diff --git a/spikes/architecture/d3/README.md b/spikes/architecture/d3/README.md new file mode 100644 index 00000000..35dc1b4e --- /dev/null +++ b/spikes/architecture/d3/README.md @@ -0,0 +1,10 @@ +# D3 graph layouts + +D3 v4, has a nice force directed graph set of features, that allows you to implement features in the graph with ease. By just manipulating the nodes using svg attributes and css. +This with the addition that D3 is a very well respected and widely used toolkit, makes finding documentation and developer speed a breeze. + +It does seem to slow down on larger nodes, but this is mainly due to the built in force directed animation, disabling this, or computing this in a web-worker can speed up things considerably. + +As a developer I found my self more productive with the API that d3 exposes, and was able to accomplish more in the same time as other frameworks. + +![screenshot from 2016-11-04 16-48-29](https://cloud.githubusercontent.com/assets/524382/20059671/5ab66080-a4ef-11e6-94d6-d09bbaa9a76a.png) diff --git a/spikes/architecture/d3/index.html b/spikes/architecture/d3/index.html new file mode 100644 index 00000000..510366a1 --- /dev/null +++ b/spikes/architecture/d3/index.html @@ -0,0 +1,147 @@ + + + + + + diff --git a/spikes/architecture/d3/services.json b/spikes/architecture/d3/services.json new file mode 100644 index 00000000..cc8be654 --- /dev/null +++ b/spikes/architecture/d3/services.json @@ -0,0 +1,15 @@ +{ + "nodes": [ + {"id": "Nginx", "group": 1}, + {"id": "Wordpress", "group": 1}, + {"id": "Memcached", "group": 1}, + {"id": "Percona", "group": 1}, + {"id": "NFS", "group": 1} + ], + "links": [ + {"source": "Nginx", "target": "Wordpress", "value": 1}, + {"source": "Wordpress", "target": "Memcached", "value": 8}, + {"source": "Wordpress", "target": "NFS", "value": 8}, + {"source": "Wordpress", "target": "Percona", "value": 8} + ] +} diff --git a/spikes/architecture/sigmajs/README.md b/spikes/architecture/sigmajs/README.md new file mode 100644 index 00000000..d22446bf --- /dev/null +++ b/spikes/architecture/sigmajs/README.md @@ -0,0 +1,9 @@ +# Sigma.js + +This is an interesting library to be visulising large networks, however lacks an easy way to modify nodes, instead it is needed to re-write the renderer for the nodes to enable this, and the same would have to be done for (svg, canvas and webgl). + +Sigma.js also has the problems that each individual node needs to have a specific value defined for an z and y coordinate, their are plugins that do implement a force graph layout, but due to the nature of the architecture of sigma.js it seems much more complicated to get a layout which makes the most amount of sense. + +Therefore, for small networks, with rich information for each node, sigma.js is not currently the best choice, however if a need to visulise a whole network spanning multiple regions, projects and services, it could be a worthy avenenue to persue. + +![screenshot from 2016-11-07 13-31-09](https://cloud.githubusercontent.com/assets/524382/20059506/7d57579e-a4ee-11e6-8f24-f0be0067f797.png) diff --git a/spikes/architecture/sigmajs/index.html b/spikes/architecture/sigmajs/index.html new file mode 100644 index 00000000..251c15fe --- /dev/null +++ b/spikes/architecture/sigmajs/index.html @@ -0,0 +1,20 @@ +
+ +
+
+ + + + diff --git a/spikes/architecture/sigmajs/services.json b/spikes/architecture/sigmajs/services.json new file mode 100644 index 00000000..a9c470a2 --- /dev/null +++ b/spikes/architecture/sigmajs/services.json @@ -0,0 +1,15 @@ +{ + "nodes": [ + {"id": "Nginx", "x": 3, "y": 1, "color": "rgb(255,204,102)", "size": 4.0}, + {"id": "Wordpress", "x": 9, "y": 3, "size": 3}, + {"id": "Memcached", "x": 7, "y": 5, "size": 3}, + {"id": "Percona", "x": 6, "y": 7, "size": 3}, + {"id": "NFS", "x": 3, "y": 5, "size": 3} + ], + "edges": [ + {"id": "1", "source": "Nginx", "target": "Wordpress"}, + {"id": "2", "source": "Wordpress", "target": "Memcached"}, + {"id": "3", "source": "Wordpress", "target": "NFS"}, + {"id": "4", "source": "Wordpress", "target": "Percona"} + ] +} diff --git a/spikes/architecture/sigmajs/vendor/README.md b/spikes/architecture/sigmajs/vendor/README.md new file mode 100644 index 00000000..85376f24 --- /dev/null +++ b/spikes/architecture/sigmajs/vendor/README.md @@ -0,0 +1,35 @@ +[![Build Status](https://travis-ci.org/jacomyal/sigma.js.svg)](https://travis-ci.org/jacomyal/sigma.js) + +sigma.js - v1.2.0 +================= + +Sigma is a JavaScript library dedicated to graph drawing, mainly developed by [@jacomyal](https://github.com/jacomyal) and [@Yomguithereal](https://github.com/Yomguithereal). + +### Resources + +[The website](http://sigmajs.org) provides a global overview of the project, and the documentation is available in the [Github Wiki](https://github.com/jacomyal/sigma.js/wiki). + +Also, the `plugins` and `examples` directories contain various use-cases that might help you understand how to use sigma. + +### How to use it + +To use it, clone the repository: + +``` +git clone git@github.com:jacomyal/sigma.js.git +``` + +To build the code: + + - Install [Node.js](http://nodejs.org/). + - Install [gjslint](https://developers.google.com/closure/utilities/docs/linter_howto?hl=en). + - Use `npm install` to install sigma development dependencies. + - Use `npm run build` to minify the code with [Uglify](https://github.com/mishoo/UglifyJS). The minified file `sigma.min.js` will then be accessible in the `build/` folder. + +Also, you can customize the build by adding or removing files from the `coreJsFiles` array in `Gruntfile.js` before applying the grunt task. + +### Contributing + +You can contribute by submitting [issues tickets](http://github.com/jacomyal/sigma.js/issues) and proposing [pull requests](http://github.com/jacomyal/sigma.js/pulls). 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o)"object"==typeof o[i]&&null!==o[i]?copy[i]=deepCopy(o[i]):"function"==typeof o[i]&&null!==o[i]?eval(" copy[i] = "+o[i].toString()):copy[i]=o[i];return copy}function cloneChain(a){for(var b=a.slice(0),c=0,d=b.length;c1)for(var e=0;e0&&d.push(f[h]),this.degree(f[h].id,"in")>0&&e.push(f[h])),b[f[h].id]={authority:1,hub:1};for(var i;;){i=!0;var j=0,k=0;for(var h in e){g[e[h].id]={authority:1,hub:0};var l=[];l=a?this.allNeighborsIndex[e[h].id]:this.inNeighborsIndex[e[h].id];for(var m in l)m!=e[h].id&&(g[e[h].id].authority+=b[m].hub);j+=g[e[h].id].authority}for(var h in d){g[d[h].id]?g[d[h].id].hub=1:g[d[h].id]={authority:0,hub:1};var l=[];l=a?this.allNeighborsIndex[d[h].id]:this.outNeighborsIndex[d[h].id];for(var m in l)m!=d[h].id&&(g[d[h].id].hub+=b[m].authority);k+=g[d[h].id].hub}for(var h in e)g[e[h].id].authority/=j,Math.abs((g[e[h].id].authority-b[e[h].id].authority)/b[e[h].id].authority)>=c&&(i=!1);for(var h in d)g[d[h].id].hub/=k,Math.abs((g[d[h].id].hub-b[d[h].id].hub)/b[d[h].id].hub)>=c&&(i=!1);if(b=g,g={},i)break}return b})}).call(window); \ No newline at end of file diff --git a/spikes/architecture/sigmajs/vendor/sigma.js b/spikes/architecture/sigmajs/vendor/sigma.js new file mode 100644 index 00000000..5b8c5d4a --- /dev/null +++ b/spikes/architecture/sigmajs/vendor/sigma.js @@ -0,0 +1,12055 @@ +;(function(undefined) { + 'use strict'; + + var __instances = {}; + + /** + * This is the sigma instances constructor. One instance of sigma represent + * one graph. It is possible to represent this grapĥ with several renderers + * at the same time. By default, the default renderer (WebGL + Canvas + * polyfill) will be used as the only renderer, with the container specified + * in the configuration. + * + * @param {?*} conf The configuration of the instance. There are a lot of + * different recognized forms to instantiate sigma, check + * example files, documentation in this file and unit + * tests to know more. + * @return {sigma} The fresh new sigma instance. + * + * Instanciating sigma: + * ******************** + * If no parameter is given to the constructor, the instance will be created + * without any renderer or camera. It will just instantiate the graph, and + * other modules will have to be instantiated through the public methods, + * like "addRenderer" etc: + * + * > s0 = new sigma(); + * > s0.addRenderer({ + * > type: 'canvas', + * > container: 'my-container-id' + * > }); + * + * In most of the cases, sigma will simply be used with the default renderer. + * Then, since the only required parameter is the DOM container, there are + * some simpler way to call the constructor. The four following calls do the + * exact same things: + * + * > s1 = new sigma('my-container-id'); + * > s2 = new sigma(document.getElementById('my-container-id')); + * > s3 = new sigma({ + * > container: document.getElementById('my-container-id') + * > }); + * > s4 = new sigma({ + * > renderers: [{ + * > container: document.getElementById('my-container-id') + * > }] + * > }); + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters, when calling the + * constructor with to top level configuration object (fourth case in the + * previous examples): + * + * {?string} id The id of the instance. It will be generated + * automatically if not specified. + * {?array} renderers An array containing objects describing renderers. + * {?object} graph An object containing an array of nodes and an array + * of edges, to avoid having to add them by hand later. + * {?object} settings An object containing instance specific settings that + * will override the default ones defined in the object + * sigma.settings. + */ + var sigma = function(conf) { + // Local variables: + // **************** + var i, + l, + a, + c, + o, + id; + + sigma.classes.dispatcher.extend(this); + + // Private attributes: + // ******************* + var _self = this, + _conf = conf || {}; + + // Little shortcut: + // **************** + // The configuration is supposed to have a list of the configuration + // objects for each renderer. + // - If there are no configuration at all, then nothing is done. + // - If there are no renderer list, the given configuration object will be + // considered as describing the first and only renderer. + // - If there are no renderer list nor "container" object, it will be + // considered as the container itself (a DOM element). + // - If the argument passed to sigma() is a string, it will be considered + // as the ID of the DOM container. + if ( + typeof _conf === 'string' || + _conf instanceof HTMLElement + ) + _conf = { + renderers: [_conf] + }; + else if (Object.prototype.toString.call(_conf) === '[object Array]') + _conf = { + renderers: _conf + }; + + // Also check "renderer" and "container" keys: + o = _conf.renderers || _conf.renderer || _conf.container; + if (!_conf.renderers || _conf.renderers.length === 0) + if ( + typeof o === 'string' || + o instanceof HTMLElement || + (typeof o === 'object' && 'container' in o) + ) + _conf.renderers = [o]; + + // Recense the instance: + if (_conf.id) { + if (__instances[_conf.id]) + throw 'sigma: Instance "' + _conf.id + '" already exists.'; + Object.defineProperty(this, 'id', { + value: _conf.id + }); + } else { + id = 0; + while (__instances[id]) + id++; + Object.defineProperty(this, 'id', { + value: '' + id + }); + } + __instances[this.id] = this; + + // Initialize settings function: + this.settings = new sigma.classes.configurable( + sigma.settings, + _conf.settings || {} + ); + + // Initialize locked attributes: + Object.defineProperty(this, 'graph', { + value: new sigma.classes.graph(this.settings), + configurable: true + }); + Object.defineProperty(this, 'middlewares', { + value: [], + configurable: true + }); + Object.defineProperty(this, 'cameras', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'renderers', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'renderersPerCamera', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'cameraFrames', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'camera', { + get: function() { + return this.cameras[0]; + } + }); + Object.defineProperty(this, 'events', { + value: [ + 'click', + 'rightClick', + 'clickStage', + 'doubleClickStage', + 'rightClickStage', + 'clickNode', + 'clickNodes', + 'doubleClickNode', + 'doubleClickNodes', + 'rightClickNode', + 'rightClickNodes', + 'overNode', + 'overNodes', + 'outNode', + 'outNodes', + 'downNode', + 'downNodes', + 'upNode', + 'upNodes' + ], + configurable: true + }); + + // Add a custom handler, to redispatch events from renderers: + this._handler = (function(e) { + var k, + data = {}; + + for (k in e.data) + data[k] = e.data[k]; + + data.renderer = e.target; + this.dispatchEvent(e.type, data); + }).bind(this); + + // Initialize renderers: + a = _conf.renderers || []; + for (i = 0, l = a.length; i < l; i++) + this.addRenderer(a[i]); + + // Initialize middlewares: + a = _conf.middlewares || []; + for (i = 0, l = a.length; i < l; i++) + this.middlewares.push( + typeof a[i] === 'string' ? + sigma.middlewares[a[i]] : + a[i] + ); + + // Check if there is already a graph to fill in: + if (typeof _conf.graph === 'object' && _conf.graph) { + this.graph.read(_conf.graph); + + // If a graph is given to the to the instance, the "refresh" method is + // directly called: + this.refresh(); + } + + // Deal with resize: + window.addEventListener('resize', function() { + if (_self.settings) + _self.refresh(); + }); + }; + + + + + /** + * This methods will instantiate and reference a new camera. If no id is + * specified, then an automatic id will be generated. + * + * @param {?string} id Eventually the camera id. + * @return {sigma.classes.camera} The fresh new camera instance. + */ + sigma.prototype.addCamera = function(id) { + var self = this, + camera; + + if (!arguments.length) { + id = 0; + while (this.cameras['' + id]) + id++; + id = '' + id; + } + + if (this.cameras[id]) + throw 'sigma.addCamera: The camera "' + id + '" already exists.'; + + camera = new sigma.classes.camera(id, this.graph, this.settings); + this.cameras[id] = camera; + + // Add a quadtree to the camera: + camera.quadtree = new sigma.classes.quad(); + + // Add an edgequadtree to the camera: + if (sigma.classes.edgequad !== undefined) { + camera.edgequadtree = new sigma.classes.edgequad(); + } + + camera.bind('coordinatesUpdated', function(e) { + self.renderCamera(camera, camera.isAnimated); + }); + + this.renderersPerCamera[id] = []; + + return camera; + }; + + /** + * This method kills a camera, and every renderer attached to it. + * + * @param {string|camera} v The camera to kill or its ID. + * @return {sigma} Returns the instance. + */ + sigma.prototype.killCamera = function(v) { + v = typeof v === 'string' ? this.cameras[v] : v; + + if (!v) + throw 'sigma.killCamera: The camera is undefined.'; + + var i, + l, + a = this.renderersPerCamera[v.id]; + + for (l = a.length, i = l - 1; i >= 0; i--) + this.killRenderer(a[i]); + + delete this.renderersPerCamera[v.id]; + delete this.cameraFrames[v.id]; + delete this.cameras[v.id]; + + if (v.kill) + v.kill(); + + return this; + }; + + /** + * This methods will instantiate and reference a new renderer. The "type" + * argument can be the constructor or its name in the "sigma.renderers" + * package. If no type is specified, then "sigma.renderers.def" will be used. + * If no id is specified, then an automatic id will be generated. + * + * @param {?object} options Eventually some options to give to the renderer + * constructor. + * @return {renderer} The fresh new renderer instance. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the "options" + * object: + * + * {?string} id Eventually the renderer id. + * {?(function|string)} type Eventually the renderer constructor or its + * name in the "sigma.renderers" package. + * {?(camera|string)} camera Eventually the renderer camera or its + * id. + */ + sigma.prototype.addRenderer = function(options) { + var id, + fn, + camera, + renderer, + o = options || {}; + + // Polymorphism: + if (typeof o === 'string') + o = { + container: document.getElementById(o) + }; + else if (o instanceof HTMLElement) + o = { + container: o + }; + + // If the container still is a string, we get it by id + if (typeof o.container === 'string') + o.container = document.getElementById(o.container); + + // Reference the new renderer: + if (!('id' in o)) { + id = 0; + while (this.renderers['' + id]) + id++; + id = '' + id; + } else + id = o.id; + + if (this.renderers[id]) + throw 'sigma.addRenderer: The renderer "' + id + '" already exists.'; + + // Find the good constructor: + fn = typeof o.type === 'function' ? o.type : sigma.renderers[o.type]; + fn = fn || sigma.renderers.def; + + // Find the good camera: + camera = 'camera' in o ? + ( + o.camera instanceof sigma.classes.camera ? + o.camera : + this.cameras[o.camera] || this.addCamera(o.camera) + ) : + this.addCamera(); + + if (this.cameras[camera.id] !== camera) + throw 'sigma.addRenderer: The camera is not properly referenced.'; + + // Instantiate: + renderer = new fn(this.graph, camera, this.settings, o); + this.renderers[id] = renderer; + Object.defineProperty(renderer, 'id', { + value: id + }); + + // Bind events: + if (renderer.bind) + renderer.bind( + [ + 'click', + 'rightClick', + 'clickStage', + 'doubleClickStage', + 'rightClickStage', + 'clickNode', + 'clickNodes', + 'clickEdge', + 'clickEdges', + 'doubleClickNode', + 'doubleClickNodes', + 'doubleClickEdge', + 'doubleClickEdges', + 'rightClickNode', + 'rightClickNodes', + 'rightClickEdge', + 'rightClickEdges', + 'overNode', + 'overNodes', + 'overEdge', + 'overEdges', + 'outNode', + 'outNodes', + 'outEdge', + 'outEdges', + 'downNode', + 'downNodes', + 'downEdge', + 'downEdges', + 'upNode', + 'upNodes', + 'upEdge', + 'upEdges' + ], + this._handler + ); + + // Reference the renderer by its camera: + this.renderersPerCamera[camera.id].push(renderer); + + return renderer; + }; + + /** + * This method kills a renderer. + * + * @param {string|renderer} v The renderer to kill or its ID. + * @return {sigma} Returns the instance. + */ + sigma.prototype.killRenderer = function(v) { + v = typeof v === 'string' ? this.renderers[v] : v; + + if (!v) + throw 'sigma.killRenderer: The renderer is undefined.'; + + var a = this.renderersPerCamera[v.camera.id], + i = a.indexOf(v); + + if (i >= 0) + a.splice(i, 1); + + if (v.kill) + v.kill(); + + delete this.renderers[v.id]; + + return this; + }; + + + + + /** + * This method calls the "render" method of each renderer, with the same + * arguments than the "render" method, but will also check if the renderer + * has a "process" method, and call it if it exists. + * + * It is useful for quadtrees or WebGL processing, for instance. + * + * @param {?object} options Eventually some options to give to the refresh + * method. + * @return {sigma} Returns the instance itself. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the "options" + * object: + * + * {?boolean} skipIndexation A flag specifying wether or not the refresh + * function should reindex the graph in the + * quadtrees or not (default: false). + */ + sigma.prototype.refresh = function(options) { + var i, + l, + k, + a, + c, + bounds, + prefix = 0; + + options = options || {}; + + // Call each middleware: + a = this.middlewares || []; + for (i = 0, l = a.length; i < l; i++) + a[i].call( + this, + (i === 0) ? '' : 'tmp' + prefix + ':', + (i === l - 1) ? 'ready:' : ('tmp' + (++prefix) + ':') + ); + + // Then, for each camera, call the "rescale" middleware, unless the + // settings specify not to: + for (k in this.cameras) { + c = this.cameras[k]; + if ( + c.settings('autoRescale') && + this.renderersPerCamera[c.id] && + this.renderersPerCamera[c.id].length + ) + sigma.middlewares.rescale.call( + this, + a.length ? 'ready:' : '', + c.readPrefix, + { + width: this.renderersPerCamera[c.id][0].width, + height: this.renderersPerCamera[c.id][0].height + } + ); + else + sigma.middlewares.copy.call( + this, + a.length ? 'ready:' : '', + c.readPrefix + ); + + if (!options.skipIndexation) { + // Find graph boundaries: + bounds = sigma.utils.getBoundaries( + this.graph, + c.readPrefix + ); + + // Refresh quadtree: + c.quadtree.index(this.graph.nodes(), { + prefix: c.readPrefix, + bounds: { + x: bounds.minX, + y: bounds.minY, + width: bounds.maxX - bounds.minX, + height: bounds.maxY - bounds.minY + } + }); + + // Refresh edgequadtree: + if ( + c.edgequadtree !== undefined && + c.settings('drawEdges') && + c.settings('enableEdgeHovering') + ) { + c.edgequadtree.index(this.graph, { + prefix: c.readPrefix, + bounds: { + x: bounds.minX, + y: bounds.minY, + width: bounds.maxX - bounds.minX, + height: bounds.maxY - bounds.minY + } + }); + } + } + } + + // Call each renderer: + a = Object.keys(this.renderers); + for (i = 0, l = a.length; i < l; i++) + if (this.renderers[a[i]].process) { + if (this.settings('skipErrors')) + try { + this.renderers[a[i]].process(); + } catch (e) { + console.log( + 'Warning: The renderer "' + a[i] + '" crashed on ".process()"' + ); + } + else + this.renderers[a[i]].process(); + } + + this.render(); + + return this; + }; + + /** + * This method calls the "render" method of each renderer. + * + * @return {sigma} Returns the instance itself. + */ + sigma.prototype.render = function() { + var i, + l, + a, + prefix = 0; + + // Call each renderer: + a = Object.keys(this.renderers); + for (i = 0, l = a.length; i < l; i++) + if (this.settings('skipErrors')) + try { + this.renderers[a[i]].render(); + } catch (e) { + if (this.settings('verbose')) + console.log( + 'Warning: The renderer "' + a[i] + '" crashed on ".render()"' + ); + } + else + this.renderers[a[i]].render(); + + return this; + }; + + /** + * This method calls the "render" method of each renderer that is bound to + * the specified camera. To improve the performances, if this method is + * called too often, the number of effective renderings is limitated to one + * per frame, unless you are using the "force" flag. + * + * @param {sigma.classes.camera} camera The camera to render. + * @param {?boolean} force If true, will render the camera + * directly. + * @return {sigma} Returns the instance itself. + */ + sigma.prototype.renderCamera = function(camera, force) { + var i, + l, + a, + self = this; + + if (force) { + a = this.renderersPerCamera[camera.id]; + for (i = 0, l = a.length; i < l; i++) + if (this.settings('skipErrors')) + try { + a[i].render(); + } catch (e) { + if (this.settings('verbose')) + console.log( + 'Warning: The renderer "' + a[i].id + '" crashed on ".render()"' + ); + } + else + a[i].render(); + } else { + if (!this.cameraFrames[camera.id]) { + a = this.renderersPerCamera[camera.id]; + for (i = 0, l = a.length; i < l; i++) + if (this.settings('skipErrors')) + try { + a[i].render(); + } catch (e) { + if (this.settings('verbose')) + console.log( + 'Warning: The renderer "' + + a[i].id + + '" crashed on ".render()"' + ); + } + else + a[i].render(); + + this.cameraFrames[camera.id] = requestAnimationFrame(function() { + delete self.cameraFrames[camera.id]; + }); + } + } + + return this; + }; + + /** + * This method calls the "kill" method of each module and destroys any + * reference from the instance. + */ + sigma.prototype.kill = function() { + var k; + + // Dispatching event + this.dispatchEvent('kill'); + + // Kill graph: + this.graph.kill(); + + // Kill middlewares: + delete this.middlewares; + + // Kill each renderer: + for (k in this.renderers) + this.killRenderer(this.renderers[k]); + + // Kill each camera: + for (k in this.cameras) + this.killCamera(this.cameras[k]); + + delete this.renderers; + delete this.cameras; + + // Kill everything else: + for (k in this) + if (this.hasOwnProperty(k)) + delete this[k]; + + delete __instances[this.id]; + }; + + + + + /** + * Returns a clone of the instances object or a specific running instance. + * + * @param {?string} id Eventually an instance ID. + * @return {object} The related instance or a clone of the instances + * object. + */ + sigma.instances = function(id) { + return arguments.length ? + __instances[id] : + sigma.utils.extend({}, __instances); + }; + + + + /** + * The current version of sigma: + */ + sigma.version = '1.2.0'; + + + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') + throw 'An object called sigma is already in the global scope.'; + + this.sigma = sigma; + +}).call(this); + +/** + * conrad.js is a tiny JavaScript jobs scheduler, + * + * Version: 0.1.0 + * Sources: http://github.com/jacomyal/conrad.js + * Doc: http://github.com/jacomyal/conrad.js#readme + * + * License: + * -------- + * Copyright © 2013 Alexis Jacomy, Sciences-Po médialab + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to + * deal in the Software without restriction, including without limitation the + * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or + * sell copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * The Software is provided "as is", without warranty of any kind, express or + * implied, including but not limited to the warranties of merchantability, + * fitness for a particular purpose and noninfringement. In no event shall the + * authors or copyright holders be liable for any claim, damages or other + * liability, whether in an action of contract, tort or otherwise, arising + * from, out of or in connection with the software or the use or other dealings + * in the Software. + */ +(function(global) { + 'use strict'; + + // Check that conrad.js has not been loaded yet: + if (global.conrad) + throw new Error('conrad already exists'); + + + /** + * PRIVATE VARIABLES: + * ****************** + */ + + /** + * A flag indicating whether conrad is running or not. + * + * @type {Number} + */ + var _lastFrameTime; + + /** + * A flag indicating whether conrad is running or not. + * + * @type {Boolean} + */ + var _isRunning = false; + + /** + * The hash of registered jobs. Each job must at least have a unique ID + * under the key "id" and a function under the key "job". This hash + * contains each running job and each waiting job. + * + * @type {Object} + */ + var _jobs = {}; + + /** + * The hash of currently running jobs. + * + * @type {Object} + */ + var _runningJobs = {}; + + /** + * The array of currently running jobs, sorted by priority. + * + * @type {Array} + */ + var _sortedByPriorityJobs = []; + + /** + * The array of currently waiting jobs. + * + * @type {Object} + */ + var _waitingJobs = {}; + + /** + * The array of finished jobs. They are stored in an array, since two jobs + * with the same "id" can happen at two different times. + * + * @type {Array} + */ + var _doneJobs = []; + + /** + * A dirty flag to keep conrad from starting: Indeed, when addJob() is called + * with several jobs, conrad must be started only at the end. This flag keeps + * me from duplicating the code that effectively adds a job. + * + * @type {Boolean} + */ + var _noStart = false; + + /** + * An hash containing some global settings about how conrad.js should + * behave. + * + * @type {Object} + */ + var _parameters = { + frameDuration: 20, + history: true + }; + + /** + * This object contains every handlers bound to conrad events. It does not + * requirea any DOM implementation, since the events are all JavaScript. + * + * @type {Object} + */ + var _handlers = Object.create(null); + + + /** + * PRIVATE FUNCTIONS: + * ****************** + */ + + /** + * Will execute the handler everytime that the indicated event (or the + * indicated events) will be triggered. + * + * @param {string|array|object} events The name of the event (or the events + * separated by spaces). + * @param {function(Object)} handler The handler to bind. + * @return {Object} Returns conrad. + */ + function _bind(events, handler) { + var i, + i_end, + event, + eArray; + + if (!arguments.length) + return; + else if ( + arguments.length === 1 && + Object(arguments[0]) === arguments[0] + ) + for (events in arguments[0]) + _bind(events, arguments[0][events]); + else if (arguments.length > 1) { + eArray = + Array.isArray(events) ? + events : + events.split(/ /); + + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) { + event = eArray[i]; + + if (!_handlers[event]) + _handlers[event] = []; + + // Using an object instead of directly the handler will make possible + // later to add flags + _handlers[event].push({ + handler: handler + }); + } + } + } + + /** + * Removes the handler from a specified event (or specified events). + * + * @param {?string} events The name of the event (or the events + * separated by spaces). If undefined, + * then all handlers are removed. + * @param {?function(Object)} handler The handler to unbind. If undefined, + * each handler bound to the event or the + * events will be removed. + * @return {Object} Returns conrad. + */ + function _unbind(events, handler) { + var i, + i_end, + j, + j_end, + a, + event, + eArray = Array.isArray(events) ? + events : + events.split(/ /); + + if (!arguments.length) + _handlers = Object.create(null); + else if (handler) { + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) { + event = eArray[i]; + if (_handlers[event]) { + a = []; + for (j = 0, j_end = _handlers[event].length; j !== j_end; j += 1) + if (_handlers[event][j].handler !== handler) + a.push(_handlers[event][j]); + + _handlers[event] = a; + } + + if (_handlers[event] && _handlers[event].length === 0) + delete _handlers[event]; + } + } else + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) + delete _handlers[eArray[i]]; + } + + /** + * Executes each handler bound to the event. + * + * @param {string} events The name of the event (or the events separated + * by spaces). + * @param {?Object} data The content of the event (optional). + * @return {Object} Returns conrad. + */ + function _dispatch(events, data) { + var i, + j, + i_end, + j_end, + event, + eventName, + eArray = Array.isArray(events) ? + events : + events.split(/ /); + + data = data === undefined ? {} : data; + + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) { + eventName = eArray[i]; + + if (_handlers[eventName]) { + event = { + type: eventName, + data: data || {} + }; + + for (j = 0, j_end = _handlers[eventName].length; j !== j_end; j += 1) + try { + _handlers[eventName][j].handler(event); + } catch (e) {} + } + } + } + + /** + * Executes the most prioritary job once, and deals with filling the stats + * (done, time, averageTime, currentTime, etc...). + * + * @return {?Object} Returns the job object if it has to be killed, null else. + */ + function _executeFirstJob() { + var i, + l, + test, + kill, + pushed = false, + time = __dateNow(), + job = _sortedByPriorityJobs.shift(); + + // Execute the job and look at the result: + test = job.job(); + + // Deal with stats: + time = __dateNow() - time; + job.done++; + job.time += time; + job.currentTime += time; + job.weightTime = job.currentTime / (job.weight || 1); + job.averageTime = job.time / job.done; + + // Check if the job has to be killed: + kill = job.count ? (job.count <= job.done) : !test; + + // Reset priorities: + if (!kill) { + for (i = 0, l = _sortedByPriorityJobs.length; i < l; i++) + if (_sortedByPriorityJobs[i].weightTime > job.weightTime) { + _sortedByPriorityJobs.splice(i, 0, job); + pushed = true; + break; + } + + if (!pushed) + _sortedByPriorityJobs.push(job); + } + + return kill ? job : null; + } + + /** + * Activates a job, by adding it to the _runningJobs object and the + * _sortedByPriorityJobs array. It also initializes its currentTime value. + * + * @param {Object} job The job to activate. + */ + function _activateJob(job) { + var l = _sortedByPriorityJobs.length; + + // Add the job to the running jobs: + _runningJobs[job.id] = job; + job.status = 'running'; + + // Add the job to the priorities: + if (l) { + job.weightTime = _sortedByPriorityJobs[l - 1].weightTime; + job.currentTime = job.weightTime * (job.weight || 1); + } + + // Initialize the job and dispatch: + job.startTime = __dateNow(); + _dispatch('jobStarted', __clone(job)); + + _sortedByPriorityJobs.push(job); + } + + /** + * The main loop of conrad.js: + * . It executes job such that they all occupate the same processing time. + * . It stops jobs that do not need to be executed anymore. + * . It triggers callbacks when it is relevant. + * . It starts waiting jobs when they need to be started. + * . It injects frames to keep a constant frapes per second ratio. + * . It stops itself when there are no more jobs to execute. + */ + function _loop() { + var k, + o, + l, + job, + time, + deadJob; + + // Deal with the newly added jobs (the _jobs object): + for (k in _jobs) { + job = _jobs[k]; + + if (job.after) + _waitingJobs[k] = job; + else + _activateJob(job); + + delete _jobs[k]; + } + + // Set the _isRunning flag to false if there are no running job: + _isRunning = !!_sortedByPriorityJobs.length; + + // Deal with the running jobs (the _runningJobs object): + while ( + _sortedByPriorityJobs.length && + __dateNow() - _lastFrameTime < _parameters.frameDuration + ) { + deadJob = _executeFirstJob(); + + // Deal with the case where the job has ended: + if (deadJob) { + _killJob(deadJob.id); + + // Check for waiting jobs: + for (k in _waitingJobs) + if (_waitingJobs[k].after === deadJob.id) { + _activateJob(_waitingJobs[k]); + delete _waitingJobs[k]; + } + } + } + + // Check if conrad still has jobs to deal with, and kill it if not: + if (_isRunning) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('enterFrame'); + setTimeout(_loop, 0); + } else + _dispatch('stop'); + } + + /** + * Adds one or more jobs, and starts the loop if no job was running before. A + * job is at least a unique string "id" and a function, and there are some + * parameters that you can specify for each job to modify the way conrad will + * execute it. If a job is added with the "id" of another job that is waiting + * or still running, an error will be thrown. + * + * When a job is added, it is referenced in the _jobs object, by its id. + * Then, if it has to be executed right now, it will be also referenced in + * the _runningJobs object. If it has to wait, then it will be added into the + * _waitingJobs object, until it can start. + * + * Keep reading this documentation to see how to call this method. + * + * @return {Object} Returns conrad. + * + * Adding one job: + * *************** + * Basically, a job is defined by its string id and a function (the job). It + * is also possible to add some parameters: + * + * > conrad.addJob('myJobId', myJobFunction); + * > conrad.addJob('myJobId', { + * > job: myJobFunction, + * > someParameter: someValue + * > }); + * > conrad.addJob({ + * > id: 'myJobId', + * > job: myJobFunction, + * > someParameter: someValue + * > }); + * + * Adding several jobs: + * ******************** + * When adding several jobs at the same time, it is possible to specify + * parameters for each one individually or for all: + * + * > conrad.addJob([ + * > { + * > id: 'myJobId1', + * > job: myJobFunction1, + * > someParameter1: someValue1 + * > }, + * > { + * > id: 'myJobId2', + * > job: myJobFunction2, + * > someParameter2: someValue2 + * > } + * > ], { + * > someCommonParameter: someCommonValue + * > }); + * > conrad.addJob({ + * > myJobId1: {, + * > job: myJobFunction1, + * > someParameter1: someValue1 + * > }, + * > myJobId2: {, + * > job: myJobFunction2, + * > someParameter2: someValue2 + * > } + * > }, { + * > someCommonParameter: someCommonValue + * > }); + * > conrad.addJob({ + * > myJobId1: myJobFunction1, + * > myJobId2: myJobFunction2 + * > }, { + * > someCommonParameter: someCommonValue + * > }); + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters: + * + * {?Function} end A callback to execute when the job is ended. It is + * not executed if the job is killed instead of ended + * "naturally". + * {?Integer} count The number of time the job has to be executed. + * {?Number} weight If specified, the job will be executed as it was + * added "weight" times. + * {?String} after The id of another job (eventually not added yet). + * If specified, this job will start only when the + * specified "after" job is ended. + */ + function _addJob(v1, v2) { + var i, + l, + o; + + // Array of jobs: + if (Array.isArray(v1)) { + // Keep conrad to start until the last job is added: + _noStart = true; + + for (i = 0, l = v1.length; i < l; i++) + _addJob(v1[i].id, __extend(v1[i], v2)); + + _noStart = false; + if (!_isRunning) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('start'); + _loop(); + } + } else if (typeof v1 === 'object') { + // One job (object): + if (typeof v1.id === 'string') + _addJob(v1.id, v1); + + // Hash of jobs: + else { + // Keep conrad to start until the last job is added: + _noStart = true; + + for (i in v1) + if (typeof v1[i] === 'function') + _addJob(i, __extend({ + job: v1[i] + }, v2)); + else + _addJob(i, __extend(v1[i], v2)); + + _noStart = false; + if (!_isRunning) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('start'); + _loop(); + } + } + + // One job (string, *): + } else if (typeof v1 === 'string') { + if (_hasJob(v1)) + throw new Error( + '[conrad.addJob] Job with id "' + v1 + '" already exists.' + ); + + // One job (string, function): + if (typeof v2 === 'function') { + o = { + id: v1, + done: 0, + time: 0, + status: 'waiting', + currentTime: 0, + averageTime: 0, + weightTime: 0, + job: v2 + }; + + // One job (string, object): + } else if (typeof v2 === 'object') { + o = __extend( + { + id: v1, + done: 0, + time: 0, + status: 'waiting', + currentTime: 0, + averageTime: 0, + weightTime: 0 + }, + v2 + ); + + // If none of those cases, throw an error: + } else + throw new Error('[conrad.addJob] Wrong arguments.'); + + // Effectively add the job: + _jobs[v1] = o; + _dispatch('jobAdded', __clone(o)); + + // Check if the loop has to be started: + if (!_isRunning && !_noStart) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('start'); + _loop(); + } + + // If none of those cases, throw an error: + } else + throw new Error('[conrad.addJob] Wrong arguments.'); + + return this; + } + + /** + * Kills one or more jobs, indicated by their ids. It is only possible to + * kill running jobs or waiting jobs. If you try to kill a job that does not + * exist or that is already killed, a warning will be thrown. + * + * @param {Array|String} v1 A string job id or an array of job ids. + * @return {Object} Returns conrad. + */ + function _killJob(v1) { + var i, + l, + k, + a, + job, + found = false; + + // Array of job ids: + if (Array.isArray(v1)) + for (i = 0, l = v1.length; i < l; i++) + _killJob(v1[i]); + + // One job's id: + else if (typeof v1 === 'string') { + a = [_runningJobs, _waitingJobs, _jobs]; + + // Remove the job from the hashes: + for (i = 0, l = a.length; i < l; i++) + if (v1 in a[i]) { + job = a[i][v1]; + + if (_parameters.history) { + job.status = 'done'; + _doneJobs.push(job); + } + + _dispatch('jobEnded', __clone(job)); + delete a[i][v1]; + + if (typeof job.end === 'function') + job.end(); + + found = true; + } + + // Remove the priorities array: + a = _sortedByPriorityJobs; + for (i = 0, l = a.length; i < l; i++) + if (a[i].id === v1) { + a.splice(i, 1); + break; + } + + if (!found) + throw new Error('[conrad.killJob] Job "' + v1 + '" not found.'); + + // If none of those cases, throw an error: + } else + throw new Error('[conrad.killJob] Wrong arguments.'); + + return this; + } + + /** + * Kills every running, waiting, and just added jobs. + * + * @return {Object} Returns conrad. + */ + function _killAll() { + var k, + jobs = __extend(_jobs, _runningJobs, _waitingJobs); + + // Take every jobs and push them into the _doneJobs object: + if (_parameters.history) + for (k in jobs) { + jobs[k].status = 'done'; + _doneJobs.push(jobs[k]); + + if (typeof jobs[k].end === 'function') + jobs[k].end(); + } + + // Reinitialize the different jobs lists: + _jobs = {}; + _waitingJobs = {}; + _runningJobs = {}; + _sortedByPriorityJobs = []; + + // In case some jobs are added right after the kill: + _isRunning = false; + + return this; + } + + /** + * Returns true if a job with the specified id is currently running or + * waiting, and false else. + * + * @param {String} id The id of the job. + * @return {?Object} Returns the job object if it exists. + */ + function _hasJob(id) { + var job = _jobs[id] || _runningJobs[id] || _waitingJobs[id]; + return job ? __extend(job) : null; + } + + /** + * This method will set the setting specified by "v1" to the value specified + * by "v2" if both are given, and else return the current value of the + * settings "v1". + * + * @param {String} v1 The name of the property. + * @param {?*} v2 Eventually, a value to set to the specified + * property. + * @return {Object|*} Returns the specified settings value if "v2" is not + * given, and conrad else. + */ + function _settings(v1, v2) { + var o; + + if (typeof a1 === 'string' && arguments.length === 1) + return _parameters[a1]; + else { + o = (typeof a1 === 'object' && arguments.length === 1) ? + a1 || {} : + {}; + if (typeof a1 === 'string') + o[a1] = a2; + + for (var k in o) + if (o[k] !