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- /*
- * jsPlumb-defaults-1.3.0-RC1
- *
- * Copyright 2010 - 2011 Simon Porritt http://jsplumb.org
- *
- * Triple licensed under the MIT, GPL2 and Beer licenses.
- */
- (function() {
-
-
- /**
- *
- * Helper class to consume unused mouse events by components that are DOM elements and
- * are used by all of the different rendering modes.
- *
- */
- jsPlumb.DOMElementComponent = function(params) {
- jsPlumb.jsPlumbUIComponent.apply(this, arguments);
- // when render mode is canvas, these functions may be called by the canvas mouse handler.
- // this component is safe to pipe this stuff to /dev/null.
- this.mousemove =
- this.dblclick =
- this.click =
- this.mousedown =
- this.mouseup = function(e) { };
- };
-
- /**
- * Class: Connectors.Straight
- * The Straight connector draws a simple straight line between the two anchor points. It does not have any constructor parameters.
- */
- 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;
- };
-
-
- /**
- * 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 || _m == -Infinity) ? _sy + (location * (_ty - _sy)) : (_m * xp) + _b;
- return {x:xp, y: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 {x:p.x + (orientation * x), y:p.y + (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, length, distance) {
- 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 [{x:p.x + x, y:p.y + y}, {x:p.x - x, y:p.y - y}];
- };
- };
-
-
- /**
- * Class:Connectors.Bezier
- * This Connector draws a Bezier curve with two control points. You can provide a 'curviness' value which gets applied to jsPlumb's
- * internal voodoo machine and ends up generating locations for the two control points. See the constructor documentation below.
- */
- /**
- * Function:Constructor
- *
- * Parameters:
- * 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.
- * Optional; defaults to 150.
- *
- */
- jsPlumb.Connectors.Bezier = function(params) {
- var self = this;
- params = params || {};
- this.majorAnchor = params.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, _ty, _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;
- };
-
- 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 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, length, distance) {
- return jsBezier.perpendicularToCurveAt(_makeCurve(), location, length, distance);
- };
-
- };
-
-
- /**
- * Class: Connectors.Flowchart
- * Provides 'flowchart' connectors, consisting of vertical and horizontal line segments.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- * stub - minimum length for the stub at each end of the connector. defaults to 30 pixels.
- */
- jsPlumb.Connectors.Flowchart = function(params) {
- params = params || {};
- var self = this,
- minStubLength = params.stub || params.minStubLength /* bwds compat. */ || 30,
- segments = [],
- segmentGradients = [],
- segmentProportions = [],
- segmentLengths = [],
- segmentProportionalLengths = [],
- points = [],
- swapX,
- swapY,
- /**
- * recalculates the gradients of each segment, and the points at which the segments begin, proportional to the total length travelled
- * by all the segments that constitute the connector.
- */
- updateSegmentGradientsAndProportions = function(startX, startY, endX, endY) {
- var total = 0;
- for (var i = 0; i < segments.length; i++) {
- var sx = i == 0 ? startX : segments[i][2],
- sy = i == 0 ? startY : segments[i][3],
- ex = segments[i][0],
- ey = segments[i][1];
-
- segmentGradients[i] = sx == ex ? Infinity : 0;
- segmentLengths[i] = Math.abs(sx == ex ? ey - sy : ex - sx);
- total += segmentLengths[i];
- }
- var curLoc = 0;
- for (var i = 0; i < segments.length; i++) {
- segmentProportionalLengths[i] = segmentLengths[i] / total;
- segmentProportions[i] = [curLoc, (curLoc += (segmentLengths[i] / total)) ];
- }
- },
- appendSegmentsToPoints = function() {
- points.push(segments.length);
- for (var i = 0; i < segments.length; i++) {
- points.push(segments[i][0]);
- points.push(segments[i][1]);
- }
- },
- /**
- * helper method to add a segment.
