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- /*
- * jsPlumb
- *
- * Title:jsPlumb 1.3.5
- *
- * Provides a way to visually connect elements on an HTML page, using either SVG, Canvas
- * elements, or VML.
- *
- * This file contains the default Connectors, Endpoint and Overlay definitions.
- *
- * Copyright (c) 2010 - 2012 Simon Porritt (http://jsplumb.org)
- *
- * http://jsplumb.org
- * http://github.com/sporritt/jsplumb
- * http://code.google.com/p/jsplumb
- *
- * Dual licensed under the MIT and GPL2 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() {
- this.type = "Straight";
- var self = this,
- currentPoints = null,
- _m, _m2, _b, _dx, _dy, _theta, _theta2, _sx, _sy, _tx, _ty, _segment, _length;
- /**
- * Computes the new size and position of the canvas.
- */
- this.compute = function(sourcePos, targetPos, sourceEndpoint, targetEndpoint, sourceAnchor, targetAnchor, lineWidth, minWidth) {
- var w = Math.abs(sourcePos[0] - targetPos[0]),
- h = Math.abs(sourcePos[1] - targetPos[1]),
- // these are padding to ensure the whole connector line appears
- 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;
- _m = jsPlumb.util.gradient({x:_sx, y:_sy}, {x:_tx, y:_ty}), _m2 = -1 / _m;
- _b = -1 * ((_m * _sx) - _sy);
- _theta = Math.atan(_m); _theta2 = Math.atan(_m2);
- //_segment = jsPlumb.util.segment({x:_sx, y:_sy}, {x:_tx, y:_ty});
- _length = Math.sqrt((_dx * _dx) + (_dy * _dy));
-
- 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) {
- if (location == 0)
- return { x:_sx, y:_sy };
- else if (location == 1)
- return { x:_tx, y:_ty };
- else
- return jsPlumb.util.pointOnLine({x:_sx, y:_sy}, {x:_tx, y:_ty}, location * _length);
- };
-
- /**
- * 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 hands off to jsPlumb.util to do the maths, supplying our gradient and position and whether or
- * not the coords should be flipped
- */
- this.pointAlongPathFrom = function(location, distance) {
- var p = self.pointOnPath(location);
- return jsPlumb.util.pointOnLine(p, {x:_tx,y:_ty}, distance);
- };
- };
-
-
- /**
- * 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.type = "Bezier";
-
- this._findControlPoint = function(point, sourceAnchorPosition, targetAnchorPosition, sourceEndpoint, targetEndpoint, 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(sourceEndpoint),
- too = targetAnchor.getOrientation(targetEndpoint),
- perpendicular = soo[0] != too[0] || soo[1] == too[1],
- p = [],
- 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, sourceEndpoint, targetEndpoint, 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, sourceEndpoint, targetEndpoint, sourceAnchor, targetAnchor);
- _CP2 = self._findControlPoint([_tx,_ty], targetPos, sourcePos, sourceEndpoint, targetEndpoint, targetAnchor, sourceAnchor);
- var minx1 = Math.min(_sx,_tx), minx2 = Math.min(_CP[0], _CP2[0]), minx = Math.min(minx1,minx2),
- maxx1 = Math.max(_sx,_tx), maxx2 = Math.max(_CP[0], _CP2[0]), 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), miny2 = Math.min(_CP[1], _CP2[1]), miny = Math.min(miny1,miny2),
- maxy1 = Math.max(_sy,_ty), maxy2 = Math.max(_CP[1], _CP2[1]), 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);
- };
- };
-
-
- /**
- * 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) {
- this.type = "Flowchart";
- params = params || {};
- var self = this,
- minStubLength = params.stub || params.minStubLength /* bwds compat. */ || 30,
- segments = [],
- totalLength = 0,
- segmentProportions = [],
- segmentProportionalLengths = [],
- points = [],
- swapX,
- swapY,
- /**
- * recalculates the points at which the segments begin and end, proportional to the total length travelled
- * by all the segments that constitute the connector. we use this to help with pointOnPath calculations.