== undefined) + _parameters[k] = o[k]; + else + delete _parameters[k]; + + return this; + } + } + + /** + * Returns true if conrad is currently running, and false else. + * + * @return {Boolean} Returns _isRunning. + */ + function _getIsRunning() { + return _isRunning; + } + + /** + * Unreference every job that is stored in the _doneJobs object. It will + * not be possible anymore to get stats about these jobs, but it will release + * the memory. + * + * @return {Object} Returns conrad. + */ + function _clearHistory() { + _doneJobs = []; + return this; + } + + /** + * Returns a snapshot of every data about jobs that wait to be started, are + * currently running or are done. + * + * It is possible to get only running, waiting or done jobs by giving + * "running", "waiting" or "done" as fist argument. + * + * It is also possible to get every job with a specified id by giving it as + * first argument. Also, using a RegExp instead of an id will return every + * jobs whose ids match the RegExp. And these two last use cases work as well + * by giving before "running", "waiting" or "done". + * + * @return {Array} The array of the matching jobs. + * + * Some call examples: + * ******************* + * > conrad.getStats('running') + * > conrad.getStats('waiting') + * > conrad.getStats('done') + * > conrad.getStats('myJob') + * > conrad.getStats(/test/) + * > conrad.getStats('running', 'myRunningJob') + * > conrad.getStats('running', /test/) + */ + function _getStats(v1, v2) { + var a, + k, + i, + l, + stats, + pattern, + isPatternString; + + if (!arguments.length) { + stats = []; + + for (k in _jobs) + stats.push(_jobs[k]); + + for (k in _waitingJobs) + stats.push(_waitingJobs[k]); + + for (k in _runningJobs) + stats.push(_runningJobs[k]); + + stats = stats.concat(_doneJobs); + } + + if (typeof v1 === 'string') + switch (v1) { + case 'waiting': + stats = __objectValues(_waitingJobs); + break; + case 'running': + stats = __objectValues(_runningJobs); + break; + case 'done': + stats = _doneJobs; + break; + default: + pattern = v1; + } + + if (v1 instanceof RegExp) + pattern = v1; + + if (!pattern && (typeof v2 === 'string' || v2 instanceof RegExp)) + pattern = v2; + + // Filter jobs if a pattern is given: + if (pattern) { + isPatternString = typeof pattern === 'string'; + + if (stats instanceof Array) { + a = stats; + } else if (typeof stats === 'object') { + a = []; + + for (k in stats) + a = a.concat(stats[k]); + } else { + a = []; + + for (k in _jobs) + a.push(_jobs[k]); + + for (k in _waitingJobs) + a.push(_waitingJobs[k]); + + for (k in _runningJobs) + a.push(_runningJobs[k]); + + a = a.concat(_doneJobs); + } + + stats = []; + for (i = 0, l = a.length; i < l; i++) + if (isPatternString ? a[i].id === pattern : a[i].id.match(pattern)) + stats.push(a[i]); + } + + return __clone(stats); + } + + + /** + * TOOLS FUNCTIONS: + * **************** + */ + + /** + * This function takes any number of objects as arguments, copies from each + * of these objects each pair key/value into a new object, and finally + * returns this object. + * + * The arguments are parsed from the last one to the first one, such that + * when two objects have keys in common, the "earliest" object wins. + * + * Example: + * ******** + * > var o1 = { + * > a: 1, + * > b: 2, + * > c: '3' + * > }, + * > o2 = { + * > c: '4', + * > d: [ 5 ] + * > }; + * > __extend(o1, o2); + * > // Returns: { + * > // a: 1, + * > // b: 2, + * > // c: '3', + * > // d: [ 5 ] + * > // }; + * + * @param {Object+} Any number of objects. + * @return {Object} The merged object. + */ + function __extend() { + var i, + k, + res = {}, + l = arguments.length; + + for (i = l - 1; i >= 0; i--) + for (k in arguments[i]) + res[k] = arguments[i][k]; + + return res; + } + + /** + * This function simply clones an object. This object must contain only + * objects, arrays and immutable values. Since it is not public, it does not + * deal with cyclic references, DOM elements and instantiated objects - so + * use it carefully. + * + * @param {Object} The object to clone. + * @return {Object} The clone. + */ + function __clone(item) { + var result, i, k, l; + + if (!item) + return item; + + if (Array.isArray(item)) { + result = []; + for (i = 0, l = item.length; i < l; i++) + result.push(__clone(item[i])); + } else if (typeof item === 'object') { + result = {}; + for (i in item) + result[i] = __clone(item[i]); + } else + result = item; + + return result; + } + + /** + * Returns an array containing the values of an object. + * + * @param {Object} The object. + * @return {Array} The array of values. + */ + function __objectValues(o) { + var k, + a = []; + + for (k in o) + a.push(o[k]); + + return a; + } + + /** + * A short "Date.now()" polyfill. + * + * @return {Number} The current time (in ms). + */ + function __dateNow() { + return Date.now ? Date.now() : new Date().getTime(); + } + + /** + * Polyfill for the Array.isArray function: + */ + if (!Array.isArray) + Array.isArray = function(v) { + return Object.prototype.toString.call(v) === '[object Array]'; + }; + + + /** + * EXPORT PUBLIC API: + * ****************** + */ + var conrad = { + hasJob: _hasJob, + addJob: _addJob, + killJob: _killJob, + killAll: _killAll, + settings: _settings, + getStats: _getStats, + isRunning: _getIsRunning, + clearHistory: _clearHistory, + + // Events management: + bind: _bind, + unbind: _unbind, + + // Version: + version: '0.1.0' + }; + + if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = conrad; + exports.conrad = conrad; + } + global.conrad = conrad; +})(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + var _root = this; + + // Initialize packages: + sigma.utils = sigma.utils || {}; + + /** + * MISC UTILS: + */ + /** + * This function takes any number of objects as arguments, copies from each + * of these objects each pair key/value into a new object, and finally + * returns this object. + * + * The arguments are parsed from the last one to the first one, such that + * when several objects have keys in common, the "earliest" object wins. + * + * Example: + * ******** + * > var o1 = { + * > a: 1, + * > b: 2, + * > c: '3' + * > }, + * > o2 = { + * > c: '4', + * > d: [ 5 ] + * > }; + * > sigma.utils.extend(o1, o2); + * > // Returns: { + * > // a: 1, + * > // b: 2, + * > // c: '3', + * > // d: [ 5 ] + * > // }; + * + * @param {object+} Any number of objects. + * @return {object} The merged object. + */ + sigma.utils.extend = function() { + var i, + k, + res = {}, + l = arguments.length; + + for (i = l - 1; i >= 0; i--) + for (k in arguments[i]) + res[k] = arguments[i][k]; + + return res; + }; + + /** + * A short "Date.now()" polyfill. + * + * @return {Number} The current time (in ms). + */ + sigma.utils.dateNow = function() { + return Date.now ? Date.now() : new Date().getTime(); + }; + + /** + * Takes a package name as parameter and checks at each lebel if it exists, + * and if it does not, creates it. + * + * Example: + * ******** + * > sigma.utils.pkg('a.b.c'); + * > a.b.c; + * > // Object {}; + * > + * > sigma.utils.pkg('a.b.d'); + * > a.b; + * > // Object { c: {}, d: {} }; + * + * @param {string} pkgName The name of the package to create/find. + * @return {object} The related package. + */ + sigma.utils.pkg = function(pkgName) { + return (pkgName || '').split('.').reduce(function(context, objName) { + return (objName in context) ? + context[objName] : + (context[objName] = {}); + }, _root); + }; + + /** + * Returns a unique incremental number ID. + * + * Example: + * ******** + * > sigma.utils.id(); + * > // 1; + * > + * > sigma.utils.id(); + * > // 2; + * > + * > sigma.utils.id(); + * > // 3; + * + * @param {string} pkgName The name of the package to create/find. + * @return {object} The related package. + */ + sigma.utils.id = (function() { + var i = 0; + return function() { + return ++i; + }; + })(); + + /** + * This function takes an hexa color (for instance "#ffcc00" or "#fc0") or a + * rgb / rgba color (like "rgb(255,255,12)" or "rgba(255,255,12,1)") and + * returns an integer equal to "r * 255 * 255 + g * 255 + b", to gain some + * memory in the data given to WebGL shaders. + * + * Note that the function actually caches its results for better performance. + * + * @param {string} val The hexa or rgba color. + * @return {number} The number value. + */ + var floatColorCache = {}; + + sigma.utils.floatColor = function(val) { + + // Is the color already computed? + if (floatColorCache[val]) + return floatColorCache[val]; + + var original = val, + r = 0, + g = 0, + b = 0; + + if (val[0] === '#') { + val = val.slice(1); + + if (val.length === 3) { + r = parseInt(val.charAt(0) + val.charAt(0), 16); + g = parseInt(val.charAt(1) + val.charAt(1), 16); + b = parseInt(val.charAt(2) + val.charAt(2), 16); + } + else { + r = parseInt(val.charAt(0) + val.charAt(1), 16); + g = parseInt(val.charAt(2) + val.charAt(3), 16); + b = parseInt(val.charAt(4) + val.charAt(5), 16); + } + } else if (val.match(/^ *rgba? *\(/)) { + val = val.match( + /^ *rgba? *\( *([0-9]*) *, *([0-9]*) *, *([0-9]*) *(,.*)?\) *$/ + ); + r = +val[1]; + g = +val[2]; + b = +val[3]; + } + + var color = ( + r * 256 * 256 + + g * 256 + + b + ); + + // Caching the color + floatColorCache[original] = color; + + return color; + }; + + /** + * Perform a zoom into a camera, with or without animation, to the + * coordinates indicated using a specified ratio. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the animation + * object: + * + * {?number} duration An amount of time that means the duration of the + * animation. If this parameter doesn't exist the + * zoom will be performed without animation. + * {?function} onComplete A function to perform it after the animation. It + * will be performed even if there is no duration. + * + * @param {camera} The camera where perform the zoom. + * @param {x} The X coordiantion where the zoom goes. + * @param {y} The Y coordiantion where the zoom goes. + * @param {ratio} The ratio to apply it to the current camera ratio. + * @param {?animation} A dictionary with options for a possible animation. + */ + sigma.utils.zoomTo = function(camera, x, y, ratio, animation) { + var settings = camera.settings, + count, + newRatio, + animationSettings, + coordinates; + + // Create the newRatio dealing with min / max: + newRatio = Math.max( + settings('zoomMin'), + Math.min( + settings('zoomMax'), + camera.ratio * ratio + ) + ); + + // Check that the new ratio is different from the initial one: + if (newRatio !== camera.ratio) { + // Create the coordinates variable: + ratio = newRatio / camera.ratio; + coordinates = { + x: x * (1 - ratio) + camera.x, + y: y * (1 - ratio) + camera.y, + ratio: newRatio + }; + + if (animation && animation.duration) { + // Complete the animation setings: + count = sigma.misc.animation.killAll(camera); + animation = sigma.utils.extend( + animation, + { + easing: count ? 'quadraticOut' : 'quadraticInOut' + } + ); + + sigma.misc.animation.camera(camera, coordinates, animation); + } else { + camera.goTo(coordinates); + if (animation && animation.onComplete) + animation.onComplete(); + } + } + }; + + /** + * Return the control point coordinates for a quadratic bezier curve. + * + * @param {number} x1 The X coordinate of the start point. + * @param {number} y1 The Y coordinate of the start point. + * @param {number} x2 The X coordinate of the end point. + * @param {number} y2 The Y coordinate of the end point. + * @return {x,y} The control point coordinates. + */ + sigma.utils.getQuadraticControlPoint = function(x1, y1, x2, y2) { + return { + x: (x1 + x2) / 2 + (y2 - y1) / 4, + y: (y1 + y2) / 2 + (x1 - x2) / 4 + }; + }; + + /** + * Compute the coordinates of the point positioned + * at length t in the quadratic bezier curve. + * + * @param {number} t In [0,1] the step percentage to reach + * the point in the curve from the context point. + * @param {number} x1 The X coordinate of the context point. + * @param {number} y1 The Y coordinate of the context point. + * @param {number} x2 The X coordinate of the ending point. + * @param {number} y2 The Y coordinate of the ending point. + * @param {number} xi The X coordinate of the control point. + * @param {number} yi The Y coordinate of the control point. + * @return {object} {x,y}. + */ + sigma.utils.getPointOnQuadraticCurve = function(t, x1, y1, x2, y2, xi, yi) { + // http://stackoverflow.com/a/5634528 + return { + x: Math.pow(1 - t, 2) * x1 + 2 * (1 - t) * t * xi + Math.pow(t, 2) * x2, + y: Math.pow(1 - t, 2) * y1 + 2 * (1 - t) * t * yi + Math.pow(t, 2) * y2 + }; + }; + + /** + * Compute the coordinates of the point positioned + * at length t in the cubic bezier curve. + * + * @param {number} t In [0,1] the step percentage to reach + * the point in the curve from the context point. + * @param {number} x1 The X coordinate of the context point. + * @param {number} y1 The Y coordinate of the context point. + * @param {number} x2 The X coordinate of the end point. + * @param {number} y2 The Y coordinate of the end point. + * @param {number} cx The X coordinate of the first control point. + * @param {number} cy The Y coordinate of the first control point. + * @param {number} dx The X coordinate of the second control point. + * @param {number} dy The Y coordinate of the second control point. + * @return {object} {x,y} The point at t. + */ + sigma.utils.getPointOnBezierCurve = + function(t, x1, y1, x2, y2, cx, cy, dx, dy) { + // http://stackoverflow.com/a/15397596 + // Blending functions: + var B0_t = Math.pow(1 - t, 3), + B1_t = 3 * t * Math.pow(1 - t, 2), + B2_t = 3 * Math.pow(t, 2) * (1 - t), + B3_t = Math.pow(t, 3); + + return { + x: (B0_t * x1) + (B1_t * cx) + (B2_t * dx) + (B3_t * x2), + y: (B0_t * y1) + (B1_t * cy) + (B2_t * dy) + (B3_t * y2) + }; + }; + + /** + * Return the coordinates of the two control points for a self loop (i.e. + * where the start point is also the end point) computed as a cubic bezier + * curve. + * + * @param {number} x The X coordinate of the node. + * @param {number} y The Y coordinate of the node. + * @param {number} size The node size. + * @return {x1,y1,x2,y2} The coordinates of the two control points. + */ + sigma.utils.getSelfLoopControlPoints = function(x , y, size) { + return { + x1: x - size * 7, + y1: y, + x2: x, + y2: y + size * 7 + }; + }; + + /** + * Return the euclidian distance between two points of a plane + * with an orthonormal basis. + * + * @param {number} x1 The X coordinate of the first point. + * @param {number} y1 The Y coordinate of the first point. + * @param {number} x2 The X coordinate of the second point. + * @param {number} y2 The Y coordinate of the second point. + * @return {number} The euclidian distance. + */ + sigma.utils.getDistance = function(x0, y0, x1, y1) { + return Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2)); + }; + + /** + * Return the coordinates of the intersection points of two circles. + * + * @param {number} x0 The X coordinate of center location of the first + * circle. + * @param {number} y0 The Y coordinate of center location of the first + * circle. + * @param {number} r0 The radius of the first circle. + * @param {number} x1 The X coordinate of center location of the second + * circle. + * @param {number} y1 The Y coordinate of center location of the second + * circle. + * @param {number} r1 The radius of the second circle. + * @return {xi,yi} The coordinates of the intersection points. + */ + sigma.utils.getCircleIntersection = function(x0, y0, r0, x1, y1, r1) { + // http://stackoverflow.com/a/12219802 + var a, dx, dy, d, h, rx, ry, x2, y2; + + // dx and dy are the vertical and horizontal distances between the circle + // centers: + dx = x1 - x0; + dy = y1 - y0; + + // Determine the straight-line distance between the centers: + d = Math.sqrt((dy * dy) + (dx * dx)); + + // Check for solvability: + if (d > (r0 + r1)) { + // No solution. circles do not intersect. + return false; + } + if (d < Math.abs(r0 - r1)) { + // No solution. one circle is contained in the other. + return false; + } + + //'point 2' is the point where the line through the circle intersection + // points crosses the line between the circle centers. + + // Determine the distance from point 0 to point 2: + a = ((r0 * r0) - (r1 * r1) + (d * d)) / (2.0 * d); + + // Determine the coordinates of point 2: + x2 = x0 + (dx * a / d); + y2 = y0 + (dy * a / d); + + // Determine the distance from point 2 to either of the intersection + // points: + h = Math.sqrt((r0 * r0) - (a * a)); + + // Determine the offsets of the intersection points from point 2: + rx = -dy * (h / d); + ry = dx * (h / d); + + // Determine the absolute intersection points: + var xi = x2 + rx; + var xi_prime = x2 - rx; + var yi = y2 + ry; + var yi_prime = y2 - ry; + + return {xi: xi, xi_prime: xi_prime, yi: yi, yi_prime: yi_prime}; + }; + + /** + * Check if a point is on a line segment. + * + * @param {number} x The X coordinate of the point to check. + * @param {number} y The Y coordinate of the point to check. + * @param {number} x1 The X coordinate of the line start point. + * @param {number} y1 The Y coordinate of the line start point. + * @param {number} x2 The X coordinate of the line end point. + * @param {number} y2 The Y coordinate of the line end point. + * @param {number} epsilon The precision (consider the line thickness). + * @return {boolean} True if point is "close to" the line + * segment, false otherwise. + */ + sigma.utils.isPointOnSegment = function(x, y, x1, y1, x2, y2, epsilon) { + // http://stackoverflow.com/a/328122 + var crossProduct = Math.abs((y - y1) * (x2 - x1) - (x - x1) * (y2 - y1)), + d = sigma.utils.getDistance(x1, y1, x2, y2), + nCrossProduct = crossProduct / d; // normalized cross product + + return (nCrossProduct < epsilon && + Math.min(x1, x2) <= x && x <= Math.max(x1, x2) && + Math.min(y1, y2) <= y && y <= Math.max(y1, y2)); + }; + + /** + * Check if a point is on a quadratic bezier curve segment with a thickness. + * + * @param {number} x The X coordinate of the point to check. + * @param {number} y The Y coordinate of the point to check. + * @param {number} x1 The X coordinate of the curve start point. + * @param {number} y1 The Y coordinate of the curve start point. + * @param {number} x2 The X coordinate of the curve end point. + * @param {number} y2 The Y coordinate of the curve end point. + * @param {number} cpx The X coordinate of the curve control point. + * @param {number} cpy The Y coordinate of the curve control point. + * @param {number} epsilon The precision (consider the line thickness). + * @return {boolean} True if (x,y) is on the curve segment, + * false otherwise. + */ + sigma.utils.isPointOnQuadraticCurve = + function(x, y, x1, y1, x2, y2, cpx, cpy, epsilon) { + // Fails if the point is too far from the extremities of the segment, + // preventing for more costly computation: + var dP1P2 = sigma.utils.getDistance(x1, y1, x2, y2); + if (Math.abs(x - x1) > dP1P2 || Math.abs(y - y1) > dP1P2) { + return false; + } + + var dP1 = sigma.utils.getDistance(x, y, x1, y1), + dP2 = sigma.utils.getDistance(x, y, x2, y2), + t = 0.5, + r = (dP1 < dP2) ? -0.01 : 0.01, + rThreshold = 0.001, + i = 100, + pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy), + dt = sigma.utils.getDistance(x, y, pt.x, pt.y), + old_dt; + + // This algorithm minimizes the distance from the point to the curve. It + // find the optimal t value where t=0 is the start point and t=1 is the end + // point of the curve, starting from t=0.5. + // It terminates because it runs a maximum of i interations. + while (i-- > 0 && + t >= 0 && t <= 1 && + (dt > epsilon) && + (r > rThreshold || r < -rThreshold)) { + old_dt = dt; + pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy); + dt = sigma.utils.getDistance(x, y, pt.x, pt.y); + + if (dt > old_dt) { + // not the right direction: + // halfstep in the opposite direction + r = -r / 2; + t += r; + } + else if (t + r < 0 || t + r > 1) { + // oops, we've gone too far: + // revert with a halfstep + r = r / 2; + dt = old_dt; + } + else { + // progress: + t += r; + } + } + + return dt < epsilon; + }; + + + /** + * Check if a point is on a cubic bezier curve segment with a thickness. + * + * @param {number} x The X coordinate of the point to check. + * @param {number} y The Y coordinate of the point to check. + * @param {number} x1 The X coordinate of the curve start point. + * @param {number} y1 The Y coordinate of the curve start point. + * @param {number} x2 The X coordinate of the curve end point. + * @param {number} y2 The Y coordinate of the curve end point. + * @param {number} cpx1 The X coordinate of the 1st curve control point. + * @param {number} cpy1 The Y coordinate of the 1st curve control point. + * @param {number} cpx2 The X coordinate of the 2nd curve control point. + * @param {number} cpy2 The Y coordinate of the 2nd curve control point. + * @param {number} epsilon The precision (consider the line thickness). + * @return {boolean} True if (x,y) is on the curve segment, + * false otherwise. + */ + sigma.utils.isPointOnBezierCurve = + function(x, y, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2, epsilon) { + // Fails if the point is too far from the extremities of the segment, + // preventing for more costly computation: + var dP1CP1 = sigma.utils.getDistance(x1, y1, cpx1, cpy1); + if (Math.abs(x - x1) > dP1CP1 || Math.abs(y - y1) > dP1CP1) { + return false; + } + + var dP1 = sigma.utils.getDistance(x, y, x1, y1), + dP2 = sigma.utils.getDistance(x, y, x2, y2), + t = 0.5, + r = (dP1 < dP2) ? -0.01 : 0.01, + rThreshold = 0.001, + i = 100, + pt = sigma.utils.getPointOnBezierCurve( + t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2), + dt = sigma.utils.getDistance(x, y, pt.x, pt.y), + old_dt; + + // This algorithm minimizes the distance from the point to the curve. It + // find the optimal t value where t=0 is the start point and t=1 is the end + // point of the curve, starting from t=0.5. + // It terminates because it runs a maximum of i interations. + while (i-- > 0 && + t >= 0 && t <= 1 && + (dt > epsilon) && + (r > rThreshold || r < -rThreshold)) { + old_dt = dt; + pt = sigma.utils.getPointOnBezierCurve( + t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2); + dt = sigma.utils.getDistance(x, y, pt.x, pt.y); + + if (dt > old_dt) { + // not the right direction: + // halfstep in the opposite direction + r = -r / 2; + t += r; + } + else if (t + r < 0 || t + r > 1) { + // oops, we've gone too far: + // revert with a halfstep + r = r / 2; + dt = old_dt; + } + else { + // progress: + t += r; + } + } + + return dt < epsilon; + }; + + + /** + * ************ + * EVENTS UTILS: + * ************ + */ + /** + * Here are some useful functions to unify extraction of the information we + * need with mouse events and touch events, from different browsers: + */ + + /** + * Extract the local X position from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The local X value of the mouse. + */ + sigma.utils.getX = function(e) { + return ( + (e.offsetX !== undefined && e.offsetX) || + (e.layerX !== undefined && e.layerX) || + (e.clientX !== undefined && e.clientX) + ); + }; + + /** + * Extract the local Y position from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The local Y value of the mouse. + */ + sigma.utils.getY = function(e) { + return ( + (e.offsetY !== undefined && e.offsetY) || + (e.layerY !== undefined && e.layerY) || + (e.clientY !== undefined && e.clientY) + ); + }; + + /** + * The pixel ratio of the screen. Taking zoom into account + * + * @return {number} Pixel ratio of the screen + */ + sigma.utils.getPixelRatio = function() { + var ratio = 1; + if (window.screen.deviceXDPI !== undefined && + window.screen.logicalXDPI !== undefined && + window.screen.deviceXDPI > window.screen.logicalXDPI) { + ratio = window.screen.systemXDPI / window.screen.logicalXDPI; + } + else if (window.devicePixelRatio !== undefined) { + ratio = window.devicePixelRatio; + } + return ratio; + }; + + /** + * Extract the width from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The width of the event's target. + */ + sigma.utils.getWidth = function(e) { + var w = (!e.target.ownerSVGElement) ? + e.target.width : + e.target.ownerSVGElement.width; + + return ( + (typeof w === 'number' && w) || + (w !== undefined && w.baseVal !== undefined && w.baseVal.value) + ); + }; + + /** + * Extract the center from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {object} The center of the event's target. + */ + sigma.utils.getCenter = function(e) { + var ratio = e.target.namespaceURI.indexOf('svg') !== -1 ? 1 : + sigma.utils.getPixelRatio(); + return { + x: sigma.utils.getWidth(e) / (2 * ratio), + y: sigma.utils.getHeight(e) / (2 * ratio) + }; + }; + + /** + * Convert mouse coords to sigma coords + * + * @param {event} e A mouse or touch event. + * @param {number?} x The x coord to convert + * @param {number?} x The y coord to convert + * + * @return {object} The standardized event + */ + sigma.utils.mouseCoords = function(e, x, y) { + x = x || sigma.utils.getX(e); + y = y || sigma.utils.getY(e); + return { + x: x - sigma.utils.getCenter(e).x, + y: y - sigma.utils.getCenter(e).y, + clientX: e.clientX, + clientY: e.clientY, + ctrlKey: e.ctrlKey, + metaKey: e.metaKey, + altKey: e.altKey, + shiftKey: e.shiftKey + }; + }; + + /** + * Extract the height from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The height of the event's target. + */ + sigma.utils.getHeight = function(e) { + var h = (!e.target.ownerSVGElement) ? + e.target.height : + e.target.ownerSVGElement.height; + + return ( + (typeof h === 'number' && h) || + (h !== undefined && h.baseVal !== undefined && h.baseVal.value) + ); + }; + + /** + * Extract the wheel delta from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The wheel delta of the mouse. + */ + sigma.utils.getDelta = function(e) { + return ( + (e.wheelDelta !== undefined && e.wheelDelta) || + (e.detail !== undefined && -e.detail) + ); + }; + + /** + * Returns the offset of a DOM element. + * + * @param {DOMElement} dom The element to retrieve the position. + * @return {object} The offset of the DOM element (top, left). + */ + sigma.utils.getOffset = function(dom) { + var left = 0, + top = 0; + + while (dom) { + top = top + parseInt(dom.offsetTop); + left = left + parseInt(dom.offsetLeft); + dom = dom.offsetParent; + } + + return { + top: top, + left: left + }; + }; + + /** + * Simulates a "double click" event. + * + * @param {HTMLElement} target The event target. + * @param {string} type The event type. + * @param {function} callback The callback to execute. + */ + sigma.utils.doubleClick = function(target, type, callback) { + var clicks = 0, + self = this, + handlers; + + target._doubleClickHandler = target._doubleClickHandler || {}; + target._doubleClickHandler[type] = target._doubleClickHandler[type] || []; + handlers = target._doubleClickHandler[type]; + + handlers.push(function(e) { + clicks++; + + if (clicks === 2) { + clicks = 0; + return callback(e); + } else if (clicks === 1) { + setTimeout(function() { + clicks = 0; + }, sigma.settings.doubleClickTimeout); + } + }); + + target.addEventListener(type, handlers[handlers.length - 1], false); + }; + + /** + * Unbind simulated "double click" events. + * + * @param {HTMLElement} target The event target. + * @param {string} type The event type. + */ + sigma.utils.unbindDoubleClick = function(target, type) { + var handler, + handlers = (target._doubleClickHandler || {})[type] || []; + + while ((handler = handlers.pop())) { + target.removeEventListener(type, handler); + } + + delete (target._doubleClickHandler || {})[type]; + }; + + + + + /** + * Here are just some of the most basic easing functions, used for the + * animated camera "goTo" calls. + * + * If you need some more easings functions, don't hesitate to add them to + * sigma.utils.easings. But I will not add some more here or merge PRs + * containing, because I do not want sigma sources full of overkill and never + * used stuff... + */ + sigma.utils.easings = sigma.utils.easings || {}; + sigma.utils.easings.linearNone = function(k) { + return k; + }; + sigma.utils.easings.quadraticIn = function(k) { + return k * k; + }; + sigma.utils.easings.quadraticOut = function(k) { + return k * (2 - k); + }; + sigma.utils.easings.quadraticInOut = function(k) { + if ((k *= 2) < 1) + return 0.5 * k * k; + return - 0.5 * (--k * (k - 2) - 1); + }; + sigma.utils.easings.cubicIn = function(k) { + return k * k * k; + }; + sigma.utils.easings.cubicOut = function(k) { + return --k * k * k + 1; + }; + sigma.utils.easings.cubicInOut = function(k) { + if ((k *= 2) < 1) + return 0.5 * k * k * k; + return 0.5 * ((k -= 2) * k * k + 2); + }; + + + + + /** + * ************ + * WEBGL UTILS: + * ************ + */ + /** + * Loads a WebGL shader and returns it. + * + * @param {WebGLContext} gl The WebGLContext to use. + * @param {string} shaderSource The shader source. + * @param {number} shaderType The type of shader. + * @param {function(string): void} error Callback for errors. + * @return {WebGLShader} The created shader. + */ + sigma.utils.loadShader = function(gl, shaderSource, shaderType, error) { + var compiled, + shader = gl.createShader(shaderType); + + // Load the shader source + gl.shaderSource(shader, shaderSource); + + // Compile the shader + gl.compileShader(shader); + + // Check the compile status + compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); + + // If something went wrong: + if (!compiled) { + if (error) { + error( + 'Error compiling shader "' + shader + '":' + + gl.getShaderInfoLog(shader) + ); + } + + gl.deleteShader(shader); + return null; + } + + return shader; + }; + + /** + * Creates a program, attaches shaders, binds attrib locations, links the + * program and calls useProgram. + * + * @param {Array.} shaders The shaders to attach. + * @param {Array.} attribs The attribs names. + * @param {Array.} locations The locations for the attribs. + * @param {function(string): void} error Callback for errors. + * @return {WebGLProgram} The created program. + */ + sigma.utils.loadProgram = function(gl, shaders, attribs, loc, error) { + var i, + linked, + program = gl.createProgram(); + + for (i = 0; i < shaders.length; ++i) + gl.attachShader(program, shaders[i]); + + if (attribs) + for (i = 0; i < attribs.length; ++i) + gl.bindAttribLocation( + program, + locations ? locations[i] : i, + opt_attribs[i] + ); + + gl.linkProgram(program); + + // Check the link status + linked = gl.getProgramParameter(program, gl.LINK_STATUS); + if (!linked) { + if (error) + error('Error in program linking: ' + gl.getProgramInfoLog(program)); + + gl.deleteProgram(program); + return null; + } + + return program; + }; + + + + + /** + * ********* + * MATRICES: + * ********* + * The following utils are just here to help generating the transformation + * matrices for the WebGL renderers. + */ + sigma.utils.pkg('sigma.utils.matrices'); + + /** + * The returns a 3x3 translation matrix. + * + * @param {number} dx The X translation. + * @param {number} dy The Y translation. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.translation = function(dx, dy) { + return [ + 1, 0, 0, + 0, 1, 0, + dx, dy, 1 + ]; + }; + + /** + * The returns a 3x3 or 2x2 rotation matrix. + * + * @param {number} angle The rotation angle. + * @param {boolean} m2 If true, the function will return a 2x2 matrix. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.rotation = function(angle, m2) { + var cos = Math.cos(angle), + sin = Math.sin(angle); + + return m2 ? [ + cos, -sin, + sin, cos + ] : [ + cos, -sin, 0, + sin, cos, 0, + 0, 0, 1 + ]; + }; + + /** + * The returns a 3x3 or 2x2 homothetic transformation matrix. + * + * @param {number} ratio The scaling ratio. + * @param {boolean} m2 If true, the function will return a 2x2 matrix. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.scale = function(ratio, m2) { + return m2 ? [ + ratio, 0, + 0, ratio + ] : [ + ratio, 0, 0, + 0, ratio, 0, + 0, 0, 1 + ]; + }; + + /** + * The returns a 3x3 or 2x2 homothetic transformation matrix. + * + * @param {array} a The first matrix. + * @param {array} b The second matrix. + * @param {boolean} m2 If true, the function will assume both matrices are + * 2x2. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.multiply = function(a, b, m2) { + var l = m2 ? 2 : 3, + a00 = a[0 * l + 0], + a01 = a[0 * l + 1], + a02 = a[0 * l + 2], + a10 = a[1 * l + 0], + a11 = a[1 * l + 1], + a12 = a[1 * l + 2], + a20 = a[2 * l + 0], + a21 = a[2 * l + 1], + a22 = a[2 * l + 2], + b00 = b[0 * l + 0], + b01 = b[0 * l + 1], + b02 = b[0 * l + 2], + b10 = b[1 * l + 0], + b11 = b[1 * l + 1], + b12 = b[1 * l + 2], + b20 = b[2 * l + 0], + b21 = b[2 * l + 1], + b22 = b[2 * l + 2]; + + return m2 ? [ + a00 * b00 + a01 * b10, + a00 * b01 + a01 * b11, + a10 * b00 + a11 * b10, + a10 * b01 + a11 * b11 + ] : [ + a00 * b00 + a01 * b10 + a02 * b20, + a00 * b01 + a01 * b11 + a02 * b21, + a00 * b02 + a01 * b12 + a02 * b22, + a10 * b00 + a11 * b10 + a12 * b20, + a10 * b01 + a11 * b11 + a12 * b21, + a10 * b02 + a11 * b12 + a12 * b22, + a20 * b00 + a21 * b10 + a22 * b20, + a20 * b01 + a21 * b11 + a22 * b21, + a20 * b02 + a21 * b12 + a22 * b22 + ]; + }; +}).call(this); + +;(function(global) { + 'use strict'; + + /** + * http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + * http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating + * requestAnimationFrame polyfill by Erik Möller. + * fixes from Paul Irish and Tino Zijdel + * MIT license + */ + var x, + lastTime = 0, + vendors = ['ms', 'moz', 'webkit', 'o']; + + for (x = 0; x < vendors.length && !global.requestAnimationFrame; x++) { + global.requestAnimationFrame = + global[vendors[x] + 'RequestAnimationFrame']; + global.cancelAnimationFrame = + global[vendors[x] + 'CancelAnimationFrame'] || + global[vendors[x] + 'CancelRequestAnimationFrame']; + } + + if (!global.requestAnimationFrame) + global.requestAnimationFrame = function(callback, element) { + var currTime = new Date().getTime(), + timeToCall = Math.max(0, 16 - (currTime - lastTime)), + id = global.setTimeout( + function() { + callback(currTime + timeToCall); + }, + timeToCall + ); + + lastTime = currTime + timeToCall; + return id; + }; + + if (!global.cancelAnimationFrame) + global.cancelAnimationFrame = function(id) { + clearTimeout(id); + }; + + /** + * Function.prototype.bind polyfill found on MDN. + * https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/bind#Compatibility + * Public domain + */ + if (!Function.prototype.bind) + Function.prototype.bind = function(oThis) { + if (typeof this !== 'function') + // Closest thing possible to the ECMAScript 5 internal IsCallable + // function: + throw new TypeError( + 'Function.prototype.bind - what is trying to be bound is not callable' + ); + + var aArgs = Array.prototype.slice.call(arguments, 1), + fToBind = this, + fNOP, + fBound; + + fNOP = function() {}; + fBound = function() { + return fToBind.apply( + this instanceof fNOP && oThis ? + this : + oThis, + aArgs.concat(Array.prototype.slice.call(arguments)) + ); + }; + + fNOP.prototype = this.prototype; + fBound.prototype = new fNOP(); + + return fBound; + }; +})(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Packages initialization: + sigma.utils.pkg('sigma.settings'); + + var settings = { + /** + * GRAPH SETTINGS: + * *************** + */ + // {boolean} Indicates if the data have to be cloned in methods to add + // nodes or edges. + clone: true, + // {boolean} Indicates if nodes "id" values and edges "id", "source" and + // "target" values must be set as immutable. + immutable: true, + // {boolean} Indicates if sigma can log its errors and warnings. + verbose: false, + + + /** + * RENDERERS SETTINGS: + * ******************* + */ + // {string} + classPrefix: 'sigma', + // {string} + defaultNodeType: 'def', + // {string} + defaultEdgeType: 'def', + // {string} + defaultLabelColor: '#000', + // {string} + defaultEdgeColor: '#000', + // {string} + defaultNodeColor: '#000', + // {string} + defaultLabelSize: 14, + // {string} Indicates how to choose the edges color. Available values: + // "source", "target", "default" + edgeColor: 'source', + // {number} Defines the minimal edge's arrow display size. + minArrowSize: 0, + // {string} + font: 'arial', + // {string} Example: 'bold' + fontStyle: '', + // {string} Indicates how to choose the labels color. Available values: + // "node", "default" + labelColor: 'default', + // {string} Indicates how to choose the labels size. Available values: + // "fixed", "proportional" + labelSize: 'fixed', + // {string} The ratio between the font size of the label and the node size. + labelSizeRatio: 1, + // {number} The minimum size a node must have to see its label displayed. + labelThreshold: 8, + // {number} The oversampling factor used in WebGL renderer. + webglOversamplingRatio: 2, + // {number} The size of the border of hovered nodes. + borderSize: 0, + // {number} The default hovered node border's color. + defaultNodeBorderColor: '#000', + // {number} The hovered node's label font. If not specified, will heritate + // the "font" value. + hoverFont: '', + // {boolean} If true, then only one node can be hovered at a time. + singleHover: true, + // {string} Example: 'bold' + hoverFontStyle: '', + // {string} Indicates how to choose the hovered nodes shadow color. + // Available values: "node", "default" + labelHoverShadow: 'default', + // {string} + labelHoverShadowColor: '#000', + // {string} Indicates how to choose the hovered nodes color. + // Available values: "node", "default" + nodeHoverColor: 'node', + // {string} + defaultNodeHoverColor: '#000', + // {string} Indicates how to choose the hovered nodes background color. + // Available values: "node", "default" + labelHoverBGColor: 'default', + // {string} + defaultHoverLabelBGColor: '#fff', + // {string} Indicates how to choose the hovered labels color. + // Available values: "node", "default" + labelHoverColor: 'default', + // {string} + defaultLabelHoverColor: '#000', + // {string} Indicates how to choose the edges hover color. Available values: + // "edge", "default" + edgeHoverColor: 'edge', + // {number} The size multiplicator of hovered edges. + edgeHoverSizeRatio: 1, + // {string} + defaultEdgeHoverColor: '#000', + // {boolean} Indicates if the edge extremities must be hovered when the + // edge is hovered. + edgeHoverExtremities: false, + // {booleans} The different drawing modes: + // false: Layered not displayed. + // true: Layered displayed. + drawEdges: true, + drawNodes: true, + drawLabels: true, + drawEdgeLabels: false, + // {boolean} Indicates if the edges must be drawn in several frames or in + // one frame, as the nodes and labels are drawn. + batchEdgesDrawing: false, + // {boolean} Indicates if the edges must be hidden during dragging and + // animations. + hideEdgesOnMove: false, + // {numbers} The different batch sizes, when elements are displayed in + // several frames. + canvasEdgesBatchSize: 500, + webglEdgesBatchSize: 1000, + + + + + /** + * RESCALE SETTINGS: + * ***************** + */ + // {string} Indicates of to scale the graph relatively to its container. + // Available values: "inside", "outside" + scalingMode: 'inside', + // {number} The margin to keep around the graph. + sideMargin: 0, + // {number} Determine the size of the smallest and the biggest node / edges + // on the screen. This mapping makes easier to display the graph, + // avoiding too big nodes that take half of the screen, or too + // small ones that are not readable. If the two parameters are + // equals, then the minimal display size will be 0. And if they + // are both equal to 0, then there is no mapping, and the radius + // of the nodes will be their size. + minEdgeSize: 0.5, + maxEdgeSize: 1, + minNodeSize: 1, + maxNodeSize: 8, + + + + + /** + * CAPTORS SETTINGS: + * ***************** + */ + // {boolean} + touchEnabled: true, + // {boolean} + mouseEnabled: true, + // {boolean} + mouseWheelEnabled: true, + // {boolean} + doubleClickEnabled: true, + // {boolean} Defines whether the custom events such as "clickNode" can be + // used. + eventsEnabled: true, + // {number} Defines by how much multiplicating the zooming level when the + // user zooms with the mouse-wheel. + zoomingRatio: 1.7, + // {number} Defines by how much multiplicating the zooming level when the + // user zooms by double clicking. + doubleClickZoomingRatio: 2.2, + // {number} The minimum zooming level. + zoomMin: 0.0625, + // {number} The maximum zooming level. + zoomMax: 2, + // {number} The duration of animations following a mouse scrolling. + mouseZoomDuration: 200, + // {number} The duration of animations following a mouse double click. + doubleClickZoomDuration: 200, + // {number} The duration of animations following a mouse dropping. + mouseInertiaDuration: 200, + // {number} The inertia power (mouse captor). + mouseInertiaRatio: 3, + // {number} The duration of animations following a touch dropping. + touchInertiaDuration: 200, + // {number} The inertia power (touch captor). + touchInertiaRatio: 3, + // {number} The maximum time between two clicks to make it a double click. + doubleClickTimeout: 300, + // {number} The maximum time between two taps to make it a double tap. + doubleTapTimeout: 300, + // {number} The maximum time of dragging to trigger intertia. + dragTimeout: 200, + + + + + /** + * GLOBAL SETTINGS: + * **************** + */ + // {boolean} Determines whether the instance has to refresh itself + // automatically when a "resize" event is dispatched from the + // window object. + autoResize: true, + // {boolean} Determines whether the "rescale" middleware has to be called + // automatically for each camera on refresh. + autoRescale: true, + // {boolean} If set to false, the camera method "goTo" will basically do + // nothing. + enableCamera: true, + // {boolean} If set to false, the nodes cannot be hovered. + enableHovering: true, + // {boolean} If set to true, the edges can be hovered. + enableEdgeHovering: false, + // {number} The size of the area around the edges to activate hovering. + edgeHoverPrecision: 5, + // {boolean} If set to true, the rescale middleware will ignore node sizes + // to determine the graphs boundings. + rescaleIgnoreSize: false, + // {boolean} Determines if the core has to try to catch errors on + // rendering. + skipErrors: false, + + + + + /** + * CAMERA SETTINGS: + * **************** + */ + // {number} The power degrees applied to the nodes/edges size relatively to + // the zooming level. Basically: + // > onScreenR = Math.pow(zoom, nodesPowRatio) * R + // > onScreenT = Math.pow(zoom, edgesPowRatio) * T + nodesPowRatio: 0.5, + edgesPowRatio: 0.5, + + + + + /** + * ANIMATIONS SETTINGS: + * ******************** + */ + // {number} The default animation time. + animationsTime: 200 + }; + + // Export the previously designed settings: + sigma.settings = sigma.utils.extend(sigma.settings || {}, settings); +}).call(this); + +;(function() { + 'use strict'; + + /** + * Dispatcher constructor. + * + * @return {dispatcher} The new dispatcher instance. + */ + var dispatcher = function() { + Object.defineProperty(this, '_handlers', { + value: {} + }); + }; + + + + + /** + * Will execute the handler everytime that the indicated event (or the + * indicated events) will be triggered. + * + * @param {string} events The name of the event (or the events + * separated by spaces). + * @param {function(Object)} handler The handler to bind. + * @return {dispatcher} Returns the instance itself. + */ + dispatcher.prototype.bind = function(events, handler) { + var i, + l, + event, + eArray; + + if ( + arguments.length === 1 && + typeof arguments[0] === 'object' + ) + for (events in arguments[0]) + this.bind(events, arguments[0][events]); + else if ( + arguments.length === 2 && + typeof arguments[1] === 'function' + ) { + eArray = typeof events === 'string' ? events.split(' ') : events; + + for (i = 0, l = eArray.length; i !