, "jsPlumb_dragged");
- });
- var draggable = draggableStates[_getId(element)];
- options.disabled = draggable == null ? false : !draggable;
- jsPlumb.CurrentLibrary.initDraggable(element, options);
- }
- }
- };
-
-
- /**
- * helper to create a canvas.
- * @param clazz optional class name for the canvas.
- */
- var _newCanvas = function(clazz, parent, uuid) {
- var canvas = document.createElement("canvas");
- _appendElement(canvas, parent);
- canvas.style.position="absolute";
- if (clazz) { canvas.className=clazz; }
-
- // set an id. if no id on the element and if uuid was supplied it will be used, otherwise we'll create one.
- _getId(canvas, uuid);
-
- if (ie) {
- // 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, DEFAULT_NEW_CANVAS_SIZE, DEFAULT_NEW_CANVAS_SIZE);
- canvas = G_vmlCanvasManager.initElement(canvas);
- }
-
- return canvas;
- };
- /**
- * performs the given function operation on all the connections found for the given element
- * id; this means we find all the endpoints for the given element, and then for each endpoint
- * find the connectors connected to it. then we pass each connection in to the given
- * function.
- */
- var _operation = function(elId, func) {
- var endpoints = endpointsByElement[elId];
- if (endpoints && endpoints.length) {
- for (var i = 0; i < endpoints.length; i++) {
- for (var j = 0; j < endpoints[i].connections.length; j++) {
- var retVal = func(endpoints[i].connections[j]);
- // if the function passed in returns true, we exit.
- // most functions return false.
- if (retVal) return;
- }
- }
- }
- };
- /**
- * perform an operation on all elements.
- */
- var _operationOnAll = function(func) {
- for (var elId in endpointsByElement) {
- _operation(elId, func);
- }
- };
- /**
- * helper to remove an element from the DOM.
- */
- var _removeElement = function(element, parent) {
- if (element != null) {
- if (!parent) {
- try { document.body.removeChild(element); }
- catch (e) { }
- } else {
- jsPlumb.CurrentLibrary.removeElement(element, parent);
- }
- }
- };
- /**
- * helper to remove a list of elements from the DOM.
- */
- var _removeElements = function(elements, parent) {
- for (var i = 0; i < elements.length; i++)
- _removeElement(elements[i], parent);
- };
- /**
- * helper method to remove an item from a list.
- */
- var _removeFromList = function(map, key, value) {
- var l = map[key];
- if (l != null) {
- var i = _findIndex(l, value);
- if (i >= 0) {
- delete( l[i] );
- l.splice( i, 1 );
- return true;
- }
- }
- return false;
- };
- /**
- * Sets whether or not the given element(s) should be draggable, regardless of what a particular
- * plumb command may request.
- *
- * @param element May be a string, a jQuery elements, or a list of strings/jquery elements.
- * @param draggable Whether or not the given element(s) should be draggable.
- */
- var _setDraggable = function(element, draggable) {
- var _helper = function(el, id) {
- draggableStates[id] = draggable;
- if (jsPlumb.CurrentLibrary.isDragSupported(el)) {
- jsPlumb.CurrentLibrary.setDraggable(el, draggable);
- }
- };
-
- return _elementProxy(element, _helper);
- };
- /**
- * private method to do the business of hiding/showing.
- * @param el either Id of the element in question or a jquery object for the element.
- * @param state String specifying a value for the css 'display' property ('block' or 'none').
- */
- var _setVisible = function(el, state) {
- var elId = _getAttribute(el, "id");
- var f = function(jpc) {
- jpc.canvas.style.display = state;
- };
- _operation(elId, f);
- };
- /**
- * toggles the draggable state of the given element(s).
- * @param el either an id, or a jquery object, or a list of ids/jquery objects.
- */
- var _toggleDraggable = function(el) {
- var fn = function(el, elId) {
- var state = draggableStates[elId] == null ? _draggableByDefault : draggableStates[elId];
- state = !state;
- draggableStates[elId] = state;
- jsPlumb.CurrentLibrary.setDraggable(el, state);
- return state;
- };
- return _elementProxy(el, fn);
- };
- /**
- * private method to do the business of toggling hiding/showing.
- * @param elId Id of the element in question
- */
- var _toggleVisible = function(elId) {
- var f = function(jpc) {
- var state = ('none' == jpc.canvas.style.display);
- jpc.canvas.style.display = state ? "block" : "none";
- };
-
- _operation(elId, f);
-
- //todo this should call _elementProxy, and pass in the _operation(elId, f) call as a function. cos _toggleDraggable does that.
- };
- /**
- * updates the offset and size for a given element, and stores the values.
- * if 'offset' is not null we use that (it would have been passed in from a drag call) because it's faster; but if it is null,
- * or if 'recalc' is true in order to force a recalculation, we use the offset, outerWidth and outerHeight methods to get
- * the current values.
- */
- var _updateOffset = function(elId, offset, recalc) {
- if (recalc || offset == null) { // if forced repaint or no offset available, we recalculate.
- // get the current size and offset, and store them
- var s = _getElementObject(elId);
- sizes[elId] = _getSize(s);
- offsets[elId] = _getOffset(s);
- } else {
- offsets[elId] = offset;
- }
- };
-
- /**
- * wraps one function with another, creating a placeholder for the wrapped function
- * if it was null. this is used to wrap the various drag/drop event functions - to allow
- * jsPlumb to be notified of important lifecycle events without imposing itself on the user's
- * drag/drop functionality.
- * TODO: determine whether or not we should support an error handler concept, if one of the functions fails.
- */
- var _wrap = function(wrappedFunction, newFunction) {
- wrappedFunction = wrappedFunction || function() { };
- newFunction = newFunction || function() { };
- return function() {
- var r = null;
- try { r = newFunction.apply(this, arguments); }
- catch (e) {
- _log('jsPlumb function failed : ' + e);
- }
- try { wrappedFunction.apply(this, arguments);
- }
- catch (e) {
- _log('wrapped function failed : ' + e);
- }
- return r;
- };
- };
-
- /*
- Class: Anchor
- Models a position relative to the origin of some element that an Endpoint can be located.
- */
- /*
- Function: Anchor
-
- Constructor for the Anchor class
-
- Parameters:
- params - Anchor parameters. This should contain three values, and may optionally have an 'offsets' argument:
-
- - x : the x location of the anchor as a fraction of the total width.
- - y : the y location of the anchor as a fraction of the total height.
- - orientation : an [x,y] array indicating the general direction a connection from the anchor should go in. for more info on this, see the documentation, or the docs in jquery-jsPlumb-defaults-XXX.js for the default Anchors.
- - offsets : an [x,y] array of fixed offsets that should be applied after the x,y position has been figured out. may be null.
- */
- var Anchor = function(params) {
- var self = this;
- this.x = params.x || 0; this.y = params.y || 0;
- var orientation = params.orientation || [0,0];
- var lastTimestamp = null;
- var lastReturnValue = null;
- this.offsets = params.offsets || [0,0];
- this.compute = function(xy, wh, element, txy, twh, tElement) {
- lastReturnValue = [ xy[0] + (self.x * wh[0]) + self.offsets[0], xy[1] + (self.y * wh[1]) + self.offsets[1]];
- var container = element? element.container : null;
- var containerAdjustment = {left:0, top:0 };
- if (container != null) {
- var eo = _getElementObject(container);
- var o = _getOffset(eo);
- var sl = jsPlumb.CurrentLibrary.getScrollLeft(eo);
- var st = jsPlumb.CurrentLibrary.getScrollTop(eo);
- containerAdjustment.left = o.left - sl;
- containerAdjustment.top = o.top - st;
- lastReturnValue[0] = lastReturnValue[0] - containerAdjustment.left;
- lastReturnValue[1] = lastReturnValue[1] - containerAdjustment.top;
- }
- return lastReturnValue;
- };
-
- this.getOrientation = function() { return orientation; };
-
- this.equals = function(anchor) {
- if (!anchor) return false;
- var ao = anchor.getOrientation();
- var o = this.getOrientation();
- return this.x == anchor.x && this.y == anchor.y && this.offsets[0] == anchor.offsets[0] && this.offsets[1] == anchor.offsets[1] && o[0] == ao[0] && o[1] == ao[1];
- };
- };
-
- /**
- * An Anchor that floats. its orientation is computed dynamically from its position relative to the anchor it is floating relative to.
- *
- */
- var FloatingAnchor = function(params) {
-
- // this is the anchor that this floating anchor is referenced to for purposes of calculating the orientation.
