create-gojs-kit
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A CLI for downloading GoJS samples, extensions, and docs
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Resizing of Overview Box | GoJS Diagramming Library
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<div class="flex flex-col prose">
<div class="w-full max-w-screen-xl mx-auto">
<!-- * * * * * * * * * * * * * -->
<!-- Start of GoJS sample code -->
<script src="https://cdn.jsdelivr.net/npm/gojs@3.1.0"></script>
<div id="allSampleContent" class="p-4 w-full">
<script src="../extensions/OverviewResizingTool.js"></script>
<script id="code">
function init() {
myDiagram = new go.Diagram('myDiagramDiv', {
layout: new go.ForceDirectedLayout(),
'undoManager.isEnabled': true // enable undo & redo
});
// Define the Node template.
// This uses a Spot Panel to position a button relative
// to the ellipse surrounding the text.
myDiagram.nodeTemplate =
new go.Node('Spot', {
selectionObjectName: 'PANEL',
isTreeExpanded: false,
isTreeLeaf: false
})
.add(
// the node's outer shape, which will surround the text
new go.Panel('Auto', { name: 'PANEL' })
.add(
new go.Shape('Circle', { fill: '#03A9F4', stroke: 'black' }),
new go.TextBlock({ font: '12pt sans-serif', margin: 5 })
.bind('text', 'key')
),
// the expand/collapse button, at the top-right corner
go.GraphObject.build('TreeExpanderButton', {
name: 'TREEBUTTON',
width: 20,
height: 20,
alignment: go.Spot.TopRight,
alignmentFocus: go.Spot.Center,
// customize the expander behavior to
// create children if the node has never been expanded
click: (e, obj) => {
// OBJ is the Button
var node = obj.part; // get the Node containing this Button
if (node === null) return;
e.handled = true;
expandNode(node);
}
}) // end TreeExpanderButton
); // end Node
// create the model with a root node data
myDiagram.model = new go.TreeModel([{ key: 0, everExpanded: false }]);
// Overview
myOverview = new go.Overview('myOverviewDiv', {
resizingTool: new OverviewResizingTool(),
observed: myDiagram,
contentAlignment: go.Spot.Center,
'box.resizable': true
});
document.getElementById('zoomToFit').addEventListener('click', () => myDiagram.zoomToFit());
document.getElementById('expandAtRandom').addEventListener('click', () => expandAtRandom());
}
function expandNode(node) {
var diagram = node.diagram;
diagram.startTransaction('CollapseExpandTree');
// this behavior is specific to this incrementalTree sample:
var data = node.data;
if (!data.everExpanded) {
// only create children once per node
diagram.model.setDataProperty(data, 'everExpanded', true);
var numchildren = createSubTree(data);
if (numchildren === 0) {
// now known no children: don't need Button!
node.findObject('TREEBUTTON').visible = false;
}
}
// this behavior is generic for most expand/collapse tree buttons:
if (node.isTreeExpanded) {
diagram.commandHandler.collapseTree(node);
} else {
diagram.commandHandler.expandTree(node);
}
diagram.commitTransaction('CollapseExpandTree');
}
// This dynamically creates the immediate children for a node.
// The sample assumes that we have no idea of whether there are any children
// for a node until we look for them the first time, which happens
// upon the first tree-expand of a node.
function createSubTree(parentdata) {
var numchildren = Math.floor(Math.random() * 10);
if (myDiagram.nodes.count <= 1) {
numchildren += 1; // make sure the root node has at least one child
}
// create several node data objects and add them to the model
var model = myDiagram.model;
var parent = myDiagram.findNodeForData(parentdata);
var degrees = 1;
var grandparent = parent.findTreeParentNode();
while (grandparent) {
degrees++;
grandparent = grandparent.findTreeParentNode();
}
for (var i = 0; i < numchildren; i++) {
var childdata = {
key: model.nodeDataArray.length,
parent: parentdata.key,
rootdistance: degrees
};
// add to model.nodeDataArray and create a Node
model.addNodeData(childdata);
// position the new child node close to the parent
var child = myDiagram.findNodeForData(childdata);
child.location = parent.location;
}
return numchildren;
}
function expandAtRandom() {
var eligibleNodes = [];
myDiagram.nodes.each(n => {
if (!n.isTreeExpanded) eligibleNodes.push(n);
});
var node = eligibleNodes[Math.floor(Math.random() * eligibleNodes.length)];
expandNode(node);
}
window.addEventListener('DOMContentLoaded', init);
</script>
<div id="sample">
<div id="myDiagramDiv" style="border: solid 1px black; width: 100%; height: 600px"></div>
<div id="myOverviewDiv" style="border: solid 1px black; width: 250px; height: 200px"></div>
<p><button id="zoomToFit">Zoom to Fit</button><button id="expandAtRandom">Expand random Node</button></p>
<p>
Try resizing the diagram, the overview will change its size in response.
