gojs
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Interactive diagrams, charts, and graphs, such as trees, flowcharts, orgcharts, UML, BPMN, or business diagrams
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/*
* Copyright (C) 1998-2020 by Northwoods Software Corporation. All Rights Reserved.
*/
/*
* This is an extension and not part of the main GoJS library.
* Note that the API for this class may change with any version, even point releases.
* If you intend to use an extension in production, you should copy the code to your own source directory.
* Extensions can be found in the GoJS kit under the extensions or extensionsTS folders.
* See the Extensions intro page (https://gojs.net/latest/intro/extensions.html) for more information.
*/
import * as go from '../release/go.js';
/**
* FishboneLayout is a custom {@link Layout} derived from {@link TreeLayout} for creating "fishbone" diagrams.
* A fishbone diagram also requires a {@link Link} class that implements custom routing, {@link FishboneLink}.
*
* This only works for angle === 0 or angle === 180.
*
* This layout assumes Links are automatically routed in the way needed by fishbone diagrams,
* by using the FishboneLink class instead of go.Link.
*
* If you want to experiment with this extension, try the <a href="../../extensionsTS/Fishbone.html">Fishbone Layout</a> sample.
* @category Layout Extension
*/
export class FishboneLayout extends go.TreeLayout {
/**
* Constructs a FishboneLayout and sets the following properties:
* - {@link #alignment} = {@link TreeLayout.AlignmentBusBranching}
* - {@link #setsPortSpot} = false
* - {@link #setsChildPortSpot} = false
*/
constructor() {
super();
this.alignment = go.TreeLayout.AlignmentBusBranching;
this.setsPortSpot = false;
this.setsChildPortSpot = false;
}
/**
* Create and initialize a {@link LayoutNetwork} with the given nodes and links.
* This override creates dummy vertexes, when necessary, to allow for proper positioning within the fishbone.
* @param {Diagram|Group|Iterable.<Part>} coll A {@link Diagram} or a {@link Group} or a collection of {@link Part}s.
* @return {LayoutNetwork}
*/
public makeNetwork(coll: go.Diagram | go.Group | go.Iterable<go.Part>): go.LayoutNetwork {
// assert(this.angle === 0 || this.angle === 180);
// assert(this.alignment === go.TreeLayout.AlignmentBusBranching);
// assert(this.path !== go.TreeLayout.PathSource);
// call base method for standard behavior
const net = super.makeNetwork(coll);
// make a copy of the collection of TreeVertexes
// because we will be modifying the TreeNetwork.vertexes collection in the loop
const verts = new go.List<go.TreeVertex>().addAll(net.vertexes.iterator as go.Iterator<go.TreeVertex>);
verts.each(function(v: go.TreeVertex) {
// ignore leaves of tree
if (v.destinationEdges.count === 0) return;
if (v.destinationEdges.count % 2 === 1) {
// if there's an odd number of real children, add two dummies
const dummy = net.createVertex();
dummy.bounds = new go.Rect();
dummy.focus = new go.Point();
net.addVertex(dummy);
net.linkVertexes(v, dummy, null);
}
// make sure there's an odd number of children, including at least one dummy;
// commitNodes will move the parent node to where this dummy child node is placed
const dummy2 = net.createVertex();
dummy2.bounds = v.bounds;
dummy2.focus = v.focus;
net.addVertex(dummy2);
net.linkVertexes(v, dummy2, null);
});
return net;
}
/**
* Add a direction property to each vertex and modify {@link TreeVertex#layerSpacing}.
*/
public assignTreeVertexValues(v: go.TreeVertex): void {
super.assignTreeVertexValues(v);
(v as any)['_direction'] = 0; // add this property to each TreeVertex
if (v.parent !== null) {
// The parent node will be moved to where the last dummy will be;
// reduce the space to account for the future hole.
if (v.angle === 0 || v.angle === 180) {
v.layerSpacing -= v.bounds.width;
} else {
v.layerSpacing -= v.bounds.height;
}
}
}
/**
* Assigns {@link Link#fromSpot}s and {@link Link#toSpot}s based on branching and angle
* and moves vertexes based on dummy locations.
