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gridstack

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TypeScript/JS lib for dashboard layout and creation, no external dependencies, with many wrappers (React, Angular, Vue, Ember, knockout...)

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"use strict"; /** * gridstack-engine.ts 5.0 * Copyright (c) 2021 Alain Dumesny - see GridStack root license */ Object.defineProperty(exports, "__esModule", { value: true }); exports.GridStackEngine = void 0; const utils_1 = require("./utils"); /** * Defines the GridStack engine that does most no DOM grid manipulation. * See GridStack methods and vars for descriptions. * * NOTE: values should not be modified directly - call the main GridStack API instead */ class GridStackEngine { constructor(opts = {}) { this.addedNodes = []; this.removedNodes = []; this.column = opts.column || 12; this.onChange = opts.onChange; this._float = opts.float; this.maxRow = opts.maxRow; this.nodes = opts.nodes || []; } batchUpdate() { if (this.batchMode) return this; this.batchMode = true; this._prevFloat = this._float; this._float = true; // let things go anywhere for now... commit() will restore and possibly reposition this.saveInitial(); // since begin update (which is called multiple times) won't do this return this; } commit() { if (!this.batchMode) return this; this.batchMode = false; this._float = this._prevFloat; delete this._prevFloat; return this._packNodes() ._notify(); } // use entire row for hitting area (will use bottom reverse sorted first) if we not actively moving DOWN and didn't already skip _useEntireRowArea(node, nn) { return !this.float && !this._hasLocked && (!node._moving || node._skipDown || nn.y <= node.y); } /** @internal fix collision on given 'node', going to given new location 'nn', with optional 'collide' node already found. * return true if we moved. */ _fixCollisions(node, nn = node, collide, opt = {}) { this._sortNodes(-1); // from last to first, so recursive collision move items in the right order collide = collide || this.collide(node, nn); // REAL area collide for swap and skip if none... if (!collide) return false; // swap check: if we're actively moving in gravity mode, see if we collide with an object the same size if (node._moving && !opt.nested && !this.float) { if (this.swap(node, collide)) return true; } // during while() collisions MAKE SURE to check entire row so larger items don't leap frog small ones (push them all down starting last in grid) let area = nn; if (this._useEntireRowArea(node, nn)) { area = { x: 0, w: this.column, y: nn.y, h: nn.h }; collide = this.collide(node, area, opt.skip); // force new hit } let didMove = false; let newOpt = { nested: true, pack: false }; while (collide = collide || this.collide(node, area, opt.skip)) { // could collide with more than 1 item... so repeat for each let moved; // if colliding with a locked item OR moving down with top gravity (and collide could move up) -> skip past the collide, // but remember that skip down so we only do this once (and push others otherwise). if (collide.locked || node._moving && !node._skipDown && nn.y > node.y && !this.float && // can take space we had, or before where we're going (!this.collide(collide, Object.assign(Object.assign({}, collide), { y: node.y }), node) || !this.collide(collide, Object.assign(Object.assign({}, collide), { y: nn.y - collide.h }), node))) { node._skipDown = (node._skipDown || nn.y > node.y); moved = this.moveNode(node, Object.assign(Object.assign(Object.assign({}, nn), { y: collide.y + collide.h }), newOpt)); if (collide.locked && moved) { utils_1.Utils.copyPos(nn, node); // moving after lock become our new desired location } else if (!collide.locked && moved && opt.pack) { // we moved after and will pack: do it now and keep the original drop location, but past the old collide to see what else we might push way this._packNodes(); nn.y = collide.y + collide.h; utils_1.Utils.copyPos(node, nn); } didMove = didMove || moved; } else { // move collide down *after* where we will be, ignoring where we are now (don't collide with us) moved = this.moveNode(collide, Object.assign(Object.assign(Object.assign({}, collide), { y: nn.y + nn.h, skip: node }), newOpt)); } if (!moved) { return didMove; } // break inf loop if we couldn't move after all (ex: maxRow, fixed) collide = undefined; } return didMove; } /** return the nodes that intercept the given node. Optionally a different area can be used, as well as a second node to skip */ collide(skip, area = skip, skip2) { return this.nodes.find(n => n !