- */
- updateSegmentProportions = function(startX, startY, endX, endY) {
- var curLoc = 0;
- for (var i = 0; i < segments.length; i++) {
- segmentProportionalLengths[i] = segments[i][5] / totalLength;
- segmentProportions[i] = [curLoc, (curLoc += (segments[i][5] / totalLength)) ];
- }
- },
- 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],
- ly = segments.length == 0 ? sy : segments[segments.length - 1][1],
- m = x == lx ? Infinity : 0,
- l = Math.abs(x == lx ? y - ly : x - lx);
- segments.push([x, y, lx, ly, m, l]);
- totalLength += l;
- },
- /**
- * 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, sourceEndpoint, targetEndpoint,
- sourceAnchor, targetAnchor, lineWidth, minWidth, sourceInfo, targetInfo) {
-
- segments = [];
- totalLength = 0;
- segmentProportionalLengths = [];
-
- 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(sourceEndpoint),
- to = targetAnchor.orientation || targetAnchor.getOrientation(targetEndpoint),
- 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 either anchor does not have an orientation set, we derive one from their relative
- // positions. we fix the axis to be the one in which the two elements are further apart, and
- // point each anchor at the other element. this is also used when dragging a new connection.
- if (so[0] == 0 && so[1] == 0 || to[0] == 0 && to[1] == 0) {
- var index = w > h ? 0 : 1, oIndex = [1,0][index];
- so = []; to = [];
- so[index] = sourcePos[index] > targetPos[index] ? -1 : 1;
- to[index] = sourcePos[index] > targetPos[index] ? 1 : -1;
- so[oIndex] = 0;
- to[oIndex] = 0;
- }
- 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),
- isXGreaterThanStubTimes2 = Math.abs(sx - tx) > 2 * minStubLength,
- isYGreaterThanStubTimes2 = Math.abs(sy - ty) > 2 * minStubLength,
- midx = startStubX + ((endStubX - startStubX) / 2),
- midy = startStubY + ((endStubY - startStubY) / 2),
- oProduct = ((so[0] * to[0]) + (so[1] * to[1])),
- opposite = oProduct == -1,
- perpendicular = oProduct == 0,
- orthogonal = oProduct == 1;
-
- x -= offx; y -= offy;
- points = [x, y, w, h, sx, sy, tx, ty];
- var extraPoints = [];
-
- addSegment(startStubX, startStubY, sx, sy, tx, ty);
-
- var sourceAxis = so[0] == 0 ? "y" : "x",
- anchorOrientation = opposite ? "opposite" : orthogonal ? "orthogonal" : "perpendicular",
- segment = jsPlumb.util.segment([sx, sy], [tx, ty]),
- flipSourceSegments = so[sourceAxis == "x" ? 0 : 1] == -1,
- flipSegments = {
- "x":[null, 4, 3, 2, 1],
- "y":[null, 2, 1, 4, 3]
- }
-
- if (flipSourceSegments)
- segment = flipSegments[sourceAxis][segment];
- var findClearedLine = function(start, mult, anchorPos, dimension) {
- return start + (mult * (( 1 - anchorPos) * dimension) + minStubLength);
- //mx = so[0] == 0 ? startStubX + ((1 - sourceAnchor.x) * sourceInfo.width) + minStubLength : startStubX,
- },
- lineCalculators = {
- oppositex : function() {
- if (sourceEndpoint.elementId == targetEndpoint.elementId) {
- var _y = startStubY + ((1 - sourceAnchor.y) * sourceInfo.height) + minStubLength;
- return [ [ startStubX, _y ], [ endStubX, _y ]];
- }
- else if (isXGreaterThanStubTimes2 && (segment == 1 || segment == 2)) {
- return [[ midx, sy ], [ midx, ty ]];
- }
- else {
- return [[ startStubX, midy ], [endStubX, midy ]];
- }
- },
- orthogonalx : function() {
- if (segment == 1 || segment == 2) {
- return [ [ endStubX, startStubY ]];
- }
- else {
- return [ [ startStubX, endStubY ]];
- }
- },
- perpendicularx : function() {
- var my = (ty + sy) / 2;
- if ((segment == 1 && to[1] == 1) || (segment == 2 && to[1] == -1)) {
