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@blare/angular2gridster

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/** * @fileoverview added by tsickle * @suppress {checkTypes,extraRequire,missingReturn,uselessCode} checked by tsc */ /** @type {?} */ const GridCol = function (lanes) { for (let i = 0; i < lanes; i++) { this.push(null); } }; const ɵ0 = GridCol; // Extend the Array prototype GridCol.prototype = []; /** * A GridList manages the two-dimensional positions from a list of items, * within a virtual matrix. * * The GridList's main function is to convert the item positions from one * grid size to another, maintaining as much of their order as possible. * * The GridList's second function is to handle collisions when moving an item * over another. * * The positioning algorithm places items in columns. Starting from left to * right, going through each column top to bottom. * * The size of an item is expressed using the number of cols and rows it * takes up within the grid (w and h) * * The position of an item is express using the col and row position within * the grid (x and y) * * An item is an object of structure: * { * w: 3, h: 1, * x: 0, y: 1 * } */ export class GridList { /** * @param {?} items * @param {?} options */ constructor(items, options) { this.options = options; this.items = items; this.adjustSizeOfItems(); this.generateGrid(); } /** * Illustrates grid as text-based table, using a number identifier for each * item. E.g. * * #| 0 1 2 3 4 5 6 7 8 9 10 11 12 13 * -------------------------------------------- * 0| 00 02 03 04 04 06 08 08 08 12 12 13 14 16 * 1| 01 -- 03 05 05 07 09 10 11 11 -- 13 15 -- * * Warn: Does not work if items don't have a width or height specified * besides their position in the grid. * @return {?} */ toString() { /** @type {?} */ const widthOfGrid = this.grid.length; /** @type {?} */ let output = '\n #|'; /** @type {?} */ let border = '\n --'; /** @type {?} */ let item; /** @type {?} */ let i; /** @type {?} */ let j; // Render the table header for (i = 0; i < widthOfGrid; i++) { output += ' ' + this.padNumber(i, ' '); border += '---'; } output += border; // Render table contents row by row, as we go on the y axis for (i = 0; i < this.options.lanes; i++) { output += '\n' + this.padNumber(i, ' ') + '|'; for (j = 0; j < widthOfGrid; j++) { output += ' '; item = this.grid[j][i]; output += item ? this.padNumber(this.items.indexOf(item), '0') : '--'; } } output += '\n'; return output; } /** * @param {?} name * @param {?} value * @return {?} */ setOption(name, value) { this.options[name] = value; } /** * Build the grid structure from scratch, with the current item positions * @return {?} */ generateGrid() { /** @type {?} */ let i; this.resetGrid(); for (i = 0; i < this.items.length; i++) { this.markItemPositionToGrid(this.items[i]); } } /** * @param {?} lanes * @return {?} */ resizeGrid(lanes) { /** @type {?} */ let currentColumn = 0; this.options.lanes = lanes; this.adjustSizeOfItems(); this.sortItemsByPosition(); this.resetGrid(); // The items will be sorted based on their index within the this.items array, // that is their "1d position" for (let i = 0; i < this.items.length; i++) { /** @type {?} */ const item = this.items[i]; /** @type {?} */ const position = this.getItemPosition(item); this.updateItemPosition(item, this.findPositionForItem(item, { x: currentColumn, y: 0 })); // New items should never be placed to the left of previous items currentColumn = Math.max(currentColumn, position.x); } this.pullItemsToLeft(); } /** * This method has two options for the position we want for the item: * - Starting from a certain row/column number and only looking for * positions to its right * - Accepting positions for a certain row number only (use-case: items * being shifted to the left/right as a result of collisions) * * @param {?} item * @param {?} start * @param {?=} fixedRow * @return {?} Array x and y. */ findPositionForItem(item, start, fixedRow) { /** @type {?} */ let x; /** @type {?} */ let y; /** @type {?} */ let position; // Start searching for a position from the horizontal position of the // rightmost item from the grid for (x = start.x; x < this.grid.length; x++) { if (fixedRow !