- */
- addSegment = function(x, y, sx, sy, tx, ty) {
- var lx = segments.length == 0 ? sx : segments[segments.length - 1][0];
- var ly = segments.length == 0 ? sy : segments[segments.length - 1][1];
- segments.push([x, y, lx, ly]);
- },
- /**
- * returns [segment, proportion of travel in segment, segment index] for the segment
- * that contains the point which is 'location' distance along the entire path, where
- * 'location' is a decimal between 0 and 1 inclusive. in this connector type, paths
- * are made up of a list of segments, each of which contributes some fraction to
- * the total length.
- */
- findSegmentForLocation = function(location) {
- var idx = segmentProportions.length - 1, inSegmentProportion = 0;
- for (var i = 0; i < segmentProportions.length; i++) {
- if (segmentProportions[i][1] >= location) {
- idx = i;
- inSegmentProportion = (location - segmentProportions[i][0]) / segmentProportionalLengths[i];
- break;
- }
- }
- return { segment:segments[idx], proportion:inSegmentProportion, index:idx };
- };
-
- this.compute = function(sourcePos, targetPos, sourceAnchor, targetAnchor, lineWidth, minWidth) {
-
- segments = [];
- segmentGradients = [];
- segmentProportionalLengths = [];
- segmentLengths = [];
- segmentProportionals = [];
-
- swapX = targetPos[0] < sourcePos[0];
- swapY = targetPos[1] < sourcePos[1];
-
- var lw = lineWidth || 1,
- offx = (lw / 2) + (minStubLength * 2),
- offy = (lw / 2) + (minStubLength * 2),
- so = sourceAnchor.orientation || sourceAnchor.getOrientation(),
- to = targetAnchor.orientation || targetAnchor.getOrientation(),
- x = swapX ? targetPos[0] : sourcePos[0],
- y = swapY ? targetPos[1] : sourcePos[1],
- w = Math.abs(targetPos[0] - sourcePos[0]) + 2*offx,
- h = Math.abs(targetPos[1] - sourcePos[1]) + 2*offy;
- if (w < minWidth) {
- offx += (minWidth - w) / 2;
- w = minWidth;
- }
- if (h < minWidth) {
- offy += (minWidth - h) / 2;
- h = minWidth;
- }
- var sx = swapX ? w-offx : offx,
- sy = swapY ? h-offy : offy,
- tx = swapX ? offx : w-offx ,
- ty = swapY ? offy : h-offy,
- startStubX = sx + (so[0] * minStubLength),
- startStubY = sy + (so[1] * minStubLength),
- endStubX = tx + (to[0] * minStubLength),
- endStubY = ty + (to[1] * minStubLength),
- midx = startStubX + ((endStubX - startStubX) / 2),
- midy = startStubY + ((endStubY - startStubY) / 2);
-
- x -= offx; y -= offy;
- points = [x, y, w, h, sx, sy, tx, ty], extraPoints = [];
-
- addSegment(startStubX, startStubY, sx, sy, tx, ty);
-
- if (so[0] == 0) {
- var startStubIsBeforeEndStub = startStubY < endStubY;
- // when start point's stub is less than endpoint's stub
- if (startStubIsBeforeEndStub) {
- addSegment(startStubX, midy, sx, sy, tx, ty);
- addSegment(midx, midy, sx, sy, tx, ty);
- addSegment(endStubX, midy, sx, sy, tx, ty);
- } else {
- // when start point's stub is greater than endpoint's stub
- addSegment(midx, startStubY, sx, sy, tx, ty);
- addSegment(midx, endStubY, sx, sy, tx, ty);
- }
- }
- else {
- var startStubIsBeforeEndStub = startStubX < endStubX;
- // when start point's stub is less than endpoint's stub
- if (startStubIsBeforeEndStub) {
- addSegment(midx, startStubY, sx, sy, tx, ty);
- addSegment(midx, midy, sx, sy, tx, ty);
- addSegment(midx, endStubY, sx, sy, tx, ty);
- } else {
- // when start point's stub is greater than endpoint's stub
- addSegment(startStubX, midy, sx, sy, tx, ty);
- addSegment(endStubX, midy, sx, sy, tx, ty);
- }
- }
-
- addSegment(endStubX, endStubY, sx, sy, tx, ty);
- addSegment(tx, ty, sx, sy, tx, ty);
-
- appendSegmentsToPoints();
- updateSegmentGradientsAndProportions(sx, sy, tx, ty);
-
- return points;
- };
-
- /**
- * 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 this connector we must first figure out which segment the given point lies in, and then compute the x,y position
- * from our knowledge of the segment's start and end points.