- if (Math.abs(tx - sx) > minStubLength)
- return [ [endStubX, startStubY ]];
- else
- return [ [startStubX, startStubY ], [ startStubX, my ], [ endStubX, my ]];
- }
- else if ((segment == 3 && to[1] == -1) || (segment == 4 && to[1] == 1)) {
- return [ [ startStubX, my ], [ endStubX, my ]];
- }
- else if ((segment == 3 && to[1] == 1) || (segment == 4 && to[1] == -1)) {
- return [ [ startStubX, endStubY ]];
- }
- else if ((segment == 1 && to[1] == -1) || (segment == 2 && to[1] == 1)) {
- if (Math.abs(tx - sx) > minStubLength)
- return [ [ midx, startStubY ], [ midx, endStubY ]];
- else
- return [ [ startStubX, endStubY ]];
- }
- },
- oppositey : function() {
- if (sourceEndpoint.elementId == targetEndpoint.elementId) {
- var _x = startStubX + ((1 - sourceAnchor.x) * sourceInfo.width) + minStubLength;
- return [ [ _x, startStubY ], [ _x, endStubY ]];
- }
- else if (isYGreaterThanStubTimes2 && (segment == 2 || segment == 3)) {
- return [[ sx, midy ], [ tx, midy ]];
- }
- else {
- return [[ midx, startStubY ], [midx, endStubY ]];
- }
- },
- orthogonaly : function() {
- if (segment == 2 || segment == 3) {
- return [ [ startStubX, endStubY ]];
- }
- else {
- return [ [ endStubX, startStubY ]];
- }
- },
- perpendiculary : function() {
- var mx = (tx + sx) / 2;
- if ((segment == 2 && to[0] == -1) || (segment == 3 && to[0] == 1)) {
- if (Math.abs(tx - sx) > minStubLength)
- return [ [startStubX, endStubY ]];
- else
- return [ [startStubX, midy ], [ endStubX, midy ]];
- }
- else if ((segment == 1 && to[0] == -1) || (segment == 4 && to[0] == 1)) {
- var mx = (tx + sx) / 2;
- return [ [ mx, startStubY ], [ mx, endStubY ]];
- }
- else if ((segment == 1 && to[0] == 1) || (segment == 4 && to[0] == -1)) {
- return [ [ endStubX, startStubY ]];
- }
- else if ((segment == 2 && to[0] == 1) || (segment == 3 && to[0] == -1)) {
- if (Math.abs(ty - sy) > minStubLength)
- return [ [ startStubX, midy ], [ endStubX, midy ]];
- else
- return [ [ endStubX, startStubY ]];
- }
- }
- };
-
-
- var pointFinder = lineCalculators[anchorOrientation + sourceAxis];
- var p = pointFinder();
- if (p) {
- for (var i = 0; i < p.length; i++) {
- addSegment(p[i][0], p[i][1], sx, sy, tx, ty);
- }
- }
-
- addSegment(endStubX, endStubY, sx, sy, tx, ty);
- addSegment(tx, ty, sx, sy, tx, ty);
-
- appendSegmentsToPoints();
- updateSegmentProportions(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 segments[findSegmentForLocation(location)["index"]][4];
- };
-
- /**
- * 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 = segments[s.index][5], m = segments[s.index][4];
- 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;
- };
- };
- // ********************************* 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) {
- this.type = "Dot";
- 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,
- x = anchorPoint[0] - r,
- 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) {
- this.type = "Rectangle";
- 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,
- height = endpointStyle.height || self.height,
- x = anchorPoint[0] - (width/2),
- y = anchorPoint[1] - (height/2);
- return [ x, y, width, height];
- };
- };
-
- var DOMElementEndpoint = function(params) {
- jsPlumb.DOMElementComponent.apply(this, arguments);
- var self = this;
- var displayElements = [ ];
- this.getDisplayElements = function() {
- return displayElements;
- };
-
- this.appendDisplayElement = function(el) {
- displayElements.push(el);
- };
- };
- /**
- * Class: Endpoints.Image
- * Draws an image as the Endpoint.