== skip && n !== skip2 && utils_1.Utils.isIntercepted(n, area)); } collideAll(skip, area = skip, skip2) { return this.nodes.filter(n => n !== skip && n !== skip2 && utils_1.Utils.isIntercepted(n, area)); } /** does a pixel coverage collision, returning the node that has the most coverage that is >50% mid line */ collideCoverage(node, o, collides) { if (!o.rect || !node._rect) return; let r0 = node._rect; // where started let r = Object.assign({}, o.rect); // where we are // update dragged rect to show where it's coming from (above or below, etc...) if (r.y > r0.y) { r.h += r.y - r0.y; r.y = r0.y; } else { r.h += r0.y - r.y; } if (r.x > r0.x) { r.w += r.x - r0.x; r.x = r0.x; } else { r.w += r0.x - r.x; } let collide; collides.forEach(n => { if (n.locked || !n._rect) return; let r2 = n._rect; // overlapping target let yOver = Number.MAX_VALUE, xOver = Number.MAX_VALUE, overMax = 0.5; // need >50% // depending on which side we started from, compute the overlap % of coverage // (ex: from above/below we only compute the max horizontal line coverage) if (r0.y < r2.y) { // from above yOver = ((r.y + r.h) - r2.y) / r2.h; } else if (r0.y + r0.h > r2.y + r2.h) { // from below yOver = ((r2.y + r2.h) - r.y) / r2.h; } if (r0.x < r2.x) { // from the left xOver = ((r.x + r.w) - r2.x) / r2.w; } else if (r0.x + r0.w > r2.x + r2.w) { // from the right xOver = ((r2.x + r2.w) - r.x) / r2.w; } let over = Math.min(xOver, yOver); if (over > overMax) { overMax = over; collide = n; } }); return collide; } /** called to cache the nodes pixel rectangles used for collision detection during drag */ cacheRects(w, h, top, right, bottom, left) { this.nodes.forEach(n => n._rect = { y: n.y * h + top, x: n.x * w + left, w: n.w * w - left - right, h: n.h * h - top - bottom }); return this; } /** called to possibly swap between 2 nodes (same size or column, not locked, touching), returning true if successful */ swap(a, b) { if (!b || b.locked || !a || a.locked) return false; function _doSwap() { let x = b.x, y = b.y; b.x = a.x; b.y = a.y; // b -> a position if (a.h != b.h) { a.x = x; a.y = b.y + b.h; // a -> goes after b } else if (a.w != b.w) { a.x = b.x + b.w; a.y = y; // a -> goes after b } else { a.x = x; a.y = y; // a -> old b position } a._dirty = b._dirty = true; return true; } let touching; // remember if we called it (vs undefined) // same size and same row or column, and touching if (a.w === b.w && a.h === b.h && (a.x === b.x || a.y === b.y) && (touching = utils_1.Utils.isTouching(a, b))) return _doSwap(); if (touching === false) return; // IFF ran test and fail, bail out // check for taking same columns (but different height) and touching if (a.w === b.w && a.x === b.x && (touching || (touching = utils_1.Utils.isTouching(a, b)))) { if (b.y < a.y) { let t = a; a = b; b = t; } // swap a <-> b vars so a is first return _doSwap(); } if (touching === false) return; // check if taking same row (but different width) and touching if (a.h === b.h && a.y === b.y && (touching || (touching = utils_1.Utils.isTouching(a, b)))) { if (b.x < a.x) { let t = a; a = b; b = t; } // swap a <-> b vars so a is first return _doSwap(); } return false; } isAreaEmpty(x, y, w, h) { let nn = { x: x || 0, y: y || 0, w: w || 1, h: h || 1 }; return !this.collide(nn); } /** re-layout grid items to reclaim any empty space */ compact() { if (this.nodes.length === 0) return this; this.batchUpdate() ._sortNodes(); let copyNodes = this.nodes; this.nodes = []; // pretend we have no nodes to conflict layout to start with... copyNodes.forEach(node => { if (!node.locked) { node.autoPosition = true; } this.addNode(node, false); // 'false' for add event trigger node._dirty = true; // will force attr update }); return this.commit(); } /** enable/disable floating widgets (default: `false`) See [example](http://gridstackjs.com/demo/float.html) */ set float(val) { if (this._float === val) return; this._float = val || false; if (!val) { this._packNodes()._notify(); } } /** float getter method */ get float() { return this._float || false; } /** @internal */ _sortNodes(dir) { this.nodes = utils_1.Utils.sort(this.nodes, dir, this.column); return this; } /** @internal called to top gravity pack the items back OR revert back to original Y positions when floating */ _packNodes() { if (this.batchMode) { return this; } this._sortNodes(); // first to last if (this.float) { // restore original Y pos this.nodes.forEach(n => { if (n._updating || n._orig === undefined || n.y === n._orig.y) return; let newY = n.y; while (newY > n._orig.y) { --newY; let collide = this.collide(n, { x: n.x, y: newY, w: n.w, h: n.h }); if (!collide) { n._dirty = true; n.y = newY; } } }); } else { // top gravity pack this.nodes.forEach((n, i) => { if (n.locked) return; while (n.y > 0) { let newY = i === 0 ? 0 : n.y - 1; let canBeMoved = i === 0 || !this.collide(n, { x: n.x, y: newY, w: n.w, h: n.h }); if (!canBeMoved) break; // Note: must be dirty (from last position) for GridStack::OnChange CB to update positions // and move items back. The user 'change' CB should detect changes from the original // starting position instead. n._dirty = (n.y !== newY); n.y = newY; } }); } return this; } /** * given a random node, makes sure it's coordinates/values are valid in the current grid * @param node to adjust * @param resizing if out of bound, resize down or move into the grid to fit ? */ prepareNode(node, resizing) { node = node || {}; node._id = node._id || GridStackEngine._idSeq++; // if we're missing position, have the grid position us automatically (before we set them to 0,0) if (node.x === undefined || node.y === undefined || node.x === null || node.y === null) { node.autoPosition = true; } // assign defaults for missing required fields let defaults = { x: 0, y: 0, w: 1, h: 1 }; utils_1.Utils.defaults(node, defaults); if (!node.autoPosition) { delete node.autoPosition; } if (!node.noResize) { delete node.noResize; } if (!node.noMove) { delete node.noMove; } // check for NaN (in case messed up strings were passed. can't do parseInt() || defaults.x above as 0 is valid #) if (typeof node.x == 'string') { node.x = Number(node.x); } if (typeof node.y == 'string') { node.y = Number(node.y); } if (typeof node.w == 'string') { node.w = Number(node.w); } if (typeof node.h == 'string') { node.h = Number(node.h); } if (isNaN(node.x)) { node.x = defaults.x; node.autoPosition = true; } if (isNaN(node.y)) { node.y = defaults.y; node.autoPosition = true; } if (isNaN(node.w)) { node.w = defaults.w; } if (isNaN(node.h)) { node.h = defaults.h; } return this.nodeBoundFix(node, resizing); } /** part2 of preparing a node to fit inside our grid - checks for x,y from grid dimensions */ nodeBoundFix(node, resizing) { let before = node._orig || utils_1.Utils.copyPos({}, node); if (node.maxW) { node.w = Math.min(node.w, node.maxW); } if (node.maxH) { node.h = Math.min(node.h, node.maxH); } if (node.minW && node.minW <= this.column) { node.w = Math.max(node.w, node.minW); } if (node.minH) { node.h = Math.max(node.h, node.minH); } if (node.w > this.column) { // if user loaded a larger than allowed widget for current # of columns, // remember it's full width so we can restore back (1 -> 12 column) #1655 // IFF we're not in the middle of column resizing! if (this.column < 12 && !this._inColumnResize) { node.w = Math.min(12, node.w); this.cacheOneLayout(node, 12); } node.w = this.column; } else if (node.w < 1) { node.w = 1; } if (this.maxRow && node.h > this.maxRow) { node.h = this.maxRow; } else if (node.h < 1) { node.h = 1; } if (node.x < 0) { node.x = 0; } if (node.y < 0) { node.y = 0; } if (node.x + node.w > this.column) { if (resizing) { node.w = this.column - node.x; } else { node.x = this.column - node.w; } } if (this.maxRow && node.y + node.h > this.maxRow) { if (resizing) { node.h = this.maxRow - node.y; } else { node.y = this.maxRow - node.h; } } if (!utils_1.Utils.samePos(node, before)) { node._dirty = true; } return