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- /*
- * jsPlumb 1.2.4
- *
- * Provides a way to visually connect elements on an HTML page.
- *
- * http://morrisonpitt.com/jsPlumb/demo.html
- * http://code.google.com/p/jsPlumb
- *
- * Dual licensed under MIT and GPL2.
- */
- (function() {
-
- var jsPlumbInstance = function() {
-
- /**
- * helper class for objects that generate events
- */
- var EventGenerator = function() {
- var _listeners = {};
- this.bind = function(event, listener) {
- var doOne = function(e, l) { _addToList(_listeners, e, l); };
- if (event.constructor == Array) {
- for ( var i = 0; i < event.length; i++)
- doOne(event[i], listener);
- } else
- doOne(event, listener);
- };
- this.fireUpdate = function(event, value) {
- if (_listeners[event]) {
- for ( var i = 0; i < _listeners[event].length; i++) {
- try {
- _listeners[event][i][event](value);
- } catch (e) {
- _log("jsPlumb: fireUpdate failed for event "
- + event + ";not fatal.");
- }
- }
- }
- };
- this.clearListeners = function() {
- delete _listeners
- _listeners = {};
- };
- };
- var _currentInstance = this;
- var ie = !!!document.createElement('canvas').getContext;
- var log = null;
- var repaintFunction = function() {
- jsPlumb.repaintEverything();
- };
- var automaticRepaint = true;
- function repaintEverything() {
- if (automaticRepaint)
- repaintFunction();
- };
- var resizeTimer = null;
- /**
- * 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 offsetTimestamps = {};
- 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;
- };
- /**
- * 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;
- };
- /**
- * appends an element to the given parent, or the document body if no
- * parent given.
- */
- var _appendElement = function(canvas, parent) {
- if (!parent)
- document.body.appendChild(canvas);
- else
- jsPlumb.CurrentLibrary.appendElement(canvas, parent);
- };
- /**
- * creates a timestamp, using milliseconds since 1970, but as a string.
- */
- var _timestamp = function() {
- return "" + (new Date()).getTime();
- };
- /**
- * Draws an endpoint and its connections.
- *
- * @param element element to draw (of type library specific element object)
- * @param ui UI object from current library's event system. optional.
- * @param timestamp timestamp for this paint cycle. used to speed things up a little by cutting down the amount of offset calculations we do.
- */
- var _draw = function(element, ui, timestamp) {
- var id = _getAttribute(element, "id");
- var endpoints = endpointsByElement[id];
- if (!timestamp) timestamp = _timestamp();
- if (endpoints) {
- _updateOffset( { elId : id, offset : ui, recalc : false, timestamp : timestamp }); // timestamp is checked against last update cache; it is
- // valid for one paint cycle.
- var myOffset = offsets[id], myWH = sizes[id];
- for ( var i = 0; i < endpoints.length; i++) {
- endpoints[i].paint( { timestamp : timestamp, offset : myOffset, dimensions : myWH });
- var l = endpoints[i].connections;
- for ( var j = 0; j < l.length; j++) {
- l[j].paint( { elId : id, ui : ui, recalc : false, timestamp : timestamp }); // ...paint each connection.
- // then, check for dynamic endpoint; need to repaint it.
- var oIdx = l[j].endpoints[0] == endpoints[i] ? 1 : 0;
- if (l[j].endpoints[oIdx].anchor.isDynamic && !l[j].endpoints[oIdx].isFloating()) {
- var oId = oIdx == 0 ? l[j].sourceId : l[j].targetId;
- var oOffset = offsets[oId], oWH = sizes[oId];
- // TODO i still want to make this faster.
- var anchorLoc = l[j].endpoints[oIdx].anchor.compute( {
- xy : [ oOffset.left, oOffset.top ],
- wh : oWH,
- element : l[j].endpoints[oIdx],
- txy : [ myOffset.left, myOffset.top ],
- twh : myWH,
- tElement : endpoints[i]
- });
- l[j].endpoints[oIdx].paint({ anchorLoc : anchorLoc });
- }
- }
- }
- }
- };
- /**
- * executes the given function against the given element if the first
- * argument is an object, or the list of elements, if the first argument
- * is a list. the function passed in takes (element, elementId) as
- * arguments.
- */
- var _elementProxy = function(element, fn) {
- var retVal = null;
- if (element.constructor == Array) {
- retVal = [];
- for ( var i = 0; i < element.length; i++) {
- var el = _getElementObject(element[i]), id = _getAttribute(el, "id");
- retVal.push(fn(el, id)); // append return values to what we will return
- }
- } else {
- var el = _getElementObject(element), id = _getAttribute(el, "id");
- retVal = fn(el, id);
- }
- return retVal;
- };
- /**
- *
- */
- var _log = function(msg) {
- if (_currentInstance.logEnabled && typeof console != "undefined")
- console.log(msg);
- };
- /**
- * gets the named attribute from the given element (id or element
- * object)
- */
- var _getAttribute = function(el, attName) {
- return jsPlumb.CurrentLibrary.getAttribute(_getElementObject(el), attName);
- };
- var _setAttribute = function(el, attName, attValue) {
- jsPlumb.CurrentLibrary.setAttribute(_getElementObject(el), attName, attValue);
- };
- var _addClass = function(el, clazz) {
- jsPlumb.CurrentLibrary.addClass(_getElementObject(el), clazz);
- };
- var _removeClass = function(el, clazz) {
- jsPlumb.CurrentLibrary.removeClass(_getElementObject(el), clazz);
- };
- var _getElementObject = function(el) {
- return jsPlumb.CurrentLibrary.getElementObject(el);
- };
- var _getOffset = function(el) {
- return jsPlumb.CurrentLibrary.getOffset(_getElementObject(el));
- };
- var _getSize = function(el) {
- return jsPlumb.CurrentLibrary.getSize(_getElementObject(el));
- };
- /**
- * 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_" + _timestamp();
- _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) {
- 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'];
- var stopEvent = jsPlumb.CurrentLibrary.dragEvents['stop'];
- options[dragEvent] = _wrap(options[dragEvent], function() {
- var ui = jsPlumb.CurrentLibrary.getUIPosition(arguments);
- _draw(element, ui);
- _addClass(element, "jsPlumb_dragged");
- });
- options[stopEvent] = _wrap(options[stopEvent], function() {
- var ui = jsPlumb.CurrentLibrary.getUIPosition(arguments);
- _draw(element, ui);
- _removeClass(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 element objects, or a list of
- * strings/elements.
- * @param draggable
- * Whether or not the given element(s) should be draggable.
- */
- var _setDraggable = function(element, draggable) {
- return _elementProxy(element, function(el, id) {
- draggableStates[id] = draggable;
- if (jsPlumb.CurrentLibrary.isDragSupported(el)) {
- jsPlumb.CurrentLibrary.setDraggable(el, draggable);
- }
- });
- };
- /**
- * private method to do the business of hiding/showing.
- *
- * @param el
- * either Id of the element in question or a library specific
- * object for the element.
- * @param state
- * String specifying a value for the css 'display' property
- * ('block' or 'none').
- */
- var _setVisible = function(el, state) {
- _operation(_getAttribute(el, "id"), function(jpc) {
- jpc.canvas.style.display = state;
- });
- };
- /**
- * toggles the draggable state of the given element(s).
- *
- * @param el
- * either an id, or an element object, or a list of
- * ids/element objects.
- */
- var _toggleDraggable = function(el) {
- return _elementProxy(el, function(el, elId) {
- var state = draggableStates[elId] == null ? _draggableByDefault : draggableStates[elId];
- state = !state;
- draggableStates[elId] = state;
- jsPlumb.CurrentLibrary.setDraggable(el, state);
- return state;
- });
- };
- /**
- * private method to do the business of toggling hiding/showing.
- *
- * @param elId
- * Id of the element in question
- */
- var _toggleVisible = function(elId) {
- _operation(elId, function(jpc) {
- var state = ('none' == jpc.canvas.style.display);
- jpc.canvas.style.display = state ? "block" : "none";
- });
- // 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(params) {
- var timestamp = params.timestamp, recalc = params.recalc, offset = params.offset, elId = params.elId;
- if (!recalc) {
- if (timestamp && timestamp === offsetTimestamps[elId])
- return;
- }
- 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);
- offsetTimestamps[elId] = timestamp;
- } 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:
- * - 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 ];
- self.timestamp = null;
- this.compute = function(params) {
- var xy = params.xy, wh = params.wh, element = params.element, timestamp = params.timestamp;
- if (timestamp && timestamp === self.timestamp) {
- return lastReturnValue;
- }
- 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;
- }
- self.timestamp = timestamp;
- 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];
- };
- this.getCurrentLocation = function() {
- return lastReturnValue;
- };
- };
- /**
- * 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;
- var _lastResult = null;
- this.compute = function(params) {
- var xy = params.xy, el = params.element;
- var result = [ 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.
- if (el.container != null) {
- var o = _getOffset(el.container);
- result[0] = result[0] - o.left;
- result[1] = result[1] - o.top;
- }
- _lastResult = result;
- return result;
- };
- 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;
- };
- this.getCurrentLocation = function() {
- return _lastResult;
- };
- };
- /*
- * Class: DynamicAnchor
- *
- * An Anchor that contains a list of other Anchors, which it cycles
- * through at compute time to find 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.
- *
- * there has been a request to make the anchor selection process
- * pluggable: closest centers does not work for everyone.
