123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406 |
- /**
- * jsPlumb-defaults-1.1.1-RC1
- *
- * This script contains the default Anchors, Endpoints and Connectors 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.
- *
- * Version 1.1.1 of this script adds the Triangle Endpoint, written by __________ and featured on this demo:
- *
- * http://www.mintdesign.ru/blog/javascript-jsplumb-making-graph
- * http://www.mintdesign.ru/site/samples/jsplumb/jsPlumb-graph-sample.htm
- *
- * NOTE: for production usage you should use jsPlumb-all-1.1.1-min.js, which contains the main jsPlumb script and this script together,
- * in a minified file.
- */
- (function() {
- /**
- * 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.
- */
- jsPlumb.Anchors.TopCenter = jsPlumb.makeAnchor(0.5, 0, 0,-1);
- jsPlumb.Anchors.BottomCenter = jsPlumb.makeAnchor(0.5, 1, 0, 1);
- jsPlumb.Anchors.LeftMiddle = jsPlumb.makeAnchor(0, 0.5, -1, 0);
- jsPlumb.Anchors.RightMiddle = jsPlumb.makeAnchor(1, 0.5, 1, 0);
- jsPlumb.Anchors.Center = jsPlumb.makeAnchor(0.5, 0.5, 0, 0);
- jsPlumb.Anchors.TopRight = jsPlumb.makeAnchor(1, 0, 0,-1);
- jsPlumb.Anchors.BottomRight = jsPlumb.makeAnchor(1, 1, 0, 1);
- jsPlumb.Anchors.TopLeft = jsPlumb.makeAnchor(0, 0, 0, -1);
- jsPlumb.Anchors.BottomLeft = jsPlumb.makeAnchor(0, 1, 0, 1);
-
-
- /**
- * The Straight connector draws a simple straight line between the two anchor points.
- */
- jsPlumb.Connectors.Straight = function() {
-
- var self = this;
- /**
- * Computes the new size and position of the canvas.
- * @param sourceAnchor Absolute position on screen of the source object's anchor.
- * @param targetAnchor Absolute position on screen of the target object's anchor.
- * @param positionMatrix Indicates the relative positions of the left,top of the
- * two plumbed objects. so [0,0] indicates that the source is to the left of, and
- * above, the target. [1,0] means the source is to the right and above. [0,1] means
- * the source is to the left and below. [1,1] means the source is to the right
- * and below. this is used to figure out which direction to draw the connector in.
- * @returns an array of positioning information. the first two values are
- * the [left, top] absolute position the canvas should be placed on screen. the
- * next two values are the [width,height] the canvas should be. after that each
- * Connector can put whatever it likes into the array:it will be passed back in
- * to the paint call. This particular function stores the origin and destination of
- * the line it is going to draw. a more involved implementation, like a Bezier curve,
- * would store the control point info in this array too.