node; } getDirtyNodes(verify) { // compare original x,y,w,h instead as _dirty can be a temporary state if (verify) { return this.nodes.filter(n => n._dirty && !utils_1.Utils.samePos(n, n._orig)); } return this.nodes.filter(n => n._dirty); } /** @internal call this to call onChange CB with dirty nodes */ _notify(nodes, removeDOM = true) { if (this.batchMode) return this; nodes = (nodes === undefined ? [] : (Array.isArray(nodes) ? nodes : [nodes])); let dirtyNodes = nodes.concat(this.getDirtyNodes()); this.onChange && this.onChange(dirtyNodes, removeDOM); return this; } /** @internal remove dirty and last tried info */ cleanNodes() { if (this.batchMode) return this; this.nodes.forEach(n => { delete n._dirty; delete n._lastTried; }); return this; } /** @internal called to save initial position/size to track real dirty state. * Note: should be called right after we call change event (so next API is can detect changes) * as well as right before we start move/resize/enter (so we can restore items to prev values) */ saveInitial() { this.nodes.forEach(n => { n._orig = utils_1.Utils.copyPos({}, n); delete n._dirty; }); this._hasLocked = this.nodes.some(n => n.locked); return this; } /** @internal restore all the nodes back to initial values (called when we leave) */ restoreInitial() { this.nodes.forEach(n => { if (utils_1.Utils.samePos(n, n._orig)) return; utils_1.Utils.copyPos(n, n._orig); n._dirty = true; }); this._notify(); return this; } /** call to add the given node to our list, fixing collision and re-packing */ addNode(node, triggerAddEvent = false) { let dup = this.nodes.find(n => n._id === node._id); if (dup) return dup; // prevent inserting twice! return it instead. // skip prepareNode if we're in middle of column resize (not new) but do check for bounds! node = this._inColumnResize ? this.nodeBoundFix(node) : this.prepareNode(node); delete node._temporaryRemoved; delete node._removeDOM; if (node.autoPosition) { this._sortNodes(); for (let i = 0;; ++i) { let x = i % this.column; let y = Math.floor(i / this.column); if (x + node.w > this.column) { continue; } let box = { x, y, w: node.w, h: node.h }; if (!this.nodes.find(n => utils_1.Utils.isIntercepted(box, n))) { node.x = x; node.y = y; delete node.autoPosition; // found our slot break; } } } this.nodes.push(node); if (triggerAddEvent) { this.addedNodes.push(node); } this._fixCollisions(node); if (!this.batchMode) { this._packNodes()._notify(); } return node; } removeNode(node, removeDOM = true, triggerEvent = false) { if (!this.nodes.find(n => n === node)) { // TEST console.log(`Error: GridStackEngine.removeNode() node._id=${node._id} not found!`) return this; } if (triggerEvent) { // we wait until final drop to manually track removed items (rather than during drag) this.removedNodes.push(node); } if (removeDOM) node._removeDOM = true; // let CB remove actual HTML (used to set _id to null, but then we loose layout info) // don't use 'faster' .splice(findIndex(),1) in case node isn't in our list, or in multiple times. this.nodes = this.nodes.filter(n => n !== node); return this._packNodes() ._notify(node); } removeAll(removeDOM = true) { delete this._layouts; if (this.nodes.length === 0) return this; removeDOM && this.nodes.forEach(n => n._removeDOM = true); // let CB remove actual HTML (used to set _id to null, but then we loose layout info) this.removedNodes = this.nodes; this.nodes = []; return this._notify(this.removedNodes); } /** checks if item can be moved (layout constrain) vs moveNode(), returning true if was able to move. * In more complicated cases (maxRow) it will attempt at moving the item and fixing * others in a clone first, then apply those changes if still within specs. */ moveNodeCheck(node, o) { // if (node.locked) return false; if (!this.changedPosConstrain(node, o)) return false; o.pack = true; // simpler case: move item directly... if (!this.maxRow /* && !this._hasLocked*/) { return this.moveNode(node, o); } // complex case: create a clone with NO maxRow (will check for out of bounds at the end) let clonedNode; let clone = new GridStackEngine({ column: this.column, float: this.float, nodes: this.nodes.map(n => { if (n === node) { clonedNode = Object.assign({}, n); return clonedNode; } return Object.assign({}, n); }) }); if (!clonedNode) return false; let canMove = clone.moveNode(clonedNode, o); // if maxRow make sure we are still valid size if (this.maxRow && canMove) { canMove = (clone.getRow() <= this.maxRow); // turns out we can't grow, then see if we can swap instead (ex: full grid) if we're not resizing if (!canMove && !o.resizing) { let collide = this.collide(node, o); if (collide && this.swap(node, collide)) { this._notify(); return true; } } } if (!canMove) return false; // if clone was able to move, copy those mods over to us now instead of caller trying to do this all over! // Note: we can't use the list directly as elements and other parts point to actual node, so copy content clone.nodes.filter(n => n._dirty).forEach(c => { let n = this.nodes.find(a => a._id === c._id); if (!n) return; utils_1.Utils.copyPos(n, c); n._dirty = true; }); this._notify(); return true; } /** return true if can fit in grid height constrain only (always true if no maxRow) */ willItFit(node) { delete node._willFitPos; if (!this.maxRow) return true; // create a clone with NO maxRow and check if still within size let clone = new GridStackEngine({ column: this.column, float: this.float, nodes: this.nodes.map(n => { return Object.assign({}, n); }) }); let n = Object.assign({}, node); // clone node so we don't mod any settings on it but have full autoPosition and min/max as well! #1687 this.cleanupNode(n); delete n.el; delete n._id; delete n.content; delete n.grid; clone.addNode(n); if (clone.getRow() <= this.maxRow) { node._willFitPos = utils_1.Utils.copyPos({}, n); return true; } return false; } /** true if x,y or w,h are different after clamping to min/max */ changedPosConstrain(node, p) { // make sure w,h are set p.w = p.w || node.w; p.h = p.h || node.h; if (node.x !== p.x || node.y !== p.y) return true; // check constrained w,h if (node.maxW) { p.w = Math.min(p.w, node.maxW); } if (node.maxH) { p.h = Math.min(p.h, node.maxH); } if (node.minW) { p.w = Math.max(p.w, node.minW); } if (node.minH) { p.h = Math.max(p.h, node.minH); } return (node.w !== p.w || node.h !== p.h); } /** return true if the passed in node was actually moved (checks for no-op and locked) */ moveNode(node, o) { if (!node || /*node.locked ||*/ !o) return false; if (o.pack === undefined) o.pack = true; // constrain the passed in values and check if we're still changing our node if (typeof o.x !== 'number') { o.x = node.x; } if (typeof o.y !== 'number') { o.y = node.y; } if (typeof o.w !== 'number') { o.w = node.w; } if (typeof o.h !== 'number') { o.h = node.h; } let resizing = (node.w !== o.w || node.h !== o.h); let nn = utils_1.Utils.copyPos({}, node, true); // get min/max out first, then opt positions next utils_1.Utils.copyPos(nn, o); nn = this.nodeBoundFix(nn, resizing); utils_1.Utils.copyPos(o, nn); if (utils_1.Utils.samePos(node, o)) return false; let prevPos = utils_1.Utils.copyPos({}, node); // during while() collisions make sure to check entire row so larger items don't leap frog small ones (push them all down) let area = nn; // if (this._useEntireRowArea(node, nn)) { // area = {x: 0, w: this.column, y: nn.y, h: nn.h}; // } // check if we will need to fix collision at our new location let collides = this.collideAll(node, area, o.skip); let needToMove = true; if (collides.length) { // now check to make sure we actually collided over 50% surface area while dragging let collide = node._moving && !o.nested ? this.collideCoverage(node, o, collides) : collides[0]; if (collide) { needToMove = !this._fixCollisions(node, nn, collide, o); // check if already moved... } else { needToMove = false; // we didn't cover >50% for a move, skip... } } // now move (to the original ask vs the collision version which might differ) and repack things if (needToMove) { node._dirty = true; utils_1.Utils.copyPos(node, nn); } if (o.pack) { this._packNodes() ._notify(); } return !utils_1.Utils.samePos(node, prevPos); // pack might have moved things back } getRow() { return this.nodes.reduce((row, n) => Math.max(row, n.y + n.h), 0); } beginUpdate(node) { if (!node._updating) { node._updating = true; delete node._skipDown; if (!this.batchMode) this.saveInitial(); } return this; } endUpdate() { let n = this.nodes.find(n => n._updating); if (n) { delete n._updating; delete n._skipDown; } return this; } /** saves a copy of the largest column layout (eg 12 even when rendering oneColumnMode, so we don't loose orig layout), * returning a list of widgets for serialization */ save(saveElement = true) { var _a; // use the highest layout for any saved info so we can have full detail on reload #1849 let len = (_a = this._layouts) === null || _a === void 0 ? void 0 : _a.length; let layout = len && this.column !