- var ref = params.reference;
- // the canvas this refers to.
- var refCanvas = params.referenceCanvas;
- var size = _getSize(_getElementObject(refCanvas));
-
- // these are used to store the current relative position of our anchor wrt the reference anchor. they only indicate
- // direction, so have a value of 1 or -1 (or, very rarely, 0). these values are written by the compute method, and read
- // by the getOrientation method.
- var xDir = 0, yDir = 0;
- // temporary member used to store an orientation when the floating anchor is hovering over another anchor.
- var orientation = null;
-
- this.compute = function(xy, wh, txy, twh) {
- // set these for the getOrientation method to use.
- xDir = 0;//xy[0] < txy[0] ? -1 : xy[0] == txy[0] ? 0 : 1;
- yDir = 0;//xy[1] < txy[1] ? -1 : xy[1] == txy[1] ? 0 : 1;
- return [xy[0] + (size[0] / 2), xy[1] + (size[1] / 2) ]; // return origin of the element. we may wish to improve this so that any object can be the drag proxy.
- };
-
- this.getOrientation = function() {
- if (orientation) return orientation;
- else {
- var o = ref.getOrientation();
- // here we take into account the orientation of the other anchor: if it declares zero for some direction, we declare zero too.
- // this might not be the most awesome. perhaps we can come up with a better way. it's just so that the line we draw looks
- // like it makes sense. maybe this wont make sense.
- return [Math.abs(o[0]) * xDir * -1, Math.abs(o[1]) * yDir * -1];
- }
- };
-
- /**
- * notification the endpoint associated with this anchor is hovering over another anchor;
- * we want to assume that anchor's orientation for the duration of the hover.
- */
- this.over = function(anchor) {
- orientation = anchor.getOrientation();
- };
-
- /**
- * notification the endpoint associated with this anchor is no longer hovering
- * over another anchor; we should resume calculating orientation as we normally do.
- */
- this.out = function() {
- orientation = null;
- };
- };
-
- /**
- * An Anchor that contains a list of other Anchors, and which it cycles through at compute time and finds the one that is located closest to
- * the center of the target element, and returns that Anchor's compute method result. this causes endpoints to follow each other with respect
- * to the orientation of their target elements - a useful feature for some applications.
- */
- var DynamicAnchor = function(anchors) {
- this.isSelective = true;
- this.isDynamic = true;
- var _anchors = anchors || [];
- this.addAnchor = function(anchor) { _anchors.push(anchor); };
- var _curAnchor = _anchors.length > 0 ? _anchors[0] : null;
- var _curIndex = _anchors.length > 0 ? 0 : -1;
- this.locked = false;
- var self = this;
-
- //todo set a default anchor?
-
- var _distance = function(anchor, cx, cy, xy, wh) {
- var ax = xy[0] + (anchor.x * wh[0]), ay = xy[1] + (anchor.y * wh[1]);
- return Math.sqrt(Math.pow(cx - ax, 2) + Math.pow(cy - ay, 2));
- };
-
- this.compute = function(xy, wh, element, txy, twh, tElement) {
- // if anchor is locked or an opposite element was not given, we maintain our state. anchor will be locked
- // if it is the source of a drag and drop.
- if (self.locked || txy == null || twh == null) {
- return _curAnchor.compute(xy, wh, element, txy, twh, tElement);
- }
- var cx = txy[0] + (twh[0] / 2), cy = txy[1] + (twh[1] / 2);
- var minIdx = -1, minDist = Infinity;
- for (var i = 0; i < _anchors.length; i++) {
- var d = _distance(_anchors[i], cx, cy, xy, wh);
- if (d < minDist) {
- minIdx = i + 0;
- minDist = d;
- }
- }
- _curAnchor = _anchors[minIdx];
- var pos = _curAnchor.compute(xy, wh, element, txy, twh, tElement);
- return pos;
- };
-
- this.getOrientation = function() {
- return _curAnchor != null ? _curAnchor.getOrientation() : [0,0];
- };
-
- this.over = function(anchor) {
- if (_curAnchor != null) _curAnchor.over(anchor);
- };
-
- this.out = function() {
- if (_curAnchor != null) _curAnchor.out();
- };
- };
-
- // ************** 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 BottomCenter for source
- * and TopCenter for target.
- */
- var Connection = function(params) {
- EventGenerator.apply(this);
- // ************** get the source and target and register the connection. *******************
- var self = this;
- var id = new String('_jsplumb_c_' + (new Date()).getTime());
- this.getId = function() { return id; };
- this.container = params.container || _currentInstance.Defaults.Container; // may be null; we will append to the body if so.
- // get source and target as jQuery objects
- this.source = _getElementObject(params.source);
- this.target = _getElementObject(params.target);
- // sourceEndpoint and targetEndpoint override source/target, if they are present.
- if (params.sourceEndpoint)
- this.source = params.sourceEndpoint.getElement();
- if (params.targetEndpoint)
- this.target = params.targetEndpoint.getElement();
- this.sourceId = _getAttribute(this.source, "id");
- this.targetId = _getAttribute(this.target, "id");
- this.endpointsOnTop = params.endpointsOnTop != null ? params.endpointsOnTop : true;
- this.scope = params.scope; // scope may have been passed in to the connect call.
- // if it wasn't, we will pull it from the source endpoint,
- // after having initialised the endpoints.
- // init endpoints
- this.endpoints = [];
- this.endpointStyles = [];
- var prepareEndpoint = function(existing, index, params, element) {
- if (existing) {
- self.endpoints[index] = existing;
- existing.addConnection(self);
- }
- else {
- if(!params.endpoints) params.endpoints = [null,null];
- var ep = params.endpoints[index] || params.endpoint || _currentInstance.Defaults.Endpoints[index] || jsPlumb.Defaults.Endpoints[index] || _currentInstance.Defaults.Endpoint || jsPlumb.Defaults.Endpoint || new jsPlumb.Endpoints.Dot();
- if (!params.endpointStyles) params.endpointStyles = [null,null];
- var es = params.endpointStyles[index] || params.endpointStyle || _currentInstance.Defaults.EndpointStyles[index] || jsPlumb.Defaults.EndpointStyles[index] || _currentInstance.Defaults.EndpointStyle || jsPlumb.Defaults.EndpointStyle;
- var a = params.anchors ? params.anchors[index] : _currentInstance.Defaults.Anchors[index] || jsPlumb.Defaults.Anchors[index] || _currentInstance.Defaults.Anchor || jsPlumb.Defaults.Anchor || jsPlumb.Anchors.BottomCenter;
- var u = params.uuids ? params.uuids[index] : null;
- if(params.uuids)
- var e = new Endpoint({style:es, endpoint:ep, connections:[self], uuid:u, anchor:a, source:element, container:self.container });
- else
- var e = new Endpoint({style:es, endpoint:ep, connections:[self], anchor:a, source:element, container:self.container });
-
- self.endpoints[index] = e;
- return e;
- }
- };
-
- var eS = prepareEndpoint(params.sourceEndpoint, 0, params, self.source);
- if (eS) _addToList(endpointsByElement, this.sourceId, eS);
- var eT = prepareEndpoint(params.targetEndpoint, 1, params, self.target);
- if (eT) _addToList(endpointsByElement, this.targetId, eT);
- // if scope not set, set it to be the scope for the source endpoint.
- if (!this.scope) this.scope = this.endpoints[0].scope;
-
- this.connector = this.endpoints[0].connector || this.endpoints[1].connector || params.connector || _currentInstance.Defaults.Connector || jsPlumb.Defaults.Connector || new jsPlumb.Connectors.Bezier();
- this.paintStyle = this.endpoints[0].connectorStyle || this.endpoints[1].connectorStyle || params.paintStyle || _currentInstance.Defaults.PaintStyle || jsPlumb.Defaults.PaintStyle;
- this.backgroundPaintStyle = this.endpoints[0].connectorBackgroundStyle || this.endpoints[1].connectorBackgroundStyle || params.backgroundPaintStyle || _currentInstance.Defaults.BackgroundPaintStyle || jsPlumb.Defaults.BackgroundPaintStyle;
-
- // init overlays
- this.overlays = params.overlays || [];
- this.addOverlay = function(overlay) {
- overlays.push(overlay);
- };
-
- // this is a shortcut helper method to let people add a label as overlay.