- */
- var DynamicAnchor = function(anchors) {
- this.isSelective = true;
- this.isDynamic = true;
- var _anchors = anchors || [];
- var _convert = function(anchor) {
- return anchor.constructor == Array ? jsPlumb.makeAnchor(anchor) : anchor;
- };
- for (var i = 0; i < _anchors.length; i++)
- _anchors[i] = _convert(_anchors[i]);
-
- this.addAnchor = function(anchor) {
- _anchors.push(_convert(anchor));
- };
- this.getAnchors = function() { return _anchors; };
- var _curAnchor = _anchors.length > 0 ? _anchors[0] : null;
- var _curIndex = _anchors.length > 0 ? 0 : -1;
- this.locked = false;
- var self = this;
- 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(params) {
- var xy = params.xy, wh = params.wh, element = params.element, timestamp = params.timestamp, txy = params.txy, twh = params.twh, tElement = params.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(params);
- else
- params.timestamp = null; // otherwise clear this, i think. we want the anchor to compute.
- 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(params);
- return pos;
- };
- this.getCurrentLocation = function() {
- var cl = _curAnchor != null ? _curAnchor.getCurrentLocation() : null;
- return cl;
- };
- 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();
- };
- };
- /*
- * Class:Connection
- *
- * The connecting line between two Endpoints.
- *
- */
- 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 = [];
- // wrapped the main function to return null if no input given. this lets us cascade defaults properly.
- var _makeAnchor = function(anchorParams) {
- if (anchorParams)
- return jsPlumb.makeAnchor(anchorParams);
- };
- 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 (ep.constructor == String) ep = new jsPlumb.Endpoints[ep]();
- 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] : _makeAnchor(_currentInstance.Defaults.Anchors[index]) || _makeAnchor(jsPlumb.Defaults.Anchors[index]) || _makeAnchor(_currentInstance.Defaults.Anchor) || _makeAnchor(jsPlumb.Defaults.Anchor) || _makeAnchor("BottomCenter");
- var u = params.uuids ? params.uuids[index] : null;
- var e = new Endpoint( { style : es, endpoint : ep, connections : [ self ], uuid : u, 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();
- if (this.connector.constructor == String) this.connector = new jsPlumb.Connectors[this.connector](); // lets you use a string as shorthand.
- 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( { elId : this.sourceId });
- _updateOffset( { elId : 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];
- // todo: why not fold this and the paint call that follows into one
- // call?
- var anchorLoc = this.endpoints[0].anchor.compute( {
- xy : [ myOffset.left, myOffset.top ], wh : myWH, element : this.endpoints[0],
- txy : [ otherOffset.left, otherOffset.top ], twh : otherWH, tElement : this.endpoints[1]
- });
- this.endpoints[0].paint( { anchorLoc : anchorLoc });
- anchorLoc = this.endpoints[1].anchor.compute( {
- xy : [ otherOffset.left, otherOffset.top ], wh : otherWH, element : this.endpoints[1],
- txy : [ myOffset.left, myOffset.top ], twh : myWH, tElement : this.endpoints[0]
- });
- this.endpoints[1].paint({ anchorLoc : anchorLoc });
- var canvas = _newCanvas(jsPlumb.connectorClass, self.container);
- this.canvas = canvas;
- /*
- * Function: paint paints the connection. Parameters: - elId Id of
- * the element that is in motion - ui current library's event system
- * ui object (present if we came from a drag to get here) - recalc
- * whether or not to recalculate element sizes. this is true if a
- * repaint caused this to be painted.
- */
- this.paint = function(params) {
- params = params || {};
- var elId = params.elId, ui = params.ui, recalc = params.recalc, timestamp = params.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 : elId, offset : ui, recalc : recalc, timestamp : timestamp });
- _updateOffset( { elId : tId, timestamp : timestamp }); // update the target if this is a forced repaint. otherwise, only the source has been moved.
- var myOffset = offsets[sId], otherOffset = offsets[tId], myWH = sizes[sId], otherWH = sizes[tId];
- var ctx = canvas.getContext('2d');
- var sAnchorP = this.endpoints[sIdx].anchor.getCurrentLocation();
- var sAnchorO = this.endpoints[sIdx].anchor.getOrientation();
- var tAnchorP = this.endpoints[tIdx].anchor.getCurrentLocation();
- 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({ elId : this.sourceId, recalc : 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 || {};
- var self = this;
- var id = new String('_jsplumb_e_' + (new Date()).getTime());
- this.getId = function() { return id; };
- self.anchor = params.anchor ? jsPlumb.makeAnchor(params.anchor) : jsPlumb.makeAnchor("TopCenter");
- var _endpoint = params.endpoint || new jsPlumb.Endpoints.Dot();
- if (_endpoint.constuctor == String) _endpoint = new jsPlumb.Endpoints[_endpoint]();
- self.endpoint = _endpoint;
- var _style = params.style || _currentInstance.Defaults.EndpointStyle || jsPlumb.Defaults.EndpointStyle;
- this.connectorStyle = params.connectorStyle;
- this.connectorOverlays = params.connectorOverlays;
- this.connector = params.connector;
- this.isSource = params.isSource || false;
- this.isTarget = params.isTarget || false;
- var _element = params.source, _uuid = params.uuid;
- var floatingEndpoint = null, inPlaceCopy = null;
- 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;
- this.timestamp = null;
- var _reattach = params.reattach || false;
- this.dragAllowedWhenFull = params.dragAllowedWhenFull || true;
- this.computeAnchor = function(params) {
- return self.anchor.compute(params);
- };
- this.addConnection = function(connection) {
- self.connections.push(connection);
- };
- this.detach = function(connection, ignoreTarget) {
- var idx = _findIndex(self.connections, connection);
- if (idx >= 0) {
- self.connections.splice(idx, 1);
- // this avoids a circular loop
- if (!ignoreTarget) {
- var t = connection.endpoints[0] == self ? connection.endpoints[1] : connection.endpoints[0];
- t.detach(connection, true);
- }
- }
- _removeElement(connection.canvas, connection.container);
- _removeFromList(connectionsByScope, connection.scope, connection);
- fireDetachEvent(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++) {
- self.detach(c[i]);
- }
- };
-
- /**
- * detach this Endpoint from the Connection, but leave the Connection alive. used when dragging.
- */
- this.detachFromConnection = function(connection) {
- var idx = _findIndex(self.connections, connection);
- if (idx >= 0) {
- self.connections.splice(idx, 1);
- }
- };
- /**
- * 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;
- };
-
- /**
- * returns a connection from the pool; used when dragging starts. just gets the head of the array if it can.
- */
- var connectorSelector = function() {
- return (self.connections.length < _maxConnections) ? null : 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);
- };
- /**
- * paints the Endpoint, recalculating offset and anchor positions if
- * necessary.
- */
- this.paint = function(params) {
- params = params || {};
- var timestamp = params.timestamp;
- if (!timestamp || self.timestamp !== timestamp) {
- var ap = params.anchorPoint, canvas = params.canvas, connectorPaintStyle = params.connectorPaintStyle;
- if (ap == null) {
- // do we always want to force a repaint here? i dont
- // think so!
- var xy = params.offset || offsets[_elementId];
- var wh = params.dimensions || sizes[_elementId];
- if (xy == null || wh == null) {
- _updateOffset( { elId : _elementId, timestamp : timestamp });
- xy = offsets[_elementId];
- wh = sizes[_elementId];
- }
- var anchorParams = { xy : [ xy.left, xy.top ], wh : wh, element : self, timestamp : timestamp };
- if (self.anchor.isDynamic) {
- if (self.connections.length > 0) {
- var c = self.connections[0];
- var oIdx = c.endpoints[0] == self ? 1 : 0;
- var oId = oIdx == 0 ? c.sourceId : c.targetId;
- var oOffset = offsets[oId], oWH = sizes[oId];
- anchorParams.txy = [ oOffset.left, oOffset.top ];
- anchorParams.twh = oWH;
- anchorParams.tElement = c.endpoints[oIdx];
- }
- }
- ap = self.anchor.compute(anchorParams);
- }
- _endpoint.paint(ap, self.anchor.getOrientation(), canvas || self.canvas, _style, connectorPaintStyle || _style);
- self.timestamp = timestamp;
- }
- };
- /**
- * @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;
- var start = function() {
- jpc = connectorSelector();
- if (self.isFull() && !self.dragAllowedWhenFull) return false;
- _updateOffset( { elId : _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.
- var id = _getId(nE);
- _updateOffset( { elId : 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, // this can also be null. Connection will use the default.
- overlays : self.connectorOverlays // new in 1.2.4.
- });
- } else {
- existingJpc = true;
- var anchorIdx = jpc.sourceId == _elementId ? 0 : 1;
- jpc.floatingAnchorIndex = anchorIdx;
- // detach from the connection while dragging is occurring.
- self.detachFromConnection(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;
- }
- // lock the other endpoint; if it is dynamic it will not
- // move while the drag is occurring.
- jpc.endpoints[anchorIdx == 0 ? 1 : 0].anchor.locked = true;
- // store the original endpoint and assign the new
- // floating endpoint for the drag.
- jpc.suspendedEndpoint = jpc.endpoints[anchorIdx];
- jpc.endpoints[anchorIdx] = floatingEndpoint;
- }
- // register it.
- floatingConnections[id] = jpc;
- // TODO unregister on stop? or will floating endpoint's
- // destruction be assured.
- 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);
- 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) {
- // fix for issue35, thanks Sylvain Gizard: when firing the detach event make sure the
- // floating endpoint has been replaced.
- 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;
- if (_reattach) {
- jpc.floatingAnchorIndex = null;
- jpc.suspendedEndpoint.addConnection(jpc);
- jsPlumb.repaint(existingJpcParams[1]);
- } else {
- jpc.endpoints[1].detach(jpc);
- jpc.endpoints[0].detach(jpc);
- // TODO - delete floating endpoint?
- }
- } else {
- // TODO this looks suspiciously kind of like an Endpoint.detach call too.
- // i wonder if this one should post an event though. maybe this is good like this.