== (len - 1) ? this._layouts[len - 1] : null; let list = []; this._sortNodes(); this.nodes.forEach(n => { let wl = layout === null || layout === void 0 ? void 0 : layout.find(l => l._id === n._id); let w = Object.assign({}, n); // use layout info instead if set if (wl) { w.x = wl.x; w.y = wl.y; w.w = wl.w; } // delete internals for (let key in w) { if (key[0] === '_' || w[key] === null || w[key] === undefined) delete w[key]; } delete w.grid; if (!saveElement) delete w.el; // delete default values (will be re-created on read) if (!w.autoPosition) delete w.autoPosition; if (!w.noResize) delete w.noResize; if (!w.noMove) delete w.noMove; if (!w.locked) delete w.locked; list.push(w); }); return list; } /** @internal called whenever a node is added or moved - updates the cached layouts */ layoutsNodesChange(nodes) { if (!this._layouts || this._inColumnResize) return this; // remove smaller layouts - we will re-generate those on the fly... larger ones need to update this._layouts.forEach((layout, column) => { if (!layout || column === this.column) return this; if (column < this.column) { this._layouts[column] = undefined; } else { // we save the original x,y,w (h isn't cached) to see what actually changed to propagate better. // NOTE: we don't need to check against out of bound scaling/moving as that will be done when using those cache values. #1785 let ratio = column / this.column; nodes.forEach(node => { if (!node._orig) return; // didn't change (newly added ?) let n = layout.find(l => l._id === node._id); if (!n) return; // no cache for new nodes. Will use those values. // Y changed, push down same amount // TODO: detect doing item 'swaps' will help instead of move (especially in 1 column mode) if (node.y !== node._orig.y) { n.y += (node.y - node._orig.y); } // X changed, scale from new position if (node.x !== node._orig.x) { n.x = Math.round(node.x * ratio); } // width changed, scale from new width if (node.w !== node._orig.w) { n.w = Math.round(node.w * ratio); } // ...height always carries over from cache }); } }); return this; } /** * @internal Called to scale the widget width & position up/down based on the column change. * Note we store previous layouts (especially original ones) to make it possible to go * from say 12 -> 1 -> 12 and get back to where we were. * * @param prevColumn previous number of columns * @param column new column number * @param nodes different sorted list (ex: DOM order) instead of current list * @param layout specify the type of re-layout that will happen (position, size, etc...). * Note: items will never be outside of the current column boundaries. default (moveScale). Ignored for 1 column */ updateNodeWidths(prevColumn, column, nodes, layout = 'moveScale') { var _a; if (!this.nodes.length || !column || prevColumn === column) return this; // cache the current layout in case they want to go back (like 12 -> 1 -> 12) as it requires original data this.cacheLayout(this.nodes, prevColumn); this.batchUpdate(); // do this EARLY as it will call saveInitial() so we can detect where we started for _dirty and collision let newNodes = []; // if we're going to 1 column and using DOM order rather than default sorting, then generate that layout let domOrder = false; if (column === 1 && (nodes === null || nodes === void 0 ? void 0 : nodes.length)) { domOrder = true; let top = 0; nodes.forEach(n => { n.x = 0; n.w = 1; n.y = Math.max(n.y, top); top = n.y + n.h; }); newNodes = nodes; nodes = []; } else { nodes = utils_1.Utils.sort(this.nodes, -1, prevColumn); // current column reverse sorting so we can insert last to front (limit collision) } // see if we have cached previous layout IFF we are going up in size (restore) otherwise always // generate next size down from where we are (looks more natural as you gradually size down). let cacheNodes = []; if (column > prevColumn) { cacheNodes = this._layouts[column] || []; // ...if not, start with the largest layout (if not already there) as down-scaling is more accurate // by pretending we came from that larger column by assigning those values as starting point let lastIndex = this._layouts.length - 1; if (!cacheNodes.length && prevColumn !