- this.labelStyle = params.labelStyle || _currentInstance.Defaults.LabelStyle || jsPlumb.Defaults.LabelStyle;;
- this.label = params.label;
- if (this.label) {
- this.overlays.push(new jsPlumb.Overlays.Label({labelStyle:this.labelStyle, label:this.label}));
- };
-
- _updateOffset(this.sourceId);
- _updateOffset(this.targetId);
-
- // functions for mouse hover/select functionality
- this.distanceFrom = function(point) { return self.connector.distanceFrom(point); };
-
- this.setLabel = function(l) {
- self.label = l;
- _currentInstance.repaint(self.source);
- };
-
- // paint the endpoints
- var myOffset = offsets[this.sourceId], myWH = sizes[this.sourceId];
- var otherOffset = offsets[this.targetId]; otherWH = sizes[this.targetId];
- var anchorLoc = this.endpoints[0].anchor.compute([myOffset.left, myOffset.top], myWH, this.endpoints[0], [otherOffset.left, otherOffset.top], otherWH, this.endpoints[1]);
- this.endpoints[0].paint(anchorLoc);
-
- anchorLoc = this.endpoints[1].anchor.compute([otherOffset.left, otherOffset.top], otherWH, this.endpoints[1], [myOffset.left, myOffset.top], myWH, this.endpoints[0]);
- this.endpoints[1].paint(anchorLoc);
- // *************** create canvas on which the connection will be drawn ************
- var canvas = _newCanvas(jsPlumb.connectorClass, self.container);
- this.canvas = canvas;
-
- /**
- * paints the connection.
- * @param elId Id of the element that is in motion
- * @param ui current library's event system ui object (present if we came from a drag to get here)
- * @param recalc whether or not to recalculate element sizes. this is true if a repaint caused this to be painted.
- */
- this.paint = function(elId, ui, recalc, timestamp) {
- var fai = self.floatingAnchorIndex;
- // if the moving object is not the source we must transpose the two references.
- var swap = false;//!(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;
- var el = swap ? this.target : this.source;
-
- if (this.canvas.getContext) {
- _updateOffset(elId, ui, recalc);
- _updateOffset(tId); // update the target if this is a forced repaint. otherwise, only the source has been moved.
-
- var myOffset = offsets[sId];
- var otherOffset = offsets[tId];
- var myWH = sizes[sId];
- var otherWH = sizes[tId];
-
- var ctx = canvas.getContext('2d');
- //TODO: why are these calculated again? they were calculated in the _draw function.
- var sAnchorP = this.endpoints[sIdx].anchor.compute([myOffset.left, myOffset.top], myWH, this.endpoints[sIdx], [otherOffset.left, otherOffset.top], otherWH, this.endpoints[tIdx]);
- var sAnchorO = this.endpoints[sIdx].anchor.getOrientation();
- var tAnchorP = this.endpoints[tIdx].anchor.compute([otherOffset.left, otherOffset.top], otherWH, this.endpoints[tIdx], [myOffset.left, myOffset.top], myWH, this.endpoints[sIdx]);
- var tAnchorO = this.endpoints[tIdx].anchor.getOrientation();
-
- // paint overlays
- var maxSize = 0;
- for (var i = 0; i < self.overlays.length; i++) {
- var o = self.overlays[i];
- var s = o.computeMaxSize(self.connector, ctx);
- if (s > maxSize) maxSize = s;
- }
-
- var dim = this.connector.compute(sAnchorP, tAnchorP, this.endpoints[sIdx].anchor, this.endpoints[tIdx].anchor, this.paintStyle.lineWidth, maxSize);
- jsPlumb.sizeCanvas(canvas, dim[0], dim[1], dim[2], dim[3]);
-
- var _paintOneStyle = function(ctx, paintStyle) {
- ctx.save();
- jsPlumb.extend(ctx, paintStyle);
- if (paintStyle.gradient && !ie) {
- var g = self.connector.createGradient(dim, ctx, (elId == this.sourceId));
- for (var i = 0; i < paintStyle.gradient.stops.length; i++)
- g.addColorStop(paintStyle.gradient.stops[i][0],paintStyle.gradient.stops[i][1]);
- ctx.strokeStyle = g;
- }
- self.connector.paint(dim, ctx);
- ctx.restore();
- };
-
-
- // first check for the background style
- if (this.backgroundPaintStyle != null) {
- _paintOneStyle(ctx, this.backgroundPaintStyle);
- }
- _paintOneStyle(ctx, this.paintStyle);
-
- // paint overlays
- for (var i = 0; i < self.overlays.length; i++) {
- var o = self.overlays[i];
- o.draw(self.connector, ctx);
- }
- }
- };
-
- //TODO: should this take a timestamp? probably. it reduces the amount of time
- // spent figuring out anchor locations.
- this.repaint = function() {
- this.paint(this.sourceId, null, true);
- };
- _initDraggableIfNecessary(self.source, params.draggable, params.dragOptions);
- _initDraggableIfNecessary(self.target, params.draggable, params.dragOptions);
-
- // resizing (using the jquery.ba-resize plugin). todo: decide whether to include or not.
- if (this.source.resize) {
- this.source.resize(function(e) {
- jsPlumb.repaint(self.sourceId);
- });
- }
- };
-
- /*
- Class: Endpoint
- Models an endpoint. Can have one to N connections emanating from it (although how to handle that in the UI is
- a very good question). also has a Canvas and paint style.
- */
-
- /*
- Function: Endpoint
- This is the Endpoint class constructor.
- Parameters:
- anchor - anchor for the endpoint, of type jsPlumb.Anchor. may be null.
- endpoint - endpoint object, of type jsPlumb.Endpoint. may be null.
- style - endpoint style, a js object. may be null.
- source - element the endpoint is attached to, of type jquery object. Required.
- canvas - canvas element to use. may be, and most often is, null.
- connections - optional list of connections to configure the endpoint with.
- isSource - boolean. indicates the endpoint can act as a source of new connections. optional.
- dragOptions - if isSource is set to true, you can supply arguments for the jquery draggable method. optional.
- connectionStyle - if isSource is set to true, this is the paint style for connections from this endpoint. optional.
- connector - optional connector type to use.
- isTarget - boolean. indicates the endpoint can act as a target of new connections. optional.
- dropOptions - if isTarget is set to true, you can supply arguments for the jquery droppable method. optional.
- reattach - optional boolean that determines whether or not the connections reattach after they
- have been dragged off an endpoint and left floating. defaults to false: connections
- dropped in this way will just be deleted.
- */
- var Endpoint = function(params) {
- params = params || {};
- // make a copy. then we can use the wrapper function.
- jsPlumb.extend({}, params);
- var self = this;
- var id = new String('_jsplumb_e_' + (new Date()).getTime());
- this.getId = function() { return id; };
- self.anchor = params.anchor || jsPlumb.Anchors.TopCenter;
- //if (self.anchor.isDynamic) self.anchor.endpoint = self;
- var _endpoint = params.endpoint || new jsPlumb.Endpoints.Dot();
- var _style = params.style || _currentInstance.Defaults.EndpointStyle || jsPlumb.Defaults.EndpointStyle;
- this.connectorStyle = params.connectorStyle;
- this.connector = params.connector;
- this.isSource = params.isSource || false;
- this.isTarget = params.isTarget || false;
- var _element = params.source;
- var _uuid = params.uuid;
- if (_uuid) endpointsByUUID[_uuid] = self;
- this.container = params.container || _currentInstance.Defaults.Container || jsPlumb.Defaults.Container;
- var _elementId = _getAttribute(_element, "id");
- var _maxConnections = params.maxConnections || 1; // maximum number of connections this endpoint can be the source of.
- this.canvas = params.canvas || _newCanvas(jsPlumb.endpointClass, this.container, params.uuid);
- this.connections = params.connections || [];
- this.scope = params.scope || DEFAULT_SCOPE;
- var _reattach = params.reattach || false;
- var floatingEndpoint = null;
- var inPlaceCopy = null;
- this.dragAllowedWhenFull = params.dragAllowedWhenFull || true;
-
- this.addConnection = function(connection) {
- self.connections.push(connection);
- };
- this.detach = function(connection) {
- var idx = _findIndex(self.connections, connection);
- if (idx >= 0) {
- var t = connection.endpoints[0] == self ? connection.endpoints[1] : connection.endpoints[0];
- self.connections.splice(idx, 1);
- t.detach(connection);
- }
- };
-
- /**
- * detaches all connections this Endpoint has
- */
- this.detachAll = function() {
- while(self.connections.length > 0) {
- self.detach(self.connections[0]);
- }
- };
-
- /**
- * removes any connections from this Endpoint that are
- * connected to the given target endpoint.