== undefined) { position = [x, fixedRow]; if (this.itemFitsAtPosition(item, position)) { return position; } } else { for (y = start.y; y < this.options.lanes; y++) { position = [x, y]; if (this.itemFitsAtPosition(item, position)) { return position; } } } } // If we've reached this point, we need to start a new column /** @type {?} */ const newCol = this.grid.length; /** @type {?} */ let newRow = 0; if (fixedRow !== undefined && this.itemFitsAtPosition(item, [newCol, fixedRow])) { newRow = fixedRow; } return [newCol, newRow]; } /** * @param {?} item * @param {?} newPosition * @param {?} size * @return {?} */ moveAndResize(item, newPosition, size) { /** @type {?} */ const position = this.getItemPosition({ x: newPosition[0], y: newPosition[1], w: item.w, h: item.h }); /** @type {?} */ const width = size.w || item.w; /** @type {?} */ const height = size.h || item.h; this.updateItemPosition(item, [position.x, position.y]); this.updateItemSize(item, width, height); this.resolveCollisions(item); } /** * @param {?} item * @param {?} newPosition * @return {?} */ moveItemToPosition(item, newPosition) { /** @type {?} */ const position = this.getItemPosition({ x: newPosition[0], y: newPosition[1], w: item.w, h: item.h }); this.updateItemPosition(item, [position.x, position.y]); this.resolveCollisions(item); } /** * Resize an item and resolve collisions. * * @param {?} item * @param {?} size * @return {?} */ resizeItem(item, size) { /** @type {?} */ const width = size.w || item.w; /** @type {?} */ const height = size.h || item.h; this.updateItemSize(item, width, height); this.pullItemsToLeft(item); } /** * Compare the current items against a previous snapshot and return only * the ones that changed their attributes in the meantime. This includes both * position (x, y) and size (w, h) * * Each item that is returned is not the GridListItem but the helper that holds GridListItem * and list of changed properties. * @param {?} initialItems * @param {?=} breakpoint * @return {?} */ getChangedItems(initialItems, breakpoint) { return this.items .map((item) => { /** @type {?} */ const changes = []; /** @type {?} */ const oldValues = {}; /** @type {?} */ const initItem = initialItems.find(initItm => initItm.$element === item.$element); if (!initItem) { return { item, changes: ['x', 'y', 'w', 'h'], isNew: true }; } /** @type {?} */ const oldX = initItem.getValueX(breakpoint); if (item.getValueX(breakpoint) !== oldX) { changes.push('x'); if (oldX || oldX === 0) { oldValues.x = oldX; } } /** @type {?} */ const oldY = initItem.getValueY(breakpoint); if (item.getValueY(breakpoint) !== oldY) { changes.push('y'); if (oldY || oldY === 0) { oldValues.y = oldY; } } if (item.getValueW(breakpoint) !== initItem.getValueW(breakpoint)) { changes.push('w'); oldValues.w = initItem.w; } if (item.getValueH(breakpoint) !== initItem.getValueH(breakpoint)) { changes.push('h'); oldValues.h = initItem.h; } return { item, oldValues, changes, isNew: false }; }) .filter((itemChange) => { return itemChange.changes.length; }); } /** * @param {?} item * @return {?} */ resolveCollisions(item) { if (!this.tryToResolveCollisionsLocally(item)) { this.pullItemsToLeft(item); } if (this.options.floating) { this.pullItemsToLeft(); } else if (this.getItemsCollidingWithItem(item).length) { this.pullItemsToLeft(); } } /** * @param {?=} fixedItem * @return {?} */ pushCollidingItems(fixedItem) { // Start a fresh grid with the fixed item already placed inside this.sortItemsByPosition(); this.resetGrid(); this.generateGrid(); this.items .filter(item => !this.isItemFloating(item) && item !== fixedItem) .forEach(item => { if (!this.tryToResolveCollisionsLocally(item)) { this.pullItemsToLeft(item); } }); } /** * Build the grid from scratch, by using the current item positions and * pulling them as much to the left as possible, removing as space between * them as possible. * * If a "fixed item" is provided, its position will be kept intact and the * rest of the items will be layed around it. * @param {?=} fixedItem * @return {?} */ pullItemsToLeft(fixedItem) { if (this.options.direction === 'none') { return; } // Start a fresh grid with the fixed item already placed inside this.sortItemsByPosition(); this.resetGrid(); // Start the grid with the fixed item as the first positioned item if (fixedItem) { /** @type {?} */ const fixedPosition = this.getItemPosition(fixedItem); this.updateItemPosition(fixedItem, [ fixedPosition.x, fixedPosition.y ]); } this.items .filter((item) => { return !item.dragAndDrop && item !