- */
- /**
- * Function: Constructor
- *
- * Parameters:
- *
- * src - location of the image to use.
- */
- jsPlumb.Endpoints.Image = function(params) {
-
- this.type = "Image";
- DOMElementEndpoint.apply(this, arguments);
-
- var self = this,
- initialized = false,
- widthToUse = params.width,
- heightToUse = params.height,
- _onload = null,
- _endpoint = params.endpoint;
-
- this.img = new Image();
- self.ready = false;
- this.img.onload = function() {
- self.ready = true;
- widthToUse = widthToUse || self.img.width;
- heightToUse = heightToUse || self.img.height;
- if (_onload) {
- _onload(self);
- }
- };
- _endpoint.setImage = function(img, onload) {
- var s = img.constructor == String ? img : img.src;
- _onload = onload;
- self.img.src = img;
- };
- _endpoint.setImage(params.src || params.url, params.onload);
- this.compute = function(anchorPoint, orientation, endpointStyle, connectorPaintStyle) {
- self.anchorPoint = anchorPoint;
- if (self.ready) return [anchorPoint[0] - widthToUse / 2, anchorPoint[1] - heightToUse / 2,
- widthToUse, heightToUse];
- 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";
- var clazz = params.cssClass ? " " + params.cssClass : "";
- self.canvas.className = jsPlumb.endpointClass + clazz;
- if (widthToUse) self.canvas.setAttribute("width", widthToUse);
- if (heightToUse) self.canvas.setAttribute("height", heightToUse);
- 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 x = self.anchorPoint[0] - (widthToUse / 2),
- y = self.anchorPoint[1] - (heightToUse / 2);
- jsPlumb.sizeCanvas(self.canvas, x, y, widthToUse, heightToUse);
- };
-
- 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 (visible) on the screen. Supports cssClass and hoverClass parameters like all Endpoints.
- */
- jsPlumb.Endpoints.Blank = function(params) {
- var self = this;
- this.type = "Blank";
- DOMElementEndpoint.apply(this, arguments);
- this.compute = function(anchorPoint, orientation, endpointStyle, connectorPaintStyle) {
- return [anchorPoint[0], anchorPoint[1],10,0];
- };
-
- self.canvas = document.createElement("div");
- self.canvas.style.display = "block";
- self.canvas.style.width = "1px";
- self.canvas.style.height = "1px";
- self.canvas.style.background = "transparent";
- self.canvas.style.position = "absolute";
- self.canvas.className = self._jsPlumb.endpointClass;
- jsPlumb.appendElement(self.canvas, params.parent);
-
- this.paint = function(d, style, anchor) {
- jsPlumb.sizeCanvas(self.canvas, d[0], d[1], d[2], d[3]);
- };
- };
-
- /**
- * 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) {
- this.type = "Triangle";
- params = params || { };
- params.width = params.width || 55;
- params.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,
- height = endpointStyle.height || self.height,
- x = anchorPoint[0] - (width/2),
- y = anchorPoint[1] - (height/2);
- return [ x, y, width, height ];
- };
- };
- // ********************************* END OF ENDPOINT TYPES *******************************************************************
-
- // ********************************* OVERLAY DEFINITIONS ***********************************************************************
- var AbstractOverlay = function(params) {
- var visible = true, self = this;
- this.isAppendedAtTopLevel = true;
- this.component = params.component;
- this.loc = params.location == null ? 0.5 : params.location;
- this.endpointLoc = params.endpointLocation == null ? [ 0.5, 0.5] : params.endpointLocation;
- this.setVisible = function(val) {
- visible = val;
- self.component.repaint();
- };
- this.isVisible = function() { return visible; };
- this.hide = function() { self.setVisible(false); };
- this.show = function() { self.setVisible(true); };
-
- this.incrementLocation = function(amount) {
- self.loc += amount;
- self.component.repaint();
- };
- this.setLocation = function(l) {
- self.loc = l;
- self.component.repaint();
- };
- this.getLocation = function() {
- return self.loc;
- };
- };
-
-
- /**
- * 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) {
- this.type = "Arrow";
- AbstractOverlay.apply(this, arguments);
- this.isAppendedAtTopLevel = false;
- params = params || {};
- var self = this;
-
- this.length = params.length || 20;
- this.width = params.width || 20;
- this.id = params.id;
- var direction = (params.direction || 1) < 0 ? -1 : 1,
- paintStyle = params.paintStyle || { lineWidth:1 },
- // how far along the arrow the lines folding back in come to. default is 62.3%.