- _removeElement(jpc.canvas, self.container);
- self.detachFromConnection(jpc);
- }
- }
- self.anchor.locked = false;
- self.paint();
- jpc.repaint();
- jpc = null;
- delete floatingEndpoint;
- delete inPlaceCopy;
- });
-
- 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].detachFromConnection(jpc);
- if (jpc.suspendedEndpoint) jpc.suspendedEndpoint.detachFromConnection(jpc);
- jpc.endpoints[idx] = self;
- self.addConnection(jpc);
- _addToList(connectionsByScope, jpc.scope, jpc);
- _initDraggableIfNecessary(_element, params.draggable, {});
- jsPlumb.repaint(elId);
- _currentInstance.fireUpdate("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? or not?
- 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"
- },
- LogEnabled : true,
- MaxConnections : null,
- // TODO: should we have OverlayStyle too?
- PaintStyle : {
- lineWidth : 10,
- strokeStyle : 'red'
- },
- Scope : "_jsPlumb_DefaultScope"
- };
- this.logEnabled = this.Defaults.LogEnabled;
- /*
- * 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: overlayClass The CSS class to set on an Overlay that is an
- * HTML element. This value is a String and can have multiple classes;
- * the entire String is appended as-is.
- */
- this.overlayClass = '_jsPlumb_overlay';
- /*
- * 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);
- params.endpoint = params.endpoint || _currentInstance.Defaults.Endpoint || jsPlumb.Defaults.Endpoint;
- params.endpointStyle = params.endpointStyle || _currentInstance.Defaults.EndpointStyle || jsPlumb.Defaults.EndpointStyle;
- var el = _getElementObject(target), id = _getAttribute(el, "id");
- params.source = el;
- _updateOffset({ elId : id });
- var e = new Endpoint(params);
- _addToList(endpointsByElement, id, e);
- var myOffset = offsets[id], myWH = sizes[id];
- var anchorLoc = e.anchor.compute( { xy : [ myOffset.left, myOffset.top ], wh : myWH, element : e });
- e.paint({ anchorLoc : 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), id = _getAttribute(el, "id");
- 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);
- };
- this.autoConnect = function(params) {
- var sources = [], targets = [], _endpoint = params.endpoint || _currentInstance.Defaults.EndpointStyle || jsPlumb.Defaults.EndpointStyle, _anchors = anchors || 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) {
- _p.sourceEndpoint = _getEndpoint(params.uuids[0]);
- _p.targetEndpoint = _getEndpoint(params.uuids[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
- _currentInstance.fireUpdate("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;
- };
-
- /*
- Function: deleteEndpoint
-
- deletes an endpoint and removes all connections it has (which removes the connections from the other endpoints involved too)
-
- You can call this with either a string uuid, or an Endpoint
-
- */
- this.deleteEndpoint = function(object) {
- var endpoint = (typeof object == "string") ? endpointsByUUID[object] : object;
- if (endpoint) {
- var uuid = endpoint.getUuid();
- if (uuid) endpointsByUUID[uuid] = null;
- endpoint.detachAll();
- _removeElement(endpoint.canvas, endpoint.container);
- // remove from endpointsbyElement
- for (var e in endpointsByElement) {
- var endpoints = endpointsByElement[e];
- if (endpoints) {
- var newEndpoints = [];
- for (var i = 0; i < endpoints.length; i++)
- if (endpoints[i] != endpoint) newEndpoints.push(endpoints[i]);
-
- endpointsByElement[e] = newEndpoints;
- }
- }
- delete endpoint;
- }
- };
-
- /*
- * Function: deleteEveryEndpoint
- *
- * Deletes every Endpoint in this instance
- * of jsPlumb. Use this instead of removeEveryEndpoint now.
- *
- * Returns: void
- */
- this.deleteEveryEndpoint = function() {
- for ( var id in endpointsByElement) {
- var endpoints = endpointsByElement[id];
- if (endpoints && endpoints.length) {
- for ( var i = 0; i < endpoints.length; i++) {
- _currentInstance.deleteEndpoint(endpoints[i]);
- }
- }
- }
- delete endpointsByElement;
- endpointsByElement = {};
- delete endpointsByUUID;
- endpointsByUUID = {};
- };
- var fireDetachEvent = function(jpc) {
- _currentInstance.fireUpdate("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. takes either (source, target) (the old way, maintained for backwards compatibility), or a params
- * object with various possible values.
- *
- *
- * Parameters:
- * source - id or element object of the first element in the connection.
- * target - id or element object of the second element in the connection.
- *
- * OR
- *
- * params:
- * {
- *
- * Returns: true if successful, false if not.
- */
- this.detach = function(source, target) {
- if (arguments.length == 2) {
- var s = _getElementObject(source), sId = _getId(s);
- var t = _getElementObject(target), tId = _getId(t);
- _operation(sId, function(jpc) {
- if ((jpc.sourceId == sId && jpc.targetId == tId) || (jpc.targetId == sId && jpc.sourceId == tId)) {
- _removeElement(jpc.canvas, jpc.container);
- jpc.endpoints[0].removeConnection(jpc);
- jpc.endpoints[1].removeConnection(jpc);
- _removeFromList(connectionsByScope, jpc.scope, jpc);
- fireDetachEvent(jpc);
- }
- });
- }
- // this is the new version of the method, taking a JS object like
- // the connect method does.
- else if (arguments.length == 1) {
- if (arguments[0].constructor == Connection) {
- arguments[0].endpoints[0].detachFrom(arguments[0].endpoints[1]);
- fireDetachEvent(arguments[0]);
- }
- else if (arguments[0].connection) {
- arguments[0].connection.endpoints[0].detachFrom(arguments[0].connection.endpoints[1]);
- fireDetachEvent(arguments[0].connection);
- }
- else {
- var _p = jsPlumb.extend( {}, source); // a backwards compatibility hack: source 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);
- _operation(sourceId, 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);
- }
- });
- }
- }
- }
- };
- /*
- * 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.detachAllConnections = 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);
- }
- }
- }
- }
- };
-
- /**
- * @deprecated Use detachAllConnections instead. this will be removed in jsPlumb 1.3.
- */
- this.detachAll = this.detachAllConnections;
- /*
- * Function: detachEverything Remove all Connections from all elements,
- * but leaves Endpoints in place. Returns: void See Also:
- * <removeEveryEndpoint>
- */
- this.detachEveryConnection = 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 = {};
- };
-
- /**
- * @deprecated use detachEveryConnection instead. this will be removed in jsPlumb 1.3.
- */
- this.detachEverything = this.detachEveryConnection;
- /*
- * 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', source:<sourceElement>,
- * target:<targetElement>, sourceEndpoint:<sourceEndpoint>,
- * targetEndpoint:<targetEndpoint>, connection:<connection>},
- * {sourceId:'window3', targetId:'window4', source:<sourceElement>,
- * target:<targetElement>, sourceEndpoint:<sourceEndpoint>,
- * targetEndpoint:<targetEndpoint>, connection:<connection>},
- * {sourceId:'window1', targetId:'window3', source:<sourceElement>,
- * target:<targetElement>, sourceEndpoint:<sourceEndpoint>,
- * targetEndpoint:<targetEndpoint>, connection:<connection>} ],
- * 'scope2': [ {sourceId:'window1', targetId:'window3', source:<sourceElement>,
- * target:<targetElement>, sourceEndpoint:<sourceEndpoint>,
- * targetEndpoint:<targetEndpoint>, connection:<connection>} ] }
- *
- */
- 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], connection : c });
- }
- }
- }
- 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.
- * -- OR --
- *
- * params - {x:..., y:..., xOrientation etc }
- * -- OR FROM 1.2.4 ---
- *
- * name - the name of some Anchor in the _currentInstance.Anchors array.
- * -- OR FROM 1.2.4 ---
- *
- * coords - a list of coords for the anchor, like you would pass to
- * jsPlumb.makeAnchor (eg [0.5,0.5,0,-1] - an anchor in the center of
- * some element, oriented towards the top of the screen)
- * -- OR FROM 1.2.4 ---
- *
- * anchor - an existing anchor. just gets passed back. it's handy
- * internally to have this functionality.
- *
- * 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.
- if (arguments.length == 0) return null;
- var params = {};
- if (arguments.length == 1) {
- var specimen = arguments[0];
- // if it appears to be an anchor already...
- if (specimen.compute && specimen.getOrientation) return specimen;
- // is it the name of an anchor type?
- else if (typeof specimen == "string") return _currentInstance.Anchors[arguments[0]]();
- // is it an array of coordinates?
- else if (specimen.constructor == Array) return jsPlumb.makeAnchor.apply(this, specimen);
- // last we try the backwards compatibility stuff.
- else if (typeof arguments[0] == "object") 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;
- };
- /**
- * makes a list of anchors from the given list of types, eg
- * ["TopCenter", "RightMiddle", "BottomCenter"]
- */
- this.makeAnchors = function(types) {
- var r = [];
- for ( var i = 0; i < types.length; i++)
- r.push(_currentInstance.Anchors[types[i]]());
- return r;
- };
- 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) {
- _draw(_getElementObject(el));
- };
- // 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() {
- var timestamp = _timestamp();
- for ( var elId in endpointsByElement) {
- _draw(_getElementObject(elId), null, timestamp);
- }
- };
- /*
- * 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");
- var ebe = endpointsByElement[elId];
- for ( var i in ebe)
- _currentInstance.deleteEndpoint(ebe[i]);
- endpointsByElement[elId] = [];
- };
- /**
- * Function: removeEveryEndpoint
- * Removes every Endpoint in this instance
- * of jsPlumb.
- *
- * Returns: void
- *
- * See Also: <removeAllEndpoints> <removeEndpoint>
- *
- * @deprecated use deleteEveryEndpoint instead
- */
- this.removeEveryEndpoint = this.deleteEveryEndpoint;
-
- /**
- * 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>
- *
- * @deprecated Use jsPlumb.deleteEndpoint instead (and note you dont need to supply the element. it's irrelevant).
- */
- this.removeEndpoint = function(el, endpoint) {
- _currentInstance.deleteEndpoint(endpoint);
- };
- /**
- * Function:reset
- * removes all endpoints and connections and clears the
- * listener list. to keep listeners just call jsPlumb.deleteEveryEndpoint.