- * @param targetEndpoint
- */
- this.detachFrom = function(targetEndpoint) {
- var c = [];
- for (var i = 0; i < self.connections.length; i++) {
- if (self.connections[i].endpoints[1] == targetEndpoint || self.connections[i].endpoints[0] == targetEndpoint) {
- c.push(self.connections[i]);
- }
- }
- for (var i = 0; i < c.length; i++) {
- targetEndpoint.detach(c[i]);
- self.detach(c[i]);
- }
- };
-
- /**
- * returns the DOM element this Endpoint is attached to.
- */
- this.getElement = function() { return _element; };
-
- /**
- * returns the UUID for this Endpoint, if there is one.
- */
- this.getUuid= function() { return _uuid; };
-
- /**
- * private but must be exposed.
- */
- this.makeInPlaceCopy = function() {
- var e = new Endpoint({anchor:self.anchor, source:_element, style:_style, endpoint:_endpoint});
- return e;
- };
-
-
- /**
- * returns whether or not this endpoint is connected to the given endpoint.
- * @param endpoint Endpoint to test.
- * @since 1.1.1
- *
- * todo: needs testing. will this work if the endpoint passed in is the source?
- */
- this.isConnectedTo = function(endpoint) {
- var found = false;
- if (endpoint) {
- for (var i = 0; i < self.connections.length; i++) {
- if (self.connections[i].endpoints[1] == endpoint) {
- found = true;
- break;
- }
- }
- }
- return found;
- };
-
- /**
- * private but needs to be exposed.
- * @returns {Boolean}
- */
- this.isFloating = function() { return floatingEndpoint != null; };
- /**
- * first pass at default ConnectorSelector: returns the first connection, if we have any.
- * modified a little, 5/10/2010: now it only returns a connector if we have not got equal to or more than _maxConnector connectors
- * attached. otherwise it is assumed a new connector is ok. but note with this setup we can't select any other connection than the first
- * one. what if this could return a list? that implies everything should work with a list - dragging etc. could be nasty. could also
- * be cool.
- */
- var connectorSelector = function() {
- //return self.connections.length == 0 || self.connections.length < _maxConnections ? null : self.connections[0];
- if (self.connections.length < _maxConnections) return null;
- //else if (self.connections.length == _maxConnections) return false;
- else return self.connections[0];
- };
-
- /**
- * @returns whether or not the Endpoint can accept any more Connections.
- */
- this.isFull = function() { return _maxConnections < 1 ? false : (self.connections.length >= _maxConnections); };
-
- /**
- * sets whether or not connnctions can be dragged from this Endpoint once it is full. you would use
- * this in a UI in which you're going to provide some other way of breaking connections, if you need
- * to break them at all. this property is by default true; use it in conjunction with the 'reattach'
- * option on a connect call.
- */
- this.setDragAllowedWhenFull = function(allowed) {
- self.dragAllowedWhenFull = allowed;
- };
-
- /**
- * a deep equals check. everything must match, including the anchor, styles, everything.
- * TODO: finish Endpoint.equals
- */
- this.equals = function(endpoint) {
- return this.anchor.equals(endpoint.anchor) &&
- true;
- };
-
- /**
- * paints the Endpoint, recalculating offset and anchor positions if necessary.
- */
- this.paint = function(anchorPoint, connectorPaintStyle, canvas) {
-
- if (log) log.debug("Painting Endpoint with elementId [" + _elementId + "]; anchorPoint is [" + anchorPoint + "]");
-
- if (anchorPoint == null) {
- // do we always want to force a repaint here? i dont think so!
- var xy = offsets[_elementId];
- var wh = sizes[_elementId];
- if (xy == null || wh == null) {
- _updateOffset(_elementId);
- xy = offsets[_elementId];
- wh = sizes[_elementId];
- }
- anchorPoint = self.anchor.compute([xy.left, xy.top], wh, self);
- }
- _endpoint.paint(anchorPoint, self.anchor.getOrientation(), canvas || self.canvas, _style, connectorPaintStyle || _style);
- };
-
- /**
- * @deprecated
- */
- this.removeConnection = this.detach; // backwards compatibility
-
-
- // is this a connection source? we make it draggable and have the drag listener
- // maintain a connection with a floating endpoint.
- if (params.isSource && jsPlumb.CurrentLibrary.isDragSupported(_element)) {
-
- var n = null, id = null, jpc = null, existingJpc = false, existingJpcParams = null;
-
- // first the question is, how many connections are on this endpoint? if it's only one, then excellent. otherwise we will either need a way
- // to select one connection from the list, or drag them all. if we had a pluggable 'ConnectorSelector' interface we could probably
- // provide a way for people to implement their own UI components to do the connector selection. the question in that particular case would be how much
- // information the interface needs from jsPlumb at execution time. if, however, we leave out the connector selection, and drag them all,
- // that wouldn't be too hard to organise. perhaps that behaviour would be on a switch for the endpoint, or perhaps the ConnectorSelector
- // interface returns a List, with the default implementation just returning everything. i think i like that.
- //
- // let's say for now that there is just one endpoint, cos we need to get this going before we can consider a list of them anyway.
- // the major difference between that case and the case of a new endpoint is actually quite small - it's a question of where the
- // Connection comes from. for a new one, we create a new one. obviously. otherwise we just get the jpc from the Endpoint
- // (remember we're only assuming one connection right now). so all of the UI stuff we do to create the floating endpoint etc
- // will still be valid, but when we stop dragging, we'll have to do something different. if we stop with a valid drop i think it will
- // be the same process. but if we stop with an invalid drop we have to reset the Connection to how it was when we got it.
- var start = function() {
-
- jpc = connectorSelector();
- if (self.isFull() && !self.dragAllowedWhenFull) return false;
-
- _updateOffset(_elementId);
- inPlaceCopy = self.makeInPlaceCopy();
- inPlaceCopy.paint();
-
- n = document.createElement("div");
- var nE = _getElementObject(n);
- _appendElement(n, self.container); //
- // create and assign an id, and initialize the offset.
- //TODO can't this be replaced with a _getId call?
- var id = "" + new String(new Date().getTime());
- _setAttribute(nE, "id", id);
- _updateOffset(id);
- // store the id of the dragging div and the source element. the drop function
- // will pick these up.
- _setAttribute(_getElementObject(self.canvas), "dragId", id);
- _setAttribute(_getElementObject(self.canvas), "elId", _elementId);
- // create a floating anchor
- var floatingAnchor = new FloatingAnchor({reference:self.anchor, referenceCanvas:self.canvas});
- floatingEndpoint = new Endpoint({ style:{fillStyle:'rgba(0,0,0,0)'}, endpoint:_endpoint, anchor:floatingAnchor, source:nE });
-
- if (jpc == null) {
- self.anchor.locked = true;
- // create a connection. one end is this endpoint, the other is a floating endpoint.
- jpc = new Connection({
- sourceEndpoint:self,
- targetEndpoint:floatingEndpoint,
- source:_getElementObject(_element),
- target:_getElementObject(n),
- anchors:[self.anchor, floatingAnchor],
- paintStyle : params.connectorStyle, // this can be null. Connection will use the default.
- connector: params.connector
- });
- } else {
- existingJpc = true;
- var anchorIdx = jpc.sourceId == _elementId ? 0 : 1;
- jpc.floatingAnchorIndex = anchorIdx;
- // probably we should remove the connection? and add it back if the user
- // does not drop it somewhere proper.
- self.removeConnection(jpc);
- if (anchorIdx == 0){
- existingJpcParams = [jpc.source, jpc.sourceId];
- jpc.source = _getElementObject(n);
- jpc.sourceId = id;
- }else {
- existingJpcParams = [jpc.target, jpc.targetId];
- jpc.target = _getElementObject(n);
- jpc.targetId = id;
- }
-
- jpc.endpoints[anchorIdx == 0 ? 1 : 0].anchor.locked = true;
- jpc.suspendedEndpoint = jpc.endpoints[anchorIdx];
- jpc.endpoints[anchorIdx] = floatingEndpoint;
- }
-
- // register it.
- floatingConnections[id] = jpc;
-
- // todo unregister on stop
- floatingEndpoint.addConnection(jpc);
-
- // only register for the target endpoint; we will not be dragging the source at any time
- // before this connection is either discarded or made into a permanent connection.
