sch_test/mxclient/js/util/mxMorphing.js

250 lines
5.6 KiB
JavaScript

/**
* Copyright (c) 2006-2015, JGraph Ltd
* Copyright (c) 2006-2015, Gaudenz Alder
*/
/**
*
* Class: mxMorphing
*
* Implements animation for morphing cells. Here is an example of
* using this class for animating the result of a layout algorithm:
*
* (code)
* graph.getModel().beginUpdate();
* try
* {
* var circleLayout = new mxCircleLayout(graph);
* circleLayout.execute(graph.getDefaultParent());
* }
* finally
* {
* var morph = new mxMorphing(graph);
* morph.addListener(mxEvent.DONE, function()
* {
* graph.getModel().endUpdate();
* });
*
* morph.startAnimation();
* }
* (end)
*
* Constructor: mxMorphing
*
* Constructs an animation.
*
* Parameters:
*
* graph - Reference to the enclosing <mxGraph>.
* steps - Optional number of steps in the morphing animation. Default is 6.
* ease - Optional easing constant for the animation. Default is 1.5.
* delay - Optional delay between the animation steps. Passed to <mxAnimation>.
*/
function mxMorphing(graph, steps, ease, delay)
{
mxAnimation.call(this, delay);
this.graph = graph;
this.steps = (steps != null) ? steps : 6;
this.ease = (ease != null) ? ease : 1.5;
};
/**
* Extends mxEventSource.
*/
mxMorphing.prototype = new mxAnimation();
mxMorphing.prototype.constructor = mxMorphing;
/**
* Variable: graph
*
* Specifies the delay between the animation steps. Defaul is 30ms.
*/
mxMorphing.prototype.graph = null;
/**
* Variable: steps
*
* Specifies the maximum number of steps for the morphing.
*/
mxMorphing.prototype.steps = null;
/**
* Variable: step
*
* Contains the current step.
*/
mxMorphing.prototype.step = 0;
/**
* Variable: ease
*
* Ease-off for movement towards the given vector. Larger values are
* slower and smoother. Default is 4.
*/
mxMorphing.prototype.ease = null;
/**
* Variable: cells
*
* Optional array of cells to be animated. If this is not specified
* then all cells are checked and animated if they have been moved
* in the current transaction.
*/
mxMorphing.prototype.cells = null;
/**
* Function: updateAnimation
*
* Animation step.
*/
mxMorphing.prototype.updateAnimation = function()
{
mxAnimation.prototype.updateAnimation.apply(this, arguments);
var move = new mxCellStatePreview(this.graph);
if (this.cells != null)
{
// Animates the given cells individually without recursion
for (var i = 0; i < this.cells.length; i++)
{
this.animateCell(this.cells[i], move, false);
}
}
else
{
// Animates all changed cells by using recursion to find
// the changed cells but not for the animation itself
this.animateCell(this.graph.getModel().getRoot(), move, true);
}
this.show(move);
if (move.isEmpty() || this.step++ >= this.steps)
{
this.stopAnimation();
}
};
/**
* Function: show
*
* Shows the changes in the given <mxCellStatePreview>.
*/
mxMorphing.prototype.show = function(move)
{
move.show();
};
/**
* Function: animateCell
*
* Animates the given cell state using <mxCellStatePreview.moveState>.
*/
mxMorphing.prototype.animateCell = function(cell, move, recurse)
{
var state = this.graph.getView().getState(cell);
var delta = null;
if (state != null)
{
// Moves the animated state from where it will be after the model
// change by subtracting the given delta vector from that location
delta = this.getDelta(state);
if (this.graph.getModel().isVertex(cell) && (delta.x != 0 || delta.y != 0))
{
var translate = this.graph.view.getTranslate();
var scale = this.graph.view.getScale();
delta.x += translate.x * scale;
delta.y += translate.y * scale;
move.moveState(state, -delta.x / this.ease, -delta.y / this.ease);
}
}
if (recurse && !this.stopRecursion(state, delta))
{
var childCount = this.graph.getModel().getChildCount(cell);
for (var i = 0; i < childCount; i++)
{
this.animateCell(this.graph.getModel().getChildAt(cell, i), move, recurse);
}
}
};
/**
* Function: stopRecursion
*
* Returns true if the animation should not recursively find more
* deltas for children if the given parent state has been animated.
*/
mxMorphing.prototype.stopRecursion = function(state, delta)
{
return delta != null && (delta.x != 0 || delta.y != 0);
};
/**
* Function: getDelta
*
* Returns the vector between the current rendered state and the future
* location of the state after the display will be updated.
*/
mxMorphing.prototype.getDelta = function(state)
{
var origin = this.getOriginForCell(state.cell);
var translate = this.graph.getView().getTranslate();
var scale = this.graph.getView().getScale();
var x = state.x / scale - translate.x;
var y = state.y / scale - translate.y;
return new mxPoint((origin.x - x) * scale, (origin.y - y) * scale);
};
/**
* Function: getOriginForCell
*
* Returns the top, left corner of the given cell. TODO: Improve performance
* by using caching inside this method as the result per cell never changes
* during the lifecycle of this object.
*/
mxMorphing.prototype.getOriginForCell = function(cell)
{
var result = null;
if (cell != null)
{
var parent = this.graph.getModel().getParent(cell);
var geo = this.graph.getCellGeometry(cell);
result = this.getOriginForCell(parent);
// TODO: Handle offsets
if (geo != null)
{
if (geo.relative)
{
var pgeo = this.graph.getCellGeometry(parent);
if (pgeo != null)
{
result.x += geo.x * pgeo.width;
result.y += geo.y * pgeo.height;
}
}
else
{
result.x += geo.x;
result.y += geo.y;
}
}
}
if (result == null)
{
var t = this.graph.view.getTranslate();
result = new mxPoint(-t.x, -t.y);
}
return result;
};