- */
- this.pointOnPath = function(location) {
- return self.pointAlongPathFrom(location, 0);
- };
-
- /**
- * returns the gradient of the connector at the given point; the gradient will be either 0 or Infinity, depending on the direction of the
- * segment the point falls in. segment gradients are calculated in the compute method.
- */
- this.gradientAtPoint = function(location) {
- return segmentGradients[findSegmentForLocation(location)["index"]];
- };
-
- /**
- * 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. when you consider this concept from the point of view
- * of this connector, it starts to become clear that there's a problem with the overlay paint code: given that this connector makes several
- * 90 degree turns, it's entirely possible that an arrow overlay could be forced to paint itself around a corner, which would look stupid. this is
- * because jsPlumb uses this method (and pointOnPath) so determine the locations of the various points that go to make up an overlay. a better
- * solution would probably be to just use pointOnPath along with gradientAtPoint, and draw the overlay so that its axis ran along
- * a tangent to the connector. for straight line connectors this would obviously mean the overlay was painted directly on the connector, since a
- * tangent to a straight line is the line itself, which is what we want; for this connector, and for beziers, the results would probably be better. an additional
- * advantage is, of course, that there's less computation involved doing it that way.
- */
- this.pointAlongPathFrom = function(location, distance) {
- var s = findSegmentForLocation(location), seg = s.segment, p = s.proportion, sl = segmentLengths[s.index], m = segmentGradients[s.index];
- var e = {
- x : m == Infinity ? seg[2] : seg[2] > seg[0] ? seg[0] + ((1 - p) * sl) - distance : seg[2] + (p * sl) + distance,
- y : m == 0 ? seg[3] : seg[3] > seg[1] ? seg[1] + ((1 - p) * sl) - distance : seg[3] + (p * sl) + distance,
- segmentInfo : s
- };
-
- return e;
- };
-
- /**
- * 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, length, distance) {
- var p = self.pointAlongPathFrom(location, distance);
- var m = segmentGradients[p.segmentInfo.index];
- var _theta2 = Math.atan(-1 / m);
- var y = length / 2 * Math.sin(_theta2);
- var x = length / 2 * Math.cos(_theta2);
- return [{x:p.x + x, y:p.y + y}, {x:p.x - x, y:p.y - y}];
-
- };
-
- };
- // ********************************* END OF CONNECTOR TYPES *******************************************************************
-
- // ********************************* ENDPOINT TYPES *******************************************************************
-
- /**
- * Class: Endpoints.Dot
- * A round endpoint, with default radius 10 pixels.
- */
-
- /**
- * Function: Constructor
- *
- * Parameters:
- *
- * radius - radius of the endpoint. defaults to 10 pixels.
- */
- jsPlumb.Endpoints.Dot = function(params) {
- var self = this;
- params = params || {};
- this.radius = params.radius || 10;
- this.defaultOffset = 0.5 * this.radius;
- this.defaultInnerRadius = this.radius / 3;
-
- this.compute = function(anchorPoint, orientation, endpointStyle, connectorPaintStyle) {
- var r = endpointStyle.radius || self.radius;
- var x = anchorPoint[0] - r;
- var y = anchorPoint[1] - r;
- return [ x, y, r * 2, r * 2, r ];
- };
- };
-
- /**
- * Class: Endpoints.Rectangle
- * A Rectangular Endpoint, with default size 20x20.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- *
- * width - width of the endpoint. defaults to 20 pixels.
- * height - height of the endpoint. defaults to 20 pixels.
- */
- jsPlumb.Endpoints.Rectangle = function(params) {
- var self = this;
- params = params || {};
- this.width = params.width || 20;
- this.height = params.height || 20;
-
- this.compute = function(anchorPoint, orientation, 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);
- return [ x, y, width, height];
- };
- };
-
- /**
- * Class: Endpoints.Image
- * Draws an image as the Endpoint.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- *
- * src - location of the image to use.