- */
- this.reset = function() {
- this.deleteEveryEndpoint();
- this.clearListeners();
- };
- /*
- * 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";
- }
- };
- /**
- * gets some test hooks. nothing writable.
- */
- this.getTestHarness = function() {
- return {
- endpointsByElement : endpointsByElement,
- 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 endpointsByUUID;
- 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;
-
- EventGenerator.apply(this);
- this.addListener = this.bind;
- };
- var jsPlumb = window.jsPlumb = new jsPlumbInstance();
- jsPlumb.getInstance = function(_defaults) {
- var j = new jsPlumbInstance();
- if (_defaults)
- jsPlumb.extend(j.Defaults, _defaults);
- return j;
- };
- })();
- /*
- * jsPlumb-defaults-1.2.4-RC1
- *
- * This script contains the default Anchors, Endpoints, Connectors and Overlays for jsPlumb. It should be used with jsPlumb 1.1.0 and above;
- * prior to version 1.1.0 of jsPlumb the defaults were included inside the main script.
- *
- * NOTE: for production usage you should use jsPlumb-all-x.x.x-min.js, which contains the main jsPlumb script and this script together,
- * in a minified file.
- *
- * Dual licensed under MIT and GPL2.
- */
- (function() {
-
- var ie = !!!document.createElement('canvas').getContext;
- /**
- * Places you can anchor a connection to. These are helpers for common locations; they all just return an instance
- * of Anchor that has been configured appropriately.
- *
- * 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, txy, twh) { return some mathematics on those variables; },
- * getOrientation : function() { return [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), as well as the location and dimension of the element it's plumbed to,
- * 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 TopCenter 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.
- */
- var _curryAnchor = function(x,y,ox,oy) {
- return function() {
- return jsPlumb.makeAnchor(x,y,ox,oy);
- };
- };
- jsPlumb.Anchors["TopCenter"] = _curryAnchor(0.5, 0, 0,-1);
- jsPlumb.Anchors["BottomCenter"] = _curryAnchor(0.5, 1, 0, 1);
- jsPlumb.Anchors["LeftMiddle"] = _curryAnchor(0, 0.5, -1, 0);
- jsPlumb.Anchors["RightMiddle"] = _curryAnchor(1, 0.5, 1, 0);
- jsPlumb.Anchors["Center"] = _curryAnchor(0.5, 0.5, 0, 0);
- jsPlumb.Anchors["TopRight"] = _curryAnchor(1, 0, 0,-1);
- jsPlumb.Anchors["BottomRight"] = _curryAnchor(1, 1, 0, 1);
- jsPlumb.Anchors["TopLeft"] = _curryAnchor(0, 0, 0, -1);
- jsPlumb.Anchors["BottomLeft"] = _curryAnchor(0, 1, 0, 1);
-
-
- jsPlumb.Defaults.DynamicAnchors = function() {
- return jsPlumb.makeAnchors(["TopCenter", "RightMiddle", "BottomCenter", "LeftMiddle"]);
- };
- jsPlumb.Anchors["AutoDefault"] = function() { return jsPlumb.makeDynamicAnchor(jsPlumb.Defaults.DynamicAnchors()); };
-
- /**
- * The Straight connector draws a simple straight line between the two anchor points.
- */
- jsPlumb.Connectors.Straight = function() {
-
- var self = this;
- var currentPoints = null;
- var _m, _m2, _b, _dx, _dy, _theta, _theta2, _sx, _sy, _tx, _ty;
- /**
- * 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, minWidth) {
- var w = Math.abs(sourcePos[0] - targetPos[0]);
- var h = Math.abs(sourcePos[1] - targetPos[1]);
- var widthAdjusted = false, heightAdjusted = false;
- // these are padding to ensure the whole connector line appears
- var xo = 0.45 * w, yo = 0.45 * h;
- // these are padding to ensure the whole connector line appears
- w *= 1.9; h *=1.9;
-
- var x = Math.min(sourcePos[0], targetPos[0]) - xo;
- var y = Math.min(sourcePos[1], targetPos[1]) - yo;
-
- // minimum size is 2 * line Width if minWidth was not given.
- var calculatedMinWidth = Math.max(2 * lineWidth, minWidth);
-
- if (w < calculatedMinWidth) {
- w = calculatedMinWidth;
- x = sourcePos[0] + ((targetPos[0] - sourcePos[0]) / 2) - (calculatedMinWidth / 2);
- xo = (w - Math.abs(sourcePos[0]-targetPos[0])) / 2;
- }
- if (h < calculatedMinWidth) {
-
- h = calculatedMinWidth;
- y = sourcePos[1] + ((targetPos[1] - sourcePos[1]) / 2) - (calculatedMinWidth / 2);
- yo = (h - Math.abs(sourcePos[1]-targetPos[1])) / 2;
- }
-
- _sx = sourcePos[0] < targetPos[0] ? xo : w-xo;
- _sy = sourcePos[1] < targetPos[1] ? yo:h-yo;
- _tx = sourcePos[0] < targetPos[0] ? w-xo : xo;
- _ty = sourcePos[1] < targetPos[1] ? h-yo : yo;
- currentPoints = [ x, y, w, h, _sx, _sy, _tx, _ty ];
-
- _dx = _tx - _sx, _dy = (_ty - _sy);
- _m = _dy / _dx, _m2 = -1 / _m;
- _b = -1 * ((_m * _sx) - _sy);
- _theta = Math.atan(_m); _theta2 = Math.atan(_m2);
-
- return currentPoints;
- };
- this.paint = function(dimensions, ctx)
- {
- ctx.beginPath();
- ctx.moveTo(dimensions[4], dimensions[5]);
- ctx.lineTo(dimensions[6], dimensions[7]);
- ctx.stroke();
- };
-
- /**
- * returns the point on the connector's path that is 'location' along the length of the path, where 'location' is a decimal from
- * 0 to 1 inclusive. for the straight line connector this is simple maths. for Bezier, not so much.
- */
- this.pointOnPath = function(location) {
- var xp = _sx + (location * _dx);
- var yp = _m == Infinity ? xp + _b : (_m * xp) + _b;
- return [xp, yp];
- };
-
- /**
- * returns the gradient of the connector at the given point - which for us is constant.
- */
- this.gradientAtPoint = function(location) { return _m; };
-
- /**
- * returns the point on the connector's path that is 'distance' along the length of the path from 'location', where
- * 'location' is a decimal from 0 to 1 inclusive, and 'distance' is a number of pixels.
- */
- this.pointAlongPathFrom = function(location, distance) {
- var p = self.pointOnPath(location);
- var orientation = distance > 0 ? 1 : -1;
- var y = Math.abs(distance * Math.sin(_theta));
- if (_sy > _ty) y = y * -1;
- var x = Math.abs(distance * Math.cos(_theta));
- if (_sx > _tx) x = x * -1;
- return [p[0] + (orientation * x), p[1] + (orientation * y)];
- };
-
- /**
- * calculates a line that is perpendicular to, and centered on, the path at 'distance' pixels from the given location.
- * the line is 'length' pixels long.
- */
- this.perpendicularToPathAt = function(location, distance, length) {
- var p = self.pointAlongPathFrom(location, distance);
- var m = self.gradientAtPoint(p.location);
- var _theta2 = Math.atan(-1 / m);
- var y = length / 2 * Math.sin(_theta2);
- var x = length / 2 * Math.cos(_theta2);
- return [[p[0] + x, p[1] + y], [p[0] - x, p[1] - y]];
- };
-
- this.createGradient = function(dim, ctx) {
- return ctx.createLinearGradient(dim[4], dim[5], dim[6], dim[7]);
- };
- };
-
- /**
- * This Connector draws a Bezier curve with two control points.
- * @param curviness How 'curvy' you want the curve to be! This is a directive for the
- * placement of control points, not endpoints of the curve, so your curve does not
- * actually touch the given point, but it has the tendency to lean towards it. the larger
- * this value, the greater the curve is pulled from a straight line.
- *
- * a future implementation of this could take the control points as arguments, rather
- * than fixing the curve to one basic shape.