== l; i += 1) { + event = eArray[i]; + + // Check that event is not '': + if (!event) + continue; + + if (!this._handlers[event]) + this._handlers[event] = []; + + // Using an object instead of directly the handler will make possible + // later to add flags + this._handlers[event].push({ + handler: handler + }); + } + } else + throw 'bind: Wrong arguments.'; + + return this; + }; + + /** + * Removes the handler from a specified event (or specified events). + * + * @param {?string} events The name of the event (or the events + * separated by spaces). If undefined, + * then all handlers are removed. + * @param {?function(object)} handler The handler to unbind. If undefined, + * each handler bound to the event or the + * events will be removed. + * @return {dispatcher} Returns the instance itself. + */ + dispatcher.prototype.unbind = function(events, handler) { + var i, + n, + j, + m, + k, + a, + event, + eArray = typeof events === 'string' ? events.split(' ') : events; + + if (!arguments.length) { + for (k in this._handlers) + delete this._handlers[k]; + return this; + } + + if (handler) { + for (i = 0, n = eArray.length; i !== n; i += 1) { + event = eArray[i]; + if (this._handlers[event]) { + a = []; + for (j = 0, m = this._handlers[event].length; j !== m; j += 1) + if (this._handlers[event][j].handler !== handler) + a.push(this._handlers[event][j]); + + this._handlers[event] = a; + } + + if (this._handlers[event] && this._handlers[event].length === 0) + delete this._handlers[event]; + } + } else + for (i = 0, n = eArray.length; i !== n; i += 1) + delete this._handlers[eArray[i]]; + + return this; + }; + + /** + * Executes each handler bound to the event + * + * @param {string} events The name of the event (or the events separated + * by spaces). + * @param {?object} data The content of the event (optional). + * @return {dispatcher} Returns the instance itself. + */ + dispatcher.prototype.dispatchEvent = function(events, data) { + var i, + n, + j, + m, + a, + event, + eventName, + self = this, + eArray = typeof events === 'string' ? events.split(' ') : events; + + data = data === undefined ? {} : data; + + for (i = 0, n = eArray.length; i !== n; i += 1) { + eventName = eArray[i]; + + if (this._handlers[eventName]) { + event = self.getEvent(eventName, data); + a = []; + + for (j = 0, m = this._handlers[eventName].length; j !== m; j += 1) { + this._handlers[eventName][j].handler(event); + if (!this._handlers[eventName][j].one) + a.push(this._handlers[eventName][j]); + } + + this._handlers[eventName] = a; + } + } + + return this; + }; + + /** + * Return an event object. + * + * @param {string} events The name of the event. + * @param {?object} data The content of the event (optional). + * @return {object} Returns the instance itself. + */ + dispatcher.prototype.getEvent = function(event, data) { + return { + type: event, + data: data || {}, + target: this + }; + }; + + /** + * A useful function to deal with inheritance. It will make the target + * inherit the prototype of the class dispatcher as well as its constructor. + * + * @param {object} target The target. + */ + dispatcher.extend = function(target, args) { + var k; + + for (k in dispatcher.prototype) + if (dispatcher.prototype.hasOwnProperty(k)) + target[k] = dispatcher.prototype[k]; + + dispatcher.apply(target, args); + }; + + + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.dispatcher = dispatcher; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = dispatcher; + exports.dispatcher = dispatcher; + } else + this.dispatcher = dispatcher; +}).call(this); + +;(function() { + 'use strict'; + + /** + * This utils aims to facilitate the manipulation of each instance setting. + * Using a function instead of an object brings two main advantages: First, + * it will be easier in the future to catch settings updates through a + * function than an object. Second, giving it a full object will "merge" it + * to the settings object properly, keeping us to have to always add a loop. + * + * @return {configurable} The "settings" function. + */ + var configurable = function() { + var i, + l, + data = {}, + datas = Array.prototype.slice.call(arguments, 0); + + /** + * The method to use to set or get any property of this instance. + * + * @param {string|object} a1 If it is a string and if a2 is undefined, + * then it will return the corresponding + * property. If it is a string and if a2 is + * set, then it will set a2 as the property + * corresponding to a1, and return this. If + * it is an object, then each pair string + + * object(or any other type) will be set as a + * property. + * @param {*?} a2 The new property corresponding to a1 if a1 + * is a string. + * @return {*|configurable} Returns itself or the corresponding + * property. + * + * Polymorphism: + * ************* + * Here are some basic use examples: + * + * > settings = new configurable(); + * > settings('mySetting', 42); + * > settings('mySetting'); // Logs: 42 + * > settings('mySetting', 123); + * > settings('mySetting'); // Logs: 123 + * > settings({mySetting: 456}); + * > settings('mySetting'); // Logs: 456 + * + * Also, it is possible to use the function as a fallback: + * > settings({mySetting: 'abc'}, 'mySetting'); // Logs: 'abc' + * > settings({hisSetting: 'abc'}, 'mySetting'); // Logs: 456 + */ + var settings = function(a1, a2) { + var o, + i, + l, + k; + + if (arguments.length === 1 && typeof a1 === 'string') { + if (data[a1] !== undefined) + return data[a1]; + for (i = 0, l = datas.length; i < l; i++) + if (datas[i][a1] !== undefined) + return datas[i][a1]; + return undefined; + } else if (typeof a1 === 'object' && typeof a2 === 'string') { + return (a1 || {})[a2] !== undefined ? a1[a2] : settings(a2); + } else { + o = (typeof a1 === 'object' && a2 === undefined) ? a1 : {}; + + if (typeof a1 === 'string') + o[a1] = a2; + + for (i = 0, k = Object.keys(o), l = k.length; i < l; i++) + data[k[i]] = o[k[i]]; + + return this; + } + }; + + /** + * This method returns a new configurable function, with new objects + * + * @param {object*} Any number of objects to search in. + * @return {function} Returns the function. Check its documentation to know + * more about how it works. + */ + settings.embedObjects = function() { + var args = datas.concat( + data + ).concat( + Array.prototype.splice.call(arguments, 0) + ); + + return configurable.apply({}, args); + }; + + // Initialize + for (i = 0, l = arguments.length; i < l; i++) + settings(arguments[i]); + + return settings; + }; + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.configurable = configurable; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = configurable; + exports.configurable = configurable; + } else + this.configurable = configurable; +}).call(this); + +;(function(undefined) { + 'use strict'; + + var _methods = Object.create(null), + _indexes = Object.create(null), + _initBindings = Object.create(null), + _methodBindings = Object.create(null), + _methodBeforeBindings = Object.create(null), + _defaultSettings = { + immutable: true, + clone: true + }, + _defaultSettingsFunction = function(key) { + return _defaultSettings[key]; + }; + + /** + * The graph constructor. It initializes the data and the indexes, and binds + * the custom indexes and methods to its own scope. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the settings + * object: + * + * {boolean} clone Indicates if the data have to be cloned in methods + * to add nodes or edges. + * {boolean} immutable Indicates if nodes "id" values and edges "id", + * "source" and "target" values must be set as + * immutable. + * + * @param {?configurable} settings Eventually a settings function. + * @return {graph} The new graph instance. + */ + var graph = function(settings) { + var k, + fn, + data; + + /** + * DATA: + * ***** + * Every data that is callable from graph methods are stored in this "data" + * object. This object will be served as context for all these methods, + * and it is possible to add other type of data in it. + */ + data = { + /** + * SETTINGS FUNCTION: + * ****************** + */ + settings: settings || _defaultSettingsFunction, + + /** + * MAIN DATA: + * ********** + */ + nodesArray: [], + edgesArray: [], + + /** + * GLOBAL INDEXES: + * *************** + * These indexes just index data by ids. + */ + nodesIndex: Object.create(null), + edgesIndex: Object.create(null), + + /** + * LOCAL INDEXES: + * ************** + * These indexes refer from node to nodes. Each key is an id, and each + * value is the array of the ids of related nodes. + */ + inNeighborsIndex: Object.create(null), + outNeighborsIndex: Object.create(null), + allNeighborsIndex: Object.create(null), + + inNeighborsCount: Object.create(null), + outNeighborsCount: Object.create(null), + allNeighborsCount: Object.create(null) + }; + + // Execute bindings: + for (k in _initBindings) + _initBindings[k].call(data); + + // Add methods to both the scope and the data objects: + for (k in _methods) { + fn = __bindGraphMethod(k, data, _methods[k]); + this[k] = fn; + data[k] = fn; + } + }; + + + + + /** + * A custom tool to bind methods such that function that are bound to it will + * be executed anytime the method is called. + * + * @param {string} methodName The name of the method to bind. + * @param {object} scope The scope where the method must be executed. + * @param {function} fn The method itself. + * @return {function} The new method. + */ + function __bindGraphMethod(methodName, scope, fn) { + var result = function() { + var k, + res; + + // Execute "before" bound functions: + for (k in _methodBeforeBindings[methodName]) + _methodBeforeBindings[methodName][k].apply(scope, arguments); + + // Apply the method: + res = fn.apply(scope, arguments); + + // Execute bound functions: + for (k in _methodBindings[methodName]) + _methodBindings[methodName][k].apply(scope, arguments); + + // Return res: + return res; + }; + + return result; + } + + /** + * This custom tool function removes every pair key/value from an hash. The + * goal is to avoid creating a new object while some other references are + * still hanging in some scopes... + * + * @param {object} obj The object to empty. + * @return {object} The empty object. + */ + function __emptyObject(obj) { + var k; + + for (k in obj) + if (!('hasOwnProperty' in obj) || obj.hasOwnProperty(k)) + delete obj[k]; + + return obj; + } + + + + + /** + * This global method adds a method that will be bound to the futurly created + * graph instances. + * + * Since these methods will be bound to their scope when the instances are + * created, it does not use the prototype. Because of that, methods have to + * be added before instances are created to make them available. + * + * Here is an example: + * + * > graph.addMethod('getNodesCount', function() { + * > return this.nodesArray.length; + * > }); + * > + * > var myGraph = new graph(); + * > console.log(myGraph.getNodesCount()); // outputs 0 + * + * @param {string} methodName The name of the method. + * @param {function} fn The method itself. + * @return {object} The global graph constructor. + */ + graph.addMethod = function(methodName, fn) { + if ( + typeof methodName !== 'string' || + typeof fn !== 'function' || + arguments.length !== 2 + ) + throw 'addMethod: Wrong arguments.'; + + if (_methods[methodName] || graph[methodName]) + throw 'The method "' + methodName + '" already exists.'; + + _methods[methodName] = fn; + _methodBindings[methodName] = Object.create(null); + _methodBeforeBindings[methodName] = Object.create(null); + + return this; + }; + + /** + * This global method returns true if the method has already been added, and + * false else. + * + * Here are some examples: + * + * > graph.hasMethod('addNode'); // returns true + * > graph.hasMethod('hasMethod'); // returns true + * > graph.hasMethod('unexistingMethod'); // returns false + * + * @param {string} methodName The name of the method. + * @return {boolean} The result. + */ + graph.hasMethod = function(methodName) { + return !!(_methods[methodName] || graph[methodName]); + }; + + /** + * This global methods attaches a function to a method. Anytime the specified + * method is called, the attached function is called right after, with the + * same arguments and in the same scope. The attached function is called + * right before if the last argument is true, unless the method is the graph + * constructor. + * + * To attach a function to the graph constructor, use 'constructor' as the + * method name (first argument). + * + * The main idea is to have a clean way to keep custom indexes up to date, + * for instance: + * + * > var timesAddNodeCalled = 0; + * > graph.attach('addNode', 'timesAddNodeCalledInc', function() { + * > timesAddNodeCalled++; + * > }); + * > + * > var myGraph = new graph(); + * > console.log(timesAddNodeCalled); // outputs 0 + * > + * > myGraph.addNode({ id: '1' }).addNode({ id: '2' }); + * > console.log(timesAddNodeCalled); // outputs 2 + * + * The idea for calling a function before is to provide pre-processors, for + * instance: + * + * > var colorPalette = { Person: '#C3CBE1', Place: '#9BDEBD' }; + * > graph.attach('addNode', 'applyNodeColorPalette', function(n) { + * > n.color = colorPalette[n.category]; + * > }, true); + * > + * > var myGraph = new graph(); + * > myGraph.addNode({ id: 'n0', category: 'Person' }); + * > console.log(myGraph.nodes('n0').color); // outputs '#C3CBE1' + * + * @param {string} methodName The name of the related method or + * "constructor". + * @param {string} key The key to identify the function to attach. + * @param {function} fn The function to bind. + * @param {boolean} before If true the function is called right before. + * @return {object} The global graph constructor. + */ + graph.attach = function(methodName, key, fn, before) { + if ( + typeof methodName !== 'string' || + typeof key !== 'string' || + typeof fn !== 'function' || + arguments.length < 3 || + arguments.length > 4 + ) + throw 'attach: Wrong arguments.'; + + var bindings; + + if (methodName === 'constructor') + bindings = _initBindings; + else { + if (before) { + if (!_methodBeforeBindings[methodName]) + throw 'The method "' + methodName + '" does not exist.'; + + bindings = _methodBeforeBindings[methodName]; + } + else { + if (!_methodBindings[methodName]) + throw 'The method "' + methodName + '" does not exist.'; + + bindings = _methodBindings[methodName]; + } + } + + if (bindings[key]) + throw 'A function "' + key + '" is already attached ' + + 'to the method "' + methodName + '".'; + + bindings[key] = fn; + + return this; + }; + + /** + * Alias of attach(methodName, key, fn, true). + */ + graph.attachBefore = function(methodName, key, fn) { + return this.attach(methodName, key, fn, true); + }; + + /** + * This methods is just an helper to deal with custom indexes. It takes as + * arguments the name of the index and an object containing all the different + * functions to bind to the methods. + * + * Here is a basic example, that creates an index to keep the number of nodes + * in the current graph. It also adds a method to provide a getter on that + * new index: + * + * > sigma.classes.graph.addIndex('nodesCount', { + * > constructor: function() { + * > this.nodesCount = 0; + * > }, + * > addNode: function() { + * > this.nodesCount++; + * > }, + * > dropNode: function() { + * > this.nodesCount--; + * > } + * > }); + * > + * > sigma.classes.graph.addMethod('getNodesCount', function() { + * > return this.nodesCount; + * > }); + * > + * > var myGraph = new sigma.classes.graph(); + * > console.log(myGraph.getNodesCount()); // outputs 0 + * > + * > myGraph.addNode({ id: '1' }).addNode({ id: '2' }); + * > console.log(myGraph.getNodesCount()); // outputs 2 + * + * @param {string} name The name of the index. + * @param {object} bindings The object containing the functions to bind. + * @return {object} The global graph constructor. + */ + graph.addIndex = function(name, bindings) { + if ( + typeof name !== 'string' || + Object(bindings) !== bindings || + arguments.length !== 2 + ) + throw 'addIndex: Wrong arguments.'; + + if (_indexes[name]) + throw 'The index "' + name + '" already exists.'; + + var k; + + // Store the bindings: + _indexes[name] = bindings; + + // Attach the bindings: + for (k in bindings) + if (typeof bindings[k] !== 'function') + throw 'The bindings must be functions.'; + else + graph.attach(k, name, bindings[k]); + + return this; + }; + + + + + /** + * This method adds a node to the graph. The node must be an object, with a + * string under the key "id". Except for this, it is possible to add any + * other attribute, that will be preserved all along the manipulations. + * + * If the graph option "clone" has a truthy value, the node will be cloned + * when added to the graph. Also, if the graph option "immutable" has a + * truthy value, its id will be defined as immutable. + * + * @param {object} node The node to add. + * @return {object} The graph instance. + */ + graph.addMethod('addNode', function(node) { + // Check that the node is an object and has an id: + if (Object(node) !== node || arguments.length !== 1) + throw 'addNode: Wrong arguments.'; + + if (typeof node.id !== 'string' && typeof node.id !== 'number') + throw 'The node must have a string or number id.'; + + if (this.nodesIndex[node.id]) + throw 'The node "' + node.id + '" already exists.'; + + var k, + id = node.id, + validNode = Object.create(null); + + // Check the "clone" option: + if (this.settings('clone')) { + for (k in node) + if (k !== 'id') + validNode[k] = node[k]; + } else + validNode = node; + + // Check the "immutable" option: + if (this.settings('immutable')) + Object.defineProperty(validNode, 'id', { + value: id, + enumerable: true + }); + else + validNode.id = id; + + // Add empty containers for edges indexes: + this.inNeighborsIndex[id] = Object.create(null); + this.outNeighborsIndex[id] = Object.create(null); + this.allNeighborsIndex[id] = Object.create(null); + + this.inNeighborsCount[id] = 0; + this.outNeighborsCount[id] = 0; + this.allNeighborsCount[id] = 0; + + // Add the node to indexes: + this.nodesArray.push(validNode); + this.nodesIndex[validNode.id] = validNode; + + // Return the current instance: + return this; + }); + + /** + * This method adds an edge to the graph. The edge must be an object, with a + * string under the key "id", and strings under the keys "source" and + * "target" that design existing nodes. Except for this, it is possible to + * add any other attribute, that will be preserved all along the + * manipulations. + * + * If the graph option "clone" has a truthy value, the edge will be cloned + * when added to the graph. Also, if the graph option "immutable" has a + * truthy value, its id, source and target will be defined as immutable. + * + * @param {object} edge The edge to add. + * @return {object} The graph instance. + */ + graph.addMethod('addEdge', function(edge) { + // Check that the edge is an object and has an id: + if (Object(edge) !== edge || arguments.length !== 1) + throw 'addEdge: Wrong arguments.'; + + if (typeof edge.id !== 'string' && typeof edge.id !== 'number') + throw 'The edge must have a string or number id.'; + + if ((typeof edge.source !== 'string' && typeof edge.source !== 'number') || + !this.nodesIndex[edge.source]) + throw 'The edge source must have an existing node id.'; + + if ((typeof edge.target !== 'string' && typeof edge.target !== 'number') || + !this.nodesIndex[edge.target]) + throw 'The edge target must have an existing node id.'; + + if (this.edgesIndex[edge.id]) + throw 'The edge "' + edge.id + '" already exists.'; + + var k, + validEdge = Object.create(null); + + // Check the "clone" option: + if (this.settings('clone')) { + for (k in edge) + if (k !== 'id' && k !== 'source' && k !== 'target') + validEdge[k] = edge[k]; + } else + validEdge = edge; + + // Check the "immutable" option: + if (this.settings('immutable')) { + Object.defineProperty(validEdge, 'id', { + value: edge.id, + enumerable: true + }); + + Object.defineProperty(validEdge, 'source', { + value: edge.source, + enumerable: true + }); + + Object.defineProperty(validEdge, 'target', { + value: edge.target, + enumerable: true + }); + } else { + validEdge.id = edge.id; + validEdge.source = edge.source; + validEdge.target = edge.target; + } + + // Add the edge to indexes: + this.edgesArray.push(validEdge); + this.edgesIndex[validEdge.id] = validEdge; + + if (!this.inNeighborsIndex[validEdge.target][validEdge.source]) + this.inNeighborsIndex[validEdge.target][validEdge.source] = + Object.create(null); + this.inNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] = + validEdge; + + if (!this.outNeighborsIndex[validEdge.source][validEdge.target]) + this.outNeighborsIndex[validEdge.source][validEdge.target] = + Object.create(null); + this.outNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] = + validEdge; + + if (!this.allNeighborsIndex[validEdge.source][validEdge.target]) + this.allNeighborsIndex[validEdge.source][validEdge.target] = + Object.create(null); + this.allNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] = + validEdge; + + if (validEdge.target !== validEdge.source) { + if (!this.allNeighborsIndex[validEdge.target][validEdge.source]) + this.allNeighborsIndex[validEdge.target][validEdge.source] = + Object.create(null); + this.allNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] = + validEdge; + } + + // Keep counts up to date: + this.inNeighborsCount[validEdge.target]++; + this.outNeighborsCount[validEdge.source]++; + this.allNeighborsCount[validEdge.target]++; + this.allNeighborsCount[validEdge.source]++; + + return this; + }); + + /** + * This method drops a node from the graph. It also removes each edge that is + * bound to it, through the dropEdge method. An error is thrown if the node + * does not exist. + * + * @param {string} id The node id. + * @return {object} The graph instance. + */ + graph.addMethod('dropNode', function(id) { + // Check that the arguments are valid: + if ((typeof id !== 'string' && typeof id !== 'number') || + arguments.length !== 1) + throw 'dropNode: Wrong arguments.'; + + if (!this.nodesIndex[id]) + throw 'The node "' + id + '" does not exist.'; + + var i, k, l; + + // Remove the node from indexes: + delete this.nodesIndex[id]; + for (i = 0, l = this.nodesArray.length; i < l; i++) + if (this.nodesArray[i].id === id) { + this.nodesArray.splice(i, 1); + break; + } + + // Remove related edges: + for (i = this.edgesArray.length - 1; i >= 0; i--) + if (this.edgesArray[i].source === id || this.edgesArray[i].target === id) + this.dropEdge(this.edgesArray[i].id); + + // Remove related edge indexes: + delete this.inNeighborsIndex[id]; + delete this.outNeighborsIndex[id]; + delete this.allNeighborsIndex[id]; + + delete this.inNeighborsCount[id]; + delete this.outNeighborsCount[id]; + delete this.allNeighborsCount[id]; + + for (k in this.nodesIndex) { + delete this.inNeighborsIndex[k][id]; + delete this.outNeighborsIndex[k][id]; + delete this.allNeighborsIndex[k][id]; + } + + return this; + }); + + /** + * This method drops an edge from the graph. An error is thrown if the edge + * does not exist. + * + * @param {string} id The edge id. + * @return {object} The graph instance. + */ + graph.addMethod('dropEdge', function(id) { + // Check that the arguments are valid: + if ((typeof id !== 'string' && typeof id !== 'number') || + arguments.length !== 1) + throw 'dropEdge: Wrong arguments.'; + + if (!this.edgesIndex[id]) + throw 'The edge "' + id + '" does not exist.'; + + var i, l, edge; + + // Remove the edge from indexes: + edge = this.edgesIndex[id]; + delete this.edgesIndex[id]; + for (i = 0, l = this.edgesArray.length; i < l; i++) + if (this.edgesArray[i].id === id) { + this.edgesArray.splice(i, 1); + break; + } + + delete this.inNeighborsIndex[edge.target][edge.source][edge.id]; + if (!Object.keys(this.inNeighborsIndex[edge.target][edge.source]).length) + delete this.inNeighborsIndex[edge.target][edge.source]; + + delete this.outNeighborsIndex[edge.source][edge.target][edge.id]; + if (!Object.keys(this.outNeighborsIndex[edge.source][edge.target]).length) + delete this.outNeighborsIndex[edge.source][edge.target]; + + delete this.allNeighborsIndex[edge.source][edge.target][edge.id]; + if (!Object.keys(this.allNeighborsIndex[edge.source][edge.target]).length) + delete this.allNeighborsIndex[edge.source][edge.target]; + + if (edge.target !== edge.source) { + delete this.allNeighborsIndex[edge.target][edge.source][edge.id]; + if (!Object.keys(this.allNeighborsIndex[edge.target][edge.source]).length) + delete this.allNeighborsIndex[edge.target][edge.source]; + } + + this.inNeighborsCount[edge.target]--; + this.outNeighborsCount[edge.source]--; + this.allNeighborsCount[edge.source]--; + this.allNeighborsCount[edge.target]--; + + return this; + }); + + /** + * This method destroys the current instance. It basically empties each index + * and methods attached to the graph. + */ + graph.addMethod('kill', function() { + // Delete arrays: + this.nodesArray.length = 0; + this.edgesArray.length = 0; + delete this.nodesArray; + delete this.edgesArray; + + // Delete indexes: + delete this.nodesIndex; + delete this.edgesIndex; + delete this.inNeighborsIndex; + delete this.outNeighborsIndex; + delete this.allNeighborsIndex; + delete this.inNeighborsCount; + delete this.outNeighborsCount; + delete this.allNeighborsCount; + }); + + /** + * This method empties the nodes and edges arrays, as well as the different + * indexes. + * + * @return {object} The graph instance. + */ + graph.addMethod('clear', function() { + this.nodesArray.length = 0; + this.edgesArray.length = 0; + + // Due to GC issues, I prefer not to create new object. These objects are + // only available from the methods and attached functions, but still, it is + // better to prevent ghost references to unrelevant data... + __emptyObject(this.nodesIndex); + __emptyObject(this.edgesIndex); + __emptyObject(this.nodesIndex); + __emptyObject(this.inNeighborsIndex); + __emptyObject(this.outNeighborsIndex); + __emptyObject(this.allNeighborsIndex); + __emptyObject(this.inNeighborsCount); + __emptyObject(this.outNeighborsCount); + __emptyObject(this.allNeighborsCount); + + return this; + }); + + /** + * This method reads an object and adds the nodes and edges, through the + * proper methods "addNode" and "addEdge". + * + * Here is an example: + * + * > var myGraph = new graph(); + * > myGraph.read({ + * > nodes: [ + * > { id: 'n0' }, + * > { id: 'n1' } + * > ], + * > edges: [ + * > { + * > id: 'e0', + * > source: 'n0', + * > target: 'n1' + * > } + * > ] + * > }); + * > + * > console.log( + * > myGraph.nodes().length, + * > myGraph.edges().length + * > ); // outputs 2 1 + * + * @param {object} g The graph object. + * @return {object} The graph instance. + */ + graph.addMethod('read', function(g) { + var i, + a, + l; + + a = g.nodes || []; + for (i = 0, l = a.length; i < l; i++) + this.addNode(a[i]); + + a = g.edges || []; + for (i = 0, l = a.length; i < l; i++) + this.addEdge(a[i]); + + return this; + }); + + /** + * This methods returns one or several nodes, depending on how it is called. + * + * To get the array of nodes, call "nodes" without argument. To get a + * specific node, call it with the id of the node. The get multiple node, + * call it with an array of ids, and it will return the array of nodes, in + * the same order. + * + * @param {?(string|array)} v Eventually one id, an array of ids. + * @return {object|array} The related node or array of nodes. + */ + graph.addMethod('nodes', function(v) { + // Clone the array of nodes and return it: + if (!arguments.length) + return this.nodesArray.slice(0); + + // Return the related node: + if (arguments.length === 1 && + (typeof v === 'string' || typeof v === 'number')) + return this.nodesIndex[v]; + + // Return an array of the related node: + if ( + arguments.length === 1 && + Object.prototype.toString.call(v) === '[object Array]' + ) { + var i, + l, + a = []; + + for (i = 0, l = v.length; i < l; i++) + if (typeof v[i] === 'string' || typeof v[i] === 'number') + a.push(this.nodesIndex[v[i]]); + else + throw 'nodes: Wrong arguments.'; + + return a; + } + + throw 'nodes: Wrong arguments.'; + }); + + /** + * This methods returns the degree of one or several nodes, depending on how + * it is called. It is also possible to get incoming or outcoming degrees + * instead by specifying 'in' or 'out' as a second argument. + * + * @param {string|array} v One id, an array of ids. + * @param {?string} which Which degree is required. Values are 'in', + * 'out', and by default the normal degree. + * @return {number|array} The related degree or array of degrees. + */ + graph.addMethod('degree', function(v, which) { + // Check which degree is required: + which = { + 'in': this.inNeighborsCount, + 'out': this.outNeighborsCount + }[which || ''] || this.allNeighborsCount; + + // Return the related node: + if (typeof v === 'string' || typeof v === 'number') + return which[v]; + + // Return an array of the related node: + if (Object.prototype.toString.call(v) === '[object Array]') { + var i, + l, + a = []; + + for (i = 0, l = v.length; i < l; i++) + if (typeof v[i] === 'string' || typeof v[i] === 'number') + a.push(which[v[i]]); + else + throw 'degree: Wrong arguments.'; + + return a; + } + + throw 'degree: Wrong arguments.'; + }); + + /** + * This methods returns one or several edges, depending on how it is called. + * + * To get the array of edges, call "edges" without argument. To get a + * specific edge, call it with the id of the edge. The get multiple edge, + * call it with an array of ids, and it will return the array of edges, in + * the same order. + * + * @param {?(string|array)} v Eventually one id, an array of ids. + * @return {object|array} The related edge or array of edges. + */ + graph.addMethod('edges', function(v) { + // Clone the array of edges and return it: + if (!arguments.length) + return this.edgesArray.slice(0); + + // Return the related edge: + if (arguments.length === 1 && + (typeof v === 'string' || typeof v === 'number')) + return this.edgesIndex[v]; + + // Return an array of the related edge: + if ( + arguments.length === 1 && + Object.prototype.toString.call(v) === '[object Array]' + ) { + var i, + l, + a = []; + + for (i = 0, l = v.length; i < l; i++) + if (typeof v[i] === 'string' || typeof v[i] === 'number') + a.push(this.edgesIndex[v[i]]); + else + throw 'edges: Wrong arguments.'; + + return a; + } + + throw 'edges: Wrong arguments.'; + }); + + + /** + * EXPORT: + * ******* + */ + if (typeof sigma !== 'undefined') { + sigma.classes = sigma.classes || Object.create(null); + sigma.classes.graph = graph; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = graph; + exports.graph = graph; + } else + this.graph = graph; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + sigma.utils.pkg('sigma.classes'); + + /** + * The camera constructor. It just initializes its attributes and methods. + * + * @param {string} id The id. + * @param {sigma.classes.graph} graph The graph. + * @param {configurable} settings The settings function. + * @param {?object} options Eventually some overriding options. + * @return {camera} Returns the fresh new camera instance. + */ + sigma.classes.camera = function(id, graph, settings, options) { + sigma.classes.dispatcher.extend(this); + + Object.defineProperty(this, 'graph', { + value: graph + }); + Object.defineProperty(this, 'id', { + value: id + }); + Object.defineProperty(this, 'readPrefix', { + value: 'read_cam' + id + ':' + }); + Object.defineProperty(this, 'prefix', { + value: 'cam' + id + ':' + }); + + this.x = 0; + this.y = 0; + this.ratio = 1; + this.angle = 0; + this.isAnimated = false; + this.settings = (typeof options === 'object' && options) ? + settings.embedObject(options) : + settings; + }; + + /** + * Updates the camera position. + * + * @param {object} coordinates The new coordinates object. + * @return {camera} Returns the camera. + */ + sigma.classes.camera.prototype.goTo = function(coordinates) { + if (!this.settings('enableCamera')) + return this; + + var i, + l, + c = coordinates || {}, + keys = ['x', 'y', 'ratio', 'angle']; + + for (i = 0, l = keys.length; i < l; i++) + if (c[keys[i]] !== undefined) { + if (typeof c[keys[i]] === 'number' && !isNaN(c[keys[i]])) + this[keys[i]] = c[keys[i]]; + else + throw 'Value for "' + keys[i] + '" is not a number.'; + } + + this.dispatchEvent('coordinatesUpdated'); + return this; + }; + + /** + * This method takes a graph and computes for each node and edges its + * coordinates relatively to the center of the camera. Basically, it will + * compute the coordinates that will be used by the graphic renderers. + * + * Since it should be possible to use different cameras and different + * renderers, it is possible to specify a prefix to put before the new + * coordinates (to get something like "node.camera1_x") + * + * @param {?string} read The prefix of the coordinates to read. + * @param {?string} write The prefix of the coordinates to write. + * @param {?object} options Eventually an object of options. Those can be: + * - A restricted nodes array. + * - A restricted edges array. + * - A width. + * - A height. + * @return {camera} Returns the camera. + */ + sigma.classes.camera.prototype.applyView = function(read, write, options) { + options = options || {}; + write = write !== undefined ? write : this.prefix; + read = read !== undefined ? read : this.readPrefix; + + var nodes = options.nodes || this.graph.nodes(), + edges = options.edges || this.graph.edges(); + + var i, + l, + node, + relCos = Math.cos(this.angle) / this.ratio, + relSin = Math.sin(this.angle) / this.ratio, + nodeRatio = Math.pow(this.ratio, this.settings('nodesPowRatio')), + edgeRatio = Math.pow(this.ratio, this.settings('edgesPowRatio')), + xOffset = (options.width || 0) / 2 - this.x * relCos - this.y * relSin, + yOffset = (options.height || 0) / 2 - this.y * relCos + this.x * relSin; + + for (i = 0, l = nodes.length; i < l; i++) { + node = nodes[i]; + node[write + 'x'] = + (node[read + 'x'] || 0) * relCos + + (node[read + 'y'] || 0) * relSin + + xOffset; + node[write + 'y'] = + (node[read + 'y'] || 0) * relCos - + (node[read + 'x'] || 0) * relSin + + yOffset; + node[write + 'size'] = + (node[read + 'size'] || 0) / + nodeRatio; + } + + for (i = 0, l = edges.length; i < l; i++) { + edges[i][write + 'size'] = + (edges[i][read + 'size'] || 0) / + edgeRatio; + } + + return this; + }; + + /** + * This function converts the coordinates of a point from the frame of the + * camera to the frame of the graph. + * + * @param {number} x The X coordinate of the point in the frame of the + * camera. + * @param {number} y The Y coordinate of the point in the frame of the + * camera. + * @return {object} The point coordinates in the frame of the graph. + */ + sigma.classes.camera.prototype.graphPosition = function(x, y, vector) { + var X = 0, + Y = 0, + cos = Math.cos(this.angle), + sin = Math.sin(this.angle); + + // Revert the origin differential vector: + if (!vector) { + X = - (this.x * cos + this.y * sin) / this.ratio; + Y = - (this.y * cos - this.x * sin) / this.ratio; + } + + return { + x: (x * cos + y * sin) / this.ratio + X, + y: (y * cos - x * sin) / this.ratio + Y + }; + }; + + /** + * This function converts the coordinates of a point from the frame of the + * graph to the frame of the camera. + * + * @param {number} x The X coordinate of the point in the frame of the + * graph. + * @param {number} y The Y coordinate of the point in the frame of the + * graph. + * @return {object} The point coordinates in the frame of the camera. + */ + sigma.classes.camera.prototype.cameraPosition = function(x, y, vector) { + var X = 0, + Y = 0, + cos = Math.cos(this.angle), + sin = Math.sin(this.angle); + + // Revert the origin differential vector: + if (!vector) { + X = - (this.x * cos + this.y * sin) / this.ratio; + Y = - (this.y * cos - this.x * sin) / this.ratio; + } + + return { + x: ((x - X) * cos - (y - Y) * sin) * this.ratio, + y: ((y - Y) * cos + (x - X) * sin) * this.ratio + }; + }; + + /** + * This method returns the transformation matrix of the camera. This is + * especially useful to apply the camera view directly in shaders, in case of + * WebGL rendering. + * + * @return {array} The transformation matrix. + */ + sigma.classes.camera.prototype.getMatrix = function() { + var scale = sigma.utils.matrices.scale(1 / this.ratio), + rotation = sigma.utils.matrices.rotation(this.angle), + translation = sigma.utils.matrices.translation(-this.x, -this.y), + matrix = sigma.utils.matrices.multiply( + translation, + sigma.utils.matrices.multiply( + rotation, + scale + ) + ); + + return matrix; + }; + + /** + * Taking a width and a height as parameters, this method returns the + * coordinates of the rectangle representing the camera on screen, in the + * graph's referentiel. + * + * To keep displaying labels of nodes going out of the screen, the method + * keeps a margin around the screen in the returned rectangle. + * + * @param {number} width The width of the screen. + * @param {number} height The height of the screen. + * @return {object} The rectangle as x1, y1, x2 and y2, representing + * two opposite points. + */ + sigma.classes.camera.prototype.getRectangle = function(width, height) { + var widthVect = this.cameraPosition(width, 0, true), + heightVect = this.cameraPosition(0, height, true), + centerVect = this.cameraPosition(width / 2, height / 2, true), + marginX = this.cameraPosition(width / 4, 0, true).x, + marginY = this.cameraPosition(0, height / 4, true).y; + + return { + x1: this.x - centerVect.x - marginX, + y1: this.y - centerVect.y - marginY, + x2: this.x - centerVect.x + marginX + widthVect.x, + y2: this.y - centerVect.y - marginY + widthVect.y, + height: Math.sqrt( + Math.pow(heightVect.x, 2) + + Math.pow(heightVect.y + 2 * marginY, 2) + ) + }; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + /** + * Sigma Quadtree Module + * ===================== + * + * Author: Guillaume Plique (Yomguithereal) + * Version: 0.2 + */ + + + + /** + * Quad Geometric Operations + * ------------------------- + * + * A useful batch of geometric operations used by the quadtree. + */ + + var _geom = { + + /** + * Transforms a graph node with x, y and size into an + * axis-aligned square. + * + * @param {object} A graph node with at least a point (x, y) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + pointToSquare: function(n) { + return { + x1: n.x - n.size, + y1: n.y - n.size, + x2: n.x + n.size, + y2: n.y - n.size, + height: n.size * 2 + }; + }, + + /** + * Checks whether a rectangle is axis-aligned. + * + * @param {object} A rectangle defined by two points + * (x1, y1) and (x2, y2). + * @return {boolean} True if the rectangle is axis-aligned. + */ + isAxisAligned: function(r) { + return r.x1 === r.x2 || r.y1 === r.y2; + }, + + /** + * Compute top points of an axis-aligned rectangle. This is useful in + * cases when the rectangle has been rotated (left, right or bottom up) and + * later operations need to know the top points. + * + * @param {object} An axis-aligned rectangle defined by two points + * (x1, y1), (x2, y2) and height. + * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height. + */ + axisAlignedTopPoints: function(r) { + + // Basic + if (r.y1 === r.y2 && r.x1 < r.x2) + return r; + + // Rotated to right + if (r.x1 === r.x2 && r.y2 > r.y1) + return { + x1: r.x1 - r.height, y1: r.y1, + x2: r.x1, y2: r.y1, + height: r.height + }; + + // Rotated to left + if (r.x1 === r.x2 && r.y2 < r.y1) + return { + x1: r.x1, y1: r.y2, + x2: r.x2 + r.height, y2: r.y2, + height: r.height + }; + + // Bottom's up + return { + x1: r.x2, y1: r.y1 - r.height, + x2: r.x1, y2: r.y1 - r.height, + height: r.height + }; + }, + + /** + * Get coordinates of a rectangle's lower left corner from its top points. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {object} Coordinates of the corner (x, y). + */ + lowerLeftCoor: function(r) { + var width = ( + Math.sqrt( + Math.pow(r.x2 - r.x1, 2) + + Math.pow(r.y2 - r.y1, 2) + ) + ); + + return { + x: r.x1 - (r.y2 - r.y1) * r.height / width, + y: r.y1 + (r.x2 - r.x1) * r.height / width + }; + }, + + /** + * Get coordinates of a rectangle's lower right corner from its top points + * and its lower left corner. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @param {object} A corner's coordinates (x, y). + * @return {object} Coordinates of the corner (x, y). + */ + lowerRightCoor: function(r, llc) { + return { + x: llc.x - r.x1 + r.x2, + y: llc.y - r.y1 + r.y2 + }; + }, + + /** + * Get the coordinates of all the corners of a rectangle from its top point. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {array} An array of the four corners' coordinates (x, y). + */ + rectangleCorners: function(r) { + var llc = this.lowerLeftCoor(r), + lrc = this.lowerRightCoor(r, llc); + + return [ + {x: r.x1, y: r.y1}, + {x: r.x2, y: r.y2}, + {x: llc.x, y: llc.y}, + {x: lrc.x, y: lrc.y} + ]; + }, + + /** + * Split a square defined by its boundaries into four. + * + * @param {object} Boundaries of the square (x, y, width, height). + * @return {array} An array containing the four new squares, themselves + * defined by an array of their four corners (x, y). + */ + splitSquare: function(b) { + return [ + [ + {x: b.x, y: b.y}, + {x: b.x + b.width / 2, y: b.y}, + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2} + ], + [ + {x: b.x + b.width / 2, y: b.y}, + {x: b.x + b.width, y: b.y}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2} + ], + [ + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x, y: b.y + b.height}, + {x: b.x + b.width / 2, y: b.y + b.height} + ], + [ + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height}, + {x: b.x + b.width, y: b.y + b.height} + ] + ]; + }, + + /** + * Compute the four axis between corners of rectangle A and corners of + * rectangle B. This is needed later to check an eventual collision. + * + * @param {array} An array of rectangle A's four corners (x, y). + * @param {array} An array of rectangle B's four corners (x, y). + * @return {array} An array of four axis defined by their coordinates (x,y). + */ + axis: function(c1, c2) { + return [ + {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y}, + {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y}, + {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y}, + {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y} + ]; + }, + + /** + * Project a rectangle's corner on an axis. + * + * @param {object} Coordinates of a corner (x, y). + * @param {object} Coordinates of an axis (x, y). + * @return {object} The projection defined by coordinates (x, y). + */ + projection: function(c, a) { + var l = ( + (c.x * a.x + c.y * a.y) / + (Math.pow(a.x, 2) + Math.pow(a.y, 2)) + ); + + return { + x: l * a.x, + y: l * a.y + }; + }, + + /** + * Check whether two rectangles collide on one particular axis. + * + * @param {object} An axis' coordinates (x, y). + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide on the axis. + */ + axisCollision: function(a, c1, c2) { + var sc1 = [], + sc2 = []; + + for (var ci = 0; ci < 4; ci++) { + var p1 = this.projection(c1[ci], a), + p2 = this.projection(c2[ci], a); + + sc1.push(p1.x * a.x + p1.y * a.y); + sc2.push(p2.x * a.x + p2.y * a.y); + } + + var maxc1 = Math.max.apply(Math, sc1), + maxc2 = Math.max.apply(Math, sc2), + minc1 = Math.min.apply(Math, sc1), + minc2 = Math.min.apply(Math, sc2); + + return (minc2 <= maxc1 && maxc2 >= minc1); + }, + + /** + * Check whether two rectangles collide on each one of their four axis. If + * all axis collide, then the two rectangles do collide on the plane. + * + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide. + */ + collision: function(c1, c2) { + var axis = this.axis(c1, c2), + col = true; + + for (var i = 0; i < 4; i++) + col = col && this.axisCollision(axis[i], c1, c2); + + return col; + } + }; + + + /** + * Quad Functions + * ------------ + * + * The Quadtree functions themselves. + * For each of those functions, we consider that in a splitted quad, the + * index of each node is the following: + * 0: top left + * 1: top right + * 2: bottom left + * 3: bottom right + * + * Moreover, the hereafter quad's philosophy is to consider that if an element + * collides with more than one nodes, this element belongs to each of the + * nodes it collides with where other would let it lie on a higher node. + */ + + /** + * Get the index of the node containing the point in the quad + * + * @param {object} point A point defined by coordinates (x, y). + * @param {object} quadBounds Boundaries of the quad (x, y, width, heigth). + * @return {integer} The index of the node containing the point. + */ + function _quadIndex(point, quadBounds) { + var xmp = quadBounds.x + quadBounds.width / 2, + ymp = quadBounds.y + quadBounds.height / 2, + top = (point.y < ymp), + left = (point.x < xmp); + + if (top) { + if (left) + return 0; + else + return 1; + } + else { + if (left) + return 2; + else + return 3; + } + } + + /** + * Get a list of indexes of nodes containing an axis-aligned rectangle + * + * @param {object} rectangle A rectangle defined by two points (x1, y1), + * (x2, y2) and height. + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadIndexes(rectangle, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if ((rectangle.x2 >= quadCorners[i][0].x) && + (rectangle.x1 <= quadCorners[i][1].x) && + (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) && + (rectangle.y1 <= quadCorners[i][2].y)) + indexes.push(i); + + return indexes; + } + + /** + * Get a list of indexes of nodes containing a non-axis-aligned rectangle + * + * @param {array} corners An array containing each corner of the + * rectangle defined by its coordinates (x, y). + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadCollision(corners, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if (_geom.collision(corners, quadCorners[i])) + indexes.push(i); + + return indexes; + } + + /** + * Subdivide a quad by creating a node at a precise index. The function does + * not generate all four nodes not to potentially create unused nodes. + * + * @param {integer} index The index of the node to create. + * @param {object} quad The quad object to subdivide. + * @return {object} A new quad representing the node created. + */ + function _quadSubdivide(index, quad) { + var next = quad.level + 1, + subw = Math.round(quad.bounds.width / 2), + subh = Math.round(quad.bounds.height / 2), + qx = Math.round(quad.bounds.x), + qy = Math.round(quad.bounds.y), + x, + y; + + switch (index) { + case 0: + x = qx; + y = qy; + break; + case 1: + x = qx + subw; + y = qy; + break; + case 2: + x = qx; + y = qy + subh; + break; + case 3: + x = qx + subw; + y = qy + subh; + break; + } + + return _quadTree( + {x: x, y: y, width: subw, height: subh}, + next, + quad.maxElements, + quad.maxLevel + ); + } + + /** + * Recursively insert an element into the quadtree. Only points + * with size, i.e. axis-aligned squares, may be inserted with this + * method. + * + * @param {object} el The element to insert in the quadtree. + * @param {object} sizedPoint A sized point defined by two top points + * (x1, y1), (x2, y2) and height. + * @param {object} quad The quad in which to insert the element. + * @return {undefined} The function does not return anything. + */ + function _quadInsert(el, sizedPoint, quad) { + if (quad.level < quad.maxLevel) { + + // Searching appropriate quads + var indexes = _quadIndexes(sizedPoint, quad.corners); + + // Iterating + for (var i = 0, l = indexes.length; i < l; i++) { + + // Subdividing if necessary + if (quad.nodes[indexes[i]] === undefined) + quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad); + + // Recursion + _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]); + } + } + else { + + // Pushing the element in a leaf node + quad.elements.push(el); + } + } + + /** + * Recursively retrieve every elements held by the node containing the + * searched point. + * + * @param {object} point The searched point (x, y). + * @param {object} quad The searched quad. + * @return {array} An array of elements contained in the relevant + * node. + */ + function _quadRetrievePoint(point, quad) { + if (quad.level < quad.maxLevel) { + var index = _quadIndex(point, quad.bounds); + + // If node does not exist we return an empty list + if (quad.nodes[index] !== undefined) { + return _quadRetrievePoint(point, quad.nodes[index]); + } + else { + return []; + } + } + else { + return quad.elements; + } + } + + /** + * Recursively retrieve every elements contained within an rectangular area + * that may or may not be axis-aligned. + * + * @param {object|array} rectData The searched area defined either by + * an array of four corners (x, y) in + * the case of a non-axis-aligned + * rectangle or an object with two top + * points (x1, y1), (x2, y2) and height. + * @param {object} quad The searched quad. + * @param {function} collisionFunc The collision function used to search + * for node indexes. + * @param {array?} els The retrieved elements. + * @return {array} An array of elements contained in the + * area. + */ + function _quadRetrieveArea(rectData, quad, collisionFunc, els) { + els = els || {}; + + if (quad.level < quad.maxLevel) { + var indexes = collisionFunc(rectData, quad.corners); + + for (var i = 0, l = indexes.length; i < l; i++) + if (quad.nodes[indexes[i]] !== undefined) + _quadRetrieveArea( + rectData, + quad.nodes[indexes[i]], + collisionFunc, + els + ); + } else + for (var j = 0, m = quad.elements.length; j < m; j++) + if (els[quad.elements[j].id] === undefined) + els[quad.elements[j].id] = quad.elements[j]; + + return els; + } + + /** + * Creates the quadtree object itself. + * + * @param {object} bounds The boundaries of the quad defined by an + * origin (x, y), width and heigth. + * @param {integer} level The level of the quad in the tree. + * @param {integer} maxElements The max number of element in a leaf node. + * @param {integer} maxLevel The max recursion level of the tree. + * @return {object} The quadtree object. + */ + function _quadTree(bounds, level, maxElements, maxLevel) { + return { + level: level || 0, + bounds: bounds, + corners: _geom.splitSquare(bounds), + maxElements: maxElements || 20, + maxLevel: maxLevel || 4, + elements: [], + nodes: [] + }; + } + + + /** + * Sigma Quad Constructor + * ---------------------- + * + * The quad API as exposed to sigma. + */ + + /** + * The quad core that will become the sigma interface with the quadtree. + * + * property {object} _tree Property holding the quadtree object. + * property {object} _geom Exposition of the _geom namespace for testing. + * property {object} _cache Cache for the area method. + */ + var quad = function() { + this._geom = _geom; + this._tree = null; + this._cache = { + query: false, + result: false + }; + }; + + /** + * Index a graph by inserting its nodes into the quadtree. + * + * @param {array} nodes An array of nodes to index. + * @param {object} params An object of parameters with at least the quad + * bounds. + * @return {object} The quadtree object. + * + * Parameters: + * ---------- + * bounds: {object} boundaries of the quad defined by its origin (x, y) + * width and heigth. + * prefix: {string?} a prefix for node geometric attributes. + * maxElements: {integer?} the max number of elements in a leaf node. + * maxLevel: {integer?} the max recursion level of the tree. + */ + quad.prototype.index = function(nodes, params) { + + // Enforcing presence of boundaries + if (!params.bounds) + throw 'sigma.classes.quad.index: bounds information not given.'; + + // Prefix + var prefix = params.prefix || ''; + + // Building the tree + this._tree = _quadTree( + params.bounds, + 0, + params.maxElements, + params.maxLevel + ); + + // Inserting graph nodes into the tree + for (var i = 0, l = nodes.length; i < l; i++) { + + // Inserting node + _quadInsert( + nodes[i], + _geom.pointToSquare({ + x: nodes[i][prefix + 'x'], + y: nodes[i][prefix + 'y'], + size: nodes[i][prefix + 'size'] + }), + this._tree + ); + } + + // Reset cache: + this._cache = { + query: false, + result: false + }; + + // remove? + return this._tree; + }; + + /** + * Retrieve every graph nodes held by the quadtree node containing the + * searched point. + * + * @param {number} x of the point. + * @param {number} y of the point. + * @return {array} An array of nodes retrieved. + */ + quad.prototype.point = function(x, y) { + return this._tree ? + _quadRetrievePoint({x: x, y: y}, this._tree) || [] : + []; + }; + + /** + * Retrieve every graph nodes within a rectangular area. The methods keep the + * last area queried in cache for optimization reason and will act differently + * for the same reason if the area is axis-aligned or not. + * + * @param {object} A rectangle defined by two top points (x1, y1), (x2, y2) + * and height. + * @return {array} An array of nodes retrieved. + */ + quad.prototype.area = function(rect) { + var serialized = JSON.stringify(rect), + collisionFunc, + rectData; + + // Returning cache? + if (this._cache.query === serialized) + return this._cache.result; + + // Axis aligned ? + if (_geom.isAxisAligned(rect)) { + collisionFunc = _quadIndexes; + rectData = _geom.axisAlignedTopPoints(rect); + } + else { + collisionFunc = _quadCollision; + rectData = _geom.rectangleCorners(rect); + } + + // Retrieving nodes + var nodes = this._tree ? + _quadRetrieveArea( + rectData, + this._tree, + collisionFunc + ) : + []; + + // Object to array + var nodesArray = []; + for (var i in nodes) + nodesArray.push(nodes[i]); + + // Caching + this._cache.query = serialized; + this._cache.result = nodesArray; + + return nodesArray; + }; + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.quad = quad; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = quad; + exports.quad = quad; + } else + this.quad = quad; +}).call(this); + +;(function(undefined) { + 'use strict'; + + /** + * Sigma Quadtree Module for edges + * =============================== + * + * Author: Sébastien Heymann, + * from the quad of Guillaume Plique (Yomguithereal) + * Version: 0.2 + */ + + + + /** + * Quad Geometric Operations + * ------------------------- + * + * A useful batch of geometric operations used by the quadtree. + */ + + var _geom = { + + /** + * Transforms a graph node with x, y and size into an + * axis-aligned square. + * + * @param {object} A graph node with at least a point (x, y) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + pointToSquare: function(n) { + return { + x1: n.x - n.size, + y1: n.y - n.size, + x2: n.x + n.size, + y2: n.y - n.size, + height: n.size * 2 + }; + }, + + /** + * Transforms a graph edge with x1, y1, x2, y2 and size into an + * axis-aligned square. + * + * @param {object} A graph edge with at least two points + * (x1, y1), (x2, y2) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + lineToSquare: function(e) { + if (e.y1 < e.y2) { + // (e.x1, e.y1) on top + if (e.x1 < e.x2) { + // (e.x1, e.y1) on left + return { + x1: e.x1 - e.size, + y1: e.y1 - e.size, + x2: e.x2 + e.size, + y2: e.y1 - e.size, + height: e.y2 - e.y1 + e.size * 2 + }; + } + // (e.x1, e.y1) on right + return { + x1: e.x2 - e.size, + y1: e.y1 - e.size, + x2: e.x1 + e.size, + y2: e.y1 - e.size, + height: e.y2 - e.y1 + e.size * 2 + }; + } + + // (e.x2, e.y2) on top + if (e.x1 < e.x2) { + // (e.x1, e.y1) on left + return { + x1: e.x1 - e.size, + y1: e.y2 - e.size, + x2: e.x2 + e.size, + y2: e.y2 - e.size, + height: e.y1 - e.y2 + e.size * 2 + }; + } + // (e.x2, e.y2) on right + return { + x1: e.x2 - e.size, + y1: e.y2 - e.size, + x2: e.x1 + e.size, + y2: e.y2 - e.size, + height: e.y1 - e.y2 + e.size * 2 + }; + }, + + /** + * Transforms a graph edge of type 'curve' with x1, y1, x2, y2, + * control point and size into an axis-aligned square. + * + * @param {object} e A graph edge with at least two points + * (x1, y1), (x2, y2) and a size. + * @param {object} cp A control point (x,y). + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + quadraticCurveToSquare: function(e, cp) { + var pt = sigma.utils.getPointOnQuadraticCurve( + 0.5, + e.x1, + e.y1, + e.x2, + e.y2, + cp.x, + cp.y + ); + + // Bounding box of the two points and the point at the middle of the + // curve: + var minX = Math.min(e.x1, e.x2, pt.x), + maxX = Math.max(e.x1, e.x2, pt.x), + minY = Math.min(e.y1, e.y2, pt.y), + maxY = Math.max(e.y1, e.y2, pt.y); + + return { + x1: minX - e.size, + y1: minY - e.size, + x2: maxX + e.size, + y2: minY - e.size, + height: maxY - minY + e.size * 2 + }; + }, + + /** + * Transforms a graph self loop into an axis-aligned square. + * + * @param {object} n A graph node with a point (x, y) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + selfLoopToSquare: function(n) { + // Fitting to the curve is too costly, we compute a larger bounding box + // using the control points: + var cp = sigma.utils.getSelfLoopControlPoints(n.x, n.y, n.size); + + // Bounding box of the point and the two control points: + var minX = Math.min(n.x, cp.x1, cp.x2), + maxX = Math.max(n.x, cp.x1, cp.x2), + minY = Math.min(n.y, cp.y1, cp.y2), + maxY = Math.max(n.y, cp.y1, cp.y2); + + return { + x1: minX - n.size, + y1: minY - n.size, + x2: maxX + n.size, + y2: minY - n.size, + height: maxY - minY + n.size * 2 + }; + }, + + /** + * Checks whether a rectangle is axis-aligned. + * + * @param {object} A rectangle defined by two points + * (x1, y1) and (x2, y2). + * @return {boolean} True if the rectangle is axis-aligned. + */ + isAxisAligned: function(r) { + return r.x1 === r.x2 || r.y1 === r.y2; + }, + + /** + * Compute top points of an axis-aligned rectangle. This is useful in + * cases when the rectangle has been rotated (left, right or bottom up) and + * later operations need to know the top points. + * + * @param {object} An axis-aligned rectangle defined by two points + * (x1, y1), (x2, y2) and height. + * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height. + */ + axisAlignedTopPoints: function(r) { + + // Basic + if (r.y1 === r.y2 && r.x1 < r.x2) + return r; + + // Rotated to right + if (r.x1 === r.x2 && r.y2 > r.y1) + return { + x1: r.x1 - r.height, y1: r.y1, + x2: r.x1, y2: r.y1, + height: r.height + }; + + // Rotated to left + if (r.x1 === r.x2 && r.y2 < r.y1) + return { + x1: r.x1, y1: r.y2, + x2: r.x2 + r.height, y2: r.y2, + height: r.height + }; + + // Bottom's up + return { + x1: r.x2, y1: r.y1 - r.height, + x2: r.x1, y2: r.y1 - r.height, + height: r.height + }; + }, + + /** + * Get coordinates of a rectangle's lower left corner from its top points. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {object} Coordinates of the corner (x, y). + */ + lowerLeftCoor: function(r) { + var width = ( + Math.sqrt( + Math.pow(r.x2 - r.x1, 2) + + Math.pow(r.y2 - r.y1, 2) + ) + ); + + return { + x: r.x1 - (r.y2 - r.y1) * r.height / width, + y: r.y1 + (r.x2 - r.x1) * r.height / width + }; + }, + + /** + * Get coordinates of a rectangle's lower right corner from its top points + * and its lower left corner. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @param {object} A corner's coordinates (x, y). + * @return {object} Coordinates of the corner (x, y). + */ + lowerRightCoor: function(r, llc) { + return { + x: llc.x - r.x1 + r.x2, + y: llc.y - r.y1 + r.y2 + }; + }, + + /** + * Get the coordinates of all the corners of a rectangle from its top point. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {array} An array of the four corners' coordinates (x, y). + */ + rectangleCorners: function(r) { + var llc = this.lowerLeftCoor(r), + lrc = this.lowerRightCoor(r, llc); + + return [ + {x: r.x1, y: r.y1}, + {x: r.x2, y: r.y2}, + {x: llc.x, y: llc.y}, + {x: lrc.x, y: lrc.y} + ]; + }, + + /** + * Split a square defined by its boundaries into four. + * + * @param {object} Boundaries of the square (x, y, width, height). + * @return {array} An array containing the four new squares, themselves + * defined by an array of their four corners (x, y). + */ + splitSquare: function(b) { + return [ + [ + {x: b.x, y: b.y}, + {x: b.x + b.width / 2, y: b.y}, + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2} + ], + [ + {x: b.x + b.width / 2, y: b.y}, + {x: b.x + b.width, y: b.y}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2} + ], + [ + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x, y: b.y + b.height}, + {x: b.x + b.width / 2, y: b.y + b.height} + ], + [ + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height}, + {x: b.x + b.width, y: b.y + b.height} + ] + ]; + }, + + /** + * Compute the four axis between corners of rectangle A and corners of + * rectangle B. This is needed later to check an eventual collision. + * + * @param {array} An array of rectangle A's four corners (x, y). + * @param {array} An array of rectangle B's four corners (x, y). + * @return {array} An array of four axis defined by their coordinates (x,y). + */ + axis: function(c1, c2) { + return [ + {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y}, + {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y}, + {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y}, + {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y} + ]; + }, + + /** + * Project a rectangle's corner on an axis. + * + * @param {object} Coordinates of a corner (x, y). + * @param {object} Coordinates of an axis (x, y). + * @return {object} The projection defined by coordinates (x, y). + */ + projection: function(c, a) { + var l = ( + (c.x * a.x + c.y * a.y) / + (Math.pow(a.x, 2) + Math.pow(a.y, 2)) + ); + + return { + x: l * a.x, + y: l * a.y + }; + }, + + /** + * Check whether two rectangles collide on one particular axis. + * + * @param {object} An axis' coordinates (x, y). + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide on the axis. + */ + axisCollision: function(a, c1, c2) { + var sc1 = [], + sc2 = []; + + for (var ci = 0; ci < 4; ci++) { + var p1 = this.projection(c1[ci], a), + p2 = this.projection(c2[ci], a); + + sc1.push(p1.x * a.x + p1.y * a.y); + sc2.push(p2.x * a.x + p2.y * a.y); + } + + var maxc1 = Math.max.apply(Math, sc1), + maxc2 = Math.max.apply(Math, sc2), + minc1 = Math.min.apply(Math, sc1), + minc2 = Math.min.apply(Math, sc2); + + return (minc2 <= maxc1 && maxc2 >= minc1); + }, + + /** + * Check whether two rectangles collide on each one of their four axis. If + * all axis collide, then the two rectangles do collide on the plane. + * + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide. + */ + collision: function(c1, c2) { + var axis = this.axis(c1, c2), + col = true; + + for (var i = 0; i < 4; i++) + col = col && this.axisCollision(axis[i], c1, c2); + + return col; + } + }; + + + /** + * Quad Functions + * ------------ + * + * The Quadtree functions themselves. + * For each of those functions, we consider that in a splitted quad, the + * index of each node is the following: + * 0: top left + * 1: top right + * 2: bottom left + * 3: bottom right + * + * Moreover, the hereafter quad's philosophy is to consider that if an element + * collides with more than one nodes, this element belongs to each of the + * nodes it collides with where other would let it lie on a higher node. + */ + + /** + * Get the index of the node containing the point in the quad + * + * @param {object} point A point defined by coordinates (x, y). + * @param {object} quadBounds Boundaries of the quad (x, y, width, heigth). + * @return {integer} The index of the node containing the point. + */ + function _quadIndex(point, quadBounds) { + var xmp = quadBounds.x + quadBounds.width / 2, + ymp = quadBounds.y + quadBounds.height / 2, + top = (point.y < ymp), + left = (point.x < xmp); + + if (top) { + if (left) + return 0; + else + return 1; + } + else { + if (left) + return 2; + else + return 3; + } + } + + /** + * Get a list of indexes of nodes containing an axis-aligned rectangle + * + * @param {object} rectangle A rectangle defined by two points (x1, y1), + * (x2, y2) and height. + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadIndexes(rectangle, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if ((rectangle.x2 >= quadCorners[i][0].x) && + (rectangle.x1 <= quadCorners[i][1].x) && + (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) && + (rectangle.y1 <= quadCorners[i][2].y)) + indexes.push(i); + + return indexes; + } + + /** + * Get a list of indexes of nodes containing a non-axis-aligned rectangle + * + * @param {array} corners An array containing each corner of the + * rectangle defined by its coordinates (x, y). + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadCollision(corners, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if (_geom.collision(corners, quadCorners[i])) + indexes.push(i); + + return indexes; + } + + /** + * Subdivide a quad by creating a node at a precise index. The function does + * not generate all four nodes not to potentially create unused nodes. + * + * @param {integer} index The index of the node to create. + * @param {object} quad The quad object to subdivide. + * @return {object} A new quad representing the node created. + */ + function _quadSubdivide(index, quad) { + var next = quad.level + 1, + subw = Math.round(quad.bounds.width / 2), + subh = Math.round(quad.bounds.height / 2), + qx = Math.round(quad.bounds.x), + qy = Math.round(quad.bounds.y), + x, + y; + + switch (index) { + case 0: + x = qx; + y = qy; + break; + case 1: + x = qx + subw; + y = qy; + break; + case 2: + x = qx; + y = qy + subh; + break; + case 3: + x = qx + subw; + y = qy + subh; + break; + } + + return _quadTree( + {x: x, y: y, width: subw, height: subh}, + next, + quad.maxElements, + quad.maxLevel + ); + } + + /** + * Recursively insert an element into the quadtree. Only points + * with size, i.e. axis-aligned squares, may be inserted with this + * method. + * + * @param {object} el The element to insert in the quadtree. + * @param {object} sizedPoint A sized point defined by two top points + * (x1, y1), (x2, y2) and height. + * @param {object} quad The quad in which to insert the element. + * @return {undefined} The function does not return anything. + */ + function _quadInsert(el, sizedPoint, quad) { + if (quad.level < quad.maxLevel) { + + // Searching appropriate quads + var indexes = _quadIndexes(sizedPoint, quad.corners); + + // Iterating + for (var i = 0, l = indexes.length; i < l; i++) { + + // Subdividing if necessary + if (quad.nodes[indexes[i]] === undefined) + quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad); + + // Recursion + _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]); + } + } + else { + + // Pushing the element in a leaf node + quad.elements.push(el); + } + } + + /** + * Recursively retrieve every elements held by the node containing the + * searched point. + * + * @param {object} point The searched point (x, y). + * @param {object} quad The searched quad. + * @return {array} An array of elements contained in the relevant + * node. + */ + function _quadRetrievePoint(point, quad) { + if (quad.level < quad.maxLevel) { + var index = _quadIndex(point, quad.bounds); + + // If node does not exist we return an empty list + if (quad.nodes[index] !== undefined) { + return _quadRetrievePoint(point, quad.nodes[index]); + } + else { + return []; + } + } + else { + return quad.elements; + } + } + + /** + * Recursively retrieve every elements contained within an rectangular area + * that may or may not be axis-aligned. + * + * @param {object|array} rectData The searched area defined either by + * an array of four corners (x, y) in + * the case of a non-axis-aligned + * rectangle or an object with two top + * points (x1, y1), (x2, y2) and height. + * @param {object} quad The searched quad. + * @param {function} collisionFunc The collision function used to search + * for node indexes. + * @param {array?} els The retrieved elements. + * @return {array} An array of elements contained in the + * area. + */ + function _quadRetrieveArea(rectData, quad, collisionFunc, els) { + els = els || {}; + + if (quad.level < quad.maxLevel) { + var indexes = collisionFunc(rectData, quad.corners); + + for (var i = 0, l = indexes.length; i < l; i++) + if (quad.nodes[indexes[i]] !== undefined) + _quadRetrieveArea( + rectData, + quad.nodes[indexes[i]], + collisionFunc, + els + ); + } else + for (var j = 0, m = quad.elements.length; j < m; j++) + if (els[quad.elements[j].id] === undefined) + els[quad.elements[j].id] = quad.elements[j]; + + return els; + } + + /** + * Creates the quadtree object itself. + * + * @param {object} bounds The boundaries of the quad defined by an + * origin (x, y), width and heigth. + * @param {integer} level The level of the quad in the tree. + * @param {integer} maxElements The max number of element in a leaf node. + * @param {integer} maxLevel The max recursion level of the tree. + * @return {object} The quadtree object. + */ + function _quadTree(bounds, level, maxElements, maxLevel) { + return { + level: level || 0, + bounds: bounds, + corners: _geom.splitSquare(bounds), + maxElements: maxElements || 40, + maxLevel: maxLevel || 8, + elements: [], + nodes: [] + }; + } + + + /** + * Sigma Quad Constructor + * ---------------------- + * + * The edgequad API as exposed to sigma. + */ + + /** + * The edgequad core that will become the sigma interface with the quadtree. + * + * property {object} _tree Property holding the quadtree object. + * property {object} _geom Exposition of the _geom namespace for testing. + * property {object} _cache Cache for the area method. + * property {boolean} _enabled Can index and retreive elements. + */ + var edgequad = function() { + this._geom = _geom; + this._tree = null; + this._cache = { + query: false, + result: false + }; + this._enabled = true; + }; + + /** + * Index a graph by inserting its edges into the quadtree. + * + * @param {object} graph A graph instance. + * @param {object} params An object of parameters with at least the quad + * bounds. + * @return {object} The quadtree object. + * + * Parameters: + * ---------- + * bounds: {object} boundaries of the quad defined by its origin (x, y) + * width and heigth. + * prefix: {string?} a prefix for edge geometric attributes. + * maxElements: {integer?} the max number of elements in a leaf node. + * maxLevel: {integer?} the max recursion level of the tree. + */ + edgequad.prototype.index = function(graph, params) { + if (!this._enabled) + return this._tree; + + // Enforcing presence of boundaries + if (!params.bounds) + throw 'sigma.classes.edgequad.index: bounds information not given.'; + + // Prefix + var prefix = params.prefix || '', + cp, + source, + target, + n, + e; + + // Building the tree + this._tree = _quadTree( + params.bounds, + 0, + params.maxElements, + params.maxLevel + ); + + var edges = graph.edges(); + + // Inserting graph edges into the tree + for (var i = 0, l = edges.length; i < l; i++) { + source = graph.nodes(edges[i].source); + target = graph.nodes(edges[i].target); + e = { + x1: source[prefix + 'x'], + y1: source[prefix + 'y'], + x2: target[prefix + 'x'], + y2: target[prefix + 'y'], + size: edges[i][prefix + 'size'] || 0 + }; + + // Inserting edge + if (edges[i].type === 'curve' || edges[i].type === 'curvedArrow') { + if (source.id === target.id) { + n = { + x: source[prefix + 'x'], + y: source[prefix + 'y'], + size: source[prefix + 'size'] || 0 + }; + _quadInsert( + edges[i], + _geom.selfLoopToSquare(n), + this._tree); + } + else { + cp = sigma.utils.getQuadraticControlPoint(e.x1, e.y1, e.x2, e.y2); + _quadInsert( + edges[i], + _geom.quadraticCurveToSquare(e, cp), + this._tree); + } + } + else { + _quadInsert( + edges[i], + _geom.lineToSquare(e), + this._tree); + } + } + + // Reset cache: + this._cache = { + query: false, + result: false + }; + + // remove? + return this._tree; + }; + + /** + * Retrieve every graph edges held by the quadtree node containing the + * searched point. + * + * @param {number} x of the point. + * @param {number} y of the point. + * @return {array} An array of edges retrieved. + */ + edgequad.prototype.point = function(x, y) { + if (!this._enabled) + return []; + + return this._tree ? + _quadRetrievePoint({x: x, y: y}, this._tree) || [] : + []; + }; + + /** + * Retrieve every graph edges within a rectangular area. The methods keep the + * last area queried in cache for optimization reason and will act differently + * for the same reason if the area is axis-aligned or not. + * + * @param {object} A rectangle defined by two top points (x1, y1), (x2, y2) + * and height. + * @return {array} An array of edges retrieved. + */ + edgequad.prototype.area = function(rect) { + if (!this._enabled) + return []; + + var serialized = JSON.stringify(rect), + collisionFunc, + rectData; + + // Returning cache? + if (this._cache.query === serialized) + return this._cache.result; + + // Axis aligned ? + if (_geom.isAxisAligned(rect)) { + collisionFunc = _quadIndexes; + rectData = _geom.axisAlignedTopPoints(rect); + } + else { + collisionFunc = _quadCollision; + rectData = _geom.rectangleCorners(rect); + } + + // Retrieving edges + var edges = this._tree ? + _quadRetrieveArea( + rectData, + this._tree, + collisionFunc + ) : + []; + + // Object to array + var edgesArray = []; + for (var i in edges) + edgesArray.push(edges[i]); + + // Caching + this._cache.query = serialized; + this._cache.result = edgesArray; + + return edgesArray; + }; + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.edgequad = edgequad; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = edgequad; + exports.edgequad = edgequad; + } else + this.edgequad = edgequad; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.captors'); + + /** + * The user inputs default captor. It deals with mouse events, keyboards + * events and touch events. + * + * @param {DOMElement} target The DOM element where the listeners will be + * bound. + * @param {camera} camera The camera related to the target. + * @param {configurable} settings The settings function. + * @return {sigma.captor} The fresh new captor instance. + */ + sigma.captors.mouse = function(target, camera, settings) { + var _self = this, + _target = target, + _camera = camera, + _settings = settings, + + // CAMERA MANAGEMENT: + // ****************** + // The camera position when the user starts dragging: + _startCameraX, + _startCameraY, + _startCameraAngle, + + // The latest stage position: + _lastCameraX, + _lastCameraY, + _lastCameraAngle, + _lastCameraRatio, + + // MOUSE MANAGEMENT: + // ***************** + // The mouse position when the user starts dragging: + _startMouseX, + _startMouseY, + + _isMouseDown, + _isMoving, + _hasDragged, + _downStartTime, + _movingTimeoutId; + + sigma.classes.dispatcher.extend(this); + + sigma.utils.doubleClick(_target, 'click', _doubleClickHandler); + _target.addEventListener('DOMMouseScroll', _wheelHandler, false); + _target.addEventListener('mousewheel', _wheelHandler, false); + _target.addEventListener('mousemove', _moveHandler, false); + _target.addEventListener('mousedown', _downHandler, false); + _target.addEventListener('click', _clickHandler, false); + _target.addEventListener('mouseout', _outHandler, false); + document.addEventListener('mouseup', _upHandler, false); + + + + + /** + * This method unbinds every handlers that makes the captor work. + */ + this.kill = function() { + sigma.utils.unbindDoubleClick(_target, 'click'); + _target.removeEventListener('DOMMouseScroll', _wheelHandler); + _target.removeEventListener('mousewheel', _wheelHandler); + _target.removeEventListener('mousemove', _moveHandler); + _target.removeEventListener('mousedown', _downHandler); + _target.removeEventListener('click', _clickHandler); + _target.removeEventListener('mouseout', _outHandler); + document.removeEventListener('mouseup', _upHandler); + }; + + + + + // MOUSE EVENTS: + // ************* + + /** + * The handler listening to the 'move' mouse event. It will effectively + * drag the graph. + * + * @param {event} e A mouse event. + */ + function _moveHandler(e) { + var x, + y, + pos; + + // Dispatch event: + if (_settings('mouseEnabled')) { + _self.dispatchEvent('mousemove', + sigma.utils.mouseCoords(e)); + + if (_isMouseDown) { + _isMoving = true; + _hasDragged = true; + + if (_movingTimeoutId) + clearTimeout(_movingTimeoutId); + + _movingTimeoutId = setTimeout(function() { + _isMoving = false; + }, _settings('dragTimeout')); + + sigma.misc.animation.killAll(_camera); + + _camera.isMoving = true; + pos = _camera.cameraPosition( + sigma.utils.getX(e) - _startMouseX, + sigma.utils.getY(e) - _startMouseY, + true + ); + + x = _startCameraX - pos.x; + y = _startCameraY - pos.y; + + if (x !== _camera.x || y !== _camera.y) { + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _camera.goTo({ + x: x, + y: y + }); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + } + + /** + * The handler listening to the 'up' mouse event. It will stop dragging the + * graph. + * + * @param {event} e A mouse event. + */ + function _upHandler(e) { + if (_settings('mouseEnabled') && _isMouseDown) { + _isMouseDown = false; + if (_movingTimeoutId) + clearTimeout(_movingTimeoutId); + + _camera.isMoving = false; + + var x = sigma.utils.getX(e), + y = sigma.utils.getY(e); + + if (_isMoving) { + sigma.misc.animation.killAll(_camera); + sigma.misc.animation.camera( + _camera, + { + x: _camera.x + + _settings('mouseInertiaRatio') * (_camera.x - _lastCameraX), + y: _camera.y + + _settings('mouseInertiaRatio') * (_camera.y - _lastCameraY) + }, + { + easing: 'quadraticOut', + duration: _settings('mouseInertiaDuration') + } + ); + } else if ( + _startMouseX !== x || + _startMouseY !== y + ) + _camera.goTo({ + x: _camera.x, + y: _camera.y + }); + + _self.dispatchEvent('mouseup', + sigma.utils.mouseCoords(e)); + + // Update _isMoving flag: + _isMoving = false; + } + } + + /** + * The handler listening to the 'down' mouse event. It will start observing + * the mouse position for dragging the graph. + * + * @param {event} e A mouse event. + */ + function _downHandler(e) { + if (_settings('mouseEnabled')) { + _startCameraX = _camera.x; + _startCameraY = _camera.y; + + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _startMouseX = sigma.utils.getX(e); + _startMouseY = sigma.utils.getY(e); + + _hasDragged = false; + _downStartTime = (new Date()).getTime(); + + switch (e.which) { + case 2: + // Middle mouse button pressed + // Do nothing. + break; + case 3: + // Right mouse button pressed + _self.dispatchEvent('rightclick', + sigma.utils.mouseCoords(e, _startMouseX, _startMouseY)); + break; + // case 1: + default: + // Left mouse button pressed + _isMouseDown = true; + + _self.dispatchEvent('mousedown', + sigma.utils.mouseCoords(e, _startMouseX, _startMouseY)); + } + } + } + + /** + * The handler listening to the 'out' mouse event. It will just redispatch + * the event. + * + * @param {event} e A mouse event. + */ + function _outHandler(e) { + if (_settings('mouseEnabled')) + _self.dispatchEvent('mouseout'); + } + + /** + * The handler listening to the 'click' mouse event. It will redispatch the + * click event, but with normalized X and Y coordinates. + * + * @param {event} e A mouse event. + */ + function _clickHandler(e) { + if (_settings('mouseEnabled')) { + var event = sigma.utils.mouseCoords(e); + event.isDragging = + (((new Date()).getTime() - _downStartTime) > 100) && _hasDragged; + _self.dispatchEvent('click', event); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + + /** + * The handler listening to the double click custom event. It will + * basically zoom into the graph. + * + * @param {event} e A mouse event. + */ + function _doubleClickHandler(e) { + var pos, + ratio, + animation; + + if (_settings('mouseEnabled')) { + ratio = 1 / _settings('doubleClickZoomingRatio'); + + _self.dispatchEvent('doubleclick', + sigma.utils.mouseCoords(e, _startMouseX, _startMouseY)); + + if (_settings('doubleClickEnabled')) { + pos = _camera.cameraPosition( + sigma.utils.getX(e) - sigma.utils.getCenter(e).x, + sigma.utils.getY(e) - sigma.utils.getCenter(e).y, + true + ); + + animation = { + duration: _settings('doubleClickZoomDuration') + }; + + sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + + /** + * The handler listening to the 'wheel' mouse event. It will basically zoom + * in or not into the graph. + * + * @param {event} e A mouse event. + */ + function _wheelHandler(e) { + var pos, + ratio, + animation, + wheelDelta = sigma.utils.getDelta(e); + + if (_settings('mouseEnabled') && _settings('mouseWheelEnabled') && wheelDelta !