- */
- jsPlumb.Endpoints.Image = function(params) {
-
- jsPlumb.DOMElementComponent.apply(this, arguments);
-
- var self = this, initialized = false;
- this.img = new Image();
- self.ready = false;
- this.img.onload = function() {
- self.ready = true;
- };
- this.img.src = params.src || params.url;
- this.compute = function(anchorPoint, orientation, endpointStyle, connectorPaintStyle) {
- self.anchorPoint = anchorPoint;
- if (self.ready) return [anchorPoint[0] - self.img.width / 2, anchorPoint[1] - self.img.height/ 2, self.img.width, self.img.height];
- else return [0,0,0,0];
- };
-
- self.canvas = document.createElement("img"), initialized = false;
- self.canvas.style["margin"] = 0;
- self.canvas.style["padding"] = 0;
- self.canvas.style["outline"] = 0;
- self.canvas.style["position"] = "absolute";
- self.canvas.className = jsPlumb.endpointClass;
- jsPlumb.appendElement(self.canvas, params.parent);
- self.attachListeners(self.canvas, self);
-
- var actuallyPaint = function(d, style, anchor) {
- if (!initialized) {
- self.canvas.setAttribute("src", self.img.src);
- initialized = true;
- }
- var width = self.img.width,
- height = self.img.height,
- x = self.anchorPoint[0] - (width/2),
- y = self.anchorPoint[1] - (height/2);
- jsPlumb.sizeCanvas(self.canvas, x, y, width, height);
- };
-
- this.paint = function(d, style, anchor) {
- if (self.ready) {
- actuallyPaint(d, style, anchor);
- }
- else {
- window.setTimeout(function() {
- self.paint(d, style, anchor);
- }, 200);
- }
- };
- };
-
- /**
- * Class: Endpoints.Blank
- * An Endpoint that paints nothing on the screen, and cannot be interacted with using the mouse. There are no constructor parameters for this Endpoint.
- */
- jsPlumb.Endpoints.Blank = function() {
- jsPlumb.DOMElementComponent.apply(this, arguments);
- this.compute = function() {
- return [0,0,0,0];
- };
-
- self.canvas = document.createElement("div");
- this.paint = function() { };
- };
-
- /**
- * Class: Endpoints.Triangle
- * A triangular Endpoint.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- *
- * width - width of the triangle's base. defaults to 55 pixels.
- * height - height of the triangle from base to apex. defaults to 55 pixels.
- */
- jsPlumb.Endpoints.Triangle = function(params) {
- params = params || { };
- params.width = params.width || 55;
- param.height = params.height || 55;
- this.width = params.width;
- this.height = params.height;
- this.compute = function(anchorPoint, orientation, 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);
- return [ x, y, width, height ];
- };
- };
- // ********************************* END OF ENDPOINT TYPES *******************************************************************
-
- // ********************************* OVERLAY DEFINITIONS ***********************************************************************
-
- /**
- * Class: Overlays.Arrow
- *
- * An arrow overlay, defined by four points: the head, the two sides of the tail, and a 'foldback' point at some distance along the length
- * of the arrow that lines from each tail point converge into. The foldback point is defined using a decimal that indicates some fraction
- * of the length of the arrow and has a default value of 0.623. A foldback point value of 1 would mean that the arrow had a straight line
- * across the tail.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- *
- * 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.
- * direction - indicates the direction the arrow points in. valid values are -1 and 1; 1 is default.