== lastIndex && ((_a = this._layouts[lastIndex]) === null || _a === void 0 ? void 0 : _a.length)) { prevColumn = lastIndex; this._layouts[lastIndex].forEach(cacheNode => { let n = nodes.find(n => n._id === cacheNode._id); if (n) { // still current, use cache info positions n.x = cacheNode.x; n.y = cacheNode.y; n.w = cacheNode.w; } }); } } // if we found cache re-use those nodes that are still current cacheNodes.forEach(cacheNode => { let j = nodes.findIndex(n => n._id === cacheNode._id); if (j !== -1) { // still current, use cache info positions nodes[j].x = cacheNode.x; nodes[j].y = cacheNode.y; nodes[j].w = cacheNode.w; newNodes.push(nodes[j]); nodes.splice(j, 1); } }); // ...and add any extra non-cached ones if (nodes.length) { if (typeof layout === 'function') { layout(column, prevColumn, newNodes, nodes); } else if (!domOrder) { let ratio = column / prevColumn; let move = (layout === 'move' || layout === 'moveScale'); let scale = (layout === 'scale' || layout === 'moveScale'); nodes.forEach(node => { // NOTE: x + w could be outside of the grid, but addNode() below will handle that node.x = (column === 1 ? 0 : (move ? Math.round(node.x * ratio) : Math.min(node.x, column - 1))); node.w = ((column === 1 || prevColumn === 1) ? 1 : scale ? (Math.round(node.w * ratio) || 1) : (Math.min(node.w, column))); newNodes.push(node); }); nodes = []; } } // finally re-layout them in reverse order (to get correct placement) newNodes = utils_1.Utils.sort(newNodes, -1, column); this._inColumnResize = true; // prevent cache update this.nodes = []; // pretend we have no nodes to start with (add() will use same structures) to simplify layout newNodes.forEach(node => { this.addNode(node, false); // 'false' for add event trigger delete node._orig; // make sure the commit doesn't try to restore things back to original }); this.commit(); delete this._inColumnResize; return this; } /** * call to cache the given layout internally to the given location so we can restore back when column changes size * @param nodes list of nodes * @param column corresponding column index to save it under * @param clear if true, will force other caches to be removed (default false) */ cacheLayout(nodes, column, clear = false) { let copy = []; nodes.forEach((n, i) => { n._id = n._id || GridStackEngine._idSeq++; // make sure we have an id in case this is new layout, else re-use id already set copy[i] = { x: n.x, y: n.y, w: n.w, _id: n._id }; // only thing we change is x,y,w and id to find it back }); this._layouts = clear ? [] : this._layouts || []; // use array to find larger quick this._layouts[column] = copy; return this; } /** * call to cache the given node layout internally to the given location so we can restore back when column changes size * @param node single node to cache * @param column corresponding column index to save it under */ cacheOneLayout(n, column) { n._id = n._id || GridStackEngine._idSeq++; let layout = { x: n.x, y: n.y, w: n.w, _id: n._id }; this._layouts = this._layouts || []; this._layouts[column] = this._layouts[column] || []; let index = this._layouts[column].findIndex(l => l._id === n._id); index === -1 ? this._layouts[column].push(layout) : this._layouts[column][index] = layout; return this; } /** called to remove all internal values but the _id */ cleanupNode(node) { for (let prop in node) { if (prop[0] === '_' && prop !== '_id') delete node[prop]; } return this; } } exports.GridStackEngine = GridStackEngine; /** @internal unique global internal _id counter NOT starting at 0 */ GridStackEngine._idSeq = 1; //# sourceMappingURL=gridstack-engine.js.map