- _addToList(endpointsByElement, id, floatingEndpoint);
- };
-
- var dragOptions = params.dragOptions || { };
-
- var defaultOpts = jsPlumb.extend({}, jsPlumb.CurrentLibrary.defaultDragOptions);
- dragOptions = jsPlumb.extend(defaultOpts, dragOptions);
- dragOptions.scope = dragOptions.scope || self.scope;
- var startEvent = jsPlumb.CurrentLibrary.dragEvents['start'];
- var stopEvent = jsPlumb.CurrentLibrary.dragEvents['stop'];
- var dragEvent = jsPlumb.CurrentLibrary.dragEvents['drag'];
- dragOptions[startEvent] = _wrap(dragOptions[startEvent], start);
- dragOptions[dragEvent] = _wrap(dragOptions[dragEvent], function() {
- var _ui = jsPlumb.CurrentLibrary.getUIPosition(arguments);
- //$(n).offset(_ui);
- jsPlumb.CurrentLibrary.setOffset(n, _ui);
- _draw(_getElementObject(n), _ui);
- });
- dragOptions[stopEvent] = _wrap(dragOptions[stopEvent],
- function() {
- _removeFromList(endpointsByElement, id, floatingEndpoint);
- _removeElements([n, floatingEndpoint.canvas], _element); // TODO: clean up the connection canvas (if the user aborted)
- _removeElement(inPlaceCopy.canvas, _element);
- var idx = jpc.floatingAnchorIndex == null ? 1 : jpc.floatingAnchorIndex;
- jpc.endpoints[idx == 0 ? 1 : 0].anchor.locked = false;
- if (jpc.endpoints[idx] == floatingEndpoint) {
- // if the connection was an existing one:
- if (existingJpc && jpc.suspendedEndpoint) {
-
- if (_reattach) {
- jpc.floatingAnchorIndex = null;
- if (idx == 0) {
- jpc.source = existingJpcParams[0];
- jpc.sourceId = existingJpcParams[1];
- } else {
- jpc.target = existingJpcParams[0];
- jpc.targetId = existingJpcParams[1];
- }
- jpc.endpoints[idx] = jpc.suspendedEndpoint;
- jpc.suspendedEndpoint.addConnection(jpc);
- jsPlumb.repaint(existingJpcParams[1]);
- }
- else {
- jpc.endpoints[0].removeConnection(jpc);
- jpc.endpoints[1].removeConnection(jpc);
- _removeElement(jpc.canvas, self.container);
- _removeFromList(connectionsByScope, jpc.scope, jpc);
- _fireEvent("jsPlumbConnectionDetached", {
- source:jpc.source,
- target:jpc.target,
- sourceId:jpc.sourceId,
- targetId:jpc.targetId,
- sourceEndpoint:jpc.endpoints[0],
- targetEndpoint:jpc.endpoints[1]
- });
- }
- } else {
- _removeElement(jpc.canvas, self.container);
- //if (jpc.endpoints[1]) alert("target set");
- self.removeConnection(jpc);
- }
- }
- self.anchor.locked = false;
- jpc = null;
- delete floatingEndpoint;
- delete inPlaceCopy;
- self.paint();
- }
- );
-
- var i = _getElementObject(self.canvas);
- jsPlumb.CurrentLibrary.initDraggable(i, dragOptions);
- };
-
- // connector target
- if (params.isTarget && jsPlumb.CurrentLibrary.isDropSupported(_element)) {
- var dropOptions = params.dropOptions || _currentInstance.Defaults.DropOptions || jsPlumb.Defaults.DropOptions;
- dropOptions = jsPlumb.extend({}, dropOptions);
- dropOptions.scope = dropOptions.scope || self.scope;
- var originalAnchor = null;
- var dropEvent = jsPlumb.CurrentLibrary.dragEvents['drop'];
- var overEvent = jsPlumb.CurrentLibrary.dragEvents['over'];
- var outEvent = jsPlumb.CurrentLibrary.dragEvents['out'];
- dropOptions[dropEvent]= _wrap(dropOptions[dropEvent], function() {
- var draggable = jsPlumb.CurrentLibrary.getDragObject(arguments);
- var id = _getAttribute(_getElementObject(draggable), "dragId");
- var elId = _getAttribute(_getElementObject(draggable),"elId");
- var jpc = floatingConnections[id];
- var idx = jpc.floatingAnchorIndex == null ? 1 : jpc.floatingAnchorIndex;
- var oidx = idx == 0 ? 1 : 0;
- if (!self.isFull() && !(idx == 0 && !self.isSource) && !(idx == 1 && !self.isTarget)) {
- if (idx == 0) {
- jpc.source = _element;
- jpc.sourceId = _elementId;
- } else {
- jpc.target = _element;
- jpc.targetId = _elementId;
- }
- //todo test that the target is not full.
- // remove this jpc from the current endpoint
- jpc.endpoints[idx].removeConnection(jpc);
- if (jpc.suspendedEndpoint)
- jpc.suspendedEndpoint.removeConnection(jpc);
- jpc.endpoints[idx] = self;
- self.addConnection(jpc);
- // add the jpc to the other endpoint too.
- jpc.endpoints[oidx].addConnection(jpc);
-
- _addToList(connectionsByScope, jpc.scope, jpc);
- _initDraggableIfNecessary(_element, params.draggable, {});
- jsPlumb.repaint(elId);
- _fireEvent("jsPlumbConnection", {
- source:jpc.source,
- target:jpc.target,
- sourceId:jpc.sourceId,
- targetId:jpc.targetId,
- sourceEndpoint:jpc.endpoints[0],
- targetEndpoint:jpc.endpoints[1]
- });
- }
- // else there must be some cleanup required.
-
- delete floatingConnections[id];
- });
-
- dropOptions[overEvent]= _wrap(dropOptions[overEvent], function() {
- var draggable = jsPlumb.CurrentLibrary.getDragObject(arguments);
- var id = _getAttribute(_getElementObject(draggable),"dragId");
- var jpc = floatingConnections[id];
- var idx = jpc.floatingAnchorIndex == null ? 1 : jpc.floatingAnchorIndex;
- jpc.endpoints[idx].anchor.over(self.anchor);
- });
-
- dropOptions[outEvent] = _wrap(dropOptions[outEvent], function() {
- var draggable = jsPlumb.CurrentLibrary.getDragObject(arguments);
- var id = _getAttribute(_getElementObject(draggable),"dragId");
- var jpc = floatingConnections[id];
- var idx = jpc.floatingAnchorIndex == null ? 1 : jpc.floatingAnchorIndex;
- jpc.endpoints[idx].anchor.out();
- });
-
- jsPlumb.CurrentLibrary.initDroppable(_getElementObject(self.canvas), dropOptions);
- }
-
- return self;
- };
-
- /*
- Property: Defaults
- These are the default settings for jsPlumb, that is what will be used if you do not supply specific pieces of information
- to the various API calls. A convenient way to implement your own look and feel can be to override these defaults by including a script
- somewhere after the jsPlumb include, but before you make any calls to jsPlumb, for instance in this example we set the PaintStyle to be
- a blue line of 27 pixels:
- > jsPlumb.Defaults.PaintStyle = { lineWidth:27, strokeStyle:'blue' }
- */
- this.Defaults = {
- Anchor : null,
- Anchors : [ null, null ],
- BackgroundPaintStyle : null ,
- Connector : null,
- Container : null,
- DragOptions: { },
- DropOptions: { },
- Endpoint : null,
- Endpoints : [ null, null ],
- EndpointStyle : { fillStyle : null },
- EndpointStyles : [ null, null ],
- LabelStyle : { fillStyle:"rgba(0,0,0,0)", color:"black" },
- MaxConnections : null,
- // TODO: should we have OverlayStyle too?
- PaintStyle : { lineWidth : 10, strokeStyle : 'red' },
- Scope : "_jsPlumb_DefaultScope"
-
- };
-
- /*
- Property: connectorClass
- The CSS class to set on Connection canvas elements. This value is a String and can have multiple classes; the entire String is appended as-is.
- */
- this.connectorClass = '_jsPlumb_connector';
-
- /*
- Property: endpointClass
- The CSS class to set on Endpoint canvas elements. This value is a String and can have multiple classes; the entire String is appended as-is.