== 0) { + ratio = wheelDelta > 0 ? + 1 / _settings('zoomingRatio') : + _settings('zoomingRatio'); + + pos = _camera.cameraPosition( + sigma.utils.getX(e) - sigma.utils.getCenter(e).x, + sigma.utils.getY(e) - sigma.utils.getCenter(e).y, + true + ); + + animation = { + duration: _settings('mouseZoomDuration') + }; + + sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation); + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.captors'); + + /** + * The user inputs default captor. It deals with mouse events, keyboards + * events and touch events. + * + * @param {DOMElement} target The DOM element where the listeners will be + * bound. + * @param {camera} camera The camera related to the target. + * @param {configurable} settings The settings function. + * @return {sigma.captor} The fresh new captor instance. + */ + sigma.captors.touch = function(target, camera, settings) { + var _self = this, + _target = target, + _camera = camera, + _settings = settings, + + // CAMERA MANAGEMENT: + // ****************** + // The camera position when the user starts dragging: + _startCameraX, + _startCameraY, + _startCameraAngle, + _startCameraRatio, + + // The latest stage position: + _lastCameraX, + _lastCameraY, + _lastCameraAngle, + _lastCameraRatio, + + // TOUCH MANAGEMENT: + // ***************** + // Touches that are down: + _downTouches = [], + + _startTouchX0, + _startTouchY0, + _startTouchX1, + _startTouchY1, + _startTouchAngle, + _startTouchDistance, + + _touchMode, + + _isMoving, + _doubleTap, + _movingTimeoutId; + + sigma.classes.dispatcher.extend(this); + + sigma.utils.doubleClick(_target, 'touchstart', _doubleTapHandler); + _target.addEventListener('touchstart', _handleStart, false); + _target.addEventListener('touchend', _handleLeave, false); + _target.addEventListener('touchcancel', _handleLeave, false); + _target.addEventListener('touchleave', _handleLeave, false); + _target.addEventListener('touchmove', _handleMove, false); + + function position(e) { + var offset = sigma.utils.getOffset(_target); + + return { + x: e.pageX - offset.left, + y: e.pageY - offset.top + }; + } + + /** + * This method unbinds every handlers that makes the captor work. + */ + this.kill = function() { + sigma.utils.unbindDoubleClick(_target, 'touchstart'); + _target.addEventListener('touchstart', _handleStart); + _target.addEventListener('touchend', _handleLeave); + _target.addEventListener('touchcancel', _handleLeave); + _target.addEventListener('touchleave', _handleLeave); + _target.addEventListener('touchmove', _handleMove); + }; + + // TOUCH EVENTS: + // ************* + /** + * The handler listening to the 'touchstart' event. It will set the touch + * mode ("_touchMode") and start observing the user touch moves. + * + * @param {event} e A touch event. + */ + function _handleStart(e) { + if (_settings('touchEnabled')) { + var x0, + x1, + y0, + y1, + pos0, + pos1; + + _downTouches = e.touches; + + switch (_downTouches.length) { + case 1: + _camera.isMoving = true; + _touchMode = 1; + + _startCameraX = _camera.x; + _startCameraY = _camera.y; + + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + pos0 = position(_downTouches[0]); + _startTouchX0 = pos0.x; + _startTouchY0 = pos0.y; + + break; + case 2: + _camera.isMoving = true; + _touchMode = 2; + + pos0 = position(_downTouches[0]); + pos1 = position(_downTouches[1]); + x0 = pos0.x; + y0 = pos0.y; + x1 = pos1.x; + y1 = pos1.y; + + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _startCameraAngle = _camera.angle; + _startCameraRatio = _camera.ratio; + + _startCameraX = _camera.x; + _startCameraY = _camera.y; + + _startTouchX0 = x0; + _startTouchY0 = y0; + _startTouchX1 = x1; + _startTouchY1 = y1; + + _startTouchAngle = Math.atan2( + _startTouchY1 - _startTouchY0, + _startTouchX1 - _startTouchX0 + ); + _startTouchDistance = Math.sqrt( + (_startTouchY1 - _startTouchY0) * + (_startTouchY1 - _startTouchY0) + + (_startTouchX1 - _startTouchX0) * + (_startTouchX1 - _startTouchX0) + ); + + e.preventDefault(); + return false; + } + } + } + + /** + * The handler listening to the 'touchend', 'touchcancel' and 'touchleave' + * event. It will update the touch mode if there are still at least one + * finger, and stop dragging else. + * + * @param {event} e A touch event. + */ + function _handleLeave(e) { + if (_settings('touchEnabled')) { + _downTouches = e.touches; + var inertiaRatio = _settings('touchInertiaRatio'); + + if (_movingTimeoutId) { + _isMoving = false; + clearTimeout(_movingTimeoutId); + } + + switch (_touchMode) { + case 2: + if (e.touches.length === 1) { + _handleStart(e); + + e.preventDefault(); + break; + } + /* falls through */ + case 1: + _camera.isMoving = false; + _self.dispatchEvent('stopDrag'); + + if (_isMoving) { + _doubleTap = false; + sigma.misc.animation.camera( + _camera, + { + x: _camera.x + + inertiaRatio * (_camera.x - _lastCameraX), + y: _camera.y + + inertiaRatio * (_camera.y - _lastCameraY) + }, + { + easing: 'quadraticOut', + duration: _settings('touchInertiaDuration') + } + ); + } + + _isMoving = false; + _touchMode = 0; + break; + } + } + } + + /** + * The handler listening to the 'touchmove' event. It will effectively drag + * the graph, and eventually zooms and turn it if the user is using two + * fingers. + * + * @param {event} e A touch event. + */ + function _handleMove(e) { + if (!_doubleTap && _settings('touchEnabled')) { + var x0, + x1, + y0, + y1, + cos, + sin, + end, + pos0, + pos1, + diff, + start, + dAngle, + dRatio, + newStageX, + newStageY, + newStageRatio, + newStageAngle; + + _downTouches = e.touches; + _isMoving = true; + + if (_movingTimeoutId) + clearTimeout(_movingTimeoutId); + + _movingTimeoutId = setTimeout(function() { + _isMoving = false; + }, _settings('dragTimeout')); + + switch (_touchMode) { + case 1: + pos0 = position(_downTouches[0]); + x0 = pos0.x; + y0 = pos0.y; + + diff = _camera.cameraPosition( + x0 - _startTouchX0, + y0 - _startTouchY0, + true + ); + + newStageX = _startCameraX - diff.x; + newStageY = _startCameraY - diff.y; + + if (newStageX !== _camera.x || newStageY !== _camera.y) { + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _camera.goTo({ + x: newStageX, + y: newStageY + }); + + _self.dispatchEvent('mousemove', + sigma.utils.mouseCoords(e, pos0.x, pos0.y)); + + _self.dispatchEvent('drag'); + } + break; + case 2: + pos0 = position(_downTouches[0]); + pos1 = position(_downTouches[1]); + x0 = pos0.x; + y0 = pos0.y; + x1 = pos1.x; + y1 = pos1.y; + + start = _camera.cameraPosition( + (_startTouchX0 + _startTouchX1) / 2 - + sigma.utils.getCenter(e).x, + (_startTouchY0 + _startTouchY1) / 2 - + sigma.utils.getCenter(e).y, + true + ); + end = _camera.cameraPosition( + (x0 + x1) / 2 - sigma.utils.getCenter(e).x, + (y0 + y1) / 2 - sigma.utils.getCenter(e).y, + true + ); + + dAngle = Math.atan2(y1 - y0, x1 - x0) - _startTouchAngle; + dRatio = Math.sqrt( + (y1 - y0) * (y1 - y0) + (x1 - x0) * (x1 - x0) + ) / _startTouchDistance; + + // Translation: + x0 = start.x; + y0 = start.y; + + // Homothetic transformation: + newStageRatio = _startCameraRatio / dRatio; + x0 = x0 * dRatio; + y0 = y0 * dRatio; + + // Rotation: + newStageAngle = _startCameraAngle - dAngle; + cos = Math.cos(-dAngle); + sin = Math.sin(-dAngle); + x1 = x0 * cos + y0 * sin; + y1 = y0 * cos - x0 * sin; + x0 = x1; + y0 = y1; + + // Finalize: + newStageX = x0 - end.x + _startCameraX; + newStageY = y0 - end.y + _startCameraY; + + if ( + newStageRatio !== _camera.ratio || + newStageAngle !== _camera.angle || + newStageX !== _camera.x || + newStageY !== _camera.y + ) { + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + _lastCameraAngle = _camera.angle; + _lastCameraRatio = _camera.ratio; + + _camera.goTo({ + x: newStageX, + y: newStageY, + angle: newStageAngle, + ratio: newStageRatio + }); + + _self.dispatchEvent('drag'); + } + + break; + } + + e.preventDefault(); + return false; + } + } + + /** + * The handler listening to the double tap custom event. It will + * basically zoom into the graph. + * + * @param {event} e A touch event. + */ + function _doubleTapHandler(e) { + var pos, + ratio, + animation; + + if (e.touches && e.touches.length === 1 && _settings('touchEnabled')) { + _doubleTap = true; + + ratio = 1 / _settings('doubleClickZoomingRatio'); + + pos = position(e.touches[0]); + _self.dispatchEvent('doubleclick', + sigma.utils.mouseCoords(e, pos.x, pos.y)); + + if (_settings('doubleClickEnabled')) { + pos = _camera.cameraPosition( + pos.x - sigma.utils.getCenter(e).x, + pos.y - sigma.utils.getCenter(e).y, + true + ); + + animation = { + duration: _settings('doubleClickZoomDuration'), + onComplete: function() { + _doubleTap = false; + } + }; + + sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + if (typeof conrad === 'undefined') + throw 'conrad is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + /** + * This function is the constructor of the canvas sigma's renderer. + * + * @param {sigma.classes.graph} graph The graph to render. + * @param {sigma.classes.camera} camera The camera. + * @param {configurable} settings The sigma instance settings + * function. + * @param {object} object The options object. + * @return {sigma.renderers.canvas} The renderer instance. + */ + sigma.renderers.canvas = function(graph, camera, settings, options) { + if (typeof options !== 'object') + throw 'sigma.renderers.canvas: Wrong arguments.'; + + if (!(options.container instanceof HTMLElement)) + throw 'Container not found.'; + + var k, + i, + l, + a, + fn, + self = this; + + sigma.classes.dispatcher.extend(this); + + // Initialize main attributes: + Object.defineProperty(this, 'conradId', { + value: sigma.utils.id() + }); + this.graph = graph; + this.camera = camera; + this.contexts = {}; + this.domElements = {}; + this.options = options; + this.container = this.options.container; + this.settings = ( + typeof options.settings === 'object' && + options.settings + ) ? + settings.embedObjects(options.settings) : + settings; + + // Node indexes: + this.nodesOnScreen = []; + this.edgesOnScreen = []; + + // Conrad related attributes: + this.jobs = {}; + + // Find the prefix: + this.options.prefix = 'renderer' + this.conradId + ':'; + + // Initialize the DOM elements: + if ( + !this.settings('batchEdgesDrawing') + ) { + this.initDOM('canvas', 'scene'); + this.contexts.edges = this.contexts.scene; + this.contexts.nodes = this.contexts.scene; + this.contexts.labels = this.contexts.scene; + } else { + this.initDOM('canvas', 'edges'); + this.initDOM('canvas', 'scene'); + this.contexts.nodes = this.contexts.scene; + this.contexts.labels = this.contexts.scene; + } + + this.initDOM('canvas', 'mouse'); + this.contexts.hover = this.contexts.mouse; + + // Initialize captors: + this.captors = []; + a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; + for (i = 0, l = a.length; i < l; i++) { + fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; + this.captors.push( + new fn( + this.domElements.mouse, + this.camera, + this.settings + ) + ); + } + + // Deal with sigma events: + sigma.misc.bindEvents.call(this, this.options.prefix); + sigma.misc.drawHovers.call(this, this.options.prefix); + + this.resize(false); + }; + + + + + /** + * This method renders the graph on the canvases. + * + * @param {?object} options Eventually an object of options. + * @return {sigma.renderers.canvas} Returns the instance itself. + */ + sigma.renderers.canvas.prototype.render = function(options) { + options = options || {}; + + var a, + i, + k, + l, + o, + id, + end, + job, + start, + edges, + renderers, + rendererType, + batchSize, + tempGCO, + index = {}, + graph = this.graph, + nodes = this.graph.nodes, + prefix = this.options.prefix || '', + drawEdges = this.settings(options, 'drawEdges'), + drawNodes = this.settings(options, 'drawNodes'), + drawLabels = this.settings(options, 'drawLabels'), + drawEdgeLabels = this.settings(options, 'drawEdgeLabels'), + embedSettings = this.settings.embedObjects(options, { + prefix: this.options.prefix + }); + + // Call the resize function: + this.resize(false); + + // Check the 'hideEdgesOnMove' setting: + if (this.settings(options, 'hideEdgesOnMove')) + if (this.camera.isAnimated || this.camera.isMoving) + drawEdges = false; + + // Apply the camera's view: + this.camera.applyView( + undefined, + this.options.prefix, + { + width: this.width, + height: this.height + } + ); + + // Clear canvases: + this.clear(); + + // Kill running jobs: + for (k in this.jobs) + if (conrad.hasJob(k)) + conrad.killJob(k); + + // Find which nodes are on screen: + this.edgesOnScreen = []; + this.nodesOnScreen = this.camera.quadtree.area( + this.camera.getRectangle(this.width, this.height) + ); + + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + index[a[i].id] = a[i]; + + // Draw edges: + // - If settings('batchEdgesDrawing') is true, the edges are displayed per + // batches. If not, they are drawn in one frame. + if (drawEdges) { + // First, let's identify which edges to draw. To do this, we just keep + // every edges that have at least one extremity displayed according to + // the quadtree and the "hidden" attribute. We also do not keep hidden + // edges. + for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { + o = a[i]; + if ( + (index[o.source] || index[o.target]) && + (!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden) + ) + this.edgesOnScreen.push(o); + } + + // If the "batchEdgesDrawing" settings is true, edges are batched: + if (this.settings(options, 'batchEdgesDrawing')) { + id = 'edges_' + this.conradId; + batchSize = embedSettings('canvasEdgesBatchSize'); + + edges = this.edgesOnScreen; + l = edges.length; + + start = 0; + end = Math.min(edges.length, start + batchSize); + + job = function() { + tempGCO = this.contexts.edges.globalCompositeOperation; + this.contexts.edges.globalCompositeOperation = 'destination-over'; + + renderers = sigma.canvas.edges; + for (i = start; i < end; i++) { + o = edges[i]; + (renderers[ + o.type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + o, + graph.nodes(o.source), + graph.nodes(o.target), + this.contexts.edges, + embedSettings + ); + } + + // Draw edge labels: + if (drawEdgeLabels) { + renderers = sigma.canvas.edges.labels; + for (i = start; i < end; i++) { + o = edges[i]; + if (!o.hidden) + (renderers[ + o.type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + o, + graph.nodes(o.source), + graph.nodes(o.target), + this.contexts.labels, + embedSettings + ); + } + } + + // Restore original globalCompositeOperation: + this.contexts.edges.globalCompositeOperation = tempGCO; + + // Catch job's end: + if (end === edges.length) { + delete this.jobs[id]; + return false; + } + + start = end + 1; + end = Math.min(edges.length, start + batchSize); + return true; + }; + + this.jobs[id] = job; + conrad.addJob(id, job.bind(this)); + + // If not, they are drawn in one frame: + } else { + renderers = sigma.canvas.edges; + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) { + o = a[i]; + (renderers[ + o.type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + o, + graph.nodes(o.source), + graph.nodes(o.target), + this.contexts.edges, + embedSettings + ); + } + + // Draw edge labels: + // - No batching + if (drawEdgeLabels) { + renderers = sigma.canvas.edges.labels; + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + (renderers[ + a[i].type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + a[i], + graph.nodes(a[i].source), + graph.nodes(a[i].target), + this.contexts.labels, + embedSettings + ); + } + } + } + + // Draw nodes: + // - No batching + if (drawNodes) { + renderers = sigma.canvas.nodes; + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + (renderers[ + a[i].type || this.settings(options, 'defaultNodeType') + ] || renderers.def)( + a[i], + this.contexts.nodes, + embedSettings + ); + } + + // Draw labels: + // - No batching + if (drawLabels) { + renderers = sigma.canvas.labels; + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + (renderers[ + a[i].type || this.settings(options, 'defaultNodeType') + ] || renderers.def)( + a[i], + this.contexts.labels, + embedSettings + ); + } + + this.dispatchEvent('render'); + + return this; + }; + + /** + * This method creates a DOM element of the specified type, switches its + * position to "absolute", references it to the domElements attribute, and + * finally appends it to the container. + * + * @param {string} tag The label tag. + * @param {string} id The id of the element (to store it in "domElements"). + */ + sigma.renderers.canvas.prototype.initDOM = function(tag, id) { + var dom = document.createElement(tag); + + dom.style.position = 'absolute'; + dom.setAttribute('class', 'sigma-' + id); + + this.domElements[id] = dom; + this.container.appendChild(dom); + + if (tag.toLowerCase() === 'canvas') + this.contexts[id] = dom.getContext('2d'); + }; + + /** + * This method resizes each DOM elements in the container and stores the new + * dimensions. Then, it renders the graph. + * + * @param {?number} width The new width of the container. + * @param {?number} height The new height of the container. + * @return {sigma.renderers.canvas} Returns the instance itself. + */ + sigma.renderers.canvas.prototype.resize = function(w, h) { + var k, + oldWidth = this.width, + oldHeight = this.height, + pixelRatio = sigma.utils.getPixelRatio(); + + if (w !== undefined && h !== undefined) { + this.width = w; + this.height = h; + } else { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + + w = this.width; + h = this.height; + } + + if (oldWidth !== this.width || oldHeight !== this.height) { + for (k in this.domElements) { + this.domElements[k].style.width = w + 'px'; + this.domElements[k].style.height = h + 'px'; + + if (this.domElements[k].tagName.toLowerCase() === 'canvas') { + this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px'); + this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px'); + + if (pixelRatio !== 1) + this.contexts[k].scale(pixelRatio, pixelRatio); + } + } + } + + return this; + }; + + /** + * This method clears each canvas. + * + * @return {sigma.renderers.canvas} Returns the instance itself. + */ + sigma.renderers.canvas.prototype.clear = function() { + for (var k in this.contexts) { + this.contexts[k].clearRect(0, 0, this.width, this.height); + } + + return this; + }; + + /** + * This method kills contexts and other attributes. + */ + sigma.renderers.canvas.prototype.kill = function() { + var k, + captor; + + // Kill captors: + while ((captor = this.captors.pop())) + captor.kill(); + delete this.captors; + + // Kill contexts: + for (k in this.domElements) { + this.domElements[k].parentNode.removeChild(this.domElements[k]); + delete this.domElements[k]; + delete this.contexts[k]; + } + delete this.domElements; + delete this.contexts; + }; + + + + + /** + * The labels, nodes and edges renderers are stored in the three following + * objects. When an element is drawn, its type will be checked and if a + * renderer with the same name exists, it will be used. If not found, the + * default renderer will be used instead. + * + * They are stored in different files, in the "./canvas" folder. + */ + sigma.utils.pkg('sigma.canvas.nodes'); + sigma.utils.pkg('sigma.canvas.edges'); + sigma.utils.pkg('sigma.canvas.labels'); +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + /** + * This function is the constructor of the canvas sigma's renderer. + * + * @param {sigma.classes.graph} graph The graph to render. + * @param {sigma.classes.camera} camera The camera. + * @param {configurable} settings The sigma instance settings + * function. + * @param {object} object The options object. + * @return {sigma.renderers.canvas} The renderer instance. + */ + sigma.renderers.webgl = function(graph, camera, settings, options) { + if (typeof options !== 'object') + throw 'sigma.renderers.webgl: Wrong arguments.'; + + if (!(options.container instanceof HTMLElement)) + throw 'Container not found.'; + + var k, + i, + l, + a, + fn, + _self = this; + + sigma.classes.dispatcher.extend(this); + + // Conrad related attributes: + this.jobs = {}; + + Object.defineProperty(this, 'conradId', { + value: sigma.utils.id() + }); + + // Initialize main attributes: + this.graph = graph; + this.camera = camera; + this.contexts = {}; + this.domElements = {}; + this.options = options; + this.container = this.options.container; + this.settings = ( + typeof options.settings === 'object' && + options.settings + ) ? + settings.embedObjects(options.settings) : + settings; + + // Find the prefix: + this.options.prefix = this.camera.readPrefix; + + // Initialize programs hash + Object.defineProperty(this, 'nodePrograms', { + value: {} + }); + Object.defineProperty(this, 'edgePrograms', { + value: {} + }); + Object.defineProperty(this, 'nodeFloatArrays', { + value: {} + }); + Object.defineProperty(this, 'edgeFloatArrays', { + value: {} + }); + Object.defineProperty(this, 'edgeIndicesArrays', { + value: {} + }); + + // Initialize the DOM elements: + if (this.settings(options, 'batchEdgesDrawing')) { + this.initDOM('canvas', 'edges', true); + this.initDOM('canvas', 'nodes', true); + } else { + this.initDOM('canvas', 'scene', true); + this.contexts.nodes = this.contexts.scene; + this.contexts.edges = this.contexts.scene; + } + + this.initDOM('canvas', 'labels'); + this.initDOM('canvas', 'mouse'); + this.contexts.hover = this.contexts.mouse; + + // Initialize captors: + this.captors = []; + a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; + for (i = 0, l = a.length; i < l; i++) { + fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; + this.captors.push( + new fn( + this.domElements.mouse, + this.camera, + this.settings + ) + ); + } + + // Deal with sigma events: + sigma.misc.bindEvents.call(this, this.camera.prefix); + sigma.misc.drawHovers.call(this, this.camera.prefix); + + this.resize(); + }; + + + + + /** + * This method will generate the nodes and edges float arrays. This step is + * separated from the "render" method, because to keep WebGL efficient, since + * all the camera and middlewares are modelised as matrices and they do not + * require the float arrays to be regenerated. + * + * Basically, when the user moves the camera or applies some specific linear + * transformations, this process step will be skipped, and the "render" + * method will efficiently refresh the rendering. + * + * And when the user modifies the graph colors or positions (applying a new + * layout or filtering the colors, for instance), this "process" step will be + * required to regenerate the float arrays. + * + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.process = function() { + var a, + i, + l, + k, + type, + renderer, + graph = this.graph, + options = sigma.utils.extend(options, this.options), + defaultEdgeType = this.settings(options, 'defaultEdgeType'), + defaultNodeType = this.settings(options, 'defaultNodeType'); + + // Empty float arrays: + for (k in this.nodeFloatArrays) + delete this.nodeFloatArrays[k]; + + for (k in this.edgeFloatArrays) + delete this.edgeFloatArrays[k]; + + for (k in this.edgeIndicesArrays) + delete this.edgeIndicesArrays[k]; + + // Sort edges and nodes per types: + for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { + type = a[i].type || defaultEdgeType; + k = (type && sigma.webgl.edges[type]) ? type : 'def'; + + if (!this.edgeFloatArrays[k]) + this.edgeFloatArrays[k] = { + edges: [] + }; + + this.edgeFloatArrays[k].edges.push(a[i]); + } + + for (a = graph.nodes(), i = 0, l = a.length; i < l; i++) { + type = a[i].type || defaultNodeType; + k = (type && sigma.webgl.nodes[type]) ? type : 'def'; + + if (!this.nodeFloatArrays[k]) + this.nodeFloatArrays[k] = { + nodes: [] + }; + + this.nodeFloatArrays[k].nodes.push(a[i]); + } + + // Push edges: + for (k in this.edgeFloatArrays) { + renderer = sigma.webgl.edges[k]; + a = this.edgeFloatArrays[k].edges; + + // Creating the necessary arrays + this.edgeFloatArrays[k].array = new Float32Array( + a.length * renderer.POINTS * renderer.ATTRIBUTES + ); + + for (i = 0, l = a.length; i < l; i++) { + + // Just check that the edge and both its extremities are visible: + if ( + !a[i].hidden && + !graph.nodes(a[i].source).hidden && + !graph.nodes(a[i].target).hidden + ) + renderer.addEdge( + a[i], + graph.nodes(a[i].source), + graph.nodes(a[i].target), + this.edgeFloatArrays[k].array, + i * renderer.POINTS * renderer.ATTRIBUTES, + options.prefix, + this.settings + ); + } + + if (typeof renderer.computeIndices === 'function') + this.edgeIndicesArrays[k] = renderer.computeIndices( + this.edgeFloatArrays[k].array + ); + } + + // Push nodes: + for (k in this.nodeFloatArrays) { + renderer = sigma.webgl.nodes[k]; + a = this.nodeFloatArrays[k].nodes; + + // Creating the necessary arrays + this.nodeFloatArrays[k].array = new Float32Array( + a.length * renderer.POINTS * renderer.ATTRIBUTES + ); + + for (i = 0, l = a.length; i < l; i++) { + if (!this.nodeFloatArrays[k].array) + this.nodeFloatArrays[k].array = new Float32Array( + a.length * renderer.POINTS * renderer.ATTRIBUTES + ); + + // Just check that the edge and both its extremities are visible: + if ( + !a[i].hidden + ) + renderer.addNode( + a[i], + this.nodeFloatArrays[k].array, + i * renderer.POINTS * renderer.ATTRIBUTES, + options.prefix, + this.settings + ); + } + } + + return this; + }; + + + + + /** + * This method renders the graph. It basically calls each program (and + * generate them if they do not exist yet) to render nodes and edges, batched + * per renderer. + * + * As in the canvas renderer, it is possible to display edges, nodes and / or + * labels in batches, to make the whole thing way more scalable. + * + * @param {?object} params Eventually an object of options. + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.render = function(params) { + var a, + i, + l, + k, + o, + program, + renderer, + self = this, + graph = this.graph, + nodesGl = this.contexts.nodes, + edgesGl = this.contexts.edges, + matrix = this.camera.getMatrix(), + options = sigma.utils.extend(params, this.options), + drawLabels = this.settings(options, 'drawLabels'), + drawEdges = this.settings(options, 'drawEdges'), + drawNodes = this.settings(options, 'drawNodes'); + + // Call the resize function: + this.resize(false); + + // Check the 'hideEdgesOnMove' setting: + if (this.settings(options, 'hideEdgesOnMove')) + if (this.camera.isAnimated || this.camera.isMoving) + drawEdges = false; + + // Clear canvases: + this.clear(); + + // Translate matrix to [width/2, height/2]: + matrix = sigma.utils.matrices.multiply( + matrix, + sigma.utils.matrices.translation(this.width / 2, this.height / 2) + ); + + // Kill running jobs: + for (k in this.jobs) + if (conrad.hasJob(k)) + conrad.killJob(k); + + if (drawEdges) { + if (this.settings(options, 'batchEdgesDrawing')) + (function() { + var a, + k, + i, + id, + job, + arr, + end, + start, + indices, + renderer, + batchSize, + currentProgram; + + id = 'edges_' + this.conradId; + batchSize = this.settings(options, 'webglEdgesBatchSize'); + a = Object.keys(this.edgeFloatArrays); + + if (!a.length) + return; + i = 0; + renderer = sigma.webgl.edges[a[i]]; + arr = this.edgeFloatArrays[a[i]].array; + indices = this.edgeIndicesArrays[a[i]]; + start = 0; + end = Math.min( + start + batchSize * renderer.POINTS, + arr.length / renderer.ATTRIBUTES + ); + + job = function() { + // Check program: + if (!this.edgePrograms[a[i]]) + this.edgePrograms[a[i]] = renderer.initProgram(edgesGl); + + if (start < end) { + edgesGl.useProgram(this.edgePrograms[a[i]]); + renderer.render( + edgesGl, + this.edgePrograms[a[i]], + arr, + { + settings: this.settings, + matrix: matrix, + width: this.width, + height: this.height, + ratio: this.camera.ratio, + scalingRatio: this.settings( + options, + 'webglOversamplingRatio' + ), + start: start, + count: end - start, + indicesData: indices + } + ); + } + + // Catch job's end: + if ( + end >= arr.length / renderer.ATTRIBUTES && + i === a.length - 1 + ) { + delete this.jobs[id]; + return false; + } + + if (end >= arr.length / renderer.ATTRIBUTES) { + i++; + arr = this.edgeFloatArrays[a[i]].array; + renderer = sigma.webgl.edges[a[i]]; + start = 0; + end = Math.min( + start + batchSize * renderer.POINTS, + arr.length / renderer.ATTRIBUTES + ); + } else { + start = end; + end = Math.min( + start + batchSize * renderer.POINTS, + arr.length / renderer.ATTRIBUTES + ); + } + + return true; + }; + + this.jobs[id] = job; + conrad.addJob(id, job.bind(this)); + }).call(this); + else { + for (k in this.edgeFloatArrays) { + renderer = sigma.webgl.edges[k]; + + // Check program: + if (!this.edgePrograms[k]) + this.edgePrograms[k] = renderer.initProgram(edgesGl); + + // Render + if (this.edgeFloatArrays[k]) { + edgesGl.useProgram(this.edgePrograms[k]); + renderer.render( + edgesGl, + this.edgePrograms[k], + this.edgeFloatArrays[k].array, + { + settings: this.settings, + matrix: matrix, + width: this.width, + height: this.height, + ratio: this.camera.ratio, + scalingRatio: this.settings(options, 'webglOversamplingRatio'), + indicesData: this.edgeIndicesArrays[k] + } + ); + } + } + } + } + + if (drawNodes) { + // Enable blending: + nodesGl.blendFunc(nodesGl.SRC_ALPHA, nodesGl.ONE_MINUS_SRC_ALPHA); + nodesGl.enable(nodesGl.BLEND); + + for (k in this.nodeFloatArrays) { + renderer = sigma.webgl.nodes[k]; + + // Check program: + if (!this.nodePrograms[k]) + this.nodePrograms[k] = renderer.initProgram(nodesGl); + + // Render + if (this.nodeFloatArrays[k]) { + nodesGl.useProgram(this.nodePrograms[k]); + renderer.render( + nodesGl, + this.nodePrograms[k], + this.nodeFloatArrays[k].array, + { + settings: this.settings, + matrix: matrix, + width: this.width, + height: this.height, + ratio: this.camera.ratio, + scalingRatio: this.settings(options, 'webglOversamplingRatio') + } + ); + } + } + } + + if (drawLabels) { + a = this.camera.quadtree.area( + this.camera.getRectangle(this.width, this.height) + ); + + // Apply camera view to these nodes: + this.camera.applyView( + undefined, + undefined, + { + nodes: a, + edges: [], + width: this.width, + height: this.height + } + ); + + o = function(key) { + return self.settings({ + prefix: self.camera.prefix + }, key); + }; + + for (i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + ( + sigma.canvas.labels[ + a[i].type || + this.settings(options, 'defaultNodeType') + ] || sigma.canvas.labels.def + )(a[i], this.contexts.labels, o); + } + + this.dispatchEvent('render'); + + return this; + }; + + + + + /** + * This method creates a DOM element of the specified type, switches its + * position to "absolute", references it to the domElements attribute, and + * finally appends it to the container. + * + * @param {string} tag The label tag. + * @param {string} id The id of the element (to store it in + * "domElements"). + * @param {?boolean} webgl Will init the WebGL context if true. + */ + sigma.renderers.webgl.prototype.initDOM = function(tag, id, webgl) { + var gl, + dom = document.createElement(tag), + self = this; + + dom.style.position = 'absolute'; + dom.setAttribute('class', 'sigma-' + id); + + this.domElements[id] = dom; + this.container.appendChild(dom); + + if (tag.toLowerCase() === 'canvas') { + this.contexts[id] = dom.getContext(webgl ? 'experimental-webgl' : '2d', { + preserveDrawingBuffer: true + }); + + // Adding webgl context loss listeners + if (webgl) { + dom.addEventListener('webglcontextlost', function(e) { + e.preventDefault(); + }, false); + + dom.addEventListener('webglcontextrestored', function(e) { + self.render(); + }, false); + } + } + }; + + /** + * This method resizes each DOM elements in the container and stores the new + * dimensions. Then, it renders the graph. + * + * @param {?number} width The new width of the container. + * @param {?number} height The new height of the container. + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.resize = function(w, h) { + var k, + oldWidth = this.width, + oldHeight = this.height, + pixelRatio = sigma.utils.getPixelRatio(); + + if (w !== undefined && h !== undefined) { + this.width = w; + this.height = h; + } else { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + + w = this.width; + h = this.height; + } + + if (oldWidth !== this.width || oldHeight !== this.height) { + for (k in this.domElements) { + this.domElements[k].style.width = w + 'px'; + this.domElements[k].style.height = h + 'px'; + + if (this.domElements[k].tagName.toLowerCase() === 'canvas') { + // If simple 2D canvas: + if (this.contexts[k] && this.contexts[k].scale) { + this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px'); + this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px'); + + if (pixelRatio !== 1) + this.contexts[k].scale(pixelRatio, pixelRatio); + } else { + this.domElements[k].setAttribute( + 'width', + (w * this.settings('webglOversamplingRatio')) + 'px' + ); + this.domElements[k].setAttribute( + 'height', + (h * this.settings('webglOversamplingRatio')) + 'px' + ); + } + } + } + } + + // Scale: + for (k in this.contexts) + if (this.contexts[k] && this.contexts[k].viewport) + this.contexts[k].viewport( + 0, + 0, + this.width * this.settings('webglOversamplingRatio'), + this.height * this.settings('webglOversamplingRatio') + ); + + return this; + }; + + /** + * This method clears each canvas. + * + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.clear = function() { + this.contexts.labels.clearRect(0, 0, this.width, this.height); + this.contexts.nodes.clear(this.contexts.nodes.COLOR_BUFFER_BIT); + this.contexts.edges.clear(this.contexts.edges.COLOR_BUFFER_BIT); + + return this; + }; + + /** + * This method kills contexts and other attributes. + */ + sigma.renderers.webgl.prototype.kill = function() { + var k, + captor; + + // Kill captors: + while ((captor = this.captors.pop())) + captor.kill(); + delete this.captors; + + // Kill contexts: + for (k in this.domElements) { + this.domElements[k].parentNode.removeChild(this.domElements[k]); + delete this.domElements[k]; + delete this.contexts[k]; + } + delete this.domElements; + delete this.contexts; + }; + + + + + /** + * The object "sigma.webgl.nodes" contains the different WebGL node + * renderers. The default one draw nodes as discs. Here are the attributes + * any node renderer must have: + * + * {number} POINTS The number of points required to draw a node. + * {number} ATTRIBUTES The number of attributes needed to draw one point. + * {function} addNode A function that adds a node to the data stack that + * will be given to the buffer. Here is the arguments: + * > {object} node + * > {number} index The node index in the + * nodes array. + * > {Float32Array} data The stack. + * > {object} options Some options. + * {function} render The function that will effectively render the nodes + * into the buffer. + * > {WebGLRenderingContext} gl + * > {WebGLProgram} program + * > {Float32Array} data The stack to give to the + * buffer. + * > {object} params An object containing some + * options, like width, + * height, the camera ratio. + * {function} initProgram The function that will initiate the program, with + * the relevant shaders and parameters. It must return + * the newly created program. + * + * Check sigma.webgl.nodes.def or sigma.webgl.nodes.fast to see how it + * works more precisely. + */ + sigma.utils.pkg('sigma.webgl.nodes'); + + + + + /** + * The object "sigma.webgl.edges" contains the different WebGL edge + * renderers. The default one draw edges as direct lines. Here are the + * attributes any edge renderer must have: + * + * {number} POINTS The number of points required to draw an edge. + * {number} ATTRIBUTES The number of attributes needed to draw one point. + * {function} addEdge A function that adds an edge to the data stack that + * will be given to the buffer. Here is the arguments: + * > {object} edge + * > {object} source + * > {object} target + * > {Float32Array} data The stack. + * > {object} options Some options. + * {function} render The function that will effectively render the edges + * into the buffer. + * > {WebGLRenderingContext} gl + * > {WebGLProgram} program + * > {Float32Array} data The stack to give to the + * buffer. + * > {object} params An object containing some + * options, like width, + * height, the camera ratio. + * {function} initProgram The function that will initiate the program, with + * the relevant shaders and parameters. It must return + * the newly created program. + * + * Check sigma.webgl.edges.def or sigma.webgl.edges.fast to see how it + * works more precisely. + */ + sigma.utils.pkg('sigma.webgl.edges'); + + + + + /** + * The object "sigma.canvas.labels" contains the different + * label renderers for the WebGL renderer. Since displaying texts in WebGL is + * definitely painful and since there a way less labels to display than nodes + * or edges, the default renderer simply renders them in a canvas. + * + * A labels renderer is a simple function, taking as arguments the related + * node, the renderer and a settings function. + */ + sigma.utils.pkg('sigma.canvas.labels'); +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + if (typeof conrad === 'undefined') + throw 'conrad is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + /** + * This function is the constructor of the svg sigma's renderer. + * + * @param {sigma.classes.graph} graph The graph to render. + * @param {sigma.classes.camera} camera The camera. + * @param {configurable} settings The sigma instance settings + * function. + * @param {object} object The options object. + * @return {sigma.renderers.svg} The renderer instance. + */ + sigma.renderers.svg = function(graph, camera, settings, options) { + if (typeof options !== 'object') + throw 'sigma.renderers.svg: Wrong arguments.'; + + if (!(options.container instanceof HTMLElement)) + throw 'Container not found.'; + + var i, + l, + a, + fn, + self = this; + + sigma.classes.dispatcher.extend(this); + + // Initialize main attributes: + this.graph = graph; + this.camera = camera; + this.domElements = { + graph: null, + groups: {}, + nodes: {}, + edges: {}, + labels: {}, + hovers: {} + }; + this.measurementCanvas = null; + this.options = options; + this.container = this.options.container; + this.settings = ( + typeof options.settings === 'object' && + options.settings + ) ? + settings.embedObjects(options.settings) : + settings; + + // Is the renderer meant to be freestyle? + this.settings('freeStyle', !!this.options.freeStyle); + + // SVG xmlns + this.settings('xmlns', 'http://www.w3.org/2000/svg'); + + // Indexes: + this.nodesOnScreen = []; + this.edgesOnScreen = []; + + // Find the prefix: + this.options.prefix = 'renderer' + sigma.utils.id() + ':'; + + // Initialize the DOM elements + this.initDOM('svg'); + + // Initialize captors: + this.captors = []; + a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; + for (i = 0, l = a.length; i < l; i++) { + fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; + this.captors.push( + new fn( + this.domElements.graph, + this.camera, + this.settings + ) + ); + } + + // Bind resize: + window.addEventListener('resize', function() { + self.resize(); + }); + + // Deal with sigma events: + // TODO: keep an option to override the DOM events? + sigma.misc.bindDOMEvents.call(this, this.domElements.graph); + this.bindHovers(this.options.prefix); + + // Resize + this.resize(false); + }; + + /** + * This method renders the graph on the svg scene. + * + * @param {?object} options Eventually an object of options. + * @return {sigma.renderers.svg} Returns the instance itself. + */ + sigma.renderers.svg.prototype.render = function(options) { + options = options || {}; + + var a, + i, + k, + e, + l, + o, + source, + target, + start, + edges, + renderers, + subrenderers, + index = {}, + graph = this.graph, + nodes = this.graph.nodes, + prefix = this.options.prefix || '', + drawEdges = this.settings(options, 'drawEdges'), + drawNodes = this.settings(options, 'drawNodes'), + drawLabels = this.settings(options, 'drawLabels'), + embedSettings = this.settings.embedObjects(options, { + prefix: this.options.prefix, + forceLabels: this.options.forceLabels + }); + + // Check the 'hideEdgesOnMove' setting: + if (this.settings(options, 'hideEdgesOnMove')) + if (this.camera.isAnimated || this.camera.isMoving) + drawEdges = false; + + // Apply the camera's view: + this.camera.applyView( + undefined, + this.options.prefix, + { + width: this.width, + height: this.height + } + ); + + // Hiding everything + // TODO: find a more sensible way to perform this operation + this.hideDOMElements(this.domElements.nodes); + this.hideDOMElements(this.domElements.edges); + this.hideDOMElements(this.domElements.labels); + + // Find which nodes are on screen + this.edgesOnScreen = []; + this.nodesOnScreen = this.camera.quadtree.area( + this.camera.getRectangle(this.width, this.height) + ); + + // Node index + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + index[a[i].id] = a[i]; + + // Find which edges are on screen + for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { + o = a[i]; + if ( + (index[o.source] || index[o.target]) && + (!