- foldback = params.foldback || 0.623;
-
- this.computeMaxSize = function() { return self.width * 1.5; };
-
- this.cleanup = function() { }; // nothing to clean up for Arrows
-
- this.draw = function(connector, currentConnectionPaintStyle, connectorDimensions) {
- var hxy, mid, txy, tail, cxy;
- if (connector.pointAlongPathFrom) {
- if (self.loc == 1) {
- hxy = connector.pointOnPath(self.loc);
- mid = connector.pointAlongPathFrom(self.loc, -1);
- txy = jsPlumb.util.pointOnLine(hxy, mid, self.length);
- }
- else if (self.loc == 0) {
- txy = connector.pointOnPath(self.loc);
- mid = connector.pointAlongPathFrom(self.loc, 1);
- hxy = jsPlumb.util.pointOnLine(txy, mid, self.length);
- }
- else {
- hxy = connector.pointAlongPathFrom(self.loc, direction * self.length / 2),
- mid = connector.pointOnPath(self.loc),
- txy = jsPlumb.util.pointOnLine(hxy, mid, self.length);
- }
- tail = jsPlumb.util.perpendicularLineTo(hxy, txy, self.width);
- cxy = jsPlumb.util.pointOnLine(hxy, txy, foldback * self.length);
- var minx = Math.min(hxy.x, tail[0].x, tail[1].x),
- maxx = Math.max(hxy.x, tail[0].x, tail[1].x),
- miny = Math.min(hxy.y, tail[0].y, tail[1].y),
- 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];
- }
- else return [0,0,0,0];
- };
- };
-
- /**
- * 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);
- this.type = "PlainArrow";
- };
-
- /**
- * 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,
- p = jsPlumb.extend(params, {length:l/2, foldback:2});
- jsPlumb.Overlays.Arrow.call(this, p);
- this.type = "Diamond";
- };
-
-
-
- /**
- * 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.
- *
- */
- jsPlumb.Overlays.Label = function(params) {
- this.type = "Label";
- jsPlumb.DOMElementComponent.apply(this, arguments);
- AbstractOverlay.apply(this, arguments);
- this.labelStyle = params.labelStyle || jsPlumb.Defaults.LabelStyle;
- this.id = params.id;
- this.cachedDimensions = null; // setting on 'this' rather than using closures uses a lot less memory. just don't monkey with it!