- */
- this.endpointClass = '_jsPlumb_endpoint';
-
- /*
- Property: Anchors
- Default jsPlumb Anchors. These are supplied in the file jsPlumb-defaults-x.x.x.js, which is merged in with the main jsPlumb script
- to form <library>.jsPlumb-all-x.x.x.js. You can provide your own Anchors by supplying them in a script that is loaded after jsPlumb, for instance:
- > jsPlumb.Anchors.MyAnchor = { ....anchor code here. see the documentation. }
- */
- this.Anchors = {};
-
- /*
- Property: Connectors
- Default jsPlumb Connectors. These are supplied in the file jsPlumb-defaults-x.x.x.js, which is merged in with the main jsPlumb script
- to form <library>.jsPlumb-all-x.x.x.js. You can provide your own Connectors by supplying them in a script that is loaded after jsPlumb, for instance:
- > jsPlumb.Connectors.MyConnector = { ....connector code here. see the documentation. }
- */
- this.Connectors = {};
-
- /*
- Property: Endpoints
- Default jsPlumb Endpoints. These are supplied in the file jsPlumb-defaults-x.x.x.js, which is merged in with the main jsPlumb script
- to form <library>.jsPlumb-all-x.x.x.js. You can provide your own Endpoints by supplying them in a script that is loaded after jsPlumb, for instance:
- > jsPlumb.Endpoints.MyEndpoint = { ....endpoint code here. see the documentation. }
- */
- this.Endpoints = {};
-
- /*
- Property:Overlays
- Default jsPlumb Overlays such as Arrows and Labels. These are supplied in the file jsPlumb-defaults-x.x.x.js, which is merged in with the main jsPlumb script
- to form <library>.jsPlumb-all-x.x.x.js. You can provide your own Overlays by supplying them in a script that is loaded after jsPlumb, for instance:
- > jsPlumb.Overlays.MyOverlay = { ....overlay code here. see the documentation. }
- */
- this.Overlays = {};
-
- /*
- Function: addEndpoint
- Adds an Endpoint to a given element.
- Parameters:
- target - Element to add the endpoint to. either an element id, or a selector representing some element.
- params - Object containing Endpoint options (more info required)
- Returns:
- The newly created Endpoint.
- See Also:
- <addEndpoints>
- */
- this.addEndpoint = function(target, params) {
- params = jsPlumb.extend({}, params);
- var el = _getElementObject(target);
- var id = _getAttribute(el,"id");
- params.source = el;
- _updateOffset(id);
- var e = new Endpoint(params);
- _addToList(endpointsByElement, id, e);
- var myOffset = offsets[id];
- var myWH = sizes[id];
- var anchorLoc = e.anchor.compute([myOffset.left, myOffset.top], myWH, e);
- e.paint(anchorLoc);
- return e;
- };
-
- /*
- Function: addEndpoint
- Adds a list of Endpoints to a given element.
- Parameters:
- target - element to add the endpoint to. either an element id, or a selector representing some element.
- endpoints - List of objects containing Endpoint options. one Endpoint is created for each entry in this list.
- Returns:
- List of newly created Endpoints, one for each entry in the 'endpoints' argument.
- See Also:
- <addEndpoint>
- */
- this.addEndpoints = function(target, endpoints) {
- var results = [];
- for (var i = 0; i < endpoints.length; i++) {
- results.push(_currentInstance.addEndpoint(target, endpoints[i]));
- }
- return results;
- };
-
- /*
- Function: animate
- Wrapper around supporting library's animate function; injects a call to jsPlumb in the 'step' function (creating it if necessary).
- This only supports the two-arg version of the animate call in jQuery - the one that takes an 'options' object as the second arg.
- MooTools has only one method - a two arg one. Which is handy.
- Parameters:
- el - Element to animate. Either an id, or a selector representing the element.
- properties - The 'properties' argument you want passed to the standard jQuery animate call.
- options - The 'options' argument you want passed to the standard jQuery animate call.
- Returns:
- void
- */
- this.animate = function(el, properties, options) {
- var ele = _getElementObject(el);
- var id = _getAttribute(el,"id");
- //TODO this is not agnostic yet.
- options = options || {};
- var stepFunction = jsPlumb.CurrentLibrary.dragEvents['step'];
- var completeFunction = jsPlumb.CurrentLibrary.dragEvents['complete'];
- options[stepFunction] = _wrap(options[stepFunction], function()
- {
- _currentInstance.repaint(id);
- });
-
- // you know, probably onComplete should repaint too. that will help keep up
- // with fast animations.
- options[completeFunction] = _wrap(options[completeFunction], function()
- {
- _currentInstance.repaint(id);
- });
-
- jsPlumb.CurrentLibrary.animate(ele, properties, options);
- };
-
- /**
- * clears the cache used to lookup elements by their id. if you remove any elements
- * from the DOM you should call this to ensure that if you add them back in jsPlumb does not
- * have a stale handle.
- */
- this.clearCache = function() {
- delete cached;
- cached = {};
- };
-
- this.autoConnect = function(params/*source, target, anchors, endpoint*/) {
- var sources = [], targets = [], _endpoint = params.endpoint || _currentInstance.Defaults.EndpointStyle || jsPlumb.Defaults.EndpointStyle, _anchors = anchors || _currentInstance.Defaults.DynamicAnchors || jsPlumb.Defaults.DynamicAnchors;
- var _addAll = function(s, t) {
- for (var i = 0 ; i < s.length; i++) t.push(s[i]);
- };
- var source = params.source, target = params.target, anchors = params.anchors;
- if (typeof source == 'string')
- sources.push(_getElementObject(source));
- else
- _addAll(source, sources);
- if (typeof target == 'string')
- targets.push(_getElementObject(target));
- else
- _addAll(target, targets);
- var connectOptions = jsPlumb.extend(params, {source:null,target:null,anchors:null});
- for (var i = 0; i < sources.length; i++) {
- for (var j = 0; j < targets.length; j++) {
- var e1 = jsPlumb.addEndpoint(sources[i], jsPlumb.extend({ anchor:jsPlumb.makeDynamicAnchor(_anchors) }, _endpoint));
- var e2 = jsPlumb.addEndpoint(targets[j], jsPlumb.extend({ anchor:jsPlumb.makeDynamicAnchor(_anchors) }, _endpoint));
- _currentInstance.connect(jsPlumb.extend(connectOptions, { sourceEndpoint:e1, targetEndpoint:e2 }));
- }
- }
- };
-
- /*
- Function: connect
- Establishes a connection between two elements.
- Parameters:
- params - Object containing setup for the connection. see documentation.
- Returns:
- The newly created Connection.
- */
- this.connect = function(params) {
- var _p = jsPlumb.extend({}, params);
- // test for endpoint uuids to connect
- if (params.uuids) {
- var _resolveByUuid = function(idx) {
- var e = _getEndpoint(params.uuids[idx]);
- if (!e) throw ("Endpoint with UUID " + params.uuids[idx] + " not found.");
- return e;
- };
- _p.sourceEndpoint = _resolveByUuid(0);
- _p.targetEndpoint = _resolveByUuid(1);
- }
-
- // now ensure that if we do have Endpoints already, they're not full.
- if (_p.sourceEndpoint && _p.sourceEndpoint.isFull()) {
- _log("could not add connection; source endpoint is full");
- return;
- }
-
- if (_p.targetEndpoint && _p.targetEndpoint.isFull()) {
- _log("could not add connection; target endpoint is full");
- return;
- }
-
- var jpc = new Connection(_p);
- // add to list of connections (by scope).
- _addToList(connectionsByScope, jpc.scope, jpc);
- // fire an event
- _fireEvent("jsPlumbConnection", {
- source:jpc.source,
- target:jpc.target,
- sourceId:jpc.sourceId,
- targetId:jpc.targetId,
- sourceEndpoint:jpc.endpoints[0],
- targetEndpoint:jpc.endpoints[1]
- });
- // force a paint
- _draw(jpc.source);
-
- return jpc;
- };
-
- var fireDetachEvent = function(jpc) {
- _fireEvent("jsPlumbConnectionDetached", {
- source:jpc.source,
- target:jpc.target,
- sourceId:jpc.sourceId,
- targetId:jpc.targetId,
- sourceEndpoint:jpc.endpoints[0],
- targetEndpoint:jpc.endpoints[1]
- });
- };
-
- /*
- Function: detach
- Removes a connection.
- Parameters:
- sourceId - Id of the first element in the connection. A String.
- targetId - iI of the second element in the connection. A String.
- Returns:
- true if successful, false if not.
- */
- this.detach = function(sourceId, targetId) {
- if (arguments.length == 2) {
- var f = function(jpc) {
- if ((jpc.sourceId == sourceId && jpc.targetId == targetId) || (jpc.targetId == sourceId && jpc.sourceId == targetId)) {
- _removeElement(jpc.canvas, jpc.container);
- jpc.endpoints[0].removeConnection(jpc);
- jpc.endpoints[1].removeConnection(jpc);
- _removeFromList(connectionsByScope, jpc.scope, jpc);
- fireDetachEvent(jpc);
-
- return true;
- }
-
- };
-
- // todo: how to cleanup the actual storage? a third arg to _operation?