- */
- jsPlumb.Overlays.Arrow = function(params) {
- params = params || {};
- var self = this;
- this.length = params.length || 20;
- this.width = params.width || 20;
- this.id = params.id;
- this.connection = params.connection;
- var direction = (params.direction || 1) < 0 ? -1 : 1;
- var paintStyle = params.paintStyle || { lineWidth:1 };
- this.loc = params.location == null ? 0.5 : params.location;
- // 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, direction * self.length * adj);
- }
- };
-
- this.computeMaxSize = function() { return self.width * 1.5; };
-
- this.draw = function(connector, currentConnectionPaintStyle, connectorDimensions) {
-
- // this is the arrow head position
- var hxy = connector.pointAlongPathFrom(self.loc, direction * (self.length / 2));
- // this is the center of the tail
- var txy = connector.pointAlongPathFrom(self.loc, -1 * direction * (self.length / 2)), tx = txy.x, ty = txy.y;
- // this is the tail vector
- var tail = connector.perpendicularToPathAt(self.loc, self.width, -1 * direction * (self.length / 2));
- // this is the point the tail goes in to
- var cxy = _getFoldBackPoint(connector, self.loc);
-
- // if loc = 1, then hxy should be flush with the element, or if direction == -1, the tail midpoint.
- if (self.loc == 1) {
- var lxy = connector.pointOnPath(self.loc);
- // TODO determine why the 1.2.6 released version does not
- // use 'direction' in the two equations below, yet both
- // that and 1.3.0 still paint the arrows correctly.
- var dx = (lxy.x - hxy.x) * direction, dy = (lxy.y - hxy.y) * direction;
- cxy.x += dx; cxy.y += dy;
- txy.x += dx; txy.y += dy;
- tail[0].x += dx; tail[0].y += dy;
- tail[1].x += dx; tail[1].y += dy;
- hxy.x += dx; hxy.y += dy;
- }
- // if loc = 0, then tail midpoint should be flush with the element, or, if direction == -1, hxy should be.
- if (self.loc == 0) {
- var lxy = connector.pointOnPath(self.loc);
- var tailMid = foldback > 1 ? cxy : {
- x:tail[0].x + ((tail[1].x - tail[0].x) / 2),
- y:tail[0].y + ((tail[1].y - tail[0].y) / 2)
- };
- var dx = (lxy.x - tailMid.x) * direction, dy = (lxy.y - tailMid.y) * direction;
- cxy.x += dx; cxy.y += dy;
- txy.x += dx; txy.y += dy;
- tail[0].x += dx; tail[0].y += dy;
- tail[1].x += dx; tail[1].y += dy;
- hxy.x += dx; hxy.y += dy;
- }
-
- var minx = Math.min(hxy.x, tail[0].x, tail[1].x);
- var maxx = Math.max(hxy.x, tail[0].x, tail[1].x);
- var miny = Math.min(hxy.y, tail[0].y, tail[1].y);
- var maxy = Math.max(hxy.y, tail[0].y, tail[1].y);
-
- var d = { hxy:hxy, tail:tail, cxy:cxy },
- strokeStyle = paintStyle.strokeStyle || currentConnectionPaintStyle.strokeStyle,
- fillStyle = paintStyle.fillStyle || currentConnectionPaintStyle.strokeStyle,
- lineWidth = paintStyle.lineWidth || currentConnectionPaintStyle.lineWidth;
-
- self.paint(connector, d, lineWidth, strokeStyle, fillStyle, connectorDimensions);
-
- return [ minx, maxx, miny, maxy];
- };
- };
-
- /**
- * Class: Overlays.PlainArrow
- *
- * 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.
- */
- /**
- * Function: Constructor
- * See <Overlays.Arrow> for allowed parameters for this overlay.
- */
- jsPlumb.Overlays.PlainArrow = function(params) {
- params = params || {};
- var p = jsPlumb.extend(params, {foldback:1});
- jsPlumb.Overlays.Arrow.call(this, p);
- };
-
- /**
- * Class: Overlays.Diamond
- *
- * 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.
- *
- * 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.
- */
- /**
- * Function: Constructor
- * See <Overlays.Arrow> for allowed parameters for this overlay.
- */
- 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);
- };
-
-
-
- /**
- * Class: Overlays.Label
- * A Label overlay. For all different renderer types (SVG/Canvas/VML), jsPlumb draws a Label overlay as a styled DIV. Version 1.3.0 of jsPlumb
- * introduced the ability to set css classes on the label; this is now the preferred way for you to style a label. The 'labelStyle' parameter
- * is still supported in 1.3.0 but its usage is deprecated. Under the hood, jsPlumb just turns that object into a bunch of CSS directive that it
- * puts on the Label's 'style' attribute, so the end result is the same.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- * cssClass - optional css class string to append to css class. This string is appended "as-is", so you can of course have multiple classes
- * defined. This parameter is preferred to using labelStyle, borderWidth and borderStyle.