== fixedItem; }) .forEach((item) => { /** @type {?} */ const fixedPosition = this.getItemPosition(item); this.updateItemPosition(item, [ fixedPosition.x, fixedPosition.y ]); }); for (let i = 0; i < this.items.length; i++) { /** @type {?} */ const item = this.items[i]; /** @type {?} */ const position = this.getItemPosition(item); // The fixed item keeps its exact position if ((fixedItem && item === fixedItem) || !item.dragAndDrop || (!this.options.floating && this.isItemFloating(item) && !this.getItemsCollidingWithItem(item).length)) { continue; } /** @type {?} */ const x = this.findLeftMostPositionForItem(item); /** @type {?} */ const newPosition = this.findPositionForItem(item, { x: x, y: 0 }, position.y); this.updateItemPosition(item, newPosition); } } /** * @param {?} x * @param {?} y * @param {?} w * @param {?} h * @param {?=} item * @return {?} */ isOverFixedArea(x, y, w, h, item = null) { /** @type {?} */ let itemData = { x, y, w, h }; if (this.options.direction !== 'horizontal') { itemData = { x: y, y: x, w: h, h: w }; } for (let i = itemData.x; i < itemData.x + itemData.w; i++) { for (let j = itemData.y; j < itemData.y + itemData.h; j++) { if (this.grid[i] && this.grid[i][j] && this.grid[i][j] !== item && !this.grid[i][j].dragAndDrop) { return true; } } } return false; } /** * @param {?} item * @param {?} newPosition * @return {?} */ checkItemAboveEmptyArea(item, newPosition) { /** @type {?} */ let itemData = { x: newPosition.x, y: newPosition.y, w: item.w, h: item.h }; if (!item.itemPrototype && item.x === newPosition.x && item.y === newPosition.y) { return true; } if (this.options.direction === 'horizontal') { itemData = { x: newPosition.y, y: newPosition.x, w: itemData.h, h: itemData.w }; } return !this.checkItemsInArea(itemData.y, itemData.y + itemData.h - 1, itemData.x, itemData.x + itemData.w - 1, item); } /** * @param {?} options * @return {?} */ fixItemsPositions(options) { // items with x, y that fits gird with size of options.lanes /** @type {?} */ const validItems = this.items .filter((item) => item.itemComponent) .filter((item) => this.isItemValidForGrid(item, options)); // items that x, y must be generated /** @type {?} */ const invalidItems = this.items .filter((item) => item.itemComponent) .filter((item) => !this.isItemValidForGrid(item, options)); /** @type {?} */ const gridList = new GridList([], options); // put items with defined positions to the grid gridList.items = validItems.map((item) => { return item.copyForBreakpoint(options.breakpoint); }); gridList.generateGrid(); invalidItems.forEach(item => { // TODO: check if this change does not broke anything // const itemCopy = item.copy(); /** @type {?} */ const itemCopy = item.copyForBreakpoint(options.breakpoint); /** @type {?} */ const position = gridList.findPositionForItem(itemCopy, { x: 0, y: 0 }); gridList.items.push(itemCopy); gridList.setItemPosition(itemCopy, position); gridList.markItemPositionToGrid(itemCopy); }); gridList.pullItemsToLeft(); gridList.pushCollidingItems(); this.items.forEach((itm) => { /** @type {?} */ const cachedItem = gridList.items.filter(cachedItm => { return cachedItm.$element === itm.$element; })[0]; itm.setValueX(cachedItem.x, options.breakpoint); itm.setValueY(cachedItem.y, options.breakpoint); itm.setValueW(cachedItem.w, options.breakpoint); itm.setValueH(cachedItem.h, options.breakpoint); itm.autoSize = cachedItem.autoSize; }); } /** * @param {?} item * @return {?} */ deleteItemPositionFromGrid(item) { /** @type {?} */ const position = this.getItemPosition(item); /** @type {?} */ let x; /** @type {?} */ let y; for (x = position.x; x < position.x + position.w; x++) { // It can happen to try to remove an item from a position not generated // in the grid, probably when loading a persisted grid of items. No need // to create a column to be able to remove something from it, though if (!this.grid[x]) { continue; } for (y = position.y; y < position.y + position.h; y++) { // Don't clear the cell if it's been occupied by a different widget in // the meantime (e.g. when an item has been moved over this one, and // thus by continuing to clear this item's previous position you would // cancel the first item's move, leaving it without any position even) if (this.grid[x][y] === item) { this.grid[x][y] = null; } } } } /** * @param {?