- _operation(sourceId, f);
- }
- // this is the new version of the method, taking a JS object like the connect method does.
- else if (arguments.length == 1) {
- var _p = jsPlumb.extend({}, sourceId); // a backwards compatibility hack: sourceId should be thought of as 'params' in this case.
- // test for endpoint uuids to detach
- if (_p.uuids) {
- _getEndpoint(_p.uuids[0]).detachFrom(_getEndpoint(_p.uuids[1]));
- }
- else if (_p.sourceEndpoint && _p.targetEndpoint) {
- _p.sourceEndpoint.detachFrom(_p.targetEndpoint);
- }
- else {
- sourceId = _getId(_p.source);
- targetId = _getId(_p.target);
- var f = function(jpc) {
- if ((jpc.sourceId == sourceId && jpc.targetId == targetId) || (jpc.targetId == sourceId && jpc.sourceId == targetId)) {
- _removeElement(jpc.canvas, jpc.container);
- jpc.endpoints[0].removeConnection(jpc);
- jpc.endpoints[1].removeConnection(jpc);
- _removeFromList(connectionsByScope, jpc.scope, jpc);
- fireDetachEvent(jpc);
-
- return true;
- }
-
- };
-
- // todo: how to cleanup the actual storage? a third arg to _operation?
- _operation(sourceId, f);
- }
-
- // fire an event
- /*_fireEvent("jsPlumbDetach", {
- source:jpc.source,
- target:jpc.target,
- sourceId:jpc.sourceId,
- targetId:jpc.targetId,
- sourceEndpoint:jpc.endpoints[0],
- targetEndpoint:jpc.endpoints[1]
- });*/
- /*// force a paint
- _draw(jpc.source);
-
- return jpc;*/
- }
- };
-
- /*
- Function: detachAll
- Removes all an element's connections.
- Parameters:
- el - either the id of the element, or a selector for the element.
- Returns:
- void
- */
- this.detachAll = function(el) {
- var id = _getAttribute(el, "id");
- var endpoints = endpointsByElement[id];
- if (endpoints && endpoints.length) {
- for (var i = 0; i < endpoints.length; i++) {
- var c = endpoints[i].connections.length;
- if (c > 0) {
- for (var j = 0; j < c; j++) {
- var jpc = endpoints[i].connections[0];
- _removeElement(jpc.canvas, jpc.container);
- jpc.endpoints[0].removeConnection(jpc);
- jpc.endpoints[1].removeConnection(jpc);
- _removeFromList(connectionsByScope, jpc.scope, jpc);
- fireDetachEvent(jpc);
- }
- }
- }
- }
- };
-
- /*
- Function: detachEverything
- Remove all Connections from all elements, but leaves Endpoints in place.
- Returns:
- void
- See Also:
- <removeEveryEndpoint>
- */
- this.detachEverything = function() {
- for(var id in endpointsByElement) {
- var endpoints = endpointsByElement[id];
- if (endpoints && endpoints.length) {
- for (var i = 0; i < endpoints.length; i++) {
- var c = endpoints[i].connections.length;
- if (c > 0) {
- for (var j = 0; j < c; j++) {
- var jpc = endpoints[i].connections[0];
- _removeElement(jpc.canvas, jpc.container);
- jpc.endpoints[0].removeConnection(jpc);
- jpc.endpoints[1].removeConnection(jpc);
- fireDetachEvent(jpc);
- }
- }
- }
- }
- }
- delete connectionsByScope;
- connectionsByScope = {};
- };
-
- /*
- Function: draggable
- initialises the draggability of some element or elements.
- Parameters:
- el - either an element id, a list of element ids, or a selector.
- options - options to pass through to the underlying library
- Returns:
- void
- */
- this.draggable = function(el, options) {
- if (typeof el == 'object' && el.length) {
- for (var i = 0; i < el.length; i++)
- {
- var ele = _getElementObject(el[i]);
- if (ele) _initDraggableIfNecessary(ele, true, options);
- }
- }
- else {
- var ele = _getElementObject(el);
- if (ele)
- _initDraggableIfNecessary(ele, true, options);
- }
- };
-
- /*
- Function: extend
- Wraps the underlying library's extend functionality.
- Parameters:
- o1 - object to extend
- o2 - object to extend o1 with
- Returns:
- o1, extended with all properties from o2.
- */
- this.extend = function(o1, o2) {
- return jsPlumb.CurrentLibrary.extend(o1, o2);
- };
-
- /*
- Function: getConnections
- Gets all or a subset of connections currently managed by this jsPlumb instance.
- Parameters:
- options - a JS object that holds options defining what sort of connections you're looking for. Valid values are:
- scope this may be a String or a list of Strings. jsPlumb will only return Connections whose scope matches what this option
- defines. If you omit it, you will be given Connections of every scope.
- source may be a string or a list of strings; constraints results to have only Connections whose source is this object.
- target may be a string or a list of strings; constraints results to have only Connections whose target is this object.
-
- The return value is a dictionary in this format:
-
- {
- 'scope1': [
- {sourceId:'window1', targetId:'window2'},
- {sourceId:'window3', targetId:'window4'},
- {sourceId:'window1', targetId:'window3'}
- ],
- 'scope2': [
- {sourceId:'window1', targetId:'window3'}
- ]
- }
-
- */
- this.getConnections = function(options) {
- var r = {};
- options = options || {};
- var prepareList = function(input) {
- var r = [];
- if (input) {
- if (typeof input == 'string') r.push(input);
- else r = input;
- }
- return r;
- };
- var scopes = prepareList(options.scope);
- var sources = prepareList(options.source);
- var targets = prepareList(options.target);
- var filter = function(list, value) {
- return list.length > 0 ? _findIndex(list, value) != -1 : true;
- };
- for (var i in connectionsByScope) {
- if (filter(scopes, i)) {
- r[i] = [];
- for (var j = 0; j < connectionsByScope[i].length; j++) {
- var c = connectionsByScope[i][j];
- if (filter(sources, c.sourceId) && filter(targets, c.targetId))
- r[i].push({
- sourceId:c.sourceId,
- targetId:c.targetId,
- source:c.source,
- target:c.target,
- sourceEndpoint:c.endpoints[0],
- targetEndpoint:c.endpoints[1]
- });
- }
- }
- }
- return r;
- };
-
- /*
- Function: getDefaultScope
- Gets the default scope for connections and endpoints. a scope defines a type of endpoint/connection; supplying a scope to an endpoint
- or connection allows you to support different types of connections in the same UI. but if you're only interested in one type of connection,
- you don't need to supply a scope. this method will probably be used by very few people; it's good for testing though.
- */
- this.getDefaultScope = function() {
- return DEFAULT_SCOPE;
- };
-
- /*
- Function: getEndpoint
- gets an Endpoint by UUID
- Parameters:
- uuid - the UUID for the Endpoint
- Returns:
- Endpoint with the given UUID, null if nothing found.
- */
- this.getEndpoint = _getEndpoint;
-
- /*
- * gets an element's id, creating one if necessary. really only exposed for the lib-specific
- * functionality to access; would be better to pass the current instance into the lib-specific
- * code (even though this is a static call. i just don't want to expose it to the public API).
- */
- this.getId = _getId;
-
- /*
- Function: hide
- Sets an element's connections to be hidden.
- Parameters:
- el - either the id of the element, or a selector for the element.
- Returns:
- void
- */
- this.hide = function(el) {
- _setVisible(el, "none");
- };
-
- /*
- Function: makeAnchor
- Creates an anchor with the given params.
- Parameters:
- x - the x location of the anchor as a fraction of the total width.
- y - the y location of the anchor as a fraction of the total height.
- xOrientation - value indicating the general direction a connection from the anchor should go in, in the x direction.
- yOrientation - value indicating the general direction a connection from the anchor should go in, in the y direction.
- xOffset - a fixed offset that should be applied in the x direction that should be applied after the x position has been figured out. optional. defaults to 0.
- yOffset - a fixed offset that should be applied in the y direction that should be applied after the y position has been figured out. optional. defaults to 0.
- Returns:
- The newly created Anchor.
- */
- this.makeAnchor = function(x, y, xOrientation, yOrientation, xOffset, yOffset) {
- // backwards compatibility here. we used to require an object passed in but that makes the call very verbose. easier to use
- // by just passing in four/six values. but for backwards compatibility if we are given only one value we assume it's a call in the old form.