- * 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.
- * labelStyle - (deprecated) js object containing style instructions for the label. defaults to jsPlumb.Defaults.LabelStyle.
- * borderWidth - (deprecated) width of a border to paint. defaults to zero.
- * borderStyle - (deprecated) strokeStyle to use when painting the border, if necessary.
- *
- */
- jsPlumb.Overlays.Label = function(params) {
- jsPlumb.DOMElementComponent.apply(this, arguments);
- this.labelStyle = params.labelStyle || jsPlumb.Defaults.LabelStyle;
- this.labelStyle.font = this.labelStyle.font || "12px sans-serif";
- this.label = params.label;
- this.connection = params.connection;
- this.id = params.id;
- 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 initialised = false,
- labelText = null,
- div = document.createElement("div");
- div.style["position"] = "absolute";
- div.style["textAlign"] = "center";
- div.style["cursor"] = "pointer";
- div.style["font"] = self.labelStyle.font;
- div.style["color"] = self.labelStyle.color || "black";
- if (self.labelStyle.fillStyle) div.style["background"] = self.labelStyle.fillStyle;//_convertStyle(self.labelStyle.fillStyle, true);
- if (self.labelStyle.borderWidth > 0) {
- var dStyle = self.labelStyle.borderStyle ? self.labelStyle.borderStyle/*_convertStyle(self.labelStyle.borderStyle, true)*/ : "black";
- div.style["border"] = self.labelStyle.borderWidth + "px solid " + dStyle;
- }
- if (self.labelStyle.padding) div.style["padding"] = self.labelStyle.padding;
-
- var clazz = params["_jsPlumb"].overlayClass + " " +
- (self.labelStyle.cssClass ? self.labelStyle.cssClass :
- params.cssClass ? params.cssClass : "");
-
- div.className = clazz;
-
- jsPlumb.appendElement(div, params.connection.parent);
- jsPlumb.getId(div);
- self.attachListeners(div, self);
- this.paint = function(connector, d, connectorDimensions) {
- if (!initialised) {
- connector.appendDisplayElement(div);
- self.attachListeners(div, connector);
- initialised = true;
- }
- div.style.left = (connectorDimensions[0] + d.minx) + "px";
- div.style.top = (connectorDimensions[1] + d.miny) + "px";
- };
-
- this.getTextDimensions = function(connector) {
- labelText = typeof self.label == 'function' ? self.label(self) : self.label;
- div.innerHTML = labelText.replace(/\r\n/g, "<br/>");
- var de = jsPlumb.CurrentLibrary.getElementObject(div),
- s = jsPlumb.CurrentLibrary.getSize(de);
- return {width:s[0], height:s[1]};
- };
-
- this.computeMaxSize = function(connector) {
- var td = self.getTextDimensions(connector);
- return td.width ? Math.max(td.width, td.height) * 1.5 : 0;
- };
-
- this.draw = function(connector, currentConnectionPaintStyle, connectorDimensions) {
- var td = self.getTextDimensions(connector);
- if (td.width != null) {
- var cxy = connector.pointOnPath(self.location);
-
- var minx = cxy.x - (td.width / 2);
- var miny = cxy.y - (td.height / 2);
-
- self.paint(connector, {
- minx:minx,
- miny:miny,
- td:td,
- cxy:cxy
- }, connectorDimensions);
-
- return [minx, minx+td.width, miny, miny+td.height];
- }
- else return [0,0,0,0];
- };
- };
-
- // ********************************* END OF OVERLAY DEFINITIONS ***********************************************************************
-
- // ********************************* OVERLAY CANVAS RENDERERS***********************************************************************
-
- // ********************************* END OF OVERLAY CANVAS RENDERERS ***********************************************************************
- })();
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