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden) + ) + this.edgesOnScreen.push(o); + } + + // Display nodes + //--------------- + renderers = sigma.svg.nodes; + subrenderers = sigma.svg.labels; + + //-- First we create the nodes which are not already created + if (drawNodes) + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) { + if (!a[i].hidden && !this.domElements.nodes[a[i].id]) { + + // Node + e = (renderers[a[i].type] || renderers.def).create( + a[i], + embedSettings + ); + + this.domElements.nodes[a[i].id] = e; + this.domElements.groups.nodes.appendChild(e); + + // Label + e = (subrenderers[a[i].type] || subrenderers.def).create( + a[i], + embedSettings + ); + + this.domElements.labels[a[i].id] = e; + this.domElements.groups.labels.appendChild(e); + } + } + + //-- Second we update the nodes + if (drawNodes) + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) { + + if (a[i].hidden) + continue; + + // Node + (renderers[a[i].type] || renderers.def).update( + a[i], + this.domElements.nodes[a[i].id], + embedSettings + ); + + // Label + (subrenderers[a[i].type] || subrenderers.def).update( + a[i], + this.domElements.labels[a[i].id], + embedSettings + ); + } + + // Display edges + //--------------- + renderers = sigma.svg.edges; + + //-- First we create the edges which are not already created + if (drawEdges) + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) { + if (!this.domElements.edges[a[i].id]) { + source = nodes(a[i].source); + target = nodes(a[i].target); + + e = (renderers[a[i].type] || renderers.def).create( + a[i], + source, + target, + embedSettings + ); + + this.domElements.edges[a[i].id] = e; + this.domElements.groups.edges.appendChild(e); + } + } + + //-- Second we update the edges + if (drawEdges) + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) { + source = nodes(a[i].source); + target = nodes(a[i].target); + + (renderers[a[i].type] || renderers.def).update( + a[i], + this.domElements.edges[a[i].id], + source, + target, + embedSettings + ); + } + + this.dispatchEvent('render'); + + return this; + }; + + /** + * This method creates a DOM element of the specified type, switches its + * position to "absolute", references it to the domElements attribute, and + * finally appends it to the container. + * + * @param {string} tag The label tag. + * @param {string} id The id of the element (to store it in "domElements"). + */ + sigma.renderers.svg.prototype.initDOM = function(tag) { + var dom = document.createElementNS(this.settings('xmlns'), tag), + c = this.settings('classPrefix'), + g, + l, + i; + + dom.style.position = 'absolute'; + dom.setAttribute('class', c + '-svg'); + + // Setting SVG namespace + dom.setAttribute('xmlns', this.settings('xmlns')); + dom.setAttribute('xmlns:xlink', 'http://www.w3.org/1999/xlink'); + dom.setAttribute('version', '1.1'); + + // Creating the measurement canvas + var canvas = document.createElement('canvas'); + canvas.setAttribute('class', c + '-measurement-canvas'); + + // Appending elements + this.domElements.graph = this.container.appendChild(dom); + + // Creating groups + var groups = ['edges', 'nodes', 'labels', 'hovers']; + for (i = 0, l = groups.length; i < l; i++) { + g = document.createElementNS(this.settings('xmlns'), 'g'); + + g.setAttributeNS(null, 'id', c + '-group-' + groups[i]); + g.setAttributeNS(null, 'class', c + '-group'); + + this.domElements.groups[groups[i]] = + this.domElements.graph.appendChild(g); + } + + // Appending measurement canvas + this.container.appendChild(canvas); + this.measurementCanvas = canvas.getContext('2d'); + }; + + /** + * This method hides a batch of SVG DOM elements. + * + * @param {array} elements An array of elements to hide. + * @param {object} renderer The renderer to use. + * @return {sigma.renderers.svg} Returns the instance itself. + */ + sigma.renderers.svg.prototype.hideDOMElements = function(elements) { + var o, + i; + + for (i in elements) { + o = elements[i]; + sigma.svg.utils.hide(o); + } + + return this; + }; + + /** + * This method binds the hover events to the renderer. + * + * @param {string} prefix The renderer prefix. + */ + // TODO: add option about whether to display hovers or not + sigma.renderers.svg.prototype.bindHovers = function(prefix) { + var renderers = sigma.svg.hovers, + self = this, + hoveredNode; + + function overNode(e) { + var node = e.data.node, + embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + if (!embedSettings('enableHovering')) + return; + + var hover = (renderers[node.type] || renderers.def).create( + node, + self.domElements.nodes[node.id], + self.measurementCanvas, + embedSettings + ); + + self.domElements.hovers[node.id] = hover; + + // Inserting the hover in the dom + self.domElements.groups.hovers.appendChild(hover); + hoveredNode = node; + } + + function outNode(e) { + var node = e.data.node, + embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + if (!embedSettings('enableHovering')) + return; + + // Deleting element + self.domElements.groups.hovers.removeChild( + self.domElements.hovers[node.id] + ); + hoveredNode = null; + delete self.domElements.hovers[node.id]; + + // Reinstate + self.domElements.groups.nodes.appendChild( + self.domElements.nodes[node.id] + ); + } + + // OPTIMIZE: perform a real update rather than a deletion + function update() { + if (!hoveredNode) + return; + + var embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + // Deleting element before update + self.domElements.groups.hovers.removeChild( + self.domElements.hovers[hoveredNode.id] + ); + delete self.domElements.hovers[hoveredNode.id]; + + var hover = (renderers[hoveredNode.type] || renderers.def).create( + hoveredNode, + self.domElements.nodes[hoveredNode.id], + self.measurementCanvas, + embedSettings + ); + + self.domElements.hovers[hoveredNode.id] = hover; + + // Inserting the hover in the dom + self.domElements.groups.hovers.appendChild(hover); + } + + // Binding events + this.bind('overNode', overNode); + this.bind('outNode', outNode); + + // Update on render + this.bind('render', update); + }; + + /** + * This method resizes each DOM elements in the container and stores the new + * dimensions. Then, it renders the graph. + * + * @param {?number} width The new width of the container. + * @param {?number} height The new height of the container. + * @return {sigma.renderers.svg} Returns the instance itself. + */ + sigma.renderers.svg.prototype.resize = function(w, h) { + var oldWidth = this.width, + oldHeight = this.height, + pixelRatio = 1; + + if (w !== undefined && h !== undefined) { + this.width = w; + this.height = h; + } else { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + + w = this.width; + h = this.height; + } + + if (oldWidth !== this.width || oldHeight !== this.height) { + this.domElements.graph.style.width = w + 'px'; + this.domElements.graph.style.height = h + 'px'; + + if (this.domElements.graph.tagName.toLowerCase() === 'svg') { + this.domElements.graph.setAttribute('width', (w * pixelRatio)); + this.domElements.graph.setAttribute('height', (h * pixelRatio)); + } + } + + return this; + }; + + + /** + * The labels, nodes and edges renderers are stored in the three following + * objects. When an element is drawn, its type will be checked and if a + * renderer with the same name exists, it will be used. If not found, the + * default renderer will be used instead. + * + * They are stored in different files, in the "./svg" folder. + */ + sigma.utils.pkg('sigma.svg.nodes'); + sigma.utils.pkg('sigma.svg.edges'); + sigma.utils.pkg('sigma.svg.labels'); +}).call(this); + +;(function(global) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + // Check if WebGL is enabled: + var canvas, + webgl = !!global.WebGLRenderingContext; + if (webgl) { + canvas = document.createElement('canvas'); + try { + webgl = !!( + canvas.getContext('webgl') || + canvas.getContext('experimental-webgl') + ); + } catch (e) { + webgl = false; + } + } + + // Copy the good renderer: + sigma.renderers.def = webgl ? + sigma.renderers.webgl : + sigma.renderers.canvas; +})(this); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.nodes'); + + /** + * This node renderer will display nodes as discs, shaped in triangles with + * the gl.TRIANGLES display mode. So, to be more precise, to draw one node, + * it will store three times the center of node, with the color and the size, + * and an angle indicating which "corner" of the triangle to draw. + * + * The fragment shader does not deal with anti-aliasing, so make sure that + * you deal with it somewhere else in the code (by default, the WebGL + * renderer will oversample the rendering through the webglOversamplingRatio + * value). + */ + sigma.webgl.nodes.def = { + POINTS: 3, + ATTRIBUTES: 5, + addNode: function(node, data, i, prefix, settings) { + var color = sigma.utils.floatColor( + node.color || settings('defaultNodeColor') + ); + + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = color; + data[i++] = 0; + + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = color; + data[i++] = 2 * Math.PI / 3; + + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = color; + data[i++] = 4 * Math.PI / 3; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var positionLocation = + gl.getAttribLocation(program, 'a_position'), + sizeLocation = + gl.getAttribLocation(program, 'a_size'), + colorLocation = + gl.getAttribLocation(program, 'a_color'), + angleLocation = + gl.getAttribLocation(program, 'a_angle'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + 1 / Math.pow(params.ratio, params.settings('nodesPowRatio')) + ); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + + gl.enableVertexAttribArray(positionLocation); + gl.enableVertexAttribArray(sizeLocation); + gl.enableVertexAttribArray(colorLocation); + gl.enableVertexAttribArray(angleLocation); + + gl.vertexAttribPointer( + positionLocation, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer( + sizeLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer( + colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 12 + ); + gl.vertexAttribPointer( + angleLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 16 + ); + + gl.drawArrays( + gl.TRIANGLES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position;', + 'attribute float a_size;', + 'attribute float a_color;', + 'attribute float a_angle;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + + 'varying vec4 color;', + 'varying vec2 center;', + 'varying float radius;', + + 'void main() {', + // Multiply the point size twice: + 'radius = a_size * u_ratio;', + + // Scale from [[-1 1] [-1 1]] to the container: + 'vec2 position = (u_matrix * vec3(a_position, 1)).xy;', + // 'center = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);', + 'center = position * u_scale;', + 'center = vec2(center.x, u_scale * u_resolution.y - center.y);', + + 'position = position +', + '2.0 * radius * vec2(cos(a_angle), sin(a_angle));', + 'position = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);', + + 'radius = radius * u_scale;', + + 'gl_Position = vec4(position, 0, 1);', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + 'varying vec2 center;', + 'varying float radius;', + + 'void main(void) {', + 'vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);', + + 'vec2 m = gl_FragCoord.xy - center;', + 'float diff = radius - sqrt(m.x * m.x + m.y * m.y);', + + // Here is how we draw a disc instead of a square: + 'if (diff > 0.0)', + 'gl_FragColor = color;', + 'else', + 'gl_FragColor = color0;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.nodes'); + + /** + * This node renderer will display nodes in the fastest way: Nodes are basic + * squares, drawn through the gl.POINTS drawing method. The size of the nodes + * are represented with the "gl_PointSize" value in the vertex shader. + * + * It is the fastest node renderer here since the buffer just takes one line + * to draw each node (with attributes "x", "y", "size" and "color"). + * + * Nevertheless, this method has some problems, especially due to some issues + * with the gl.POINTS: + * - First, if the center of a node is outside the scene, the point will not + * be drawn, even if it should be partly on screen. + * - I tried applying a fragment shader similar to the one in the default + * node renderer to display them as discs, but it did not work fine on + * some computers settings, filling the discs with weird gradients not + * depending on the actual color. + */ + sigma.webgl.nodes.fast = { + POINTS: 1, + ATTRIBUTES: 4, + addNode: function(node, data, i, prefix, settings) { + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = sigma.utils.floatColor( + node.color || settings('defaultNodeColor') + ); + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var positionLocation = + gl.getAttribLocation(program, 'a_position'), + sizeLocation = + gl.getAttribLocation(program, 'a_size'), + colorLocation = + gl.getAttribLocation(program, 'a_color'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + 1 / Math.pow(params.ratio, params.settings('nodesPowRatio')) + ); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + + gl.enableVertexAttribArray(positionLocation); + gl.enableVertexAttribArray(sizeLocation); + gl.enableVertexAttribArray(colorLocation); + + gl.vertexAttribPointer( + positionLocation, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer( + sizeLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer( + colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 12 + ); + + gl.drawArrays( + gl.POINTS, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position;', + 'attribute float a_size;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + + 'varying vec4 color;', + + 'void main() {', + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(a_position, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Multiply the point size twice: + // - x SCALING_RATIO to correct the canvas scaling + // - x 2 to correct the formulae + 'gl_PointSize = a_size * u_ratio * u_scale * 2.0;', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'float border = 0.01;', + 'float radius = 0.5;', + + 'vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);', + 'vec2 m = gl_PointCoord - vec2(0.5, 0.5);', + 'float dist = radius - sqrt(m.x * m.x + m.y * m.y);', + + 'float t = 0.0;', + 'if (dist > border)', + 't = 1.0;', + 'else if (dist > 0.0)', + 't = dist / border;', + + 'gl_FragColor = mix(color0, color, t);', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.edges'); + + /** + * This edge renderer will display edges as lines going from the source node + * to the target node. To deal with edge thicknesses, the lines are made of + * two triangles forming rectangles, with the gl.TRIANGLES drawing mode. + * + * It is expensive, since drawing a single edge requires 6 points, each + * having 7 attributes (source position, target position, thickness, color + * and a flag indicating which vertice of the rectangle it is). + */ + sigma.webgl.edges.def = { + POINTS: 6, + ATTRIBUTES: 7, + addEdge: function(edge, source, target, data, i, prefix, settings) { + var w = (edge[prefix + 'size'] || 1) / 2, + x1 = source[prefix + 'x'], + y1 = source[prefix + 'y'], + x2 = target[prefix + 'x'], + y2 = target[prefix + 'y'], + color = edge.color; + + if (!color) + switch (settings('edgeColor')) { + case 'source': + color = source.color || settings('defaultNodeColor'); + break; + case 'target': + color = target.color || settings('defaultNodeColor'); + break; + default: + color = settings('defaultEdgeColor'); + break; + } + + // Normalize color: + color = sigma.utils.floatColor(color); + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = 1.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = 1.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var colorLocation = + gl.getAttribLocation(program, 'a_color'), + positionLocation1 = + gl.getAttribLocation(program, 'a_position1'), + positionLocation2 = + gl.getAttribLocation(program, 'a_position2'), + thicknessLocation = + gl.getAttribLocation(program, 'a_thickness'), + minusLocation = + gl.getAttribLocation(program, 'a_minus'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + matrixHalfPiLocation = + gl.getUniformLocation(program, 'u_matrixHalfPi'), + matrixHalfPiMinusLocation = + gl.getUniformLocation(program, 'u_matrixHalfPiMinus'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio')) + ); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + gl.uniformMatrix2fv( + matrixHalfPiLocation, + false, + sigma.utils.matrices.rotation(Math.PI / 2, true) + ); + gl.uniformMatrix2fv( + matrixHalfPiMinusLocation, + false, + sigma.utils.matrices.rotation(-Math.PI / 2, true) + ); + + gl.enableVertexAttribArray(colorLocation); + gl.enableVertexAttribArray(positionLocation1); + gl.enableVertexAttribArray(positionLocation2); + gl.enableVertexAttribArray(thicknessLocation); + gl.enableVertexAttribArray(minusLocation); + + gl.vertexAttribPointer(positionLocation1, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer(positionLocation2, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer(thicknessLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 16 + ); + gl.vertexAttribPointer(minusLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 20 + ); + gl.vertexAttribPointer(colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 24 + ); + + gl.drawArrays( + gl.TRIANGLES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position1;', + 'attribute vec2 a_position2;', + 'attribute float a_thickness;', + 'attribute float a_minus;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + 'uniform mat2 u_matrixHalfPi;', + 'uniform mat2 u_matrixHalfPiMinus;', + + 'varying vec4 color;', + + 'void main() {', + // Find the good point: + 'vec2 position = a_thickness * u_ratio *', + 'normalize(a_position2 - a_position1);', + + 'mat2 matrix = a_minus * u_matrixHalfPiMinus +', + '(1.0 - a_minus) * u_matrixHalfPi;', + + 'position = matrix * position + a_position1;', + + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(position, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'gl_FragColor = color;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.edges'); + + /** + * This edge renderer will display edges as lines with the gl.LINES display + * mode. Since this mode does not support well thickness, edges are all drawn + * with the same thickness (3px), independantly of the edge attributes or the + * zooming ratio. + */ + sigma.webgl.edges.fast = { + POINTS: 2, + ATTRIBUTES: 3, + addEdge: function(edge, source, target, data, i, prefix, settings) { + var w = (edge[prefix + 'size'] || 1) / 2, + x1 = source[prefix + 'x'], + y1 = source[prefix + 'y'], + x2 = target[prefix + 'x'], + y2 = target[prefix + 'y'], + color = edge.color; + + if (!color) + switch (settings('edgeColor')) { + case 'source': + color = source.color || settings('defaultNodeColor'); + break; + case 'target': + color = target.color || settings('defaultNodeColor'); + break; + default: + color = settings('defaultEdgeColor'); + break; + } + + // Normalize color: + color = sigma.utils.floatColor(color); + + data[i++] = x1; + data[i++] = y1; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = color; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var colorLocation = + gl.getAttribLocation(program, 'a_color'), + positionLocation = + gl.getAttribLocation(program, 'a_position'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + + gl.enableVertexAttribArray(positionLocation); + gl.enableVertexAttribArray(colorLocation); + + gl.vertexAttribPointer(positionLocation, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer(colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + + gl.lineWidth(3); + gl.drawArrays( + gl.LINES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform mat3 u_matrix;', + + 'varying vec4 color;', + + 'void main() {', + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(a_position, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'gl_FragColor = color;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.edges'); + + /** + * This edge renderer will display edges as arrows going from the source node + * to the target node. To deal with edge thicknesses, the lines are made of + * three triangles: two forming rectangles, with the gl.TRIANGLES drawing + * mode. + * + * It is expensive, since drawing a single edge requires 9 points, each + * having a lot of attributes. + */ + sigma.webgl.edges.arrow = { + POINTS: 9, + ATTRIBUTES: 11, + addEdge: function(edge, source, target, data, i, prefix, settings) { + var w = (edge[prefix + 'size'] || 1) / 2, + x1 = source[prefix + 'x'], + y1 = source[prefix + 'y'], + x2 = target[prefix + 'x'], + y2 = target[prefix + 'y'], + targetSize = target[prefix + 'size'], + color = edge.color; + + if (!color) + switch (settings('edgeColor')) { + case 'source': + color = source.color || settings('defaultNodeColor'); + break; + case 'target': + color = target.color || settings('defaultNodeColor'); + break; + default: + color = settings('defaultEdgeColor'); + break; + } + + // Normalize color: + color = sigma.utils.floatColor(color); + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + // Arrow head: + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = -1.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = 1.0; + data[i++] = color; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var positionLocation1 = + gl.getAttribLocation(program, 'a_pos1'), + positionLocation2 = + gl.getAttribLocation(program, 'a_pos2'), + thicknessLocation = + gl.getAttribLocation(program, 'a_thickness'), + targetSizeLocation = + gl.getAttribLocation(program, 'a_tSize'), + delayLocation = + gl.getAttribLocation(program, 'a_delay'), + minusLocation = + gl.getAttribLocation(program, 'a_minus'), + headLocation = + gl.getAttribLocation(program, 'a_head'), + headPositionLocation = + gl.getAttribLocation(program, 'a_headPosition'), + colorLocation = + gl.getAttribLocation(program, 'a_color'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + matrixHalfPiLocation = + gl.getUniformLocation(program, 'u_matrixHalfPi'), + matrixHalfPiMinusLocation = + gl.getUniformLocation(program, 'u_matrixHalfPiMinus'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + nodeRatioLocation = + gl.getUniformLocation(program, 'u_nodeRatio'), + arrowHeadLocation = + gl.getUniformLocation(program, 'u_arrowHead'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio')) + ); + gl.uniform1f( + nodeRatioLocation, + Math.pow(params.ratio, params.settings('nodesPowRatio')) / + params.ratio + ); + gl.uniform1f(arrowHeadLocation, 5.0); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + gl.uniformMatrix2fv( + matrixHalfPiLocation, + false, + sigma.utils.matrices.rotation(Math.PI / 2, true) + ); + gl.uniformMatrix2fv( + matrixHalfPiMinusLocation, + false, + sigma.utils.matrices.rotation(-Math.PI / 2, true) + ); + + gl.enableVertexAttribArray(positionLocation1); + gl.enableVertexAttribArray(positionLocation2); + gl.enableVertexAttribArray(thicknessLocation); + gl.enableVertexAttribArray(targetSizeLocation); + gl.enableVertexAttribArray(delayLocation); + gl.enableVertexAttribArray(minusLocation); + gl.enableVertexAttribArray(headLocation); + gl.enableVertexAttribArray(headPositionLocation); + gl.enableVertexAttribArray(colorLocation); + + gl.vertexAttribPointer(positionLocation1, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer(positionLocation2, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer(thicknessLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 16 + ); + gl.vertexAttribPointer(targetSizeLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 20 + ); + gl.vertexAttribPointer(delayLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 24 + ); + gl.vertexAttribPointer(minusLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 28 + ); + gl.vertexAttribPointer(headLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 32 + ); + gl.vertexAttribPointer(headPositionLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 36 + ); + gl.vertexAttribPointer(colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 40 + ); + + gl.drawArrays( + gl.TRIANGLES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_pos1;', + 'attribute vec2 a_pos2;', + 'attribute float a_thickness;', + 'attribute float a_tSize;', + 'attribute float a_delay;', + 'attribute float a_minus;', + 'attribute float a_head;', + 'attribute float a_headPosition;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_nodeRatio;', + 'uniform float u_arrowHead;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + 'uniform mat2 u_matrixHalfPi;', + 'uniform mat2 u_matrixHalfPiMinus;', + + 'varying vec4 color;', + + 'void main() {', + // Find the good point: + 'vec2 pos = normalize(a_pos2 - a_pos1);', + + 'mat2 matrix = (1.0 - a_head) *', + '(', + 'a_minus * u_matrixHalfPiMinus +', + '(1.0 - a_minus) * u_matrixHalfPi', + ') + a_head * (', + 'a_headPosition * u_matrixHalfPiMinus * 0.6 +', + '(a_headPosition * a_headPosition - 1.0) * mat2(1.0)', + ');', + + 'pos = a_pos1 + (', + // Deal with body: + '(1.0 - a_head) * a_thickness * u_ratio * matrix * pos +', + // Deal with head: + 'a_head * u_arrowHead * a_thickness * u_ratio * matrix * pos +', + // Deal with delay: + 'a_delay * pos * (', + 'a_tSize / u_nodeRatio +', + 'u_arrowHead * a_thickness * u_ratio', + ')', + ');', + + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(pos, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'gl_FragColor = color;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.canvas.labels'); + + /** + * This label renderer will just display the label on the right of the node. + * + * @param {object} node The node object. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.labels.def = function(node, context, settings) { + var fontSize, + prefix = settings('prefix') || '', + size = node[prefix + 'size']; + + if (size < settings('labelThreshold')) + return; + + if (!node.label || typeof node.label !== 'string') + return; + + fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + context.font = (settings('fontStyle') ? settings('fontStyle') + ' ' : '') + + fontSize + 'px ' + settings('font'); + context.fillStyle = (settings('labelColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelColor'); + + context.fillText( + node.label, + Math.round(node[prefix + 'x'] + size + 3), + Math.round(node[prefix + 'y'] + fontSize / 3) + ); + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.canvas.hovers'); + + /** + * This hover renderer will basically display the label with a background. + * + * @param {object} node The node object. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.hovers.def = function(node, context, settings) { + var x, + y, + w, + h, + e, + fontStyle = settings('hoverFontStyle') || settings('fontStyle'), + prefix = settings('prefix') || '', + size = node[prefix + 'size'], + fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + // Label background: + context.font = (fontStyle ? fontStyle + ' ' : '') + + fontSize + 'px ' + (settings('hoverFont') || settings('font')); + + context.beginPath(); + context.fillStyle = settings('labelHoverBGColor') === 'node' ? + (node.color || settings('defaultNodeColor')) : + settings('defaultHoverLabelBGColor'); + + if (node.label && settings('labelHoverShadow')) { + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + context.shadowBlur = 8; + context.shadowColor = settings('labelHoverShadowColor'); + } + + if (node.label && typeof node.label === 'string') { + x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2); + y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2); + w = Math.round( + context.measureText(node.label).width + fontSize / 2 + size + 7 + ); + h = Math.round(fontSize + 4); + e = Math.round(fontSize / 2 + 2); + + context.moveTo(x, y + e); + context.arcTo(x, y, x + e, y, e); + context.lineTo(x + w, y); + context.lineTo(x + w, y + h); + context.lineTo(x + e, y + h); + context.arcTo(x, y + h, x, y + h - e, e); + context.lineTo(x, y + e); + + context.closePath(); + context.fill(); + + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + context.shadowBlur = 0; + } + + // Node border: + if (settings('borderSize') > 0) { + context.beginPath(); + context.fillStyle = settings('nodeBorderColor') === 'node' ? + (node.color || settings('defaultNodeColor')) : + settings('defaultNodeBorderColor'); + context.arc( + node[prefix + 'x'], + node[prefix + 'y'], + size + settings('borderSize'), + 0, + Math.PI * 2, + true + ); + context.closePath(); + context.fill(); + } + + // Node: + var nodeRenderer = sigma.canvas.nodes[node.type] || sigma.canvas.nodes.def; + nodeRenderer(node, context, settings); + + // Display the label: + if (node.label && typeof node.label === 'string') { + context.fillStyle = (settings('labelHoverColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelHoverColor'); + + context.fillText( + node.label, + Math.round(node[prefix + 'x'] + size + 3), + Math.round(node[prefix + 'y'] + fontSize / 3) + ); + } + }; +}).call(this); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.nodes'); + + /** + * The default node renderer. It renders the node as a simple disc. + * + * @param {object} node The node object. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.nodes.def = function(node, context, settings) { + var prefix = settings('prefix') || ''; + + context.fillStyle = node.color || settings('defaultNodeColor'); + context.beginPath(); + context.arc( + node[prefix + 'x'], + node[prefix + 'y'], + node[prefix + 'size'], + 0, + Math.PI * 2, + true + ); + + context.closePath(); + context.fill(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edges'); + + /** + * The default edge renderer. It renders the edge as a simple line. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edges.def = function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + size = edge[prefix + 'size'] || 1, + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo( + source[prefix + 'x'], + source[prefix + 'y'] + ); + context.lineTo( + target[prefix + 'x'], + target[prefix + 'y'] + ); + context.stroke(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edges'); + + /** + * This edge renderer will display edges as arrows going from the source node + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edges.arrow = function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + size = edge[prefix + 'size'] || 1, + tSize = target[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y'], + aSize = Math.max(size * 2.5, settings('minArrowSize')), + d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)), + aX = sX + (tX - sX) * (d - aSize - tSize) / d, + aY = sY + (tY - sY) * (d - aSize - tSize) / d, + vX = (tX - sX) * aSize / d, + vY = (tY - sY) * aSize / d; + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + context.lineTo( + aX, + aY + ); + context.stroke(); + + context.fillStyle = color; + context.beginPath(); + context.moveTo(aX + vX, aY + vY); + context.lineTo(aX + vY * 0.6, aY - vX * 0.6); + context.lineTo(aX - vY * 0.6, aY + vX * 0.6); + context.lineTo(aX + vX, aY + vY); + context.closePath(); + context.fill(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.def = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + size = edge[prefix + 'size'] || 1, + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + size *= settings('edgeHoverSizeRatio'); + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo( + source[prefix + 'x'], + source[prefix + 'y'] + ); + context.lineTo( + target[prefix + 'x'], + target[prefix + 'y'] + ); + context.stroke(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.curve = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1), + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + cp = {}, + sSize = source[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y']; + + cp = (source.id === target.id) ? + sigma.utils.getSelfLoopControlPoints(sX, sY, sSize) : + sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + if (source.id === target.id) { + context.bezierCurveTo(cp.x1, cp.y1, cp.x2, cp.y2, tX, tY); + } else { + context.quadraticCurveTo(cp.x, cp.y, tX, tY); + } + context.stroke(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.arrow = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + size = edge[prefix + 'size'] || 1, + tSize = target[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y']; + + size = (edge.hover) ? + settings('edgeHoverSizeRatio') * size : size; + var aSize = size * 2.5, + d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)), + aX = sX + (tX - sX) * (d - aSize - tSize) / d, + aY = sY + (tY - sY) * (d - aSize - tSize) / d, + vX = (tX - sX) * aSize / d, + vY = (tY - sY) * aSize / d; + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + context.lineTo( + aX, + aY + ); + context.stroke(); + + context.fillStyle = color; + context.beginPath(); + context.moveTo(aX + vX, aY + vY); + context.lineTo(aX + vY * 0.6, aY - vX * 0.6); + context.lineTo(aX - vY * 0.6, aY + vX * 0.6); + context.lineTo(aX + vX, aY + vY); + context.closePath(); + context.fill(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.curvedArrow = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + cp = {}, + size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1), + tSize = target[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y'], + d, + aSize, + aX, + aY, + vX, + vY; + + cp = (source.id === target.id) ? + sigma.utils.getSelfLoopControlPoints(sX, sY, tSize) : + sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY); + + if (source.id === target.id) { + d = Math.sqrt(Math.pow(tX - cp.x1, 2) + Math.pow(tY - cp.y1, 2)); + aSize = size * 2.5; + aX = cp.x1 + (tX - cp.x1) * (d - aSize - tSize) / d; + aY = cp.y1 + (tY - cp.y1) * (d - aSize - tSize) / d; + vX = (tX - cp.x1) * aSize / d; + vY = (tY - cp.y1) * aSize / d; + } + else { + d = Math.sqrt(Math.pow(tX - cp.x, 2) + Math.pow(tY - cp.y, 2)); + aSize = size * 2.5; + aX = cp.x + (tX - cp.x) * (d - aSize - tSize) / d; + aY = cp.y + (tY - cp.y) * (d - aSize - tSize) / d; + vX = (tX - cp.x) * aSize / d; + vY = (tY - cp.y) * aSize / d; + } + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + if (source.id === target.id) { + context.bezierCurveTo(cp.x2, cp.y2, cp.x1, cp.y1, aX, aY); + } else { + context.quadraticCurveTo(cp.x, cp.y, aX, aY); + } + context.stroke(); + + context.fillStyle = color; + context.beginPath(); + context.moveTo(aX + vX, aY + vY); + context.lineTo(aX + vY * 0.6, aY - vX * 0.6); + context.lineTo(aX - vY * 0.6, aY + vX * 0.6); + context.lineTo(aX + vX, aY + vY); + context.closePath(); + context.fill(); + }; +})(); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.canvas.extremities'); + + /** + * The default renderer for hovered edge extremities. It renders the edge + * extremities as hovered. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.extremities.def = + function(edge, source, target, context, settings) { + // Source Node: + ( + sigma.canvas.hovers[source.type] || + sigma.canvas.hovers.def + ) ( + source, context, settings + ); + + // Target Node: + ( + sigma.canvas.hovers[target.type] || + sigma.canvas.hovers.def + ) ( + target, context, settings + ); + }; +}).call(this); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.utils'); + + /** + * Some useful functions used by sigma's SVG renderer. + */ + sigma.svg.utils = { + + /** + * SVG Element show. + * + * @param {DOMElement} element The DOM element to show. + */ + show: function(element) { + element.style.display = ''; + return this; + }, + + /** + * SVG Element hide. + * + * @param {DOMElement} element The DOM element to hide. + */ + hide: function(element) { + element.style.display = 'none'; + return this; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.nodes'); + + /** + * The default node renderer. It renders the node as a simple disc. + */ + sigma.svg.nodes.def = { + + /** + * SVG Element creation. + * + * @param {object} node The node object. + * @param {configurable} settings The settings function. + */ + create: function(node, settings) { + var prefix = settings('prefix') || '', + circle = document.createElementNS(settings('xmlns'), 'circle'); + + // Defining the node's circle + circle.setAttributeNS(null, 'data-node-id', node.id); + circle.setAttributeNS(null, 'class', settings('classPrefix') + '-node'); + circle.setAttributeNS( + null, 'fill', node.color || settings('defaultNodeColor')); + + // Returning the DOM Element + return circle; + }, + + /** + * SVG Element update. + * + * @param {object} node The node object. + * @param {DOMElement} circle The node DOM element. + * @param {configurable} settings The settings function. + */ + update: function(node, circle, settings) { + var prefix = settings('prefix') || ''; + + // Applying changes + // TODO: optimize - check if necessary + circle.setAttributeNS(null, 'cx', node[prefix + 'x']); + circle.setAttributeNS(null, 'cy', node[prefix + 'y']); + circle.setAttributeNS(null, 'r', node[prefix + 'size']); + + // Updating only if not freestyle + if (!settings('freeStyle')) + circle.setAttributeNS( + null, 'fill', node.color || settings('defaultNodeColor')); + + // Showing + circle.style.display = ''; + + return this; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.edges'); + + /** + * The default edge renderer. It renders the node as a simple line. + */ + sigma.svg.edges.def = { + + /** + * SVG Element creation. + * + * @param {object} edge The edge object. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + create: function(edge, source, target, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + var line = document.createElementNS(settings('xmlns'), 'line'); + + // Attributes + line.setAttributeNS(null, 'data-edge-id', edge.id); + line.setAttributeNS(null, 'class', settings('classPrefix') + '-edge'); + line.setAttributeNS(null, 'stroke', color); + + return line; + }, + + /** + * SVG Element update. + * + * @param {object} edge The edge object. + * @param {DOMElement} line The line DOM Element. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + update: function(edge, line, source, target, settings) { + var prefix = settings('prefix') || ''; + + line.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1); + line.setAttributeNS(null, 'x1', source[prefix + 'x']); + line.setAttributeNS(null, 'y1', source[prefix + 'y']); + line.setAttributeNS(null, 'x2', target[prefix + 'x']); + line.setAttributeNS(null, 'y2', target[prefix + 'y']); + + // Showing + line.style.display = ''; + + return this; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.edges'); + + /** + * The curve edge renderer. It renders the node as a bezier curve. + */ + sigma.svg.edges.curve = { + + /** + * SVG Element creation. + * + * @param {object} edge The edge object. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + create: function(edge, source, target, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + var path = document.createElementNS(settings('xmlns'), 'path'); + + // Attributes + path.setAttributeNS(null, 'data-edge-id', edge.id); + path.setAttributeNS(null, 'class', settings('classPrefix') + '-edge'); + path.setAttributeNS(null, 'stroke', color); + + return path; + }, + + /** + * SVG Element update. + * + * @param {object} edge The edge object. + * @param {DOMElement} line The line DOM Element. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + update: function(edge, path, source, target, settings) { + var prefix = settings('prefix') || ''; + + path.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1); + + // Control point + var cx = (source[prefix + 'x'] + target[prefix + 'x']) / 2 + + (target[prefix + 'y'] - source[prefix + 'y']) / 4, + cy = (source[prefix + 'y'] + target[prefix + 'y']) / 2 + + (source[prefix + 'x'] - target[prefix + 'x']) / 4; + + // Path + var p = 'M' + source[prefix + 'x'] + ',' + source[prefix + 'y'] + ' ' + + 'Q' + cx + ',' + cy + ' ' + + target[prefix + 'x'] + ',' + target[prefix + 'y']; + + // Updating attributes + path.setAttributeNS(null, 'd', p); + path.setAttributeNS(null, 'fill', 'none'); + + // Showing + path.style.display = ''; + + return this; + } + }; +})(); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.svg.labels'); + + /** + * The default label renderer. It renders the label as a simple text. + */ + sigma.svg.labels.def = { + + /** + * SVG Element creation. + * + * @param {object} node The node object. + * @param {configurable} settings The settings function. + */ + create: function(node, settings) { + var prefix = settings('prefix') || '', + size = node[prefix + 'size'], + text = document.createElementNS(settings('xmlns'), 'text'); + + var fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + var fontColor = (settings('labelColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelColor'); + + text.setAttributeNS(null, 'data-label-target', node.id); + text.setAttributeNS(null, 'class', settings('classPrefix') + '-label'); + text.setAttributeNS(null, 'font-size', fontSize); + text.setAttributeNS(null, 'font-family', settings('font')); + text.setAttributeNS(null, 'fill', fontColor); + + text.innerHTML = node.label; + text.textContent = node.label; + + return text; + }, + + /** + * SVG Element update. + * + * @param {object} node The node object. + * @param {DOMElement} text The label DOM element. + * @param {configurable} settings The settings function. + */ + update: function(node, text, settings) { + var prefix = settings('prefix') || '', + size = node[prefix + 'size']; + + var fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + // Case when we don't want to display the label + if (!settings('forceLabels') && size < settings('labelThreshold')) + return; + + if (typeof node.label !