- var params = {};
- if (arguments.length == 1) jsPlumb.extend(params, x);
- else {
- params = {x:x, y:y};
- if (arguments.length >= 4) {
- params.orientation = [arguments[2], arguments[3]];
- }
- if (arguments.length == 6) params.offsets = [arguments[4], arguments[5]];
- }
- var a = new Anchor(params);
- a.clone = function() { return new Anchor(params); };
- return a;
- };
-
- this.makeDynamicAnchor = function(anchors) {
- return new DynamicAnchor(anchors);
- };
-
- /*
- Function: repaint
- Repaints an element and its connections. This method gets new sizes for the elements before painting anything.
- Parameters:
- el - either the id of the element or a selector representing the element.
- Returns:
- void
- See Also:
- <repaintEverything>
- */
- this.repaint = function(el) {
-
- var _processElement = function(el) {
- var ele = _getElementObject(el);
- _draw(ele);
- };
-
- // TODO: support a jQuery result object too!
-
- // support both lists...
- if (typeof el =='object') {
- for (var i = 0; i < el.length; i++)
- _processElement(el[i]);
- } // ...and single strings.
- else _processElement(el);
- };
-
- /*
- Function: repaintEverything
- Repaints all connections.
- Returns:
- void
- See Also:
- <repaint>
- */
- this.repaintEverything = function() {
- for (var elId in endpointsByElement) {
- _draw(_getElementObject(elId));
- }
- };
-
- /*
- Function: removeAllEndpoints
- Removes all Endpoints associated with a given element. Also removes all Connections associated with each Endpoint it removes.
- Parameters:
- el - either an element id, or a selector for an element.
- Returns:
- void
- See Also:
- <removeEndpoint>
- */
- this.removeAllEndpoints = function(el) {
- var elId = _getAttribute(el, "id");
- // first remove all Connections.
- jsPlumb.detachAll(elId);
- var ebe = endpointsByElement[elId];
- for (var i in ebe) {
- _removeElement(ebe[i].canvas, ebe[i].getElement());
- }
- endpointsByElement[elId] = [];
- };
-
- /*
- Function: removeEveryEndpoint
- Removes every Endpoint in this instance of jsPlumb.
- Returns:
- void
- See Also:
- <removeAllEndpoints> <removeEndpoint>
- */
- this.removeEveryEndpoint = function() {
- for(var id in endpointsByElement) {
- var endpoints = endpointsByElement[id];
- if (endpoints && endpoints.length) {
- for (var i = 0; i < endpoints.length; i++) {
- _removeElement(endpoints[i].canvas, endpoints[i].container);
- }
- }
- }
- delete endpointsByElement;
- endpointsByElement = {};
- };
-
- /*
- Function: removeEndpoint
- Removes the given Endpoint from the given element.
- Parameters:
- el - either an element id, or a selector for an element.
- endpoint - Endpoint to remove. this is an Endpoint object, such as would have been returned from a call to addEndpoint.
- Returns:
- void
- See Also:
- <removeAllEndpoints> <removeEveryEndpoint>
- */
- this.removeEndpoint = function(el, endpoint) {
- var elId = _getAttribute(el, "id");
- var ebe = endpointsByElement[elId];
- if (ebe) {
- if(_removeFromList(endpointsByElement, elId, endpoint))
- _removeElement(endpoint.canvas, endpoint.getElement());
- }
- };
-
- /*
- Function:reset
- removes all endpoints and connections and clears the element cache.
- */
- this.reset = function() {
- this.detachEverything();
- this.removeEveryEndpoint();
- this.clearCache();
- };
-
- /*
- Function: setAutomaticRepaint
- Sets/unsets automatic repaint on window resize.
- Parameters:
- value - whether or not to automatically repaint when the window is resized.
- Returns:
- void
- */
- this.setAutomaticRepaint = function(value) {
- automaticRepaint = value;
- };
-
- /*
- Function: setDefaultNewCanvasSize
- Sets the default size jsPlumb will use for a new canvas (we create a square canvas so one value is all that is required).
- This is a hack for IE, because ExplorerCanvas seems to need for a canvas to be larger than what you are going to draw on
- it at initialisation time. The default value of this is 1200 pixels, which is quite large, but if for some reason you're
- drawing connectors that are bigger, you should adjust this value appropriately.
- Parameters:
- size - The default size to use. jsPlumb will use a square canvas so you need only supply one value.
- Returns:
- void
- */
- this.setDefaultNewCanvasSize = function(size) {
- DEFAULT_NEW_CANVAS_SIZE = size;
- };
-
- /*
- Function: setDefaultScope
- Sets the default scope for connections and endpoints. a scope defines a type of endpoint/connection; supplying a scope to an endpoint
- or connection allows you to support different types of connections in the same UI. but if you're only interested in one type of connection,
- you don't need to supply a scope. this method will probably be used by very few people; it just instructs jsPlumb to use a different key
- for the default scope.
- */
- this.setDefaultScope = function(scope) {
- DEFAULT_SCOPE = scope;
- };
-
- /*
- Function: setDraggable
- Sets whether or not a given element is draggable, regardless of what any plumb command may request.
- Parameters:
- el - either the id for the element, or a selector representing the element.
- Returns:
- void
- */
- this.setDraggable = _setDraggable;
-
- /*
- Function: setDraggableByDefault
- Sets whether or not elements are draggable by default. Default for this is true.
- Parameters:
- draggable - value to set
- Returns:
- void
- */
- this.setDraggableByDefault = function(draggable) {
- _draggableByDefault = draggable;
- };
-
- this.setDebugLog = function(debugLog) {
- log = debugLog;
- };
-
- /*
- Function: setRepaintFunction
- Sets the function to fire when the window size has changed and a repaint was fired.
- Parameters:
- f - Function to execute.
- Returns:
- void
- */
- this.setRepaintFunction = function(f) {
- repaintFunction = f;
- };
-
- /*
- Function: show
- Sets an element's connections to be visible.
- Parameters:
- el - either the id of the element, or a selector for the element.
- Returns:
- void
- */
- this.show = function(el) {
- _setVisible(el, "block");
- };
-
- /*
- Function: sizeCanvas
- Helper to size a canvas. You would typically use this when writing your own Connector or Endpoint implementation.
- Parameters:
- x - [int] x position for the Canvas origin
- y - [int] y position for the Canvas origin
- w - [int] width of the canvas
- h - [int] height of the canvas
- Returns:
- void
- */
- this.sizeCanvas = function(canvas, x, y, w, h) {
- if (canvas) {
- 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";
- // _currentInstance.CurrentLibrary.setPosition(canvas, x, y);
- }
- };
-
- /**
- * gets some test hooks. nothing writable.
- */
- this.getTestHarness = function() {
- return {
- endpointCount : function(elId) {
- var e = endpointsByElement[elId];
- return e ? e.length : 0;
- },
- connectionCount : function(scope) {
- scope = scope || DEFAULT_SCOPE;
- var c = connectionsByScope[scope];
- return c ? c.length : 0;
- },
- findIndex : _findIndex,
- getId : _getId
- };
- };
-
- /**
- * Toggles visibility of an element's connections. kept for backwards compatibility
- */
- this.toggle = _toggleVisible;
-
- /*
- Function: toggleVisible
- Toggles visibility of an element's connections.
- Parameters:
- el - either the element's id, or a selector representing the element.
- Returns:
- void, but should be updated to return the current state
- */
- //TODO: update this method to return the current state.
- this.toggleVisible = _toggleVisible;
-
- /*
- Function: toggleDraggable
- Toggles draggability (sic) of an element's connections.
- Parameters:
- el - either the element's id, or a selector representing the element.
- Returns:
- The current draggable state.
- */
- this.toggleDraggable = _toggleDraggable;
-
- /*
- Function: unload
- Unloads jsPlumb, deleting all storage. You should call this from an onunload attribute on the <body> element
- Returns:
- void
- */
- this.unload = function() {
- delete endpointsByElement;
- delete offsets;
- delete sizes;
- delete floatingConnections;
- delete draggableStates;
- };
-
- /*
- Function: wrap
- Helper method to wrap an existing function with one of your own. This is used by the various
- implementations to wrap event callbacks for drag/drop etc; it allows jsPlumb to be
- transparent in its handling of these things. If a user supplies their own event callback,
- for anything, it will always be called.
- Parameters:
- */
- this.wrap = _wrap;
- this.addListener = _addListener;
-
- };
-
- var jsPlumb = window.jsPlumb = new jsPlumbInstance();
- jsPlumb.getInstance = function(_defaults) {
- var j = new jsPlumbInstance();
- if (_defaults)
- jsPlumb.extend(j.Defaults, _defaults);
- return j;
- };
- })();
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