- var label = params.label || "",
- self = this,
- initialised = false,
- div = document.createElement("div"),
- labelText = null;
- div.style["position"] = "absolute";
-
- var clazz = params["_jsPlumb"].overlayClass + " " +
- (self.labelStyle.cssClass ? self.labelStyle.cssClass :
- params.cssClass ? params.cssClass : "");
-
- div.className = clazz;
-
- jsPlumb.appendElement(div, params.component.parent);
- jsPlumb.getId(div);
- self.attachListeners(div, self);
- self.canvas = div;
-
- //override setVisible
- var osv = self.setVisible;
- self.setVisible = function(state) {
- osv(state); // call superclass
- div.style.display = state ? "block" : "none";
- };
-
- this.getElement = function() {
- return div;
- };
-
- this.cleanup = function() {
- if (div != null) jsPlumb.CurrentLibrary.removeElement(div);
- };
-
- /*
- * Function: setLabel
- * sets the label's, um, label. you would think i'd call this function
- * 'setText', but you can pass either a Function or a String to this, so
- * it makes more sense as 'setLabel'.
- */
- this.setLabel = function(l) {
- label = l;
- labelText = null;
- self.component.repaint();
- };
-
- this.getLabel = function() {
- return label;
- };
-
- this.paint = function(component, d, componentDimensions) {
- if (!initialised) {
- component.appendDisplayElement(div);
- self.attachListeners(div, component);
- initialised = true;
- }
- div.style.left = (componentDimensions[0] + d.minx) + "px";
- div.style.top = (componentDimensions[1] + d.miny) + "px";
- };
-
- this.getTextDimensions = function() {
- if (typeof label == "function") {
- var lt = label(self);
- div.innerHTML = lt.replace(/\r\n/g, "<br/>");
- }
- else {
- if (labelText == null) {
- labelText = 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(component, currentConnectionPaintStyle, componentDimensions) {
- var td = self.getTextDimensions(component);
- if (td.width != null) {
- var cxy = {x:0,y:0};
- if (component.pointOnPath)
- cxy = component.pointOnPath(self.loc); // a connection
- else {
- var locToUse = self.loc.constructor == Array ? self.loc : self.endpointLoc;
- cxy = { x:locToUse[0] * componentDimensions[2],
- y:locToUse[1] * componentDimensions[3] };
- }
-
- minx = cxy.x - (td.width / 2),
- miny = cxy.y - (td.height / 2);
-
- self.paint(component, {
- minx:minx,
- miny:miny,
- td:td,
- cxy:cxy
- }, componentDimensions);
-
- return [minx, minx+td.width, miny, miny+td.height];
- }
- else return [0,0,0,0];
- };
-
- this.reattachListeners = function(connector) {
- if (div) {
- self.reattachListenersForElement(div, self, connector);
- }
- };
- };
- // this is really just a test overlay, so its undocumented and doesnt take any parameters. but i was loth to delete it.
- jsPlumb.Overlays.GuideLines = function() {
- var self = this;
- self.length = 50;
- self.lineWidth = 5;
- this.type = "GuideLines";
- AbstractOverlay.apply(this, arguments);
- jsPlumb.jsPlumbUIComponent.apply(this, arguments);
- this.draw = function(connector, currentConnectionPaintStyle, connectorDimensions) {
- var head = connector.pointAlongPathFrom(self.loc, self.length / 2),
- mid = connector.pointOnPath(self.loc),
- tail = jsPlumb.util.pointOnLine(head, mid, self.length),
- tailLine = jsPlumb.util.perpendicularLineTo(head, tail, 40),
- headLine = jsPlumb.util.perpendicularLineTo(tail, head, 20);
- self.paint(connector, [head, tail, tailLine, headLine], self.lineWidth, "red", null, connectorDimensions);
- return [Math.min(head.x, tail.x), Math.min(head.y, tail.y), Math.max(head.x, tail.x), Math.max(head.y,tail.y)];
- };
- this.computeMaxSize = function() { return 50; };
- this.cleanup = function() { }; // nothing to clean up for GuideLines
- };
- // ********************************* END OF OVERLAY DEFINITIONS ***********************************************************************
-
- // ********************************* OVERLAY CANVAS RENDERERS***********************************************************************
-
- // ********************************* END OF OVERLAY CANVAS RENDERERS ***********************************************************************
- })();
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