- */
- jsPlumb.Connectors.Bezier = function(curviness) {
- var self = this;
- this.majorAnchor = curviness || 150;
- this.minorAnchor = 10;
- var currentPoints = null;
-
- this._findControlPoint = function(point, sourceAnchorPosition, targetAnchorPosition, sourceAnchor, targetAnchor) {
- // determine if the two anchors are perpendicular to each other in their orientation. we swap the control
- // points around if so (code could be tightened up)
- var soo = sourceAnchor.getOrientation(), too = targetAnchor.getOrientation();
- var perpendicular = soo[0] != too[0] || soo[1] == too[1];
- var p = [];
- var ma = self.majorAnchor, mi = self.minorAnchor;
- if (!perpendicular) {
- if (soo[0] == 0) // X
- p.push(sourceAnchorPosition[0] < targetAnchorPosition[0] ? point[0] + mi : point[0] - mi);
- else p.push(point[0] - (ma * soo[0]));
-
- if (soo[1] == 0) // Y
- p.push(sourceAnchorPosition[1] < targetAnchorPosition[1] ? point[1] + mi : point[1] - mi);
- else p.push(point[1] + (ma * too[1]));
- }
- else {
- if (too[0] == 0) // X
- p.push(targetAnchorPosition[0] < sourceAnchorPosition[0] ? point[0] + mi : point[0] - mi);
- else p.push(point[0] + (ma * too[0]));
-
- if (too[1] == 0) // Y
- p.push(targetAnchorPosition[1] < sourceAnchorPosition[1] ? point[1] + mi : point[1] - mi);
- else p.push(point[1] + (ma * soo[1]));
- }
- return p;
- };
- var _CP, _CP2, _sx, _tx, _sx, _sy, _canvasX, _canvasY, _w, _h;
- this.compute = function(sourcePos, targetPos, sourceAnchor, targetAnchor, lineWidth, minWidth)
- {
- lineWidth = lineWidth || 0;
- _w = Math.abs(sourcePos[0] - targetPos[0]) + lineWidth;
- _h = Math.abs(sourcePos[1] - targetPos[1]) + lineWidth;
- _canvasX = Math.min(sourcePos[0], targetPos[0])-(lineWidth/2);
- _canvasY = Math.min(sourcePos[1], targetPos[1])-(lineWidth/2);
- _sx = sourcePos[0] < targetPos[0] ? _w - (lineWidth/2): (lineWidth/2);
- _sy = sourcePos[1] < targetPos[1] ? _h - (lineWidth/2) : (lineWidth/2);
- _tx = sourcePos[0] < targetPos[0] ? (lineWidth/2) : _w - (lineWidth/2);
- _ty = sourcePos[1] < targetPos[1] ? (lineWidth/2) : _h - (lineWidth/2);
- _CP = self._findControlPoint([_sx,_sy], sourcePos, targetPos, sourceAnchor, targetAnchor);
- _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;
- }
-
- if (minWidth && _w < minWidth) {
- var posAdjust = (minWidth - _w) / 2;
- _w = minWidth;
- _canvasX -= posAdjust; _sx = _sx + posAdjust ; _tx = _tx + posAdjust; _CP[0] = _CP[0] + posAdjust; _CP2[0] = _CP2[0] + posAdjust;
- }
-
- if (minWidth && _h < minWidth) {
- var posAdjust = (minWidth - _h) / 2;
- _h = minWidth;
- _canvasY -= posAdjust; _sy = _sy + posAdjust ; _ty = _ty + posAdjust; _CP[1] = _CP[1] + posAdjust; _CP2[1] = _CP2[1] + posAdjust;
- }
- currentPoints = [_canvasX, _canvasY, _w, _h, _sx, _sy, _tx, _ty, _CP[0], _CP[1], _CP2[0], _CP2[1] ];
- return currentPoints;
- };
- 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();
- };
-
- var _makeCurve = function() {
- return [
- { x:_sx, y:_sy },
- { x:_CP[0], y:_CP[1] },
- { x:_CP2[0], y:_CP2[1] },
- { x:_tx, y:_ty }
- ];
- };
-
- /**
- * returns the distance the given point is from the curve. not enabled for 1.2.3. didnt make the cut. next time.
- *
- this.distanceFrom = function(point) {
- var curve = [ {x:currentPoints[4], y:currentPoints[5]},
- {x:currentPoints[8], y:currentPoints[9]},
- {x:currentPoints[10], y:currentPoints[11]},
- {x:currentPoints[6], y:currentPoints[7]}];
- return (jsBezier.distanceFromCurve(point, curve));
- };*/
-
- /**
- * returns the point on the connector's path that is 'location' along the length of the path, where 'location' is a decimal from
- * 0 to 1 inclusive. for the straight line connector this is simple maths. for Bezier, not so much.
- */
- this.pointOnPath = function(location) {
- return jsBezier.pointOnCurve(_makeCurve(), location);
- };
-
- /**
- * returns the gradient of the connector at the given point.
- */
- this.gradientAtPoint = function(location) {
- return jsBezier.gradientAtPoint(_makeCurve(), location);
- };
-
- /**
- * for Bezier curves this method is a little tricky, cos calculating path distance algebraically is notoriously difficult.
- * this method is iterative, jumping forward .05% of the path at a time and summing the distance between this point and the previous
- * one, until the sum reaches 'distance'. the method may turn out to be computationally expensive; we'll see.
- * another drawback of this method is that if the connector gets quite long, .05% of the length of it is not necessarily smaller
- * than the desired distance, in which case the loop returns immediately and the arrow is mis-shapen. so a better strategy might be to
- * calculate the step as a function of distance/distance between endpoints.
- */
- this.pointAlongPathFrom = function(location, distance) {
- return jsBezier.pointAlongCurveFrom(_makeCurve(), location, distance);
- };
-
- /**
- * calculates a line that is perpendicular to, and centered on, the path at 'distance' pixels from the given location.
- * the line is 'length' pixels long.
- */
- this.perpendicularToPathAt = function(location, distance, length) {
- return jsBezier.perpendicularToCurveAt(_makeCurve(), location, distance, length);
- };
-
- this.createGradient = function(dim, ctx, swap) {
- return (swap) ? ctx.createLinearGradient(dim[4], dim[5], dim[6], dim[7]) : ctx.createLinearGradient(dim[6], dim[7], dim[4], dim[5]);
- };
- };
-
-
- /**
- * Types of endpoint UIs. we supply four - a circle of default radius 10px, a rectangle of
- * default size 20x20, an image (with no default), and a Triangle, of default size 15.
- * you can supply others of these if you want to - see the documentation for a howto.
- */
-
- /**
- * a round endpoint, with default radius 10 pixels.
- */
- jsPlumb.Endpoints.Dot = function(params) {
-
- params = params || { radius:10 };
- var self = this;
- this.radius = params.radius;
- var defaultOffset = 0.5 * this.radius;
- var defaultInnerRadius = this.radius / 3;
-
- var parseValue = function(value) {
- try {
- return parseInt(value);
- }
- catch(e) {
- if (value.substring(value.length - 1) == '%')
- return parseInt(value.substring(0, value - 1));
- }
- }
-
- var calculateAdjustments = function(gradient) {
- var offsetAdjustment = defaultOffset;
- var innerRadius = defaultInnerRadius;
- if (gradient.offset) offsetAdjustment = parseValue(gradient.offset);
- if(gradient.innerRadius) innerRadius = parseValue(gradient.innerRadius);
- return [offsetAdjustment, innerRadius];
- };
-
- this.paint = function(anchorPoint, orientation, 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.extend({}, endpointStyle);
- if (style.fillStyle == null) style.fillStyle = connectorPaintStyle.strokeStyle;
- jsPlumb.extend(ctx, style);
-
- if (endpointStyle.gradient && !ie) {
- var adjustments = calculateAdjustments(endpointStyle.gradient);
- var yAdjust = orientation[1] == 1 ? adjustments[0] * -1 : adjustments[0];
- var xAdjust = orientation[0] == 1 ? adjustments[0] * -1: adjustments[0];
- var g = ctx.createRadialGradient(radius, radius, radius, radius + xAdjust, radius + yAdjust, adjustments[1]);
- for (var i = 0; i < endpointStyle.gradient.stops.length; i++)
- g.addColorStop(endpointStyle.gradient.stops[i][0], endpointStyle.gradient.stops[i][1]);
- ctx.fillStyle = g;
- }
-
- ctx.beginPath();
- ctx.arc(radius, radius, radius, 0, Math.PI*2, true);
- ctx.closePath();
- ctx.fill();
- };
- };
-
- /**
- * A Rectangular endpoint, with default size 20x20.
- */
- jsPlumb.Endpoints.Rectangle = function(params) {
-
- params = params || { width:20, height:20 };
- var self = this;
- this.width = params.width;
- this.height = params.height;
-
- this.paint = function(anchorPoint, orientation, 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');
- var style = jsPlumb.extend({}, endpointStyle);
- if (style.fillStyle == null) style.fillStyle = connectorPaintStyle.strokeStyle;
- jsPlumb.extend(ctx, style);
-
- var ie = (/MSIE/.test(navigator.userAgent) && !window.opera);
- if (endpointStyle.gradient && !ie) {
- // first figure out which direction to run the gradient in (it depends on the orientation of the anchors)
- var y1 = orientation[1] == 1 ? height : orientation[1] == 0 ? height / 2 : 0;
- var y2 = orientation[1] == -1 ? height : orientation[1] == 0 ? height / 2 : 0;
- var x1 = orientation[0] == 1 ? width : orientation[0] == 0 ? width / 2 : 0;
- var x2 = orientation[0] == -1 ? width : orientation[0] == 0 ? height / 2 : 0;
- var g = ctx.createLinearGradient(x1,y1,x2,y2);
- for (var i = 0; i < endpointStyle.gradient.stops.length; i++)
- g.addColorStop(endpointStyle.gradient.stops[i][0], endpointStyle.gradient.stops[i][1]);
- ctx.fillStyle = g;
- }
-
- ctx.beginPath();
- ctx.rect(0, 0, width, height);
- ctx.closePath();
- ctx.fill();
- };
- };
-
- jsPlumb.Endpoints.Triangle = function(params) {
-
- params = params || { width:15, height:15 };
- var self = this;
- this.width = params.width;
- this.height = params.height;
-
- this.paint = function(anchorPoint, orientation, 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');
- var offsetX = 0, offsetY = 0, angle = 0;
-
- if( orientation[0] == 1 )
- {
- offsetX = width;
- offsetY = height;
- angle = 180;
- }
- if( orientation[1] == -1 )
- {
- offsetX = width;
- angle = 90;
- }
- if( orientation[1] == 1 )
- {
- offsetY = height;
- angle = -90;
- }
-
- ctx.fillStyle = endpointStyle.fillStyle;
-
- ctx.translate(offsetX, offsetY);
- ctx.rotate(angle * Math.PI/180);
- ctx.beginPath();
- ctx.moveTo(0, 0);
- ctx.lineTo(width/2, height/2);
- ctx.lineTo(0, height);
- ctx.closePath();
- ctx.fill();
- };
- };
-
- /**
- * Image endpoint - draws an image as the endpoint. You must provide a 'url' or, since 1.2.4, a 'src' property in the params object..
