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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JavaScript
"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