*/
public commitNodes(): void {
if (this.network === null) return;
// vertex Angle is set by BusBranching "inheritance";
// assign spots assuming overall Angle === 0 or 180
// and links are always connecting horizontal with vertical
this.network.edges.each(function(e) {
const link = e.link;
if (link === null) return;
link.fromSpot = go.Spot.None;
link.toSpot = go.Spot.None;
const v: go.TreeVertex = e.fromVertex as go.TreeVertex;
const w: go.TreeVertex = e.toVertex as go.TreeVertex;
if (v.angle === 0) {
link.fromSpot = go.Spot.Left;
} else if (v.angle === 180) {
link.fromSpot = go.Spot.Right;
}
if (w.angle === 0) {
link.toSpot = go.Spot.Left;
} else if (w.angle === 180) {
link.toSpot = go.Spot.Right;
}
});
// move the parent node to the location of the last dummy
let vit = this.network.vertexes.iterator;
while (vit.next()) {
const v = vit.value as go.TreeVertex;
const len = v.children.length;
if (len === 0) continue; // ignore leaf nodes
if (v.parent === null) continue; // don't move root node
const dummy2 = v.children[len - 1];
v.centerX = dummy2.centerX;
v.centerY = dummy2.centerY;
}
const layout = this;
vit = this.network.vertexes.iterator;
while (vit.next()) {
const v = vit.value as go.TreeVertex;
if (v.parent === null) {
layout.shift(v);
}
}
// now actually change the Node.location of all nodes
super.commitNodes();
}
/**
* This override stops links from being committed since the work is done by the {@link FishboneLink} class.
*/
public commitLinks(): void { }
/**
* Shifts subtrees within the fishbone based on angle and node spacing.
*/
public shift(v: go.TreeVertex): void {
const p = v.parent;
if (p !== null && (v.angle === 90 || v.angle === 270)) {
const g = p.parent;
if (g !== null) {
const shift = v.nodeSpacing;
if ((g as any)['_direction'] > 0) {
if (g.angle === 90) {
if (p.angle === 0) {
(v as any)['_direction'] = 1;
if (v.angle === 270) this.shiftAll(2, -shift, p, v);
} else if (p.angle === 180) {
(v as any)['_direction'] = -1;
if (v.angle === 90) this.shiftAll(-2, shift, p, v);
}
} else if (g.angle === 270) {
if (p.angle === 0) {
(v as any)['_direction'] = 1;
if (v.angle === 90) this.shiftAll(2, -shift, p, v);
} else if (p.angle === 180) {
(v as any)['_direction'] = -1;
if (v.angle === 270) this.shiftAll(-2, shift, p, v);
}
}
} else if ((g as any)['_direction'] < 0) {
if (g.angle === 90) {
if (p.angle === 0) {
(v as any)['_direction'] = 1;
if (v.angle === 90) this.shiftAll(2, -shift, p, v);
} else if (p.angle === 180) {
(v as any)['_direction'] = -1;
if (v.angle === 270) this.shiftAll(-2, shift, p, v);
}
} else if (g.angle === 270) {
if (p.angle === 0) {
(v as any)['_direction'] = 1;
if (v.angle === 270) this.shiftAll(2, -shift, p, v);
} else if (p.angle === 180) {
(v as any)['_direction'] = -1;
if (v.angle === 90) this.shiftAll(-2, shift, p, v);
}
}
}
} else { // g === null: V is a child of the tree ROOT
const dir = ((p.angle === 0) ? 1 : -1);
(v as any)['_direction'] = dir;
this.shiftAll(dir, 0, p, v);
}
}
for (let i = 0; i < v.children.length; i++) {
const c = v.children[i];
this.shift(c);
}
}
/**
* Shifts a subtree.