- */
- jsPlumb.Endpoints.Image = function(params) {
- var self = this;
- this.img = new Image();
- var ready = false;
- this.img.onload = function() {
- self.ready = true;
- };
- this.img.src = params.src || params.url;
-
- var actuallyPaint = function(anchorPoint, orientation, canvas, endpointStyle, connectorPaintStyle) {
- var width = self.img.width || endpointStyle.width;
- var height = self.img.height || endpointStyle.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');
- ctx.drawImage(self.img,0,0);
- };
-
- this.paint = function(anchorPoint, orientation, canvas, endpointStyle, connectorPaintStyle) {
- if (self.ready) {
- actuallyPaint(anchorPoint, orientation, canvas, endpointStyle, connectorPaintStyle)
- }
- else
- window.setTimeout(function() {
- self.paint(anchorPoint, orientation, canvas, endpointStyle, connectorPaintStyle);
- }, 200);
- };
- };
-
- /**
- * An arrow overlay. you can provide:
- *
- * length - distance in pixels from head to tail baseline. default 20.
- * width - width in pixels of the tail baseline. default 20.
- * fillStyle - style to use when filling the arrow. defaults to "black".
- * strokeStyle - style to use when stroking the arrow. defaults to null, which means the arrow is not stroked.
- * lineWidth - line width to use when stroking the arrow. defaults to 1, but only used if strokeStyle is not null.
- * foldback - distance (as a decimal from 0 to 1 inclusive) along the length of the arrow marking the point the tail points should fold back to. defaults to 0.623.
- * location - distance (as a decimal from 0 to 1 inclusive) marking where the arrow should sit on the connector. defaults to 0.5.
- */
- jsPlumb.Overlays.Arrow = function(params) {
- params = params || {};
- var self = this;
- var length = params.length || 20;
- var width = params.width || 20;
- var fillStyle = params.fillStyle || "black";
- var strokeStyle = params.strokeStyle;
- var lineWidth = params.lineWidth || 1;
- this.loc = params.location || 0.5;
- // how far along the arrow the lines folding back in come to. default is 62.3%.
- var foldback = params.foldback || 0.623;
- var _getFoldBackPoint = function(connector, loc) {
- if (foldback == 0.5) return connector.pointOnPath(loc);
- else {
- var adj = 0.5 - foldback; // we calculate relative to the center
- return connector.pointAlongPathFrom(loc, length * adj);
- }
- };
-
- this.computeMaxSize = function() { return width * 1.5; }
-
- this.draw = function(connector, ctx) {
- // this is the arrow head position
- var hxy = connector.pointAlongPathFrom(self.loc, length / 2);
- // this is the center of the tail
- var txy = connector.pointAlongPathFrom(self.loc, -length / 2), tx = txy[0], ty = txy[1];
- // this is the tail vector
- var tail = connector.perpendicularToPathAt(self.loc, -length / 2, width);
- // this is the point the tail goes in to
- var cxy = _getFoldBackPoint(connector, self.loc);
-
- ctx.lineWidth = lineWidth;
- ctx.beginPath();
- ctx.moveTo(hxy[0], hxy[1]);
- ctx.lineTo(tail[0][0], tail[0][1]);
- ctx.lineTo(cxy[0], cxy[1]);
- ctx.lineTo(tail[1][0], tail[1][1]);
- ctx.lineTo(hxy[0], hxy[1]);
- ctx.closePath();
-
- if (strokeStyle) {
- ctx.strokeStyle = strokeStyle;
- ctx.stroke();
- }
- ctx.fillStyle = fillStyle;
- ctx.fill();
- }
- };
-
- /**
- * a basic arrow. this is in fact just one instance of the more generic case in which the tail folds back on itself to some
- * point along the length of the arrow: in this case, that foldback point is the full length of the arrow. so it just does
- * a 'call' to Arrow with foldback set appropriately. See Arrow for params.
- */
- jsPlumb.Overlays.PlainArrow = function(params) {
- params = params || {};
- var p = jsPlumb.extend(params, {foldback:1});
- jsPlumb.Overlays.Arrow.call(this, p);
- };
-
- /**
- * a diamond. like PlainArrow, this is a concrete case of the more generic case of the tail points converging on some point...it just
- * happens that in this case, that point is greater than the length of the the arrow. See Arrow for params.
- *
- * this could probably do with some help with positioning...due to the way it reuses the Arrow paint code, what Arrow thinks is the
- * center is actually 1/4 of the way along for this guy. but we don't have any knowledge of pixels at this point, so we're kind of
- * stuck when it comes to helping out the Arrow class. possibly we could pass in a 'transpose' parameter or something. the value
- * would be -l/4 in this case - move along one quarter of the total length.
- */
- jsPlumb.Overlays.Diamond = function(params) {
- params = params || {};
- var l = params.length || 40;
- var p = jsPlumb.extend(params, {length:l/2, foldback:2});
- jsPlumb.Overlays.Arrow.call(this, p);
- };
-
- /**
- * A Label overlay. Params you can provide:
- *
- * labelStyle - js object containing style instructions for the label. defaults to jsPlumb.Defaults.LabelStyle.
- * label - the label to paint. may be a string or a function that returns a string. nothing will be painted if your label is null or your
- * label function returns null. empty strings _will_ be painted.
- * location - distance (as a decimal from 0 to 1 inclusive) marking where the label should sit on the connector. defaults to 0.5.
- * borderWidth - width of a border to paint. defaults to zero.
- * borderStyle - strokeStyle to use when painting the border, if necessary.
- */
- jsPlumb.Overlays.Label = function(params) {
- this.labelStyle = params.labelStyle || jsPlumb.Defaults.LabelStyle;
- this.label = params.label;
- var self = this;
- var labelWidth = null, labelHeight = null, labelText = null, labelPadding = null;
- this.location = params.location || 0.5;
- this.cachedDimensions = null; // setting on 'this' rather than using closures uses a lot less memory. just don't monkey with it!
- var _textDimensions = function(ctx) {
- if (self.cachedDimensions) return self.cachedDimensions; // return cached copy if we can. if we add a setLabel function remember to clear the cache.
- labelText = typeof self.label == 'function' ? self.label(self) : self.label;
- var d = {};
- if (labelText) {
- var lines = labelText.split("\n");
- ctx.save();
- if (self.labelStyle.font) ctx.font = self.labelStyle.font;
- var t = _widestLine(lines, ctx);
- // a fake text height measurement: use the width of upper case M
- var h = ctx.measureText("M").width;
- labelPadding = self.labelStyle.padding || 0.25;
- labelWidth = t + (2 * t * labelPadding);
- labelHeight = (lines.length * h) + (2 * h * labelPadding);
- var textHeight = lines.length * h;
- ctx.restore();
- d = {width:labelWidth, height:labelHeight, lines:lines, oneLine:h, padding:labelPadding, textHeight:textHeight};
- }
- if (typeof self.label != 'function') self.cachedDimensions = d; // cache it if we can.
- return d;
- };
- this.computeMaxSize = function(connector, ctx) {
- var td = _textDimensions(ctx);
- return td.width ? Math.max(td.width, td.height) * 1.5 : 0;
- };
- var _widestLine = function(lines, ctx) {
- var max = 0;
- for (var i = 0; i < lines.length; i++) {
- var t = ctx.measureText(lines[i]).width;
- if (t > max) max = t;
- }
- return max;
- };
-
- this.draw = function(connector, ctx) {
- var td = _textDimensions(ctx);
- if (td.width) {
- var cxy = connector.pointOnPath(self.location);
- if (self.labelStyle.font) ctx.font = self.labelStyle.font;
- if (self.labelStyle.fillStyle)
- ctx.fillStyle = self.labelStyle.fillStyle;
- else
- ctx.fillStyle = "rgba(0,0,0,0)";
- ctx.fillRect(cxy[0] - (td.width / 2), cxy[1] - (td.height / 2) , td.width , td.height );
-
- if (self.labelStyle.color) ctx.fillStyle = self.labelStyle.color;
- ctx.textBaseline = "middle";
- ctx.textAlign = "center";
- for (i = 0; i < td.lines.length; i++) {
- ctx.fillText(td.lines[i],cxy[0], cxy[1] - (td.textHeight / 2) + (td.oneLine/2) + (i*td.oneLine));
- }
-
- // border
- if (self.labelStyle.borderWidth > 0) {
- ctx.strokeStyle = self.labelStyle.borderStyle || "black";
- ctx.strokeRect(cxy[0] - (td.width / 2), cxy[1] - (td.height / 2) , td.width , td.height );
- }
- }
- };
- };
-
- /**
- * an image overlay. params may contain:
- *
- * location : proportion along the connector to draw the image. optional.
- * src : image src. required.
- * events : map of event names to functions; each event listener will be bound to the img.
- */
- jsPlumb.Overlays.Image = function(params) {
- var self = this;
- this.location = params.location || 0.5;
- this.img = new Image();
- var imgDiv = null;
- var notReadyInterval = null;
- var notReadyConnector, notReadyContext;
- var events = params.events || {};
- var _init = function() {
- if (self.ready) {
- window.clearInterval(notReadyInterval);
- imgDiv = document.createElement("img");
- imgDiv.src = self.img.src;
- imgDiv.style.position = "absolute";
- imgDiv.style.display="none";
- imgDiv.className = "_jsPlumb_overlay";
- document.body.appendChild(imgDiv);// HMM
- // attach events
- for (var e in events) {
- jsPlumb.CurrentLibrary.bind(imgDiv, e, events[e]);
- }
- if (notReadyConnector && notReadyContext) {
- _draw(notReadyConnector, notReadyContext);
- notReadyContext = null;
- notReadyConnector = null;
- }
- }
- };
- this.img.onload = function() {
- self.ready = true;
- };
- this.img.src = params.src || params.url;
-
- notReadyInterval = window.setInterval(_init, 250);
-
- this.computeMaxSize = function(connector, ctx) {
- return [self.img.width, self.img.height]
- };
-
- var _draw = function(connector, ctx) {
- var cxy = connector.pointOnPath(self.location);
- var canvas = jsPlumb.CurrentLibrary.getElementObject(ctx.canvas);
- var canvasOffset = jsPlumb.CurrentLibrary.getOffset(canvas);
- var o = {left:canvasOffset.left + cxy[0] - (self.img.width/2), top:canvasOffset.top + cxy[1] - (self.img.height/2)};
- jsPlumb.CurrentLibrary.setOffset(imgDiv, o);
- imgDiv.style.display = "block";
- };
-
- this.draw = function(connector, ctx) {
- if (self.ready)
- _draw(connector, ctx);
- else {
- notReadyConnector = connector;
- notReadyContext = ctx;
- }
- };
- };
- })();/*
- * jquery.jsPlumb 1.2.4-RC1
- *
- * jQuery specific functionality for jsPlumb.