} item * @return {?} */ isItemFloating(item) { if (item.itemComponent && item.itemComponent.isDragging) { return false; } /** @type {?} */ const position = this.getItemPosition(item); if (position.x === 0) { return false; } /** @type {?} */ const rowBelowItem = this.grid[position.x - 1]; return (rowBelowItem || []) .slice(position.y, position.y + position.h) .reduce((isFloating, cellItem) => { return isFloating && !cellItem; }, true); } /** * @param {?} item * @param {?} options * @return {?} */ isItemValidForGrid(item, options) { /** @type {?} */ const itemData = options.direction === 'horizontal' ? { x: item.getValueY(options.breakpoint), y: item.getValueX(options.breakpoint), w: item.getValueH(options.breakpoint), h: Math.min(item.getValueW(this.options.breakpoint), options.lanes) } : { x: item.getValueX(options.breakpoint), y: item.getValueY(options.breakpoint), w: Math.min(item.getValueW(this.options.breakpoint), options.lanes), h: item.getValueH(options.breakpoint) }; return (typeof itemData.x === 'number' && typeof itemData.y === 'number' && itemData.x + itemData.w <= options.lanes); } /** * @param {?} width * @param {?} height * @return {?} */ findDefaultPositionHorizontal(width, height) { for (const col of this.grid) { /** @type {?} */ const colIdx = this.grid.indexOf(col); /** @type {?} */ let rowIdx = 0; while (rowIdx < col.length - height + 1) { if (!this.checkItemsInArea(colIdx, colIdx + width - 1, rowIdx, rowIdx + height - 1)) { return [colIdx, rowIdx]; } rowIdx++; } } return [this.grid.length, 0]; } /** * @param {?} width * @param {?} height * @return {?} */ findDefaultPositionVertical(width, height) { for (const row of this.grid) { /** @type {?} */ const rowIdx = this.grid.indexOf(row); /** @type {?} */ let colIdx = 0; while (colIdx < row.length - width + 1) { if (!this.checkItemsInArea(rowIdx, rowIdx + height - 1, colIdx, colIdx + width - 1)) { return [colIdx, rowIdx]; } colIdx++; } } return [0, this.grid.length]; } /** * @param {?} rowStart * @param {?} rowEnd * @param {?} colStart * @param {?} colEnd * @param {?=} item * @return {?} */ checkItemsInArea(rowStart, rowEnd, colStart, colEnd, item) { for (let i = rowStart; i <= rowEnd; i++) { for (let j = colStart; j <= colEnd; j++) { if (this.grid[i] && this.grid[i][j] && (item ? this.grid[i][j] !== item : true)) { return true; } } } return false; } /** * @return {?} */ sortItemsByPosition() { this.items.sort((item1, item2) => { /** @type {?} */ const position1 = this.getItemPosition(item1); /** @type {?} */ const position2 = this.getItemPosition(item2); // Try to preserve columns. if (position1.x !== position2.x) { return position1.x - position2.x; } if (position1.y !== position2.y) { return position1.y - position2.y; } // The items are placed on the same position. return 0; }); } /** * Some items can have 100% height or 100% width. Those dimmensions are * expressed as 0. We need to ensure a valid width and height for each of * those items as the number of items per lane. * @return {?} */ adjustSizeOfItems() { for (let i = 0; i < this.items.length; i++) { /** @type {?} */ const item = this.items[i]; // This can happen only the first time items are checked. // We need the property to have a value for all the items so that the // `cloneItems` method will merge the properties properly. If we only set // it to the items that need it then the following can happen: // // cloneItems([{id: 1, autoSize: true}, {id: 2}], // [{id: 2}, {id: 1, autoSize: true}]); // // will result in // // [{id: 1, autoSize: true}, {id: 2, autoSize: true}] if (item.autoSize === undefined) { item.autoSize = item.w === 0 || item.h === 0; } if (item.autoSize) { if (this.options.direction === 'horizontal') { item.h = this.options.lanes; } else { item.w = this.options.lanes; } } } } /** * @return {?} */ resetGrid() { this.grid = []; } /** * Check that an item wouldn't overlap with another one if placed at a * certain position within the grid * @param {?} item * @param {?} newPosition * @return {?} */ itemFitsAtPosition(item, newPosition) { /** @type {?} */ const position = this.getItemPosition(item); /** @type {?} */ let x; /** @type {?