</p>
<p>
This sample demonstrates a custom <a>ResizingTool</a> which allows the user to resize the overview box. It is defined in its own file, as
<a href="../extensions/OverviewResizingTool.js">OverviewResizingTool.js</a>.
</p>
</div>
</div>
<!-- * * * * * * * * * * * * * -->
<!-- End of GoJS sample code -->
</div>
<div id="allTagDescriptions" class="p-4 w-full max-w-screen-xl mx-auto">
<hr/>
<h3 class="text-xl">GoJS Features in this sample</h3>
<!-- blacklist tags that do not correspond to a specific GoJS feature -->
<h4>Tools</h4>
<p>
<a href="../api/symbols/Tool.html" target="api">Tool</a>s handle all input events, such as mouse and keyboard interactions, in a Diagram.
There are many kinds of predefined Tool classes that implement all of the common operations that users do.
</p>
<p>
For flexibility and simplicity, all input events are canonicalized as <a href="../api/symbols/InputEvent.html" target="api">InputEvent</a>s and
redirected by the diagram to go to the <a href="../api/symbols/Diagram.html#currentTool" target="api">Diagram.currentTool</a>.
By default the Diagram.currentTool is an instance of <a href="../api/symbols/ToolManager.html" target="api">ToolManager</a> held as the <a href="../api/symbols/Diagram.html#toolManager" target="api">Diagram.toolManager</a>.
The ToolManager implements support for all mode-less tools.
The ToolManager is responsible for finding another tool that is ready to run and then making it the new current tool.
This causes the new tool to process all of the input events (mouse, keyboard, and touch) until the tool decides that it is finished,
at which time the diagram's current tool reverts back to the <a href="../api/symbols/Diagram.html#defaultTool" target="api">Diagram.defaultTool</a>, which is normally the ToolManager, again.
</p>
<p>
More information can be found in the <a href="../intro/tools.html">GoJS Intro</a>.
</p>
<p>
<a href="../samples/index.html#tools">Related samples</a>
</p>
<hr>
<!-- blacklist tags that do not correspond to a specific GoJS feature -->
<h4>Overview Diagrams</h4>
<p>
An <a href="../api/symbols/Overview.html" target="api">Overview</a> is a subclass of <a href="../api/symbols/Diagram.html" target="api">Diagram</a> that is used to display all of the <a href="../api/symbols/Part.html" target="api">Part</a>s
of another diagram and to show where that diagram's viewport is relative to all of those parts.
The user can also scroll the overviewed diagram by clicking or dragging within the overview.
</p>
<p>
The initialization of an <a href="../api/symbols/Overview.html" target="api">Overview</a> is just a matter of setting <a href="../api/symbols/Overview.html#observed" target="api">Overview.observed</a>
to refer to the <a href="../api/symbols/Diagram.html" target="api">Diagram</a> that you want it to show. So there needs to be a DIV for your main diagram,
for which you create a Diagram in the normal manner, and a separate DIV for your overview, for which you
create the Overview in a very simple manner.
</p>
<p>
More information can be found in the <a href="../intro/overview.html">GoJS Intro</a>.
</p>
<p>
<a href="../samples/index.html#overview">Related samples</a>
</p>
<hr>
<!-- blacklist tags that do not correspond to a specific GoJS feature -->
<h4>GoJS Extensions</h4>
<p>
<b>GoJS</b> can be extended in a variety of ways.
The most common way to change the standard behavior is to set properties on the <a href="../api/symbols/GraphObject.html" target="api">GraphObject</a>, <a href="../api/symbols/Diagram.html" target="api">Diagram</a>, <a href="../api/symbols/CommandHandler.html" target="api">CommandHandler</a>, <a href="../api/symbols/Tool.html" target="api">Tool</a>, or <a href="../api/symbols/Layout.html" target="api">Layout</a>.
But when the desired property does not exist, you might need to override methods of CommandHandler, Tool, Layout, Link, or Node.
Methods that you can override are documented in the API reference.
Various features of GoJS can be overriden, either by replacing a method on an instance (a feature of JavaScript) or by defining a subclass.
You should not modify the prototypes of any of the <b>GoJS</b> classes.
</p>
<p>
In addition to our samples, <b>GoJS</b> provides an <strong><a href="../samples/#extensions">extensions gallery</a></strong>,
showcasing the creation of custom tools and layouts.
Those classes and samples are written in TypeScript, available at <code>../extensionsJSM/</code>,
as ECMAScript/JavaScript modules -- these use the <code>../release/go-module.js</code> library.
We recommend that you copy the files that you need into your project, so that you can adjust how they refer to the GoJS library
that you choose and so that you can include them into your own building and packaging procedures.
</p>
<p>
More information can be found in the <a href="../intro/extensions.html">GoJS Intro</a>.
</p>
<p>
<a href="../samples/index.html#extensions">Related samples</a>
</p>
<hr>
</div>
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