*/
public shiftAll(direction: number, absolute: number, root: go.TreeVertex, v: go.TreeVertex): void {
// assert(root.angle === 0 || root.angle === 180);
let locx = v.centerX;
locx += direction * Math.abs(root.centerY - v.centerY) / 2;
locx += absolute;
v.centerX = locx;
for (let i = 0; i < v.children.length; i++) {
const c = v.children[i];
this.shiftAll(direction, absolute, root, c);
}
}
// end FishboneLayout
}
/**
* Custom {@link Link} class for {@link FishboneLayout}.
* @category Part Extension
*/
export class FishboneLink extends go.Link {
public computeAdjusting(): go.EnumValue { return this.adjusting; }
/**
* Determines the points for this link based on spots and maintains horizontal lines.
*/
public computePoints(): boolean {
const result = super.computePoints();
if (result) {
// insert middle point to maintain horizontal lines
if (this.fromSpot.equals(go.Spot.Right) || this.fromSpot.equals(go.Spot.Left)) {
let p1: go.Point;
// deal with root node being on the "wrong" side
const fromnode = this.fromNode;
const fromport = this.fromPort;
if (fromnode !== null && fromport !== null && fromnode.findLinksInto().count === 0) {
// pretend the link is coming from the opposite direction than the declared FromSpot
const fromctr = fromport.getDocumentPoint(go.Spot.Center);
const fromfar = fromctr.copy();
fromfar.x += (this.fromSpot.equals(go.Spot.Left) ? 99999 : -99999);
p1 = this.getLinkPointFromPoint(fromnode, fromport, fromctr, fromfar, true).copy();
// update the route points
this.setPoint(0, p1);
let endseg = this.fromEndSegmentLength;
if (isNaN(endseg)) endseg = fromport.fromEndSegmentLength;
p1.x += (this.fromSpot.equals(go.Spot.Left)) ? endseg : -endseg;
this.setPoint(1, p1);
} else {
p1 = this.getPoint(1); // points 0 & 1 should be OK already
}
const tonode = this.toNode;
const toport = this.toPort;
if (tonode !== null && toport !== null) {
const toctr = toport.getDocumentPoint(go.Spot.Center);
const far = toctr.copy();
far.x += (this.fromSpot.equals(go.Spot.Left)) ? -99999 / 2 : 99999 / 2;
far.y += (toctr.y < p1.y) ? 99999 : -99999;
const p2 = this.getLinkPointFromPoint(tonode, toport, toctr, far, false);
this.setPoint(2, p2);
let dx = Math.abs(p2.y - p1.y) / 2;
if (this.fromSpot.equals(go.Spot.Left)) dx = -dx;
this.insertPoint(2, new go.Point(p2.x + dx, p1.y));
}
} else if (this.toSpot.equals(go.Spot.Right) || this.toSpot.equals(go.Spot.Left)) {
const p1: go.Point = this.getPoint(1); // points 1 & 2 should be OK already
const fromnode = this.fromNode;
const fromport = this.fromPort;
if (fromnode !== null && fromport !== null) {
const parentlink = fromnode.findLinksInto().first();
const fromctr = fromport.getDocumentPoint(go.Spot.Center);
const far = fromctr.copy();
far.x += (parentlink !== null && parentlink.fromSpot.equals(go.Spot.Left)) ? -99999 / 2 : 99999 / 2;
far.y += (fromctr.y < p1.y) ? 99999 : -99999;
const p0 = this.getLinkPointFromPoint(fromnode, fromport, fromctr, far, true);
this.setPoint(0, p0);
let dx = Math.abs(p1.y - p0.y) / 2;
if (parentlink !== null && parentlink.fromSpot.equals(go.Spot.Left)) dx = -dx;
this.insertPoint(1, new go.Point(p0.x + dx, p1.y));
}
}
}
return result;
}
}