} */ let y; // No coordonate can be negative if (newPosition[0] < 0 || newPosition[1] < 0) { return false; } // Make sure the item isn't larger than the entire grid if (newPosition[1] + Math.min(position.h, this.options.lanes) > this.options.lanes) { return false; } if (this.isOverFixedArea(item.x, item.y, item.w, item.h)) { return false; } // Make sure the position doesn't overlap with an already positioned // item. for (x = newPosition[0]; x < newPosition[0] + position.w; x++) { /** @type {?} */ const col = this.grid[x]; // Surely a column that hasn't even been created yet is available if (!col) { continue; } for (y = newPosition[1]; y < newPosition[1] + position.h; y++) { // Any space occupied by an item can continue to be occupied by the // same item. if (col[y] && col[y] !== item) { return false; } } } return true; } /** * @param {?} item * @param {?} position * @return {?} */ updateItemPosition(item, position) { if (item.x !== null && item.y !== null) { this.deleteItemPositionFromGrid(item); } this.setItemPosition(item, position); this.markItemPositionToGrid(item); } /** * @param {?} item * @param {?} width * @param {?} height * @return {?} */ updateItemSize(item, width, height) { if (item.x !== null && item.y !== null) { this.deleteItemPositionFromGrid(item); } item.w = width; item.h = height; this.markItemPositionToGrid(item); } /** * Mark the grid cells that are occupied by an item. This prevents items * from overlapping in the grid * @param {?} item * @return {?} */ markItemPositionToGrid(item) { /** @type {?} */ const position = this.getItemPosition(item); /** @type {?} */ let x; /** @type {?} */ let y; // Ensure that the grid has enough columns to accomodate the current item. this.ensureColumns(position.x + position.w); for (x = position.x; x < position.x + position.w; x++) { for (y = position.y; y < position.y + position.h; y++) { this.grid[x][y] = item; } } } /** * Ensure that the grid has at least N columns available. * @param {?} N * @return {?} */ ensureColumns(N) { for (let i = 0; i < N; i++) { if (!this.grid[i]) { this.grid.push(new GridCol(this.options.lanes)); } } } /** * @param {?} item * @return {?} */ getItemsCollidingWithItem(item) { /** @type {?} */ const collidingItems = []; for (let i = 0; i < this.items.length; i++) { if (item !== this.items[i] && this.itemsAreColliding(item, this.items[i])) { collidingItems.push(i); } } return collidingItems; } /** * @param {?} item1 * @param {?} item2 * @return {?} */ itemsAreColliding(item1, item2) { /** @type {?} */ const position1 = this.getItemPosition(item1); /** @type {?} */ const position2 = this.getItemPosition(item2); return !(position2.x >= position1.x + position1.w || position2.x + position2.w <= position1.x || position2.y >= position1.y + position1.h || position2.y + position2.h <= position1.y); } /** * Attempt to resolve the collisions after moving an item over one or more * other items within the grid, by shifting the position of the colliding * items around the moving one. This might result in subsequent collisions, * in which case we will revert all position permutations. To be able to * revert to the initial item positions, we create a virtual grid in the * process * @param {?} item * @return {?} */ tryToResolveCollisionsLocally(item) { /** @type {?} */ const collidingItems = this.getItemsCollidingWithItem(item); if (!collidingItems.length) { return true; } /** @type {?} */ const _gridList = new GridList(this.items.map(itm => { return itm.copy(); }), this.options); /** @type {?} */ let leftOfItem; /** @type {?} */ let rightOfItem; /** @type {?} */ let aboveOfItem; /** @type {?} */ let belowOfItem; for (let i = 0; i < collidingItems.length; i++) { /** @type {?} */ const collidingItem = _gridList.items[collidingItems[i]]; /** @type {?} */ const collidingPosition = this.getItemPosition(collidingItem); // We use a simple algorithm for moving items around when collisions occur: // In this prioritized order, we try to move a colliding item around the // moving one: // 1. to its left side // 2. above it // 3. under it // 4. to its right side /** @type {?