- *
- * http://morrisonpitt.com/jsPlumb/demo.html
- * http://code.google.com/p/jsPlumb
- *
- * NOTE: for production usage you should use jsPlumb-all-x.x.x-min.js, which contains the main jsPlumb script and this script together,
- * in a minified file.
- *
- * Dual licensed under MIT and GPL2.
- *
- */
- (function($){
- /**
- * plumbs the results of the selector to some target, using the given options if supplied,
- * or the defaults otherwise.
- */
- $.fn.plumb = function(options) {
- var options = $.extend({}, options);
- return this.each(function()
- {
- var params = $.extend({source:$(this)}, options);
- jsPlumb.connect(params);
- });
- };
-
- /**
- * detaches the results of the selector from the given target or list of targets - 'target'
- * may be a String or a List.
- */
- $.fn.detach = function(target) {
- return this.each(function() {
- if (target) {
- var id = $(this).attr("id");
- if (typeof target == 'string') target = [target];
- for (var i = 0; i < target.length; i++)
- jsPlumb.detach(id, target[i]);
- }
- });
- };
-
- /**
- * detaches the results from the selector from all connections.
- */
- $.fn.detachAll = function() {
- return this.each(function()
- {
- var id = $(this).attr("id");
- jsPlumb.detachAll(id);
- });
- };
-
- /**
- * adds an endpoint to the elements resulting from the selector. options may be null,
- * in which case jsPlumb will use the default options. see documentation.
- */
- $.fn.addEndpoint = function(options) {
- var addedEndpoints = [];
- this.each(function() {
- addedEndpoints.push(jsPlumb.addEndpoint($(this).attr("id"), options));
- });
- return addedEndpoints[0];
- };
-
- /**
- * adds a list of endpoints to the elements resulting from the selector. options may be null,
- * in which case jsPlumb will use the default options. see documentation.
- */
- $.fn.addEndpoints = function(endpoints) {
- var addedEndpoints = [];
- return this.each(function() {
- var e = jsPlumb.addEndpoints($(this).attr("id"), endpoints);
- for (var i = 0; i < e.length; i++) addedEndpoints.push(e[i]);
- });
- };
-
- /**
- * remove the endpoint, if it exists, deleting its UI elements etc.
- */
- $.fn.removeEndpoint = function(endpoint) {
- this.each(function() {
- jsPlumb.removeEndpoint($(this).attr("id"), endpoint);
- });
- };
-
- })(jQuery);
- /*TODO: abstract this out from jQuery too! but how...because jsPlumb is not loaded yet.
- $(window).bind('resize', function() {
- if (resizeTimer) clearTimeout(resizeTimer);
- resizeTimer = setTimeout(repaintEverything, 100);
- });*/
- /*
- * the library agnostic functions, such as find offset, get id, get attribute, extend etc.
- */
- (function($) {
-
- jsPlumb.CurrentLibrary = {
-
- /**
- * mapping of drag events for jQuery
- */
- dragEvents : {
- 'start':'start', 'stop':'stop', 'drag':'drag', 'step':'step',
- 'over':'over', 'out':'out', 'drop':'drop', 'complete':'complete'
- },
-
- bind : function(el, event, callback) {
- el = jsPlumb.CurrentLibrary.getElementObject(el);
- el.bind(event, callback);
- },
-
- appendElement : function(child, parent) {
- jsPlumb.CurrentLibrary.getElementObject(parent).append(child);
- },
-
- /**
- * wrapper around the library's 'extend' functionality (which it hopefully has.
- * otherwise you'll have to do it yourself). perhaps jsPlumb could do this for you
- * instead. it's not like its hard.
- */
- extend : function(o1, o2) {
- return $.extend(o1, o2);
- },
-
- /**
- * gets an "element object" from the given input. this means an object that is used by the
- * underlying library on which jsPlumb is running. 'el' may already be one of these objects,
- * in which case it is returned as-is. otherwise, 'el' is a String, the library's lookup
- * function is used to find the element, using the given String as the element's id.
- *
- */
- getElementObject : function(el) {
- return typeof(el)=='string' ? $("#" + el) : $(el);
- },
-
- /**
- * gets the offset for the element object. this should return a js object like this:
- *
- * { left:xxx, top: xxx }
- */
- getOffset : function(el) {
- return el.offset();
- },
-
- /**
- * gets the size for the element object, in an array : [ width, height ].
- */
- getSize : function(el) {
- return [el.outerWidth(), el.outerHeight()];
- },
-
- /**
- * gets the named attribute from the given element object.
- */
- getAttribute : function(el, attName) {
- return el.attr(attName);
- },
-
- /**
- * sets the named attribute on the given element object.
- */
- setAttribute : function(el, attName, attValue) {
- el.attr(attName, attValue);
- },
-
- /**
- * adds the given class to the element object.
- */
- addClass : function(el, clazz) {
- el.addClass(clazz);
- },
-
- /**
- * removes the given class from the element object.
- */
- removeClass : function(el, clazz) {
- el.removeClass(clazz);
- },
-
- /**
- * initialises the given element to be draggable.
- */
- initDraggable : function(el, options) {
- // remove helper directive if present.
- options.helper = null;
- //TODO: if 'revert' is set on the options it causes end points to animate back to
- // where they came from, if the connection is aborted. do we care? probably not.
- // the todo is to decide whether we care or not.
- options['scope'] = options['scope'] || jsPlumb.Defaults.Scope;
- el.draggable(options);
- },
-
- /**
- * returns whether or not drag is supported (by the library, not whether or not it is disabled) for the given element.
- */
- isDragSupported : function(el, options) {
- return el.draggable;
- },
-
- /**
- * sets the draggable state for the given element
- */
- setDraggable : function(el, draggable) {
- el.draggable("option", "disabled", !draggable);
- },
-
- /**
- * initialises the given element to be droppable.
- */
- initDroppable : function(el, options) {
- options['scope'] = options['scope'] || jsPlumb.Defaults.Scope;
- el.droppable(options);
- },
-
- /**
- * returns whether or not drop is supported (by the library, not whether or not it is disabled) for the given element.
- */
- isDropSupported : function(el, options) {
- return el.droppable;
- },
-
- /**
- * animates the given element.
- */
- animate : function(el, properties, options) {
- el.animate(properties, options);
- },
-
- /**
- * takes the args passed to an event function and returns you an object that gives the
- * position of the object being moved, as a js object with the same params as the result of
- * getOffset, ie: { left: xxx, top: xxx }.
- *
- * different libraries have different signatures for their event callbacks.
- * see getDragObject as well
- */
- getUIPosition : function(eventArgs) {
- var ui = eventArgs[1];
- //return ui.absolutePosition || ui.offset;
- return ui.offset || ui.absolutePosition;
- },
-
- /**
- * takes the args passed to an event function and returns you an object representing that which is being dragged.
- */
- getDragObject : function(eventArgs) {
- return eventArgs[1].draggable;
- },
-
- removeElement : function(element, parent) {
- jsPlumb.CurrentLibrary.getElementObject(element).remove();
- },
-
- getScrollLeft : function(el) {
- return el.scrollLeft();
- },
-
- getScrollTop : function(el) {
- return el.scrollTop();
- },
-
- setOffset : function(el, o) {
- jsPlumb.CurrentLibrary.getElementObject(el).offset(o);
- }
- };
- })(jQuery);
- /**
- * a set of bezier curve functions, used by jsPlumb, and perhaps useful for other people.
- *
- * functions are all in the 'jsBezier' namespace. here's the list:
- *
- * distanceFromCurve(point, curve)
- * gradientAtPoint(curve, location)
- * nearestPointOnCurve(point, curve) ??
- * pointOnCurve(curve, location)
- * pointAlongCurveFrom
- * perpendicularToCurveAt
- * quadraticPointOnCurve
- */
- (function() {
-
- var MAXDEPTH = 64, EPSILON = Math.pow(2.0,-MAXDEPTH-1), DEGREE = 3, W_DEGREE = 5;
- var V2Sub = function(from, p) { return {x:from.x - p.x, y:from.y - p.y }; };
- var V2Dot = function(v1, v2) { return (v1.x * v2.x) + (v1.y * v2.y); };
- var V2SquaredLength = function(v) { return (v.x * v.x) + (v.y * v.y); };
- var V2ScaleII = function(v, s) { return {x:v.x * s, y:v.y * s }; };
- /**
- * Calculates the distance that the point P is from the curve V. i think ;)
- * i need to verify that.