- */
- this.compute = function(sourcePos, targetPos, sourceAnchor, targetAnchor, lineWidth) {
- 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;
-
- if (w < 2 * lineWidth) {
- w = 2 * lineWidth;
- x = sourcePos[0] + ((targetPos[0] - sourcePos[0]) / 2) - lineWidth;
- xo = (w - Math.abs(sourcePos[0]-targetPos[0])) / 2;
- }
- if (h < 2 * lineWidth) {
- // minimum size is 2 * line Width
- h = 2 * lineWidth;
- y = sourcePos[1] + ((targetPos[1] - sourcePos[1]) / 2) - lineWidth;
- yo = (h - Math.abs(sourcePos[1]-targetPos[1])) / 2;
- }
-
- var sx = sourcePos[0] < targetPos[0] ? w-xo : xo;
- var sy = sourcePos[1] < targetPos[1] ? h-yo : yo;
- var tx = sourcePos[0] < targetPos[0] ? xo : w-xo;
- var ty = sourcePos[1] < targetPos[1] ? yo : h-yo;
- var retVal = [ x, y, w, h, sx, sy, tx, ty ];
-
- return retVal;
- };
- this.paint = function(dimensions, ctx)
- {
- ctx.beginPath();
- ctx.moveTo(dimensions[4], dimensions[5]);
- ctx.lineTo(dimensions[6], dimensions[7]);
- ctx.stroke();
- };
- };
-
- /**
- * 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;
-
- 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;
- };
- this.compute = function(sourcePos, targetPos, sourceAnchor, targetAnchor, lineWidth)
- {
- lineWidth = lineWidth || 0;
- var w = Math.abs(sourcePos[0] - targetPos[0]) + lineWidth, h = Math.abs(sourcePos[1] - targetPos[1]) + lineWidth;
- var canvasX = Math.min(sourcePos[0], targetPos[0])-(lineWidth/2), canvasY = Math.min(sourcePos[1], targetPos[1])-(lineWidth/2);
- var sx = sourcePos[0] < targetPos[0] ? w - (lineWidth/2): (lineWidth/2), sy = sourcePos[1] < targetPos[1] ? h-(lineWidth/2) : (lineWidth/2);
- var tx = sourcePos[0] < targetPos[0] ? (lineWidth/2) : w-(lineWidth/2), ty = sourcePos[1] < targetPos[1] ? (lineWidth/2) : h-(lineWidth/2);
- var CP = self._findControlPoint([sx,sy], sourcePos, targetPos, sourceAnchor, targetAnchor);
- var CP2 = self._findControlPoint([tx,ty], targetPos, sourcePos, targetAnchor, sourceAnchor);
- var minx1 = Math.min(sx,tx); var minx2 = Math.min(CP[0], CP2[0]); var minx = Math.min(minx1,minx2);
- var maxx1 = Math.max(sx,tx); var maxx2 = Math.max(CP[0], CP2[0]); var maxx = Math.max(maxx1,maxx2);
-
- if (maxx > w) w = maxx;
- if (minx < 0) {
- canvasX += minx; var ox = Math.abs(minx);
- w += ox; CP[0] += ox; sx += ox; tx +=ox; CP2[0] += ox;
- }
- var miny1 = Math.min(sy,ty); var miny2 = Math.min(CP[1], CP2[1]); var miny = Math.min(miny1,miny2);
- var maxy1 = Math.max(sy,ty); var maxy2 = Math.max(CP[1], CP2[1]); var maxy = Math.max(maxy1,maxy2);
- if (maxy > h) h = maxy;
- if (miny < 0) {
- canvasY += miny; var oy = Math.abs(miny);
- h += oy; CP[1] += oy; sy += oy; ty +=oy; CP2[1] += oy;
- }
- // return [ canvasx, canvasy, canvasWidth, canvasHeight,
- // sourceX, sourceY, targetX, targetY,
- // controlPoint1_X, controlPoint1_Y, controlPoint2_X, controlPoint2_Y
- return [canvasX, canvasY, w, h, sx, sy, tx, ty, CP[0], CP[1], CP2[0], CP2[1] ];
- };
- this.paint = function(d, ctx) {
-
- /*var img = new Image();
- img.src = "../img/pattern.jpg";
- ctx.fillStyle = ctx.createPattern(img, 'repeat-y');*/
-
- ctx.beginPath();
- ctx.moveTo(d[4],d[5]);
- ctx.bezierCurveTo(d[8],d[9],d[10],d[11],d[6],d[7]);
- ctx.stroke();
- //ctx.fill();
- }
- };
-
-
- /**
- * Types of endpoint UIs. we supply three - a circle of default radius 10px, a rectangle of
- * default size 20x20, and an image (with no default). 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);
-
- var ie = (/MSIE/.test(navigator.userAgent) && !window.opera);
- 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');
- //todo: the fillStyle needs some thought. we want to support a few options:
- // 1. nothing supplied; use the stroke color or the default if no stroke color.
- // 2. a fill color supplied - use it
- // 3. a gradient supplied - use it
- // 4. setting the endpoint to the same color as the bg of the element it is attached to.
- var style = jsPlumb.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' 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.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);
- };
- };
- })();
|