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sigma

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A JavaScript library aimed at visualizing graphs of thousands of nodes and edges.

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); /** * Sigma.js Camera Class * ====================== * * Class designed to store camera information & used to update it. * @module */ var animate_1 = require("../utils/animate"); var easings_1 = __importDefault(require("../utils/easings")); var utils_1 = require("../utils"); var types_1 = require("../types"); /** * Defaults. */ var DEFAULT_ZOOMING_RATIO = 1.5; /** * Camera class * * @constructor */ var Camera = /** @class */ (function (_super) { __extends(Camera, _super); function Camera() { var _this = _super.call(this) || this; _this.x = 0.5; _this.y = 0.5; _this.angle = 0; _this.ratio = 1; _this.minRatio = null; _this.maxRatio = null; _this.nextFrame = null; _this.previousState = null; _this.enabled = true; // State _this.previousState = _this.getState(); return _this; } /** * Static method used to create a Camera object with a given state. * * @param state * @return {Camera} */ Camera.from = function (state) { var camera = new Camera(); return camera.setState(state); }; /** * Method used to enable the camera. * * @return {Camera} */ Camera.prototype.enable = function () { this.enabled = true; return this; }; /** * Method used to disable the camera. * * @return {Camera} */ Camera.prototype.disable = function () { this.enabled = false; return this; }; /** * Method used to retrieve the camera's current state. * * @return {object} */ Camera.prototype.getState = function () { return { x: this.x, y: this.y, angle: this.angle, ratio: this.ratio, }; }; /** * Method used to check whether the camera has the given state. * * @return {object} */ Camera.prototype.hasState = function (state) { return this.x === state.x && this.y === state.y && this.ratio === state.ratio && this.angle === state.angle; }; /** * Method used to retrieve the camera's previous state. * * @return {object} */ Camera.prototype.getPreviousState = function () { var state = this.previousState; if (!state) return null; return { x: state.x, y: state.y, angle: state.angle, ratio: state.ratio, }; }; /** * Method used to check minRatio and maxRatio values. * * @param ratio * @return {number} */ Camera.prototype.getBoundedRatio = function (ratio) { var r = ratio; if (typeof this.minRatio === "number") r = Math.max(r, this.minRatio); if (typeof this.maxRatio === "number") r = Math.min(r, this.maxRatio); return r; }; /** * Method used to check various things to return a legit state candidate. * * @param state * @return {object} */ Camera.prototype.validateState = function (state) { var validatedState = {}; if (typeof state.x === "number") validatedState.x = state.x; if (typeof state.y === "number") validatedState.y = state.y; if (typeof state.angle === "number") validatedState.angle = state.angle; if (typeof state.ratio === "number") validatedState.ratio = this.getBoundedRatio(state.ratio); return validatedState; }; /** * Method used to check whether the camera is currently being animated. * * @return {boolean} */ Camera.prototype.isAnimated = function () { return !!this.nextFrame; }; /** * Method used to set the camera's state. * * @param {object} state - New state. * @return {Camera} */ Camera.prototype.setState = function (state) { if (!this.enabled) return this; // TODO: update by function // Keeping track of last state this.previousState = this.getState(); var validState = this.validateState(state); if (typeof validState.x === "number") this.x = validState.x; if (typeof validState.y === "number") this.y = validState.y; if (typeof validState.angle === "number") this.angle = validState.angle; if (typeof validState.ratio === "number") this.ratio = validState.ratio; // Emitting if (!this.hasState(this.previousState)) this.emit("updated", this.getState()); return this; }; /** * Method used to update the camera's state using a function. * * @param {function} updater - Updated function taking current state and * returning next state. * @return {Camera} */ Camera.prototype.updateState = function (updater) { this.setState(updater(this.getState())); return this; }; /** * Method used to animate the camera. * * @param {object} state - State to reach eventually. * @param {object} opts - Options: * @param {number} duration - Duration of the animation. * @param {string | number => number} easing - Easing function or name of an existing one * @param {function} callback - Callback */ Camera.prototype.animate = function (state, opts, callback) { var _this = this; if (!this.enabled) return; var options = Object.assign({}, animate_1.ANIMATE_DEFAULTS, opts); var validState = this.validateState(state); var easing = typeof options.easing === "function" ? options.easing : easings_1.default[options.easing]; // State var start = Date.now(), initialState = this.getState(); // Function performing the animation var fn = function () { var t = (Date.now() - start) / options.duration; // The animation is over: if (t >= 1) { _this.nextFrame = null; _this.setState(validState); if (_this.animationCallback) { _this.animationCallback.call(null); _this.animationCallback = undefined; } return; } var coefficient = easing(t); var newState = {}; if (typeof validState.x === "number") newState.x = initialState.x + (validState.x - initialState.x) * coefficient; if (typeof validState.y === "number") newState.y = initialState.y + (validState.y - initialState.y) * coefficient; if (typeof validState.angle === "number") newState.angle = initialState.angle + (validState.angle - initialState.angle) * coefficient; if (typeof validState.ratio === "number") newState.ratio = initialState.ratio + (validState.ratio - initialState.ratio) * coefficient; _this.setState(newState); _this.nextFrame = (0, utils_1.requestFrame)(fn); }; if (this.nextFrame) { (0, utils_1.cancelFrame)(this.nextFrame); if (this.animationCallback) this.animationCallback.call(null); this.nextFrame = (0, utils_1.requestFrame)(fn); } else { fn(); } this.animationCallback = callback; }; /** * Method used to zoom the camera. * * @param {number|object} factorOrOptions - Factor or options. * @return {function} */ Camera.prototype.animatedZoom = function (factorOrOptions) { if (!factorOrOptions) { this.animate({ ratio: this.ratio / DEFAULT_ZOOMING_RATIO }); } else { if (typeof factorOrOptions === "number") return this.animate({ ratio: this.ratio / factorOrOptions }); else this.animate({ ratio: this.ratio / (factorOrOptions.factor || DEFAULT_ZOOMING_RATIO), }, factorOrOptions); } }; /** * Method used to unzoom the camera. * * @param {number|object} factorOrOptions - Factor or options. */ Camera.prototype.animatedUnzoom = function (factorOrOptions) { if (!factorOrOptions) { this.animate({ ratio: this.ratio * DEFAULT_ZOOMING_RATIO }); } else { if (typeof factorOrOptions === "number") return this.animate({ ratio: this.ratio * factorOrOptions }); else this.animate({ ratio: this.ratio * (factorOrOptions.factor || DEFAULT_ZOOMING_RATIO), }, factorOrOptions); } }; /** * Method used to reset the camera. * * @param {object} options - Options. */ Camera.prototype.animatedReset = function (options) { this.animate({ x: 0.5, y: 0.5, ratio: 1, angle: 0, }, options); }; /** * Returns a new Camera instance, with the same state as the current camera. * * @return {Camera} */ Camera.prototype.copy = function () { return Camera.from(this.getState()); }; return Camera; }(types_1.TypedEventEmitter)); exports.default = Camera;