- */
- var _distanceFromCurve = function(P, V) {
- var w, n_solutions, t;
- var t_candidate = new Array(W_DEGREE);
- w = _convertToBezierForm(P, V);
- n_solutions = _findRoots(w, W_DEGREE, t_candidate, 0);
- var dist, new_dist, p, v, i;
- v = V2Sub(P, V[0]);
- dist = V2SquaredLength(v);
- t = 0.0;
- for (i = 0; i < n_solutions; i++) {
- p = Bezier(V, DEGREE, t_candidate[i],
- null, null);
- v = V2Sub(P, p);
- new_dist = V2SquaredLength(v);
- if (new_dist < dist) {
- dist = new_dist;
- t = t_candidate[i];
- }
- }
- v = V2Sub(P, V[DEGREE]);
- new_dist = V2SquaredLength(v);
- if (new_dist < dist) {
- dist = new_dist;
- t = 1.0;
- }
- return {t:t,d:dist};
- };
- var _nearestPointOnCurve = function(P, V) {
- var td = _distanceFromCurve(P, V);
- return Bezier(V, DEGREE, td.t, null, null);
- };
- var _convertToBezierForm = function(P, V) {
- var i, j, k, m, n, ub, lb, w, row, column;
- var c = new Array(DEGREE+1), d = new Array(DEGREE);
- var cdTable = [];
- var z = [ [1.0, 0.6, 0.3, 0.1], [0.4, 0.6, 0.6, 0.4], [0.1, 0.3, 0.6, 1.0] ];
- for (i = 0; i <= DEGREE; i++)
- c[i] = V2Sub(V[i], P);
- for (i = 0; i <= DEGREE - 1; i++) {
- d[i] = V2Sub(V[i+1], V[i]);
- d[i] = V2ScaleII(d[i], 3.0);
- }
- for (row = 0; row <= DEGREE - 1; row++) {
- for (column = 0; column <= DEGREE; column++) {
- if (!cdTable[row]) cdTable[row] = [];
- cdTable[row][column] = V2Dot(d[row], c[column]);
- }
- }
- w = [];
- for (i = 0; i <= W_DEGREE; i++) {
- if (!w[i]) w[i] = [];
- w[i].y = 0.0;
- w[i].x = parseFloat(i) / W_DEGREE;
- }
- n = DEGREE;
- m = DEGREE-1;
- for (k = 0; k <= n + m; k++) {
- lb = Math.max(0, k - m);
- ub = Math.min(k, n);
- for (i = lb; i <= ub; i++) {
- j = k - i;
- w[i+j].y += cdTable[j][i] * z[j][i];
- }
- }
- return (w);
- };
- var _findRoots = function(w, degree, t, depth) {
- var i;
- var Left = new Array(W_DEGREE+1), Right = new Array(W_DEGREE+1);
- var left_count, right_count;
- var left_t = new Array(W_DEGREE+1), right_t = new Array(W_DEGREE+1);
- switch (CrossingCount(w, degree)) {
- case 0 : {
- return 0;
- }
- case 1 : {
- if (depth >= MAXDEPTH) {
- t[0] = (w[0].x + w[W_DEGREE].x) / 2.0;
- return 1;
- }
- if (ControlPolygonFlatEnough(w, degree)) {
- t[0] = ComputeXIntercept(w, degree);
- return 1;
- }
- break;
- }
- }
- Bezier(w, degree, 0.5, Left, Right);
- left_count = FindRoots(Left, degree, left_t, depth+1);
- right_count = FindRoots(Right, degree, right_t, depth+1);
- for (i = 0; i < left_count; i++) t[i] = left_t[i];
- for (i = 0; i < right_count; i++) t[i+left_count] = right_t[i];
- return (left_count+right_count);
- };
- var CrossingCount = function(V, degree) {
- var n_crossings = 0;
- var sign, old_sign;
- var SGN = function(x) { return x == 0 ? 0 : x > 0 ? 1 :-1; };
- sign = old_sign = SGN(V[0].y);
- for (var i = 1; i <= degree; i++) {
- sign = SGN(V[i].y);
- if (sign != old_sign) n_crossings++;
- old_sign = sign;
- }
- return n_crossings;
- };
- var ControlPolygonFlatEnough = function(V, degree) {
- var value, error;
- var intercept_1, intercept_2, left_intercept, right_intercept;
- var a, b, c, det, dInv, a1, b1, c1, a2, b2, c2;
- a = V[0].y - V[degree].y;
- b = V[degree].x - V[0].x;
- c = V[0].x * V[degree].y - V[degree].x * V[0].y;
- var max_distance_above = max_distance_below = 0.0;
-
- for (var i = 1; i < degree; i++)
- {
- value = a * V[i].x + b * V[i].y + c;
-
- if (value > max_distance_above)
- {
- max_distance_above = value;
- }
- else if (value < max_distance_below)
- {
- max_distance_below = value;
- }
- }
- a1 = 0.0; b1 = 1.0; c1 = 0.0; a2 = a; b2 = b;
- c2 = c - max_distance_above;
- det = a1 * b2 - a2 * b1;
- dInv = 1.0/det;
- intercept_1 = (b1 * c2 - b2 * c1) * dInv;
- a2 = a; b2 = b; c2 = c - max_distance_below;
- det = a1 * b2 - a2 * b1;
- dInv = 1.0/det;
- intercept_2 = (b1 * c2 - b2 * c1) * dInv;
- left_intercept = Math.min(intercept_1, intercept_2);
- right_intercept = Math.max(intercept_1, intercept_2);
- error = right_intercept - left_intercept;
- return (error < EPSILON)? 1 : 0;
- };
- var ComputeXIntercept = function(V, degree) {
- var XLK, YLK, XNM, YNM, XMK, YMK, det, detInv, S, T, X, Y;
- XLK = 1.0 - 0.0;
- YLK = 0.0 - 0.0;
- XNM = V[degree].x - V[0].x;
- YNM = V[degree].y - V[0].y;
- XMK = V[0].x - 0.0;
- YMK = V[0].y - 0.0;
- det = XNM*YLK - YNM*XLK;
- detInv = 1.0/det;
- S = (XNM*YMK - YNM*XMK) * detInv;
- X = 0.0 + XLK * S;
- return X;
- };
- var Bezier = function(V, degree, t, Left, Right) {
- var Vtemp = new Array();
- for (var j =0; j <= degree; j++) {
- if (!Vtemp[0]) Vtemp[0] = [];
- Vtemp[0][j] = V[j];
- }
- for (var i = 1; i <= degree; i++) {
- for (var j =0 ; j <= degree - i; j++) {
- if (!Vtemp[i]) Vtemp[i] = [];
- if (!Vtemp[i][j]) Vtemp[i][j] = {};
- Vtemp[i][j].x = (1.0 - t) * Vtemp[i-1][j].x + t * Vtemp[i-1][j+1].x;
- Vtemp[i][j].y = (1.0 - t) * Vtemp[i-1][j].y + t * Vtemp[i-1][j+1].y;
- }
- }
- if (Left != null)
- for (j = 0; j <= degree; j++) Left[j] = Vtemp[j][0];
- if (Right != null)
- for (j = 0; j <= degree; j++) Right[j] = Vtemp[degree-j][j];
- return (Vtemp[degree][0]);
- };
- var _pointOnPath = function(curve, location) {
- // from http://13thparallel.com/archive/bezier-curves/
- function B1(t) { return t*t*t };
- function B2(t) { return 3*t*t*(1-t) };
- function B3(t) { return 3*t*(1-t)*(1-t) };
- function B4(t) { return (1-t)*(1-t)*(1-t) };
-
- var x = curve[0].x*B1(location) + curve[1].x * B2(location) + curve[2].x * B3(location) + curve[3].x * B4(location);
- var y = curve[0].y*B1(location) + curve[1].y * B2(location) + curve[2].y * B3(location) + curve[3].y * B4(location);
- return [x,y];
- };
- var _quadraticPointOnPath = function(curve, location) {
- function B1(t) { return t*t; };
- function B2(t) { return 2*t*(1-t); };
- function B3(t) { return (1-t)*(1-t); };
- var x = curve[0].x*B1(location) + curve[1].x*B2(location) + curve[2].x*B3(location);
- var y = curve[0].y*B1(location) + curve[1].y*B2(location) + curve[2].y*B3(location);
- return [x,y];
- };
- /**
- * finds the point that is 'distance' along the path from 'location'. this method returns both the x,y location of the point and also
- * its 'location' (proportion of travel along the path).
- */
- var _pointAlongPath = function(curve, location, distance) {
- var _dist = function(p1,p2) { return Math.sqrt(Math.pow(p1[0] - p2[0], 2) + Math.pow(p1[1] - p2[1], 2)); };
- var prev = _pointOnPath(curve, location), tally = 0, curLoc = location, direction = distance > 0 ? 1 : -1, cur = null;
- while (tally < Math.abs(distance)) {
- curLoc += (0.005 * direction);
- cur = _pointOnPath(curve, curLoc);
- tally += _dist(cur, prev);
- prev = cur;
- }
- return {point:cur, location:curLoc};
- };
- var _pointAlongPathFrom = function(curve, location, distance) {
- return _pointAlongPath(curve, location, distance).point;
- };
- /**
- * returns the gradient of the connector at the given location, which is a decimal between 0 and 1 inclusive.
- *
- * thanks // http://bimixual.org/AnimationLibrary/beziertangents.html
- */
- var _gradientAtPoint = function(curve, location) {
- var p1 = _pointOnPath(curve, location);
- var p2 = _quadraticPointOnPath(curve, location);
- var dy = p2[1] - p1[1], dx = p2[0] - p1[0];
- return Math.atan(dy / dx);
- };
- /**
- * calculates a line that is 'length' pixels long, perpendicular to, and centered on, the path at 'distance' pixels from the given location.
- */
- var _perpendicularToPathAt = function(curve, location, distance, length) {
- var p = _pointAlongPath(curve, location, distance);
- var m = _gradientAtPoint(curve, p.location);
- var _theta2 = Math.atan(-1 / m);
- var y = length / 2 * Math.sin(_theta2);
- var x = length / 2 * Math.cos(_theta2);
- return [[p.point[0] + x, p.point[1] + y], [p.point[0] - x, p.point[1] - y]];
- };
- var jsBezier = window.jsBezier = {
- distanceFromCurve : _distanceFromCurve,
- gradientAtPoint : _gradientAtPoint,
- nearestPointOnCurve : _nearestPointOnCurve,
- pointOnCurve : _pointOnPath,
- pointAlongCurveFrom : _pointAlongPathFrom,
- perpendicularToCurveAt : _perpendicularToPathAt,
- quadraticPointOnCurve : _quadraticPointOnPath //TODO fold the two pointOnPath functions into one; it can detect what it was given.
- };
- })();
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