== 'string') + return; + + // Updating + text.setAttributeNS(null, 'x', + Math.round(node[prefix + 'x'] + size + 3)); + text.setAttributeNS(null, 'y', + Math.round(node[prefix + 'y'] + fontSize / 3)); + + // Showing + text.style.display = ''; + + return this; + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.svg.hovers'); + + /** + * The default hover renderer. + */ + sigma.svg.hovers.def = { + + /** + * SVG Element creation. + * + * @param {object} node The node object. + * @param {CanvasElement} measurementCanvas A fake canvas handled by + * the svg to perform some measurements and + * passed by the renderer. + * @param {DOMElement} nodeCircle The node DOM Element. + * @param {configurable} settings The settings function. + */ + create: function(node, nodeCircle, measurementCanvas, settings) { + + // Defining visual properties + var x, + y, + w, + h, + e, + d, + fontStyle = settings('hoverFontStyle') || settings('fontStyle'), + prefix = settings('prefix') || '', + size = node[prefix + 'size'], + fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size, + fontColor = (settings('labelHoverColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelHoverColor'); + + // Creating elements + var group = document.createElementNS(settings('xmlns'), 'g'), + rectangle = document.createElementNS(settings('xmlns'), 'rect'), + circle = document.createElementNS(settings('xmlns'), 'circle'), + text = document.createElementNS(settings('xmlns'), 'text'); + + // Defining properties + group.setAttributeNS(null, 'class', settings('classPrefix') + '-hover'); + group.setAttributeNS(null, 'data-node-id', node.id); + + if (typeof node.label === 'string') { + + // Text + text.innerHTML = node.label; + text.textContent = node.label; + text.setAttributeNS( + null, + 'class', + settings('classPrefix') + '-hover-label'); + text.setAttributeNS(null, 'font-size', fontSize); + text.setAttributeNS(null, 'font-family', settings('font')); + text.setAttributeNS(null, 'fill', fontColor); + text.setAttributeNS(null, 'x', + Math.round(node[prefix + 'x'] + size + 3)); + text.setAttributeNS(null, 'y', + Math.round(node[prefix + 'y'] + fontSize / 3)); + + // Measures + // OPTIMIZE: Find a better way than a measurement canvas + x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2); + y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2); + w = Math.round( + measurementCanvas.measureText(node.label).width + + fontSize / 2 + size + 9 + ); + h = Math.round(fontSize + 4); + e = Math.round(fontSize / 2 + 2); + + // Circle + circle.setAttributeNS( + null, + 'class', + settings('classPrefix') + '-hover-area'); + circle.setAttributeNS(null, 'fill', '#fff'); + circle.setAttributeNS(null, 'cx', node[prefix + 'x']); + circle.setAttributeNS(null, 'cy', node[prefix + 'y']); + circle.setAttributeNS(null, 'r', e); + + // Rectangle + rectangle.setAttributeNS( + null, + 'class', + settings('classPrefix') + '-hover-area'); + rectangle.setAttributeNS(null, 'fill', '#fff'); + rectangle.setAttributeNS(null, 'x', node[prefix + 'x'] + e / 4); + rectangle.setAttributeNS(null, 'y', node[prefix + 'y'] - e); + rectangle.setAttributeNS(null, 'width', w); + rectangle.setAttributeNS(null, 'height', h); + } + + // Appending childs + group.appendChild(circle); + group.appendChild(rectangle); + group.appendChild(text); + group.appendChild(nodeCircle); + + return group; + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.middlewares'); + sigma.utils.pkg('sigma.utils'); + + /** + * This middleware will rescale the graph such that it takes an optimal space + * on the renderer. + * + * As each middleware, this function is executed in the scope of the sigma + * instance. + * + * @param {?string} readPrefix The read prefix. + * @param {?string} writePrefix The write prefix. + * @param {object} options The parameters. + */ + sigma.middlewares.rescale = function(readPrefix, writePrefix, options) { + var i, + l, + a, + b, + c, + d, + scale, + margin, + n = this.graph.nodes(), + e = this.graph.edges(), + settings = this.settings.embedObjects(options || {}), + bounds = settings('bounds') || sigma.utils.getBoundaries( + this.graph, + readPrefix, + true + ), + minX = bounds.minX, + minY = bounds.minY, + maxX = bounds.maxX, + maxY = bounds.maxY, + sizeMax = bounds.sizeMax, + weightMax = bounds.weightMax, + w = settings('width') || 1, + h = settings('height') || 1, + rescaleSettings = settings('autoRescale'), + validSettings = { + nodePosition: 1, + nodeSize: 1, + edgeSize: 1 + }; + + /** + * What elements should we rescale? + */ + if (!(rescaleSettings instanceof Array)) + rescaleSettings = ['nodePosition', 'nodeSize', 'edgeSize']; + + for (i = 0, l = rescaleSettings.length; i < l; i++) + if (!validSettings[rescaleSettings[i]]) + throw new Error( + 'The rescale setting "' + rescaleSettings[i] + '" is not recognized.' + ); + + var np = ~rescaleSettings.indexOf('nodePosition'), + ns = ~rescaleSettings.indexOf('nodeSize'), + es = ~rescaleSettings.indexOf('edgeSize'); + + /** + * First, we compute the scaling ratio, without considering the sizes + * of the nodes : Each node will have its center in the canvas, but might + * be partially out of it. + */ + scale = settings('scalingMode') === 'outside' ? + Math.max( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ) : + Math.min( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ); + + /** + * Then, we correct that scaling ratio considering a margin, which is + * basically the size of the biggest node. + * This has to be done as a correction since to compare the size of the + * biggest node to the X and Y values, we have to first get an + * approximation of the scaling ratio. + **/ + margin = + ( + settings('rescaleIgnoreSize') ? + 0 : + (settings('maxNodeSize') || sizeMax) / scale + ) + + (settings('sideMargin') || 0); + maxX += margin; + minX -= margin; + maxY += margin; + minY -= margin; + + // Fix the scaling with the new extrema: + scale = settings('scalingMode') === 'outside' ? + Math.max( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ) : + Math.min( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ); + + // Size homothetic parameters: + if (!settings('maxNodeSize') && !settings('minNodeSize')) { + a = 1; + b = 0; + } else if (settings('maxNodeSize') === settings('minNodeSize')) { + a = 0; + b = +settings('maxNodeSize'); + } else { + a = (settings('maxNodeSize') - settings('minNodeSize')) / sizeMax; + b = +settings('minNodeSize'); + } + + if (!settings('maxEdgeSize') && !settings('minEdgeSize')) { + c = 1; + d = 0; + } else if (settings('maxEdgeSize') === settings('minEdgeSize')) { + c = 0; + d = +settings('minEdgeSize'); + } else { + c = (settings('maxEdgeSize') - settings('minEdgeSize')) / weightMax; + d = +settings('minEdgeSize'); + } + + // Rescale the nodes and edges: + for (i = 0, l = e.length; i < l; i++) + e[i][writePrefix + 'size'] = + e[i][readPrefix + 'size'] * (es ? c : 1) + (es ? d : 0); + + for (i = 0, l = n.length; i < l; i++) { + n[i][writePrefix + 'size'] = + n[i][readPrefix + 'size'] * (ns ? a : 1) + (ns ? b : 0); + n[i][writePrefix + 'x'] = + (n[i][readPrefix + 'x'] - (maxX + minX) / 2) * (np ? scale : 1); + n[i][writePrefix + 'y'] = + (n[i][readPrefix + 'y'] - (maxY + minY) / 2) * (np ? scale : 1); + } + }; + + sigma.utils.getBoundaries = function(graph, prefix, doEdges) { + var i, + l, + e = graph.edges(), + n = graph.nodes(), + weightMax = -Infinity, + sizeMax = -Infinity, + minX = Infinity, + minY = Infinity, + maxX = -Infinity, + maxY = -Infinity; + + if (doEdges) + for (i = 0, l = e.length; i < l; i++) + weightMax = Math.max(e[i][prefix + 'size'], weightMax); + + for (i = 0, l = n.length; i < l; i++) { + sizeMax = Math.max(n[i][prefix + 'size'], sizeMax); + maxX = Math.max(n[i][prefix + 'x'], maxX); + minX = Math.min(n[i][prefix + 'x'], minX); + maxY = Math.max(n[i][prefix + 'y'], maxY); + minY = Math.min(n[i][prefix + 'y'], minY); + } + + weightMax = weightMax || 1; + sizeMax = sizeMax || 1; + + return { + weightMax: weightMax, + sizeMax: sizeMax, + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY + }; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.middlewares'); + + /** + * This middleware will just copy the graphic properties. + * + * @param {?string} readPrefix The read prefix. + * @param {?string} writePrefix The write prefix. + */ + sigma.middlewares.copy = function(readPrefix, writePrefix) { + var i, + l, + a; + + if (writePrefix + '' === readPrefix + '') + return; + + a = this.graph.nodes(); + for (i = 0, l = a.length; i < l; i++) { + a[i][writePrefix + 'x'] = a[i][readPrefix + 'x']; + a[i][writePrefix + 'y'] = a[i][readPrefix + 'y']; + a[i][writePrefix + 'size'] = a[i][readPrefix + 'size']; + } + + a = this.graph.edges(); + for (i = 0, l = a.length; i < l; i++) + a[i][writePrefix + 'size'] = a[i][readPrefix + 'size']; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc.animation.running'); + + /** + * Generates a unique ID for the animation. + * + * @return {string} Returns the new ID. + */ + var _getID = (function() { + var id = 0; + return function() { + return '' + (++id); + }; + })(); + + /** + * This function animates a camera. It has to be called with the camera to + * animate, the values of the coordinates to reach and eventually some + * options. It returns a number id, that you can use to kill the animation, + * with the method sigma.misc.animation.kill(id). + * + * The available options are: + * + * {?number} duration The duration of the animation. + * {?function} onNewFrame A callback to execute when the animation + * enter a new frame. + * {?function} onComplete A callback to execute when the animation + * is completed or killed. + * {?(string|function)} easing The name of a function from the package + * sigma.utils.easings, or a custom easing + * function. + * + * @param {camera} camera The camera to animate. + * @param {object} target The coordinates to reach. + * @param {?object} options Eventually an object to specify some options to + * the function. The available options are + * presented in the description of the function. + * @return {number} The animation id, to make it easy to kill + * through the method "sigma.misc.animation.kill". + */ + sigma.misc.animation.camera = function(camera, val, options) { + if ( + !(camera instanceof sigma.classes.camera) || + typeof val !== 'object' || + !val + ) + throw 'animation.camera: Wrong arguments.'; + + if ( + typeof val.x !== 'number' && + typeof val.y !== 'number' && + typeof val.ratio !== 'number' && + typeof val.angle !== 'number' + ) + throw 'There must be at least one valid coordinate in the given val.'; + + var fn, + id, + anim, + easing, + duration, + initialVal, + o = options || {}, + start = sigma.utils.dateNow(); + + // Store initial values: + initialVal = { + x: camera.x, + y: camera.y, + ratio: camera.ratio, + angle: camera.angle + }; + + duration = o.duration; + easing = typeof o.easing !== 'function' ? + sigma.utils.easings[o.easing || 'quadraticInOut'] : + o.easing; + + fn = function() { + var coef, + t = o.duration ? (sigma.utils.dateNow() - start) / o.duration : 1; + + // If the animation is over: + if (t >= 1) { + camera.isAnimated = false; + camera.goTo({ + x: val.x !== undefined ? val.x : initialVal.x, + y: val.y !== undefined ? val.y : initialVal.y, + ratio: val.ratio !== undefined ? val.ratio : initialVal.ratio, + angle: val.angle !== undefined ? val.angle : initialVal.angle + }); + + cancelAnimationFrame(id); + delete sigma.misc.animation.running[id]; + + // Check callbacks: + if (typeof o.onComplete === 'function') + o.onComplete(); + + // Else, let's keep going: + } else { + coef = easing(t); + camera.isAnimated = true; + camera.goTo({ + x: val.x !== undefined ? + initialVal.x + (val.x - initialVal.x) * coef : + initialVal.x, + y: val.y !== undefined ? + initialVal.y + (val.y - initialVal.y) * coef : + initialVal.y, + ratio: val.ratio !== undefined ? + initialVal.ratio + (val.ratio - initialVal.ratio) * coef : + initialVal.ratio, + angle: val.angle !== undefined ? + initialVal.angle + (val.angle - initialVal.angle) * coef : + initialVal.angle + }); + + // Check callbacks: + if (typeof o.onNewFrame === 'function') + o.onNewFrame(); + + anim.frameId = requestAnimationFrame(fn); + } + }; + + id = _getID(); + anim = { + frameId: requestAnimationFrame(fn), + target: camera, + type: 'camera', + options: o, + fn: fn + }; + sigma.misc.animation.running[id] = anim; + + return id; + }; + + /** + * Kills a running animation. It triggers the eventual onComplete callback. + * + * @param {number} id The id of the animation to kill. + * @return {object} Returns the sigma.misc.animation package. + */ + sigma.misc.animation.kill = function(id) { + if (arguments.length !== 1 || typeof id !== 'number') + throw 'animation.kill: Wrong arguments.'; + + var o = sigma.misc.animation.running[id]; + + if (o) { + cancelAnimationFrame(id); + delete sigma.misc.animation.running[o.frameId]; + + if (o.type === 'camera') + o.target.isAnimated = false; + + // Check callbacks: + if (typeof (o.options || {}).onComplete === 'function') + o.options.onComplete(); + } + + return this; + }; + + /** + * Kills every running animations, or only the one with the specified type, + * if a string parameter is given. + * + * @param {?(string|object)} filter A string to filter the animations to kill + * on their type (example: "camera"), or an + * object to filter on their target. + * @return {number} Returns the number of animations killed + * that way. + */ + sigma.misc.animation.killAll = function(filter) { + var o, + id, + count = 0, + type = typeof filter === 'string' ? filter : null, + target = typeof filter === 'object' ? filter : null, + running = sigma.misc.animation.running; + + for (id in running) + if ( + (!type || running[id].type === type) && + (!target || running[id].target === target) + ) { + o = sigma.misc.animation.running[id]; + cancelAnimationFrame(o.frameId); + delete sigma.misc.animation.running[id]; + + if (o.type === 'camera') + o.target.isAnimated = false; + + // Increment counter: + count++; + + // Check callbacks: + if (typeof (o.options || {}).onComplete === 'function') + o.options.onComplete(); + } + + return count; + }; + + /** + * Returns "true" if any animation that is currently still running matches + * the filter given to the function. + * + * @param {string|object} filter A string to filter the animations to kill + * on their type (example: "camera"), or an + * object to filter on their target. + * @return {boolean} Returns true if any running animation + * matches. + */ + sigma.misc.animation.has = function(filter) { + var id, + type = typeof filter === 'string' ? filter : null, + target = typeof filter === 'object' ? filter : null, + running = sigma.misc.animation.running; + + for (id in running) + if ( + (!type || running[id].type === type) && + (!target || running[id].target === target) + ) + return true; + + return false; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc'); + + /** + * This helper will bind any no-DOM renderer (for instance canvas or WebGL) + * to its captors, to properly dispatch the good events to the sigma instance + * to manage clicking, hovering etc... + * + * It has to be called in the scope of the related renderer. + */ + sigma.misc.bindEvents = function(prefix) { + var i, + l, + mX, + mY, + captor, + self = this; + + function getNodes(e) { + if (e) { + mX = 'x' in e.data ? e.data.x : mX; + mY = 'y' in e.data ? e.data.y : mY; + } + + var i, + j, + l, + n, + x, + y, + s, + inserted, + selected = [], + modifiedX = mX + self.width / 2, + modifiedY = mY + self.height / 2, + point = self.camera.cameraPosition( + mX, + mY + ), + nodes = self.camera.quadtree.point( + point.x, + point.y + ); + + if (nodes.length) + for (i = 0, l = nodes.length; i < l; i++) { + n = nodes[i]; + x = n[prefix + 'x']; + y = n[prefix + 'y']; + s = n[prefix + 'size']; + + if ( + !n.hidden && + modifiedX > x - s && + modifiedX < x + s && + modifiedY > y - s && + modifiedY < y + s && + Math.sqrt( + Math.pow(modifiedX - x, 2) + + Math.pow(modifiedY - y, 2) + ) < s + ) { + // Insert the node: + inserted = false; + + for (j = 0; j < selected.length; j++) + if (n.size > selected[j].size) { + selected.splice(j, 0, n); + inserted = true; + break; + } + + if (!inserted) + selected.push(n); + } + } + + return selected; + } + + + function getEdges(e) { + if (!self.settings('enableEdgeHovering')) { + // No event if the setting is off: + return []; + } + + var isCanvas = ( + sigma.renderers.canvas && self instanceof sigma.renderers.canvas); + + if (!isCanvas) { + // A quick hardcoded rule to prevent people from using this feature + // with the WebGL renderer (which is not good enough at the moment): + throw new Error( + 'The edge events feature is not compatible with the WebGL renderer' + ); + } + + if (e) { + mX = 'x' in e.data ? e.data.x : mX; + mY = 'y' in e.data ? e.data.y : mY; + } + + var i, + j, + l, + a, + edge, + s, + maxEpsilon = self.settings('edgeHoverPrecision'), + source, + target, + cp, + nodeIndex = {}, + inserted, + selected = [], + modifiedX = mX + self.width / 2, + modifiedY = mY + self.height / 2, + point = self.camera.cameraPosition( + mX, + mY + ), + edges = []; + + if (isCanvas) { + var nodesOnScreen = self.camera.quadtree.area( + self.camera.getRectangle(self.width, self.height) + ); + for (a = nodesOnScreen, i = 0, l = a.length; i < l; i++) + nodeIndex[a[i].id] = a[i]; + } + + if (self.camera.edgequadtree !== undefined) { + edges = self.camera.edgequadtree.point( + point.x, + point.y + ); + } + + function insertEdge(selected, edge) { + inserted = false; + + for (j = 0; j < selected.length; j++) + if (edge.size > selected[j].size) { + selected.splice(j, 0, edge); + inserted = true; + break; + } + + if (!inserted) + selected.push(edge); + } + + if (edges.length) + for (i = 0, l = edges.length; i < l; i++) { + edge = edges[i]; + source = self.graph.nodes(edge.source); + target = self.graph.nodes(edge.target); + // (HACK) we can't get edge[prefix + 'size'] on WebGL renderer: + s = edge[prefix + 'size'] || + edge['read_' + prefix + 'size']; + + // First, let's identify which edges are drawn. To do this, we keep + // every edges that have at least one extremity displayed according to + // the quadtree and the "hidden" attribute. We also do not keep hidden + // edges. + // Then, let's check if the mouse is on the edge (we suppose that it + // is a line segment). + + if ( + !edge.hidden && + !source.hidden && !target.hidden && + (!isCanvas || + (nodeIndex[edge.source] || nodeIndex[edge.target])) && + sigma.utils.getDistance( + source[prefix + 'x'], + source[prefix + 'y'], + modifiedX, + modifiedY) > source[prefix + 'size'] && + sigma.utils.getDistance( + target[prefix + 'x'], + target[prefix + 'y'], + modifiedX, + modifiedY) > target[prefix + 'size'] + ) { + if (edge.type == 'curve' || edge.type == 'curvedArrow') { + if (source.id === target.id) { + cp = sigma.utils.getSelfLoopControlPoints( + source[prefix + 'x'], + source[prefix + 'y'], + source[prefix + 'size'] + ); + if ( + sigma.utils.isPointOnBezierCurve( + modifiedX, + modifiedY, + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y'], + cp.x1, + cp.y1, + cp.x2, + cp.y2, + Math.max(s, maxEpsilon) + )) { + insertEdge(selected, edge); + } + } + else { + cp = sigma.utils.getQuadraticControlPoint( + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y']); + if ( + sigma.utils.isPointOnQuadraticCurve( + modifiedX, + modifiedY, + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y'], + cp.x, + cp.y, + Math.max(s, maxEpsilon) + )) { + insertEdge(selected, edge); + } + } + } else if ( + sigma.utils.isPointOnSegment( + modifiedX, + modifiedY, + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y'], + Math.max(s, maxEpsilon) + )) { + insertEdge(selected, edge); + } + } + } + + return selected; + } + + + function bindCaptor(captor) { + var nodes, + edges, + overNodes = {}, + overEdges = {}; + + function onClick(e) { + if (!self.settings('eventsEnabled')) + return; + + self.dispatchEvent('click', e.data); + + nodes = getNodes(e); + edges = getEdges(e); + + if (nodes.length) { + self.dispatchEvent('clickNode', { + node: nodes[0], + captor: e.data + }); + self.dispatchEvent('clickNodes', { + node: nodes, + captor: e.data + }); + } else if (edges.length) { + self.dispatchEvent('clickEdge', { + edge: edges[0], + captor: e.data + }); + self.dispatchEvent('clickEdges', { + edge: edges, + captor: e.data + }); + } else + self.dispatchEvent('clickStage', {captor: e.data}); + } + + function onDoubleClick(e) { + if (!self.settings('eventsEnabled')) + return; + + self.dispatchEvent('doubleClick', e.data); + + nodes = getNodes(e); + edges = getEdges(e); + + if (nodes.length) { + self.dispatchEvent('doubleClickNode', { + node: nodes[0], + captor: e.data + }); + self.dispatchEvent('doubleClickNodes', { + node: nodes, + captor: e.data + }); + } else if (edges.length) { + self.dispatchEvent('doubleClickEdge', { + edge: edges[0], + captor: e.data + }); + self.dispatchEvent('doubleClickEdges', { + edge: edges, + captor: e.data + }); + } else + self.dispatchEvent('doubleClickStage', {captor: e.data}); + } + + function onRightClick(e) { + if (!self.settings('eventsEnabled')) + return; + + self.dispatchEvent('rightClick', e.data); + + nodes = getNodes(e); + edges = getEdges(e); + + if (nodes.length) { + self.dispatchEvent('rightClickNode', { + node: nodes[0], + captor: e.data + }); + self.dispatchEvent('rightClickNodes', { + node: nodes, + captor: e.data + }); + } else if (edges.length) { + self.dispatchEvent('rightClickEdge', { + edge: edges[0], + captor: e.data + }); + self.dispatchEvent('rightClickEdges', { + edge: edges, + captor: e.data + }); + } else + self.dispatchEvent('rightClickStage', {captor: e.data}); + } + + function onOut(e) { + if (!self.settings('eventsEnabled')) + return; + + var k, + i, + l, + le, + outNodes = [], + outEdges = []; + + for (k in overNodes) + outNodes.push(overNodes[k]); + + overNodes = {}; + // Dispatch both single and multi events: + for (i = 0, l = outNodes.length; i < l; i++) + self.dispatchEvent('outNode', { + node: outNodes[i], + captor: e.data + }); + if (outNodes.length) + self.dispatchEvent('outNodes', { + nodes: outNodes, + captor: e.data + }); + + overEdges = {}; + // Dispatch both single and multi events: + for (i = 0, le = outEdges.length; i < le; i++) + self.dispatchEvent('outEdge', { + edge: outEdges[i], + captor: e.data + }); + if (outEdges.length) + self.dispatchEvent('outEdges', { + edges: outEdges, + captor: e.data + }); + } + + function onMove(e) { + if (!self.settings('eventsEnabled')) + return; + + nodes = getNodes(e); + edges = getEdges(e); + + var i, + k, + node, + edge, + newOutNodes = [], + newOverNodes = [], + currentOverNodes = {}, + l = nodes.length, + newOutEdges = [], + newOverEdges = [], + currentOverEdges = {}, + le = edges.length; + + // Check newly overred nodes: + for (i = 0; i < l; i++) { + node = nodes[i]; + currentOverNodes[node.id] = node; + if (!overNodes[node.id]) { + newOverNodes.push(node); + overNodes[node.id] = node; + } + } + + // Check no more overred nodes: + for (k in overNodes) + if (!currentOverNodes[k]) { + newOutNodes.push(overNodes[k]); + delete overNodes[k]; + } + + // Dispatch both single and multi events: + for (i = 0, l = newOverNodes.length; i < l; i++) + self.dispatchEvent('overNode', { + node: newOverNodes[i], + captor: e.data + }); + for (i = 0, l = newOutNodes.length; i < l; i++) + self.dispatchEvent('outNode', { + node: newOutNodes[i], + captor: e.data + }); + if (newOverNodes.length) + self.dispatchEvent('overNodes', { + nodes: newOverNodes, + captor: e.data + }); + if (newOutNodes.length) + self.dispatchEvent('outNodes', { + nodes: newOutNodes, + captor: e.data + }); + + // Check newly overred edges: + for (i = 0; i < le; i++) { + edge = edges[i]; + currentOverEdges[edge.id] = edge; + if (!overEdges[edge.id]) { + newOverEdges.push(edge); + overEdges[edge.id] = edge; + } + } + + // Check no more overred edges: + for (k in overEdges) + if (!currentOverEdges[k]) { + newOutEdges.push(overEdges[k]); + delete overEdges[k]; + } + + // Dispatch both single and multi events: + for (i = 0, le = newOverEdges.length; i < le; i++) + self.dispatchEvent('overEdge', { + edge: newOverEdges[i], + captor: e.data + }); + for (i = 0, le = newOutEdges.length; i < le; i++) + self.dispatchEvent('outEdge', { + edge: newOutEdges[i], + captor: e.data + }); + if (newOverEdges.length) + self.dispatchEvent('overEdges', { + edges: newOverEdges, + captor: e.data + }); + if (newOutEdges.length) + self.dispatchEvent('outEdges', { + edges: newOutEdges, + captor: e.data + }); + } + + // Bind events: + captor.bind('click', onClick); + captor.bind('mousedown', onMove); + captor.bind('mouseup', onMove); + captor.bind('mousemove', onMove); + captor.bind('mouseout', onOut); + captor.bind('doubleclick', onDoubleClick); + captor.bind('rightclick', onRightClick); + self.bind('render', onMove); + } + + for (i = 0, l = this.captors.length; i < l; i++) + bindCaptor(this.captors[i]); + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc'); + + /** + * This helper will bind any DOM renderer (for instance svg) + * to its captors, to properly dispatch the good events to the sigma instance + * to manage clicking, hovering etc... + * + * It has to be called in the scope of the related renderer. + */ + sigma.misc.bindDOMEvents = function(container) { + var self = this, + graph = this.graph; + + // DOMElement abstraction + function Element(domElement) { + + // Helpers + this.attr = function(attrName) { + return domElement.getAttributeNS(null, attrName); + }; + + // Properties + this.tag = domElement.tagName; + this.class = this.attr('class'); + this.id = this.attr('id'); + + // Methods + this.isNode = function() { + return !!~this.class.indexOf(self.settings('classPrefix') + '-node'); + }; + + this.isEdge = function() { + return !!~this.class.indexOf(self.settings('classPrefix') + '-edge'); + }; + + this.isHover = function() { + return !!~this.class.indexOf(self.settings('classPrefix') + '-hover'); + }; + } + + // Click + function click(e) { + if (!self.settings('eventsEnabled')) + return; + + // Generic event + self.dispatchEvent('click', e); + + // Are we on a node? + var element = new Element(e.target); + + if (element.isNode()) + self.dispatchEvent('clickNode', { + node: graph.nodes(element.attr('data-node-id')) + }); + else + self.dispatchEvent('clickStage'); + + e.preventDefault(); + e.stopPropagation(); + } + + // Double click + function doubleClick(e) { + if (!self.settings('eventsEnabled')) + return; + + // Generic event + self.dispatchEvent('doubleClick', e); + + // Are we on a node? + var element = new Element(e.target); + + if (element.isNode()) + self.dispatchEvent('doubleClickNode', { + node: graph.nodes(element.attr('data-node-id')) + }); + else + self.dispatchEvent('doubleClickStage'); + + e.preventDefault(); + e.stopPropagation(); + } + + // On over + function onOver(e) { + var target = e.toElement || e.target; + + if (!self.settings('eventsEnabled') || !target) + return; + + var el = new Element(target); + + if (el.isNode()) { + self.dispatchEvent('overNode', { + node: graph.nodes(el.attr('data-node-id')) + }); + } + else if (el.isEdge()) { + var edge = graph.edges(el.attr('data-edge-id')); + self.dispatchEvent('overEdge', { + edge: edge, + source: graph.nodes(edge.source), + target: graph.nodes(edge.target) + }); + } + } + + // On out + function onOut(e) { + var target = e.fromElement || e.originalTarget; + + if (!self.settings('eventsEnabled')) + return; + + var el = new Element(target); + + if (el.isNode()) { + self.dispatchEvent('outNode', { + node: graph.nodes(el.attr('data-node-id')) + }); + } + else if (el.isEdge()) { + var edge = graph.edges(el.attr('data-edge-id')); + self.dispatchEvent('outEdge', { + edge: edge, + source: graph.nodes(edge.source), + target: graph.nodes(edge.target) + }); + } + } + + // Registering Events: + + // Click + container.addEventListener('click', click, false); + sigma.utils.doubleClick(container, 'click', doubleClick); + + // Touch counterparts + container.addEventListener('touchstart', click, false); + sigma.utils.doubleClick(container, 'touchstart', doubleClick); + + // Mouseover + container.addEventListener('mouseover', onOver, true); + + // Mouseout + container.addEventListener('mouseout', onOut, true); + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc'); + + /** + * This method listens to "overNode", "outNode", "overEdge" and "outEdge" + * events from a renderer and renders the nodes differently on the top layer. + * The goal is to make any node label readable with the mouse, and to + * highlight hovered nodes and edges. + * + * It has to be called in the scope of the related renderer. + */ + sigma.misc.drawHovers = function(prefix) { + var self = this, + hoveredNodes = {}, + hoveredEdges = {}; + + this.bind('overNode', function(event) { + var node = event.data.node; + if (!node.hidden) { + hoveredNodes[node.id] = node; + draw(); + } + }); + + this.bind('outNode', function(event) { + delete hoveredNodes[event.data.node.id]; + draw(); + }); + + this.bind('overEdge', function(event) { + var edge = event.data.edge; + if (!edge.hidden) { + hoveredEdges[edge.id] = edge; + draw(); + } + }); + + this.bind('outEdge', function(event) { + delete hoveredEdges[event.data.edge.id]; + draw(); + }); + + this.bind('render', function(event) { + draw(); + }); + + function draw() { + + var k, + source, + target, + hoveredNode, + hoveredEdge, + c = self.contexts.hover.canvas, + defaultNodeType = self.settings('defaultNodeType'), + defaultEdgeType = self.settings('defaultEdgeType'), + nodeRenderers = sigma.canvas.hovers, + edgeRenderers = sigma.canvas.edgehovers, + extremitiesRenderers = sigma.canvas.extremities, + embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + // Clear self.contexts.hover: + self.contexts.hover.clearRect(0, 0, c.width, c.height); + + // Node render: single hover + if ( + embedSettings('enableHovering') && + embedSettings('singleHover') && + Object.keys(hoveredNodes).length + ) { + hoveredNode = hoveredNodes[Object.keys(hoveredNodes)[0]]; + ( + nodeRenderers[hoveredNode.type] || + nodeRenderers[defaultNodeType] || + nodeRenderers.def + )( + hoveredNode, + self.contexts.hover, + embedSettings + ); + } + + // Node render: multiple hover + if ( + embedSettings('enableHovering') && + !embedSettings('singleHover') + ) + for (k in hoveredNodes) + ( + nodeRenderers[hoveredNodes[k].type] || + nodeRenderers[defaultNodeType] || + nodeRenderers.def + )( + hoveredNodes[k], + self.contexts.hover, + embedSettings + ); + + // Edge render: single hover + if ( + embedSettings('enableEdgeHovering') && + embedSettings('singleHover') && + Object.keys(hoveredEdges).length + ) { + hoveredEdge = hoveredEdges[Object.keys(hoveredEdges)[0]]; + source = self.graph.nodes(hoveredEdge.source); + target = self.graph.nodes(hoveredEdge.target); + + if (! hoveredEdge.hidden) { + ( + edgeRenderers[hoveredEdge.type] || + edgeRenderers[defaultEdgeType] || + edgeRenderers.def + ) ( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + + if (embedSettings('edgeHoverExtremities')) { + ( + extremitiesRenderers[hoveredEdge.type] || + extremitiesRenderers.def + )( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + + } else { + // Avoid edges rendered over nodes: + ( + sigma.canvas.nodes[source.type] || + sigma.canvas.nodes.def + ) ( + source, + self.contexts.hover, + embedSettings + ); + ( + sigma.canvas.nodes[target.type] || + sigma.canvas.nodes.def + ) ( + target, + self.contexts.hover, + embedSettings + ); + } + } + } + + // Edge render: multiple hover + if ( + embedSettings('enableEdgeHovering') && + !embedSettings('singleHover') + ) { + for (k in hoveredEdges) { + hoveredEdge = hoveredEdges[k]; + source = self.graph.nodes(hoveredEdge.source); + target = self.graph.nodes(hoveredEdge.target); + + if (!hoveredEdge.hidden) { + ( + edgeRenderers[hoveredEdge.type] || + edgeRenderers[defaultEdgeType] || + edgeRenderers.def + ) ( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + + if (embedSettings('edgeHoverExtremities')) { + ( + extremitiesRenderers[hoveredEdge.type] || + extremitiesRenderers.def + )( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + } else { + // Avoid edges rendered over nodes: + ( + sigma.canvas.nodes[source.type] || + sigma.canvas.nodes.def + ) ( + source, + self.contexts.hover, + embedSettings + ); + ( + sigma.canvas.nodes[target.type] || + sigma.canvas.nodes.def + ) ( + target, + self.contexts.hover, + embedSettings + ); + } + } + } + } + } + }; +}).call(this); diff --git a/spikes/architecture/sigmajs/vendor/sigma.min.js b/spikes/architecture/sigmajs/vendor/sigma.min.js new file mode 100644 index 00000000..522fbf77 --- /dev/null +++ b/spikes/architecture/sigmajs/vendor/sigma.min.js @@ -0,0 +1,5 @@ +/* sigma.js - A JavaScript library dedicated to graph drawing. - Version: 1.2.0 - Author: Alexis Jacomy, Sciences-Po Médialab - License: MIT */ +(function(a){"use strict";var b={},c=function(a){var d,e,f,g,h;c.classes.dispatcher.extend(this);var i=this,j=a||{};if("string"==typeof j||j instanceof HTMLElement?j={renderers:[j]}:"[object Array]"===Object.prototype.toString.call(j)&&(j={renderers:j}),g=j.renderers||j.renderer||j.container,j.renderers&&0!==j.renderers.length||("string"==typeof g||g instanceof HTMLElement||"object"==typeof g&&"container"in g)&&(j.renderers=[g]),j.id){if(b[j.id])throw'sigma: Instance "'+j.id+'" already exists.';Object.defineProperty(this,"id",{value:j.id})}else{for(h=0;b[h];)h++;Object.defineProperty(this,"id",{value:""+h})}for(b[this.id]=this,this.settings=new c.classes.configurable(c.settings,j.settings||{}),Object.defineProperty(this,"graph",{value:new c.classes.graph(this.settings),configurable:!0}),Object.defineProperty(this,"middlewares",{value:[],configurable:!0}),Object.defineProperty(this,"cameras",{value:{},configurable:!0}),Object.defineProperty(this,"renderers",{value:{},configurable:!0}),Object.defineProperty(this,"renderersPerCamera",{value:{},configurable:!0}),Object.defineProperty(this,"cameraFrames",{value:{},configurable:!0}),Object.defineProperty(this,"camera",{get:function(){return this.cameras[0]}}),Object.defineProperty(this,"events",{value:["click","rightClick","clickStage","doubleClickStage","rightClickStage","clickNode","clickNodes","doubleClickNode","doubleClickNodes","rightClickNode","rightClickNodes","overNode","overNodes","outNode","outNodes","downNode","downNodes","upNode","upNodes"],configurable:!0}),this._handler=function(a){var b,c={};for(b in a.data)c[b]=a.data[b];c.renderer=a.target,this.dispatchEvent(a.type,c)}.bind(this),f=j.renderers||[],d=0,e=f.length;d=0;b--)this.killRenderer(d[b]);return delete this.renderersPerCamera[a.id],delete this.cameraFrames[a.id],delete this.cameras[a.id],a.kill&&a.kill(),this},c.prototype.addRenderer=function(a){var b,d,e,f,g=a||{};if("string"==typeof g?g={container:document.getElementById(g)}:g instanceof HTMLElement&&(g={container:g}),"string"==typeof g.container&&(g.container=document.getElementById(g.container)),"id"in g)b=g.id;else{for(b=0;this.renderers[""+b];)b++;b=""+b}if(this.renderers[b])throw'sigma.addRenderer: The renderer "'+b+'" already exists.';if(d="function"==typeof g.type?g.type:c.renderers[g.type],d=d||c.renderers.def,e="camera"in g?g.camera instanceof c.classes.camera?g.camera:this.cameras[g.camera]||this.addCamera(g.camera):this.addCamera(),this.cameras[e.id]!==e)throw"sigma.addRenderer: The camera is not properly referenced.";return f=new d(this.graph,e,this.settings,g),this.renderers[b]=f,Object.defineProperty(f,"id",{value:b}),f.bind&&f.bind(["click","rightClick","clickStage","doubleClickStage","rightClickStage","clickNode","clickNodes","clickEdge","clickEdges","doubleClickNode","doubleClickNodes","doubleClickEdge","doubleClickEdges","rightClickNode","rightClickNodes","rightClickEdge","rightClickEdges","overNode","overNodes","overEdge","overEdges","outNode","outNodes","outEdge","outEdges","downNode","downNodes","downEdge","downEdges","upNode","upNodes","upEdge","upEdges"],this._handler),this.renderersPerCamera[e.id].push(f),f},c.prototype.killRenderer=function(a){if(a="string"==typeof a?this.renderers[a]:a,!a)throw"sigma.killRenderer: The renderer is undefined.";var b=this.renderersPerCamera[a.camera.id],c=b.indexOf(a);return c>=0&&b.splice(c,1),a.kill&&a.kill(),delete this.renderers[a.id],this},c.prototype.refresh=function(b){var d,e,f,g,h,i,j=0;for(b=b||{},g=this.middlewares||[],d=0,e=g.length;d1)for(g=Array.isArray(a)?a:a.split(/ /),d=0,e=g.length;d!==e;d+=1)f=g[d],C[f]||(C[f]=[]),C[f].push({handler:c})}function c(a,b){var c,d,e,f,g,h,i=Array.isArray(a)?a:a.split(/ /);if(arguments.length)if(b)for(c=0,d=i.length;c!==d;c+=1){if(h=i[c],C[h]){for(g=[],e=0,f=C[h].length;e!==f;e+=1)C[h][e].handler!==b&&g.push(C[h][e]);C[h]=g}C[h]&&0===C[h].length&&delete C[h]}else for(c=0,d=i.length;c!==d;c+=1)delete C[i[c]];else C=Object.create(null)}function d(a,b){var c,d,e,f,g,h,i=Array.isArray(a)?a:a.split(/ /);for(b=void 0===b?{}:b,c=0,e=i.length;c!==e;c+=1)if(h=i[c],C[h])for(g={type:h,data:b||{}},d=0,f=C[h].length;d!==f;d+=1)try{C[h][d].handler(g)}catch(a){}}function e(){var a,b,c,d,e=!1,f=s(),g=x.shift();if(c=g.job(),f=s()-f,g.done++,g.time+=f,g.currentTime+=f,g.weightTime=g.currentTime/(g.weight||1),g.averageTime=g.time/g.done,d=g.count?g.count<=g.done:!c,!d){for(a=0,b=x.length;ag.weightTime){x.splice(a,0,g),e=!0;break}e||x.push(g)}return d?g:null}function f(a){var b=x.length;w[a.id]=a,a.status="running",b&&(a.weightTime=x[b-1].weightTime,a.currentTime=a.weightTime*(a.weight||1)),a.startTime=s(),d("jobStarted",q(a)),x.push(a)}function g(){var a,b,c;for(a in v)b=v[a],b.after?y[a]=b:f(b),delete v[a];for(u=!!x.length;x.length&&s()-t=0;a--)for(b in arguments[a])c[b]=arguments[a][b];return c}function q(a){var b,c,d;if(!a)return a;if(Array.isArray(a))for(b=[],c=0,d=a.length;c=0;a--)for(b in arguments[a])c[b]=arguments[a][b];return c},sigma.utils.dateNow=function(){return Date.now?Date.now():(new Date).getTime()},sigma.utils.pkg=function(a){return(a||"").split(".").reduce(function(a,b){return b in a?a[b]:a[b]={}},b)},sigma.utils.id=function(){var a=0;return function(){return++a}}();var c={};sigma.utils.floatColor=function(a){if(c[a])return c[a];var b=a,d=0,e=0,f=0;"#"===a[0]?(a=a.slice(1),3===a.length?(d=parseInt(a.charAt(0)+a.charAt(0),16),e=parseInt(a.charAt(1)+a.charAt(1),16),f=parseInt(a.charAt(2)+a.charAt(2),16)):(d=parseInt(a.charAt(0)+a.charAt(1),16),e=parseInt(a.charAt(2)+a.charAt(3),16),f=parseInt(a.charAt(4)+a.charAt(5),16))):a.match(/^ *rgba? *\(/)&&(a=a.match(/^ *rgba? *\( *([0-9]*) *, *([0-9]*) *, *([0-9]*) *(,.*)?\) *$/),d=+a[1],e=+a[2],f=+a[3]);var g=256*d*256+256*e+f;return c[b]=g,g},sigma.utils.zoomTo=function(a,b,c,d,e){var f,g,h,i=a.settings;g=Math.max(i("zoomMin"),Math.min(i("zoomMax"),a.ratio*d)),g!==a.ratio&&(d=g/a.ratio,h={x:b*(1-d)+a.x,y:c*(1-d)+a.y,ratio:g},e&&e.duration?(f=sigma.misc.animation.killAll(a),e=sigma.utils.extend(e,{easing:f?"quadraticOut":"quadraticInOut"}),sigma.misc.animation.camera(a,h,e)):(a.goTo(h),e&&e.onComplete&&e.onComplete()))},sigma.utils.getQuadraticControlPoint=function(a,b,c,d){return{x:(a+c)/2+(d-b)/4,y:(b+d)/2+(a-c)/4}},sigma.utils.getPointOnQuadraticCurve=function(a,b,c,d,e,f,g){return{x:Math.pow(1-a,2)*b+2*(1-a)*a*f+Math.pow(a,2)*d,y:Math.pow(1-a,2)*c+2*(1-a)*a*g+Math.pow(a,2)*e}},sigma.utils.getPointOnBezierCurve=function(a,b,c,d,e,f,g,h,i){var j=Math.pow(1-a,3),k=3*a*Math.pow(1-a,2),l=3*Math.pow(a,2)*(1-a),m=Math.pow(a,3);return{x:j*b+k*f+l*h+m*d,y:j*c+k*g+l*i+m*e}},sigma.utils.getSelfLoopControlPoints=function(a,b,c){return{x1:a-7*c,y1:b,x2:a,y2:b+7*c}},sigma.utils.getDistance=function(a,b,c,d){return Math.sqrt(Math.pow(c-a,2)+Math.pow(d-b,2))},sigma.utils.getCircleIntersection=function(a,b,c,d,e,f){var g,h,i,j,k,l,m,n,o;if(h=d-a,i=e-b,j=Math.sqrt(i*i+h*h),j>c+f)return!1;if(jj||Math.abs(b-d)>j)return!1;for(var k,l=sigma.utils.getDistance(a,b,c,d),m=sigma.utils.getDistance(a,b,e,f),n=.5,o=l0&&n>=0&&n<=1&&s>i&&(o>p||o<-p);)k=s,r=sigma.utils.getPointOnQuadraticCurve(n,c,d,e,f,g,h),s=sigma.utils.getDistance(a,b,r.x,r.y),s>k?(o=-o/2,n+=o):n+o<0||n+o>1?(o/=2,s=k):n+=o;return sl||Math.abs(b-d)>l)return!1;for(var m,n=sigma.utils.getDistance(a,b,c,d),o=sigma.utils.getDistance(a,b,e,f),p=.5,q=n0&&p>=0&&p<=1&&u>k&&(q>r||q<-r);)m=u,t=sigma.utils.getPointOnBezierCurve(p,c,d,e,f,g,h,i,j),u=sigma.utils.getDistance(a,b,t.x,t.y),u>m?(q=-q/2,p+=q):p+q<0||p+q>1?(q/=2,u=m):p+=q;return uwindow.screen.logicalXDPI?b=window.screen.systemXDPI/window.screen.logicalXDPI:window.devicePixelRatio!==a&&(b=window.devicePixelRatio),b},sigma.utils.getWidth=function(b){var c=b.target.ownerSVGElement?b.target.ownerSVGElement.width:b.target.width;return"number"==typeof c&&c||c!==a&&c.baseVal!==a&&c.baseVal.value},sigma.utils.getCenter=function(a){var b=a.target.namespaceURI.indexOf("svg")!