} */ const position = this.getItemPosition(item); leftOfItem = [ position.x - collidingPosition.w, collidingPosition.y ]; rightOfItem = [position.x + position.w, collidingPosition.y]; aboveOfItem = [ collidingPosition.x, position.y - collidingPosition.h ]; belowOfItem = [collidingPosition.x, position.y + position.h]; if (_gridList.itemFitsAtPosition(collidingItem, leftOfItem)) { _gridList.updateItemPosition(collidingItem, leftOfItem); } else if (_gridList.itemFitsAtPosition(collidingItem, aboveOfItem)) { _gridList.updateItemPosition(collidingItem, aboveOfItem); } else if (_gridList.itemFitsAtPosition(collidingItem, belowOfItem)) { _gridList.updateItemPosition(collidingItem, belowOfItem); } else if (_gridList.itemFitsAtPosition(collidingItem, rightOfItem)) { _gridList.updateItemPosition(collidingItem, rightOfItem); } else { // Collisions failed, we must use the pullItemsToLeft method to arrange // the other items around this item with fixed position. This is our // plan B for when local collision resolving fails. return false; } } // If we reached this point it means we managed to resolve the collisions // from one single iteration, just by moving the colliding items around. So // we accept this scenario and merge the branched-out grid instance into the // original one this.items.forEach((itm, idx) => { /** @type {?} */ const cachedItem = _gridList.items.filter(cachedItm => { return cachedItm.$element === itm.$element; })[0]; itm.x = cachedItem.x; itm.y = cachedItem.y; itm.w = cachedItem.w; itm.h = cachedItem.h; itm.autoSize = cachedItem.autoSize; }); this.generateGrid(); return true; } /** * When pulling items to the left, we need to find the leftmost position for * an item, with two considerations in mind: * - preserving its current row * - preserving the previous horizontal order between items * @param {?} item * @return {?} */ findLeftMostPositionForItem(item) { /** @type {?} */ let tail = 0; /** @type {?} */ const position = this.getItemPosition(item); for (let i = 0; i < this.grid.length; i++) { for (let j = position.y; j < position.y + position.h; j++) { /** @type {?} */ const otherItem = this.grid[i][j]; if (!otherItem) { continue; } /** @type {?} */ const otherPosition = this.getItemPosition(otherItem); if (this.items.indexOf(otherItem) < this.items.indexOf(item)) { tail = otherPosition.x + otherPosition.w; } } } return tail; } /** * @param {?} x * @param {?} y * @return {?} */ findItemByPosition(x, y) { for (let i = 0; i < this.items.length; i++) { if (this.items[i].x === x && this.items[i].y === y) { return this.items[i]; } } } /** * @param {?} key * @param {?} value * @return {?} */ getItemByAttribute(key, value) { for (let i = 0; i < this.items.length; i++) { if (this.items[i][key] === value) { return this.items[i]; } } return null; } /** * @param {?} nr * @param {?} prefix * @return {?} */ padNumber(nr, prefix) { // Currently works for 2-digit numbers (<100) return nr >= 10 ? nr : prefix + nr; } /** * If the direction is vertical we need to rotate the grid 90 deg to the * left. Thus, we simulate the fact that items are being pulled to the top. * * Since the items have widths and heights, if we apply the classic * counter-clockwise 90 deg rotation * * [0 -1] * [1 0] * * then the top left point of an item will become the bottom left point of * the rotated item. To adjust for this, we need to subtract from the y * position the height of the original item - the width of the rotated item. * * However, if we do this then we'll reverse some actions: resizing the * width of an item will stretch the item to the left instead of to the * right; resizing an item that doesn't fit into the grid will push the * items around it instead of going on a new row, etc. * * We found it better to do a vertical flip of the grid after rotating it. * This restores the direction of the actions and greatly simplifies the * transformations. * @param {?} item * @return {?} */ getItemPosition(item) { if (this.options.direction === 'horizontal') { return item; } else { return { x: item.y, y: item.x, w: item.h, h: item.w }; } } /** * See getItemPosition. * @param {?} item * @param {?} position * @return {?} */ setItemPosition(item, position) { if (this.options.direction === 'horizontal') { item.x = position[0]; item.y = position[1]; } else { // We're supposed to subtract the rotated item's height which is actually // the non-rotated item's width. item.x = position[1]; item.y = position[0]; } } } if (false) { /** @type {?} */ GridList.prototype.items; /** @type {?} */ GridList.prototype.grid; /** @type {?} */ GridList.prototype.options; } export { ɵ0 }; //# 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