==-1?1:sigma.utils.getPixelRatio();return{x:sigma.utils.getWidth(a)/(2*b),y:sigma.utils.getHeight(a)/(2*b)}},sigma.utils.mouseCoords=function(a,b,c){return b=b||sigma.utils.getX(a),c=c||sigma.utils.getY(a),{x:b-sigma.utils.getCenter(a).x,y:c-sigma.utils.getCenter(a).y,clientX:a.clientX,clientY:a.clientY,ctrlKey:a.ctrlKey,metaKey:a.metaKey,altKey:a.altKey,shiftKey:a.shiftKey}},sigma.utils.getHeight=function(b){var c=b.target.ownerSVGElement?b.target.ownerSVGElement.height:b.target.height;return"number"==typeof c&&c||c!==a&&c.baseVal!==a&&c.baseVal.value},sigma.utils.getDelta=function(b){return b.wheelDelta!==a&&b.wheelDelta||b.detail!==a&&-b.detail},sigma.utils.getOffset=function(a){for(var b=0,c=0;a;)c+=parseInt(a.offsetTop),b+=parseInt(a.offsetLeft),a=a.offsetParent;return{top:c,left:b}},sigma.utils.doubleClick=function(a,b,c){var d,e=0;a._doubleClickHandler=a._doubleClickHandler||{},a._doubleClickHandler[b]=a._doubleClickHandler[b]||[],d=a._doubleClickHandler[b],d.push(function(a){return e++,2===e?(e=0,c(a)):void(1===e&&setTimeout(function(){e=0},sigma.settings.doubleClickTimeout))}),a.addEventListener(b,d[d.length-1],!1)},sigma.utils.unbindDoubleClick=function(a,b){for(var c,d=(a._doubleClickHandler||{})[b]||[];c=d.pop();)a.removeEventListener(b,c);delete(a._doubleClickHandler||{})[b]},sigma.utils.easings=sigma.utils.easings||{},sigma.utils.easings.linearNone=function(a){return a},sigma.utils.easings.quadraticIn=function(a){return a*a},sigma.utils.easings.quadraticOut=function(a){return a*(2-a)},sigma.utils.easings.quadraticInOut=function(a){return(a*=2)<1?.5*a*a:-.5*(--a*(a-2)-1)},sigma.utils.easings.cubicIn=function(a){return a*a*a},sigma.utils.easings.cubicOut=function(a){return--a*a*a+1},sigma.utils.easings.cubicInOut=function(a){return(a*=2)<1?.5*a*a*a:.5*((a-=2)*a*a+2)},sigma.utils.loadShader=function(a,b,c,d){var e,f=a.createShader(c);return a.shaderSource(f,b),a.compileShader(f),e=a.getShaderParameter(f,a.COMPILE_STATUS),e?f:(d&&d('Error compiling shader "'+f+'":'+a.getShaderInfoLog(f)),a.deleteShader(f),null)},sigma.utils.loadProgram=function(a,b,c,d,e){var f,g,h=a.createProgram();for(f=0;f4)throw"attach: Wrong arguments.";var e;if("constructor"===a)e=f;else if(d){if(!h[a])throw'The method "'+a+'" does not exist.';e=h[a]}else{if(!g[a])throw'The method "'+a+'" does not exist.';e=g[a]}if(e[b])throw'A function "'+b+'" is already attached to the method "'+a+'".';return e[b]=c,this},k.attachBefore=function(a,b,c){return this.attach(a,b,c,!0)},k.addIndex=function(a,b){if("string"!=typeof a||Object(b)!==b||2!==arguments.length)throw"addIndex: Wrong arguments.";if(e[a])throw'The index "'+a+'" already exists.';var c;e[a]=b;for(c in b){if("function"!=typeof b[c])throw"The bindings must be functions.";k.attach(c,a,b[c])}return this},k.addMethod("addNode",function(a){if(Object(a)!==a||1!==arguments.length)throw"addNode: Wrong arguments.";if("string"!=typeof a.id&&"number"!=typeof a.id)throw"The node must have a string or number id.";if(this.nodesIndex[a.id])throw'The node "'+a.id+'" already exists.';var b,c=a.id,d=Object.create(null);if(this.settings("clone"))for(b in a)"id"!==b&&(d[b]=a[b]);else d=a;return this.settings("immutable")?Object.defineProperty(d,"id",{value:c,enumerable:!0}):d.id=c,this.inNeighborsIndex[c]=Object.create(null),this.outNeighborsIndex[c]=Object.create(null),this.allNeighborsIndex[c]=Object.create(null),this.inNeighborsCount[c]=0,this.outNeighborsCount[c]=0,this.allNeighborsCount[c]=0,this.nodesArray.push(d),this.nodesIndex[d.id]=d,this}),k.addMethod("addEdge",function(a){if(Object(a)!==a||1!==arguments.length)throw"addEdge: Wrong arguments.";if("string"!=typeof a.id&&"number"!=typeof a.id)throw"The edge must have a string or number id.";if("string"!=typeof a.source&&"number"!=typeof a.source||!this.nodesIndex[a.source])throw"The edge source must have an existing node id.";if("string"!=typeof a.target&&"number"!=typeof a.target||!this.nodesIndex[a.target])throw"The edge target must have an existing node id.";if(this.edgesIndex[a.id])throw'The edge "'+a.id+'" already exists.';var b,c=Object.create(null);if(this.settings("clone"))for(b in a)"id"!==b&&"source"!==b&&"target"!==b&&(c[b]=a[b]);else c=a;return this.settings("immutable")?(Object.defineProperty(c,"id",{value:a.id,enumerable:!0}),Object.defineProperty(c,"source",{value:a.source,enumerable:!0}),Object.defineProperty(c,"target",{value:a.target,enumerable:!0})):(c.id=a.id,c.source=a.source,c.target=a.target),this.edgesArray.push(c),this.edgesIndex[c.id]=c,this.inNeighborsIndex[c.target][c.source]||(this.inNeighborsIndex[c.target][c.source]=Object.create(null)),this.inNeighborsIndex[c.target][c.source][c.id]=c,this.outNeighborsIndex[c.source][c.target]||(this.outNeighborsIndex[c.source][c.target]=Object.create(null)),this.outNeighborsIndex[c.source][c.target][c.id]=c,this.allNeighborsIndex[c.source][c.target]||(this.allNeighborsIndex[c.source][c.target]=Object.create(null)),this.allNeighborsIndex[c.source][c.target][c.id]=c,c.target!==c.source&&(this.allNeighborsIndex[c.target][c.source]||(this.allNeighborsIndex[c.target][c.source]=Object.create(null)),this.allNeighborsIndex[c.target][c.source][c.id]=c),this.inNeighborsCount[c.target]++,this.outNeighborsCount[c.source]++,this.allNeighborsCount[c.target]++,this.allNeighborsCount[c.source]++,this}),k.addMethod("dropNode",function(a){if("string"!=typeof a&&"number"!=typeof a||1!==arguments.length)throw"dropNode: Wrong arguments.";if(!this.nodesIndex[a])throw'The node "'+a+'" does not exist.';var b,c,d;for(delete this.nodesIndex[a],b=0,d=this.nodesArray.length;b=0;b--)this.edgesArray[b].source!==a&&this.edgesArray[b].target!==a||this.dropEdge(this.edgesArray[b].id);delete this.inNeighborsIndex[a],delete this.outNeighborsIndex[a],delete this.allNeighborsIndex[a],delete this.inNeighborsCount[a],delete this.outNeighborsCount[a],delete this.allNeighborsCount[a];for(c in this.nodesIndex)delete this.inNeighborsIndex[c][a],delete this.outNeighborsIndex[c][a],delete this.allNeighborsIndex[c][a];return this}),k.addMethod("dropEdge",function(a){if("string"!=typeof a&&"number"!=typeof a||1!==arguments.length)throw"dropEdge: Wrong arguments.";if(!this.edgesIndex[a])throw'The edge "'+a+'" does not exist.';var b,c,d;for(d=this.edgesIndex[a],delete this.edgesIndex[a],b=0,c=this.edgesArray.length;b=b[d][0].x&&a.x1<=b[d][1].x&&a.y1+a.height>=b[d][0].y&&a.y1<=b[d][2].y&&c.push(d);return c}function d(a,b){for(var c=[],d=0;d<4;d++)j.collision(a,b[d])&&c.push(d);return c}function e(a,b){var c,d,e=b.level+1,f=Math.round(b.bounds.width/2),g=Math.round(b.bounds.height/2),h=Math.round(b.bounds.x),j=Math.round(b.bounds.y);switch(a){case 0:c=h,d=j;break;case 1:c=h+f,d=j;break;case 2:c=h,d=j+g;break;case 3:c=h+f,d=j+g}return i({x:c,y:d,width:f,height:g},e,b.maxElements,b.maxLevel)}function f(b,d,g){if(g.levela.y1?{x1:a.x1-a.height,y1:a.y1,x2:a.x1,y2:a.y1,height:a.height}:a.x1===a.x2&&a.y2=k},collision:function(a,b){for(var c=this.axis(a,b),d=!0,e=0;e<4;e++)d=d&&this.axisCollision(c[e],a,b);return d}},k=function(){this._geom=j,this._tree=null,this._cache={query:!1,result:!1}};k.prototype.index=function(a,b){if(!b.bounds)throw"sigma.classes.quad.index: bounds information not given.";var c=b.prefix||"";this._tree=i(b.bounds,0,b.maxElements,b.maxLevel);for(var d=0,e=a.length;d=b[d][0].x&&a.x1<=b[d][1].x&&a.y1+a.height>=b[d][0].y&&a.y1<=b[d][2].y&&c.push(d);return c}function d(a,b){for(var c=[],d=0;d<4;d++)j.collision(a,b[d])&&c.push(d);return c}function e(a,b){var c,d,e=b.level+1,f=Math.round(b.bounds.width/2),g=Math.round(b.bounds.height/2),h=Math.round(b.bounds.x),j=Math.round(b.bounds.y);switch(a){case 0:c=h,d=j;break;case 1:c=h+f,d=j;break;case 2:c=h,d=j+g;break;case 3:c=h+f,d=j+g}return i({x:c,y:d,width:f,height:g},e,b.maxElements,b.maxLevel)}function f(b,d,g){if(g.levela.y1?{x1:a.x1-a.height,y1:a.y1,x2:a.x1,y2:a.y1,height:a.height}:a.x1===a.x2&&a.y2=k},collision:function(a,b){for(var c=this.axis(a,b),d=!0,e=0;e<4;e++)d=d&&this.axisCollision(c[e],a,b);return d}},k=function(){this._geom=j,this._tree=null,this._cache={query:!1,result:!1},this._enabled=!0};k.prototype.index=function(a,b){if(!this._enabled)return this._tree;if(!b.bounds)throw"sigma.classes.edgequad.index: bounds information not given.";var c,d,e,g,h,k=b.prefix||"";this._tree=i(b.bounds,0,b.maxElements,b.maxLevel);for(var l=a.edges(),m=0,n=l.length;m100&&s,v.dispatchEvent("click",b)}return a.preventDefault?a.preventDefault():a.returnValue=!1,a.stopPropagation(),!1}function i(a){var b,c,d;if(y("mouseEnabled"))return c=1/y("doubleClickZoomingRatio"),v.dispatchEvent("doubleclick",sigma.utils.mouseCoords(a,o,p)),y("doubleClickEnabled")&&(b=x.cameraPosition(sigma.utils.getX(a)-sigma.utils.getCenter(a).x,sigma.utils.getY(a)-sigma.utils.getCenter(a).y,!0),d={duration:y("doubleClickZoomDuration")},sigma.utils.zoomTo(x,b.x,b.y,c,d)),a.preventDefault?a.preventDefault():a.returnValue=!1,a.stopPropagation(),!1}function j(a){var b,c,d,e=sigma.utils.getDelta(a);if(y("mouseEnabled")&&y("mouseWheelEnabled")&&0!==e)return c=e>0?1/y("zoomingRatio"):y("zoomingRatio"),b=x.cameraPosition(sigma.utils.getX(a)-sigma.utils.getCenter(a).x,sigma.utils.getY(a)-sigma.utils.getCenter(a).y,!0),d={duration:y("mouseZoomDuration")},sigma.utils.zoomTo(x,b.x,b.y,c,d),a.preventDefault?a.preventDefault():a.returnValue=!1,a.stopPropagation(),!1}var k,l,m,n,o,p,q,r,s,t,u,v=this,w=a,x=b,y=c;sigma.classes.dispatcher.extend(this),sigma.utils.doubleClick(w,"click",i),w.addEventListener("DOMMouseScroll",j,!1),w.addEventListener("mousewheel",j,!1),w.addEventListener("mousemove",d,!1),w.addEventListener("mousedown",f,!1),w.addEventListener("click",h,!1),w.addEventListener("mouseout",g,!1),document.addEventListener("mouseup",e,!1),this.kill=function(){sigma.utils.unbindDoubleClick(w,"click"),w.removeEventListener("DOMMouseScroll",j),w.removeEventListener("mousewheel",j),w.removeEventListener("mousemove",d),w.removeEventListener("mousedown",f),w.removeEventListener("click",h),w.removeEventListener("mouseout",g),document.removeEventListener("mouseup",e)}}}.call(this),function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.captors"),sigma.captors.touch=function(a,b,c){function d(a){var b=sigma.utils.getOffset(B);return{x:a.pageX-b.left,y:a.pageY-b.top}}function e(a){if(D("touchEnabled")){var b,c,e,f,g,h;switch(E=a.touches,E.length){case 1:C.isMoving=!0,w=1,i=C.x,j=C.y,m=C.x,n=C.y,g=d(E[0]),q=g.x,r=g.y;break;case 2:return C.isMoving=!0,w=2,g=d(E[0]),h=d(E[1]),b=g.x,e=g.y,c=h.x,f=h.y,m=C.x,n=C.y,k=C.angle,l=C.ratio,i=C.x,j=C.y,q=b,r=e,s=c,t=f,u=Math.atan2(t-r,s-q),v=Math.sqrt((t-r)*(t-r)+(s-q)*(s-q)),a.preventDefault(),!1}}}function f(a){if(D("touchEnabled")){E=a.touches;var b=D("touchInertiaRatio");switch(z&&(x=!1,clearTimeout(z)),w){case 2:if(1===a.touches.length){e(a),a.preventDefault();break}case 1:C.isMoving=!1,A.dispatchEvent("stopDrag"),x&&(y=!1,sigma.misc.animation.camera(C,{x:C.x+b*(C.x-m),y:C.y+b*(C.y-n)},{easing:"quadraticOut",duration:D("touchInertiaDuration")})),x=!1,w=0}}}function g(a){if(!y&&D("touchEnabled")){var b,c,e,f,g,h,B,F,G,H,I,J,K,L,M,N,O;switch(E=a.touches,x=!0,z&&clearTimeout(z),z=setTimeout(function(){x=!1},D("dragTimeout")),w){case 1:F=d(E[0]),b=F.x,e=F.y,H=C.cameraPosition(b-q,e-r,!0),L=i-H.x,M=j-H.y,L===C.x&&M===C.y||(m=C.x,n=C.y,C.goTo({x:L,y:M}),A.dispatchEvent("mousemove",sigma.utils.mouseCoords(a,F.x,F.y)),A.dispatchEvent("drag"));break;case 2:F=d(E[0]),G=d(E[1]),b=F.x,e=F.y,c=G.x,f=G.y,I=C.cameraPosition((q+s)/2-sigma.utils.getCenter(a).x,(r+t)/2-sigma.utils.getCenter(a).y,!0),B=C.cameraPosition((b+c)/2-sigma.utils.getCenter(a).x,(e+f)/2-sigma.utils.getCenter(a).y,!0),J=Math.atan2(f-e,c-b)-u,K=Math.sqrt((f-e)*(f-e)+(c-b)*(c-b))/v,b=I.x,e=I.y,N=l/K,b*=K,e*=K,O=k-J,g=Math.cos(-J),h=Math.sin(-J),c=b*g+e*h,f=e*g-b*h,b=c,e=f,L=b-B.x+i,M=e-B.y+j,N===C.ratio&&O===C.angle&&L===C.x&&M===C.y||(m=C.x,n=C.y,o=C.angle,p=C.ratio,C.goTo({x:L,y:M,angle:O,ratio:N}),A.dispatchEvent("drag"))}return a.preventDefault(),!1}}function h(a){var b,c,e;if(a.touches&&1===a.touches.length&&D("touchEnabled"))return y=!0,c=1/D("doubleClickZoomingRatio"),b=d(a.touches[0]),A.dispatchEvent("doubleclick",sigma.utils.mouseCoords(a,b.x,b.y)),D("doubleClickEnabled")&&(b=C.cameraPosition(b.x-sigma.utils.getCenter(a).x,b.y-sigma.utils.getCenter(a).y,!0),e={duration:D("doubleClickZoomDuration"),onComplete:function(){y=!1}},sigma.utils.zoomTo(C,b.x,b.y,c,e)),a.preventDefault?a.preventDefault():a.returnValue=!1,a.stopPropagation(),!1}var i,j,k,l,m,n,o,p,q,r,s,t,u,v,w,x,y,z,A=this,B=a,C=b,D=c,E=[];sigma.classes.dispatcher.extend(this),sigma.utils.doubleClick(B,"touchstart",h),B.addEventListener("touchstart",e,!1),B.addEventListener("touchend",f,!1),B.addEventListener("touchcancel",f,!1),B.addEventListener("touchleave",f,!1),B.addEventListener("touchmove",g,!1),this.kill=function(){sigma.utils.unbindDoubleClick(B,"touchstart"),B.addEventListener("touchstart",e),B.addEventListener("touchend",f),B.addEventListener("touchcancel",f),B.addEventListener("touchleave",f),B.addEventListener("touchmove",g)}}}.call(this),function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";if("undefined"==typeof conrad)throw"conrad is not declared";sigma.utils.pkg("sigma.renderers"),sigma.renderers.canvas=function(a,b,c,d){if("object"!=typeof d)throw"sigma.renderers.canvas: Wrong arguments.";if(!(d.container instanceof HTMLElement))throw"Container not found.";var e,f,g,h;for(sigma.classes.dispatcher.extend(this),Object.defineProperty(this,"conradId",{value:sigma.utils.id()}),this.graph=a,this.camera=b,this.contexts={},this.domElements={},this.options=d,this.container=this.options.container,this.settings="object"==typeof d.settings&&d.settings?c.embedObjects(d.settings):c,this.nodesOnScreen=[],this.edgesOnScreen=[],this.jobs={},this.options.prefix="renderer"+this.conradId+":",this.settings("batchEdgesDrawing")?(this.initDOM("canvas","edges"),this.initDOM("canvas","scene"),this.contexts.nodes=this.contexts.scene,this.contexts.labels=this.contexts.scene):(this.initDOM("canvas","scene"),this.contexts.edges=this.contexts.scene,this.contexts.nodes=this.contexts.scene,this.contexts.labels=this.contexts.scene),this.initDOM("canvas","mouse"),this.contexts.hover=this.contexts.mouse,this.captors=[],g=this.options.captors||[sigma.captors.mouse,sigma.captors.touch],e=0,f=g.length;e=e.length/i.ATTRIBUTES&&b===a.length-1?(delete this.jobs[c],!1):(f>=e.length/i.ATTRIBUTES?(b++,e=this.edgeFloatArrays[a[b]].array,i=sigma.webgl.edges[a[b]],g=0,f=Math.min(g+j*i.POINTS,e.length/i.ATTRIBUTES)):(g=f,f=Math.min(g+j*i.POINTS,e.length/i.ATTRIBUTES)),!0)},this.jobs[c]=d,conrad.addJob(c,d.bind(this)))}).call(this);else for(f in this.edgeFloatArrays)h=sigma.webgl.edges[f],this.edgePrograms[f]||(this.edgePrograms[f]=h.initProgram(k)),this.edgeFloatArrays[f]&&(k.useProgram(this.edgePrograms[f]),h.render(k,this.edgePrograms[f],this.edgeFloatArrays[f].array,{settings:this.settings,matrix:l,width:this.width,height:this.height,ratio:this.camera.ratio,scalingRatio:this.settings(m,"webglOversamplingRatio"), +indicesData:this.edgeIndicesArrays[f]}));if(p){j.blendFunc(j.SRC_ALPHA,j.ONE_MINUS_SRC_ALPHA),j.enable(j.BLEND);for(f in this.nodeFloatArrays)h=sigma.webgl.nodes[f],this.nodePrograms[f]||(this.nodePrograms[f]=h.initProgram(j)),this.nodeFloatArrays[f]&&(j.useProgram(this.nodePrograms[f]),h.render(j,this.nodePrograms[f],this.nodeFloatArrays[f].array,{settings:this.settings,matrix:l,width:this.width,height:this.height,ratio:this.camera.ratio,scalingRatio:this.settings(m,"webglOversamplingRatio")}))}if(n)for(c=this.camera.quadtree.area(this.camera.getRectangle(this.width,this.height)),this.camera.applyView(a,a,{nodes:c,edges:[],width:this.width,height:this.height}),g=function(a){return i.settings({prefix:i.camera.prefix},a)},d=0,e=c.length;d 0.0)","gl_FragColor = color;","else","gl_FragColor = color0;","}"].join("\n"),a.FRAGMENT_SHADER),d=sigma.utils.loadProgram(a,[b,c])}}}(),function(){"use strict";sigma.utils.pkg("sigma.webgl.nodes"),sigma.webgl.nodes.fast={POINTS:1,ATTRIBUTES:4,addNode:function(a,b,c,d,e){b[c++]=a[d+"x"],b[c++]=a[d+"y"],b[c++]=a[d+"size"],b[c++]=sigma.utils.floatColor(a.color||e("defaultNodeColor"))},render:function(a,b,c,d){var e,f=a.getAttribLocation(b,"a_position"),g=a.getAttribLocation(b,"a_size"),h=a.getAttribLocation(b,"a_color"),i=a.getUniformLocation(b,"u_resolution"),j=a.getUniformLocation(b,"u_matrix"),k=a.getUniformLocation(b,"u_ratio"),l=a.getUniformLocation(b,"u_scale");e=a.createBuffer(),a.bindBuffer(a.ARRAY_BUFFER,e),a.bufferData(a.ARRAY_BUFFER,c,a.DYNAMIC_DRAW),a.uniform2f(i,d.width,d.height),a.uniform1f(k,1/Math.pow(d.ratio,d.settings("nodesPowRatio"))),a.uniform1f(l,d.scalingRatio),a.uniformMatrix3fv(j,!1,d.matrix),a.enableVertexAttribArray(f),a.enableVertexAttribArray(g),a.enableVertexAttribArray(h),a.vertexAttribPointer(f,2,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,0),a.vertexAttribPointer(g,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,8),a.vertexAttribPointer(h,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,12),a.drawArrays(a.POINTS,d.start||0,d.count||c.length/this.ATTRIBUTES)},initProgram:function(a){var b,c,d;return b=sigma.utils.loadShader(a,["attribute vec2 a_position;","attribute float a_size;","attribute float a_color;","uniform vec2 u_resolution;","uniform float u_ratio;","uniform float u_scale;","uniform mat3 u_matrix;","varying vec4 color;","void main() {","gl_Position = vec4(","((u_matrix * vec3(a_position, 1)).xy /","u_resolution * 2.0 - 1.0) * vec2(1, -1),","0,","1",");","gl_PointSize = a_size * u_ratio * u_scale * 2.0;","float c = a_color;","color.b = mod(c, 256.0); c = floor(c / 256.0);","color.g = mod(c, 256.0); c = floor(c / 256.0);","color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;","color.a = 1.0;","}"].join("\n"),a.VERTEX_SHADER),c=sigma.utils.loadShader(a,["precision mediump float;","varying vec4 color;","void main(void) {","float border = 0.01;","float radius = 0.5;","vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);","vec2 m = gl_PointCoord - vec2(0.5, 0.5);","float dist = radius - sqrt(m.x * m.x + m.y * m.y);","float t = 0.0;","if (dist > border)","t = 1.0;","else if (dist > 0.0)","t = dist / border;","gl_FragColor = mix(color0, color, t);","}"].join("\n"),a.FRAGMENT_SHADER),d=sigma.utils.loadProgram(a,[b,c])}}}(),function(){"use strict";sigma.utils.pkg("sigma.webgl.edges"),sigma.webgl.edges.def={POINTS:6,ATTRIBUTES:7,addEdge:function(a,b,c,d,e,f,g){var h=(a[f+"size"]||1)/2,i=b[f+"x"],j=b[f+"y"],k=c[f+"x"],l=c[f+"y"],m=a.color;if(!m)switch(g("edgeColor")){case"source":m=b.color||g("defaultNodeColor");break;case"target":m=c.color||g("defaultNodeColor");break;default:m=g("defaultEdgeColor")}m=sigma.utils.floatColor(m),d[e++]=i,d[e++]=j,d[e++]=k,d[e++]=l,d[e++]=h,d[e++]=0,d[e++]=m,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=1,d[e++]=m,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=0,d[e++]=m,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=0,d[e++]=m,d[e++]=i,d[e++]=j,d[e++]=k,d[e++]=l,d[e++]=h,d[e++]=1,d[e++]=m,d[e++]=i,d[e++]=j,d[e++]=k,d[e++]=l,d[e++]=h,d[e++]=0,d[e++]=m},render:function(a,b,c,d){var e,f=a.getAttribLocation(b,"a_color"),g=a.getAttribLocation(b,"a_position1"),h=a.getAttribLocation(b,"a_position2"),i=a.getAttribLocation(b,"a_thickness"),j=a.getAttribLocation(b,"a_minus"),k=a.getUniformLocation(b,"u_resolution"),l=a.getUniformLocation(b,"u_matrix"),m=a.getUniformLocation(b,"u_matrixHalfPi"),n=a.getUniformLocation(b,"u_matrixHalfPiMinus"),o=a.getUniformLocation(b,"u_ratio"),p=a.getUniformLocation(b,"u_scale");e=a.createBuffer(),a.bindBuffer(a.ARRAY_BUFFER,e),a.bufferData(a.ARRAY_BUFFER,c,a.STATIC_DRAW),a.uniform2f(k,d.width,d.height),a.uniform1f(o,d.ratio/Math.pow(d.ratio,d.settings("edgesPowRatio"))),a.uniform1f(p,d.scalingRatio),a.uniformMatrix3fv(l,!1,d.matrix),a.uniformMatrix2fv(m,!1,sigma.utils.matrices.rotation(Math.PI/2,!0)),a.uniformMatrix2fv(n,!1,sigma.utils.matrices.rotation(-Math.PI/2,!0)),a.enableVertexAttribArray(f),a.enableVertexAttribArray(g),a.enableVertexAttribArray(h),a.enableVertexAttribArray(i),a.enableVertexAttribArray(j),a.vertexAttribPointer(g,2,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,0),a.vertexAttribPointer(h,2,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,8),a.vertexAttribPointer(i,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,16),a.vertexAttribPointer(j,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,20),a.vertexAttribPointer(f,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,24),a.drawArrays(a.TRIANGLES,d.start||0,d.count||c.length/this.ATTRIBUTES)},initProgram:function(a){var b,c,d;return b=sigma.utils.loadShader(a,["attribute vec2 a_position1;","attribute vec2 a_position2;","attribute float a_thickness;","attribute float a_minus;","attribute float a_color;","uniform vec2 u_resolution;","uniform float u_ratio;","uniform float u_scale;","uniform mat3 u_matrix;","uniform mat2 u_matrixHalfPi;","uniform mat2 u_matrixHalfPiMinus;","varying vec4 color;","void main() {","vec2 position = a_thickness * u_ratio *","normalize(a_position2 - a_position1);","mat2 matrix = a_minus * u_matrixHalfPiMinus +","(1.0 - a_minus) * u_matrixHalfPi;","position = matrix * position + a_position1;","gl_Position = vec4(","((u_matrix * vec3(position, 1)).xy /","u_resolution * 2.0 - 1.0) * vec2(1, -1),","0,","1",");","float c = a_color;","color.b = mod(c, 256.0); c = floor(c / 256.0);","color.g = mod(c, 256.0); c = floor(c / 256.0);","color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;","color.a = 1.0;","}"].join("\n"),a.VERTEX_SHADER),c=sigma.utils.loadShader(a,["precision mediump float;","varying vec4 color;","void main(void) {","gl_FragColor = color;","}"].join("\n"),a.FRAGMENT_SHADER),d=sigma.utils.loadProgram(a,[b,c])}}}(),function(){"use strict";sigma.utils.pkg("sigma.webgl.edges"),sigma.webgl.edges.fast={POINTS:2,ATTRIBUTES:3,addEdge:function(a,b,c,d,e,f,g){var h=((a[f+"size"]||1)/2,b[f+"x"]),i=b[f+"y"],j=c[f+"x"],k=c[f+"y"],l=a.color;if(!l)switch(g("edgeColor")){case"source":l=b.color||g("defaultNodeColor");break;case"target":l=c.color||g("defaultNodeColor");break;default:l=g("defaultEdgeColor")}l=sigma.utils.floatColor(l),d[e++]=h,d[e++]=i,d[e++]=l,d[e++]=j,d[e++]=k,d[e++]=l},render:function(a,b,c,d){var e,f=a.getAttribLocation(b,"a_color"),g=a.getAttribLocation(b,"a_position"),h=a.getUniformLocation(b,"u_resolution"),i=a.getUniformLocation(b,"u_matrix");e=a.createBuffer(),a.bindBuffer(a.ARRAY_BUFFER,e),a.bufferData(a.ARRAY_BUFFER,c,a.DYNAMIC_DRAW),a.uniform2f(h,d.width,d.height),a.uniformMatrix3fv(i,!1,d.matrix),a.enableVertexAttribArray(g),a.enableVertexAttribArray(f),a.vertexAttribPointer(g,2,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,0),a.vertexAttribPointer(f,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,8),a.lineWidth(3),a.drawArrays(a.LINES,d.start||0,d.count||c.length/this.ATTRIBUTES)},initProgram:function(a){var b,c,d;return b=sigma.utils.loadShader(a,["attribute vec2 a_position;","attribute float a_color;","uniform vec2 u_resolution;","uniform mat3 u_matrix;","varying vec4 color;","void main() {","gl_Position = vec4(","((u_matrix * vec3(a_position, 1)).xy /","u_resolution * 2.0 - 1.0) * vec2(1, -1),","0,","1",");","float c = a_color;","color.b = mod(c, 256.0); c = floor(c / 256.0);","color.g = mod(c, 256.0); c = floor(c / 256.0);","color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;","color.a = 1.0;","}"].join("\n"),a.VERTEX_SHADER),c=sigma.utils.loadShader(a,["precision mediump float;","varying vec4 color;","void main(void) {","gl_FragColor = color;","}"].join("\n"),a.FRAGMENT_SHADER),d=sigma.utils.loadProgram(a,[b,c])}}}(),function(){"use strict";sigma.utils.pkg("sigma.webgl.edges"),sigma.webgl.edges.arrow={POINTS:9,ATTRIBUTES:11,addEdge:function(a,b,c,d,e,f,g){var h=(a[f+"size"]||1)/2,i=b[f+"x"],j=b[f+"y"],k=c[f+"x"],l=c[f+"y"],m=c[f+"size"],n=a.color;if(!n)switch(g("edgeColor")){case"source":n=b.color||g("defaultNodeColor");break;case"target":n=c.color||g("defaultNodeColor");break;default:n=g("defaultEdgeColor")}n=sigma.utils.floatColor(n),d[e++]=i,d[e++]=j,d[e++]=k,d[e++]=l,d[e++]=h,d[e++]=m,d[e++]=0,d[e++]=0,d[e++]=0,d[e++]=0,d[e++]=n,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=m,d[e++]=1,d[e++]=1,d[e++]=0,d[e++]=0,d[e++]=n,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=m,d[e++]=1,d[e++]=0,d[e++]=0,d[e++]=0,d[e++]=n,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=m,d[e++]=1,d[e++]=0,d[e++]=0,d[e++]=0,d[e++]=n,d[e++]=i,d[e++]=j,d[e++]=k,d[e++]=l,d[e++]=h,d[e++]=m,d[e++]=0,d[e++]=1,d[e++]=0,d[e++]=0,d[e++]=n,d[e++]=i,d[e++]=j,d[e++]=k,d[e++]=l,d[e++]=h,d[e++]=m,d[e++]=0,d[e++]=0,d[e++]=0,d[e++]=0,d[e++]=n,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=m,d[e++]=1,d[e++]=0,d[e++]=1,d[e++]=-1,d[e++]=n,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=m,d[e++]=1,d[e++]=0,d[e++]=1,d[e++]=0,d[e++]=n,d[e++]=k,d[e++]=l,d[e++]=i,d[e++]=j,d[e++]=h,d[e++]=m,d[e++]=1,d[e++]=0,d[e++]=1,d[e++]=1,d[e++]=n},render:function(a,b,c,d){var e,f=a.getAttribLocation(b,"a_pos1"),g=a.getAttribLocation(b,"a_pos2"),h=a.getAttribLocation(b,"a_thickness"),i=a.getAttribLocation(b,"a_tSize"),j=a.getAttribLocation(b,"a_delay"),k=a.getAttribLocation(b,"a_minus"),l=a.getAttribLocation(b,"a_head"),m=a.getAttribLocation(b,"a_headPosition"),n=a.getAttribLocation(b,"a_color"),o=a.getUniformLocation(b,"u_resolution"),p=a.getUniformLocation(b,"u_matrix"),q=a.getUniformLocation(b,"u_matrixHalfPi"),r=a.getUniformLocation(b,"u_matrixHalfPiMinus"),s=a.getUniformLocation(b,"u_ratio"),t=a.getUniformLocation(b,"u_nodeRatio"),u=a.getUniformLocation(b,"u_arrowHead"),v=a.getUniformLocation(b,"u_scale");e=a.createBuffer(),a.bindBuffer(a.ARRAY_BUFFER,e),a.bufferData(a.ARRAY_BUFFER,c,a.STATIC_DRAW),a.uniform2f(o,d.width,d.height),a.uniform1f(s,d.ratio/Math.pow(d.ratio,d.settings("edgesPowRatio"))),a.uniform1f(t,Math.pow(d.ratio,d.settings("nodesPowRatio"))/d.ratio),a.uniform1f(u,5),a.uniform1f(v,d.scalingRatio),a.uniformMatrix3fv(p,!1,d.matrix),a.uniformMatrix2fv(q,!1,sigma.utils.matrices.rotation(Math.PI/2,!0)),a.uniformMatrix2fv(r,!1,sigma.utils.matrices.rotation(-Math.PI/2,!0)),a.enableVertexAttribArray(f),a.enableVertexAttribArray(g),a.enableVertexAttribArray(h),a.enableVertexAttribArray(i),a.enableVertexAttribArray(j),a.enableVertexAttribArray(k),a.enableVertexAttribArray(l),a.enableVertexAttribArray(m),a.enableVertexAttribArray(n),a.vertexAttribPointer(f,2,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,0),a.vertexAttribPointer(g,2,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,8),a.vertexAttribPointer(h,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,16),a.vertexAttribPointer(i,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,20),a.vertexAttribPointer(j,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,24),a.vertexAttribPointer(k,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,28),a.vertexAttribPointer(l,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,32),a.vertexAttribPointer(m,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,36),a.vertexAttribPointer(n,1,a.FLOAT,!1,this.ATTRIBUTES*Float32Array.BYTES_PER_ELEMENT,40),a.drawArrays(a.TRIANGLES,d.start||0,d.count||c.length/this.ATTRIBUTES)},initProgram:function(a){var b,c,d;return b=sigma.utils.loadShader(a,["attribute vec2 a_pos1;","attribute vec2 a_pos2;","attribute float a_thickness;","attribute float a_tSize;","attribute float a_delay;","attribute float a_minus;","attribute float a_head;","attribute float a_headPosition;","attribute float a_color;","uniform vec2 u_resolution;","uniform float u_ratio;","uniform float u_nodeRatio;","uniform float u_arrowHead;","uniform float u_scale;","uniform mat3 u_matrix;","uniform mat2 u_matrixHalfPi;","uniform mat2 u_matrixHalfPiMinus;","varying vec4 color;","void main() {","vec2 pos = normalize(a_pos2 - a_pos1);","mat2 matrix = (1.0 - a_head) *","(","a_minus * u_matrixHalfPiMinus +","(1.0 - a_minus) * u_matrixHalfPi",") + a_head * (","a_headPosition * u_matrixHalfPiMinus * 0.6 +","(a_headPosition * a_headPosition - 1.0) * mat2(1.0)",");","pos = a_pos1 + (","(1.0 - a_head) * a_thickness * u_ratio * matrix * pos +","a_head * u_arrowHead * a_thickness * u_ratio * matrix * pos +","a_delay * pos * (","a_tSize / u_nodeRatio +","u_arrowHead * a_thickness * u_ratio",")",");","gl_Position = vec4(","((u_matrix * vec3(pos, 1)).xy /","u_resolution * 2.0 - 1.0) * vec2(1, -1),","0,","1",");","float c = a_color;","color.b = mod(c, 256.0); c = floor(c / 256.0);","color.g = mod(c, 256.0); c = floor(c / 256.0);","color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;","color.a = 1.0;","}"].join("\n"),a.VERTEX_SHADER),c=sigma.utils.loadShader(a,["precision mediump float;","varying vec4 color;","void main(void) {","gl_FragColor = color;","}"].join("\n"),a.FRAGMENT_SHADER),d=sigma.utils.loadProgram(a,[b,c])}}}(),function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.canvas.labels"),sigma.canvas.labels.def=function(a,b,c){var d,e=c("prefix")||"",f=a[e+"size"];f0&&(b.beginPath(),b.fillStyle="node"===c("nodeBorderColor")?a.color||c("defaultNodeColor"):c("defaultNodeBorderColor"),b.arc(a[j+"x"],a[j+"y"],k+c("borderSize"),0,2*Math.PI,!0),b.closePath(),b.fill());var m=sigma.canvas.nodes[a.type]||sigma.canvas.nodes.def;m(a,b,c),a.label&&"string"==typeof a.label&&(b.fillStyle="node"===c("labelHoverColor")?a.color||c("defaultNodeColor"):c("defaultLabelHoverColor"),b.fillText(a.label,Math.round(a[j+"x"]+k+3),Math.round(a[j+"y"]+l/3)))}}.call(this),function(){"use strict";sigma.utils.pkg("sigma.canvas.nodes"),sigma.canvas.nodes.def=function(a,b,c){var d=c("prefix")||"";b.fillStyle=a.color||c("defaultNodeColor"),b.beginPath(),b.arc(a[d+"x"],a[d+"y"],a[d+"size"],0,2*Math.PI,!0),b.closePath(),b.fill()}}(),function(){"use strict";sigma.utils.pkg("sigma.canvas.edges"),sigma.canvas.edges.def=function(a,b,c,d,e){var f=a.color,g=e("prefix")||"",h=a[g+"size"]||1,i=e("edgeColor"),j=e("defaultNodeColor"),k=e("defaultEdgeColor");if(!f)switch(i){case"source":f=b.color||j;break;case"target":f=c.color||j;break;default:f=k}d.strokeStyle=f,d.lineWidth=h,d.beginPath(),d.moveTo(b[g+"x"],b[g+"y"]),d.lineTo(c[g+"x"],c[g+"y"]),d.stroke()}}(),function(){"use strict";sigma.utils.pkg("sigma.canvas.edges"),sigma.canvas.edges.arrow=function(a,b,c,d,e){var f=a.color,g=e("prefix")||"",h=e("edgeColor"),i=e("defaultNodeColor"),j=e("defaultEdgeColor"),k=a[g+"size"]||1,l=c[g+"size"],m=b[g+"x"],n=b[g+"y"],o=c[g+"x"],p=c[g+"y"],q=Math.max(2.5*k,e("minArrowSize")),r=Math.sqrt(Math.pow(o-m,2)+Math.pow(p-n,2)),s=m+(o-m)*(r-q-l)/r,t=n+(p-n)*(r-q-l)/r,u=(o-m)*q/r,v=(p-n)*q/r;if(!f)switch(h){case"source":f=b.color||i;break;case"target":f=c.color||i;break;default:f=j}d.strokeStyle=f,d.lineWidth=k,d.beginPath(),d.moveTo(m,n),d.lineTo(s,t),d.stroke(),d.fillStyle=f,d.beginPath(),d.moveTo(s+u,t+v),d.lineTo(s+.6*v,t-.6*u),d.lineTo(s-.6*v,t+.6*u),d.lineTo(s+u,t+v),d.closePath(),d.fill()}}(),function(){"use strict";sigma.utils.pkg("sigma.canvas.edgehovers"),sigma.canvas.edgehovers.def=function(a,b,c,d,e){var f=a.color,g=e("prefix")||"",h=a[g+"size"]||1,i=e("edgeColor"),j=e("defaultNodeColor"),k=e("defaultEdgeColor");if(!f)switch(i){case"source":f=b.color||j;break;case"target":f=c.color||j;break;default:f=k}f="edge"===e("edgeHoverColor")?a.hover_color||f:a.hover_color||e("defaultEdgeHoverColor")||f,h*=e("edgeHoverSizeRatio"),d.strokeStyle=f,d.lineWidth=h,d.beginPath(),d.moveTo(b[g+"x"],b[g+"y"]),d.lineTo(c[g+"x"],c[g+"y"]),d.stroke()}}(),function(){"use strict";sigma.utils.pkg("sigma.canvas.edgehovers"),sigma.canvas.edgehovers.curve=function(a,b,c,d,e){var f=a.color,g=e("prefix")||"",h=e("edgeHoverSizeRatio")*(a[g+"size"]||1),i=e("edgeColor"),j=e("defaultNodeColor"),k=e("defaultEdgeColor"),l={},m=b[g+"size"],n=b[g+"x"],o=b[g+"y"],p=c[g+"x"],q=c[g+"y"];if(l=b.id===c.id?sigma.utils.getSelfLoopControlPoints(n,o,m):sigma.utils.getQuadraticControlPoint(n,o,p,q),!f)switch(i){case"source":f=b.color||j;break;case"target":f=c.color||j;break;default:f=k}f="edge"===e("edgeHoverColor")?a.hover_color||f:a.hover_color||e("defaultEdgeHoverColor")||f,d.strokeStyle=f,d.lineWidth=h,d.beginPath(),d.moveTo(n,o),b.id===c.id?d.bezierCurveTo(l.x1,l.y1,l.x2,l.y2,p,q):d.quadraticCurveTo(l.x,l.y,p,q),d.stroke()}}(),function(){"use strict";sigma.utils.pkg("sigma.canvas.edgehovers"),sigma.canvas.edgehovers.arrow=function(a,b,c,d,e){var f=a.color,g=e("prefix")||"",h=e("edgeColor"),i=e("defaultNodeColor"),j=e("defaultEdgeColor"),k=a[g+"size"]||1,l=c[g+"size"],m=b[g+"x"],n=b[g+"y"],o=c[g+"x"],p=c[g+"y"];k=a.hover?e("edgeHoverSizeRatio")*k:k;var q=2.5*k,r=Math.sqrt(Math.pow(o-m,2)+Math.pow(p-n,2)),s=m+(o-m)*(r-q-l)/r,t=n+(p-n)*(r-q-l)/r,u=(o-m)*q/r,v=(p-n)*q/r;if(!f)switch(h){case"source":f=b.color||i;break;case"target":f=c.color||i;break;default:f=j}f="edge"===e("edgeHoverColor")?a.hover_color||f:a.hover_color||e("defaultEdgeHoverColor")||f,d.strokeStyle=f,d.lineWidth=k,d.beginPath(),d.moveTo(m,n),d.lineTo(s,t),d.stroke(),d.fillStyle=f,d.beginPath(),d.moveTo(s+u,t+v),d.lineTo(s+.6*v,t-.6*u),d.lineTo(s-.6*v,t+.6*u),d.lineTo(s+u,t+v),d.closePath(),d.fill()}}(),function(){"use strict";sigma.utils.pkg("sigma.canvas.edgehovers"),sigma.canvas.edgehovers.curvedArrow=function(a,b,c,d,e){var f,g,h,i,j,k,l=a.color,m=e("prefix")||"",n=e("edgeColor"),o=e("defaultNodeColor"),p=e("defaultEdgeColor"),q={},r=e("edgeHoverSizeRatio")*(a[m+"size"]||1),s=c[m+"size"],t=b[m+"x"],u=b[m+"y"],v=c[m+"x"],w=c[m+"y"];if(q=b.id===c.id?sigma.utils.getSelfLoopControlPoints(t,u,s):sigma.utils.getQuadraticControlPoint(t,u,v,w),b.id===c.id?(f=Math.sqrt(Math.pow(v-q.x1,2)+Math.pow(w-q.y1,2)),g=2.5*r,h=q.x1+(v-q.x1)*(f-g-s)/f,i=q.y1+(w-q.y1)*(f-g-s)/f,j=(v-q.x1)*g/f,k=(w-q.y1)*g/f):(f=Math.sqrt(Math.pow(v-q.x,2)+Math.pow(w-q.y,2)),g=2.5*r,h=q.x+(v-q.x)*(f-g-s)/f,i=q.y+(w-q.y)*(f-g-s)/f,j=(v-q.x)*g/f,k=(w-q.y)*g/f),!l)switch(n){case"source":l=b.color||o;break;case"target":l=c.color||o;break;default:l=p}l="edge"===e("edgeHoverColor")?a.hover_color||l:a.hover_color||e("defaultEdgeHoverColor")||l,d.strokeStyle=l,d.lineWidth=r,d.beginPath(),d.moveTo(t,u), +b.id===c.id?d.bezierCurveTo(q.x2,q.y2,q.x1,q.y1,h,i):d.quadraticCurveTo(q.x,q.y,h,i),d.stroke(),d.fillStyle=l,d.beginPath(),d.moveTo(h+j,i+k),d.lineTo(h+.6*k,i-.6*j),d.lineTo(h-.6*k,i+.6*j),d.lineTo(h+j,i+k),d.closePath(),d.fill()}}(),function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.canvas.extremities"),sigma.canvas.extremities.def=function(a,b,c,d,e){(sigma.canvas.hovers[b.type]||sigma.canvas.hovers.def)(b,d,e),(sigma.canvas.hovers[c.type]||sigma.canvas.hovers.def)(c,d,e)}}.call(this),function(){"use strict";sigma.utils.pkg("sigma.svg.utils"),sigma.svg.utils={show:function(a){return a.style.display="",this},hide:function(a){return a.style.display="none",this}}}(),function(){"use strict";sigma.utils.pkg("sigma.svg.nodes"),sigma.svg.nodes.def={create:function(a,b){var c=(b("prefix")||"",document.createElementNS(b("xmlns"),"circle"));return c.setAttributeNS(null,"data-node-id",a.id),c.setAttributeNS(null,"class",b("classPrefix")+"-node"),c.setAttributeNS(null,"fill",a.color||b("defaultNodeColor")),c},update:function(a,b,c){var d=c("prefix")||"";return b.setAttributeNS(null,"cx",a[d+"x"]),b.setAttributeNS(null,"cy",a[d+"y"]),b.setAttributeNS(null,"r",a[d+"size"]),c("freeStyle")||b.setAttributeNS(null,"fill",a.color||c("defaultNodeColor")),b.style.display="",this}}}(),function(){"use strict";sigma.utils.pkg("sigma.svg.edges"),sigma.svg.edges.def={create:function(a,b,c,d){var e=a.color,f=(d("prefix")||"",d("edgeColor")),g=d("defaultNodeColor"),h=d("defaultEdgeColor");if(!e)switch(f){case"source":e=b.color||g;break;case"target":e=c.color||g;break;default:e=h}var i=document.createElementNS(d("xmlns"),"line");return i.setAttributeNS(null,"data-edge-id",a.id),i.setAttributeNS(null,"class",d("classPrefix")+"-edge"),i.setAttributeNS(null,"stroke",e),i},update:function(a,b,c,d,e){var f=e("prefix")||"";return b.setAttributeNS(null,"stroke-width",a[f+"size"]||1),b.setAttributeNS(null,"x1",c[f+"x"]),b.setAttributeNS(null,"y1",c[f+"y"]),b.setAttributeNS(null,"x2",d[f+"x"]),b.setAttributeNS(null,"y2",d[f+"y"]),b.style.display="",this}}}(),function(){"use strict";sigma.utils.pkg("sigma.svg.edges"),sigma.svg.edges.curve={create:function(a,b,c,d){var e=a.color,f=(d("prefix")||"",d("edgeColor")),g=d("defaultNodeColor"),h=d("defaultEdgeColor");if(!e)switch(f){case"source":e=b.color||g;break;case"target":e=c.color||g;break;default:e=h}var i=document.createElementNS(d("xmlns"),"path");return i.setAttributeNS(null,"data-edge-id",a.id),i.setAttributeNS(null,"class",d("classPrefix")+"-edge"),i.setAttributeNS(null,"stroke",e),i},update:function(a,b,c,d,e){var f=e("prefix")||"";b.setAttributeNS(null,"stroke-width",a[f+"size"]||1);var g=(c[f+"x"]+d[f+"x"])/2+(d[f+"y"]-c[f+"y"])/4,h=(c[f+"y"]+d[f+"y"])/2+(c[f+"x"]-d[f+"x"])/4,i="M"+c[f+"x"]+","+c[f+"y"]+" Q"+g+","+h+" "+d[f+"x"]+","+d[f+"y"];return b.setAttributeNS(null,"d",i),b.setAttributeNS(null,"fill","none"),b.style.display="",this}}}(),function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.svg.labels"),sigma.svg.labels.def={create:function(a,b){var c=b("prefix")||"",d=a[c+"size"],e=document.createElementNS(b("xmlns"),"text"),f="fixed"===b("labelSize")?b("defaultLabelSize"):b("labelSizeRatio")*d,g="node"===b("labelColor")?a.color||b("defaultNodeColor"):b("defaultLabelColor");return e.setAttributeNS(null,"data-label-target",a.id),e.setAttributeNS(null,"class",b("classPrefix")+"-label"),e.setAttributeNS(null,"font-size",f),e.setAttributeNS(null,"font-family",b("font")),e.setAttributeNS(null,"fill",g),e.innerHTML=a.label,e.textContent=a.label,e},update:function(a,b,c){var d=c("prefix")||"",e=a[d+"size"],f="fixed"===c("labelSize")?c("defaultLabelSize"):c("labelSizeRatio")*e;if((c("forceLabels")||!(e=1?(c.isAnimated=!1,c.goTo({x:d.x!==a?d.x:k.x,y:d.y!==a?d.y:k.y,ratio:d.ratio!==a?d.ratio:k.ratio,angle:d.angle!==a?d.angle:k.angle}),cancelAnimationFrame(g),delete sigma.misc.animation.running[g],"function"==typeof l.onComplete&&l.onComplete()):(b=i(e),c.isAnimated=!0,c.goTo({x:d.x!==a?k.x+(d.x-k.x)*b:k.x,y:d.y!==a?k.y+(d.y-k.y)*b:k.y,ratio:d.ratio!==a?k.ratio+(d.ratio-k.ratio)*b:k.ratio,angle:d.angle!==a?k.angle+(d.angle-k.angle)*b:k.angle}),"function"==typeof l.onNewFrame&&l.onNewFrame(),h.frameId=requestAnimationFrame(f))},g=b(),h={frameId:requestAnimationFrame(f),target:c,type:"camera",options:l,fn:f},sigma.misc.animation.running[g]=h,g},sigma.misc.animation.kill=function(a){if(1!==arguments.length||"number"!=typeof a)throw"animation.kill: Wrong arguments.";var b=sigma.misc.animation.running[a];return b&&(cancelAnimationFrame(a),delete sigma.misc.animation.running[b.frameId],"camera"===b.type&&(b.target.isAnimated=!1),"function"==typeof(b.options||{}).onComplete&&b.options.onComplete()),this},sigma.misc.animation.killAll=function(a){var b,c,d=0,e="string"==typeof a?a:null,f="object"==typeof a?a:null,g=sigma.misc.animation.running;for(c in g)e&&g[c].type!==e||f&&g[c].target!==f||(b=sigma.misc.animation.running[c],cancelAnimationFrame(b.frameId),delete sigma.misc.animation.running[c],"camera"===b.type&&(b.target.isAnimated=!1),d++,"function"==typeof(b.options||{}).onComplete&&b.options.onComplete());return d},sigma.misc.animation.has=function(a){var b,c="string"==typeof a?a:null,d="object"==typeof a?a:null,e=sigma.misc.animation.running;for(b in e)if(!(c&&e[b].type!==c||d&&e[b].target!==d))return!0;return!1}}.call(this),function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.misc"),sigma.misc.bindEvents=function(b){function c(a){a&&(h="x"in a.data?a.data.x:h,i="y"in a.data?a.data.y:i);var c,d,e,f,g,k,l,m,n=[],o=h+j.width/2,p=i+j.height/2,q=j.camera.cameraPosition(h,i),r=j.camera.quadtree.point(q.x,q.y);if(r.length)for(c=0,e=r.length;cg-l&&ok-l&&pn[d].size){n.splice(d,0,f),m=!0;break}m||n.push(f)}return n}function d(c){function d(a,b){for(r=!1,g=0;ga[g].size){a.splice(g,0,b),r=!0;break}r||a.push(b)}if(!j.settings("enableEdgeHovering"))return[];var e=sigma.renderers.canvas&&j instanceof sigma.renderers.canvas;if(!e)throw new Error("The edge events feature is not compatible with the WebGL renderer");c&&(h="x"in c.data?c.data.x:h,i="y"in c.data?c.data.y:i);var f,g,k,l,m,n,o,p,q,r,s=j.settings("edgeHoverPrecision"),t={},u=[],v=h+j.width/2,w=i+j.height/2,x=j.camera.cameraPosition(h,i),y=[];if(e){var z=j.camera.quadtree.area(j.camera.getRectangle(j.width,j.height));for(l=z,f=0,k=l.length;fo[b+"size"]&&sigma.utils.getDistance(p[b+"x"],p[b+"y"],v,w)>p[b+"size"]&&("curve"==m.type||"curvedArrow"==m.type?o.id===p.id?(q=sigma.utils.getSelfLoopControlPoints(o[b+"x"],o[b+"y"],o[b+"size"]),sigma.utils.isPointOnBezierCurve(v,w,o[b+"x"],o[b+"y"],p[b+"x"],p[b+"y"],q.x1,q.y1,q.x2,q.y2,Math.max(n,s))&&d(u,m)):(q=sigma.utils.getQuadraticControlPoint(o[b+"x"],o[b+"y"],p[b+"x"],p[b+"y"]),sigma.utils.isPointOnQuadraticCurve(v,w,o[b+"x"],o[b+"y"],p[b+"x"],p[b+"y"],q.x,q.y,Math.max(n,s))&&d(u,m)):sigma.utils.isPointOnSegment(v,w,o[b+"x"],o[b+"y"],p[b+"x"],p[b+"y"],Math.max(n,s))&&d(u,m));return u}function e(a){function b(a){j.settings("eventsEnabled")&&(j.dispatchEvent("click",a.data),i=c(a),k=d(a),i.length?(j.dispatchEvent("clickNode",{node:i[0],captor:a.data}),j.dispatchEvent("clickNodes",{node:i,captor:a.data})):k.length?(j.dispatchEvent("clickEdge",{edge:k[0],captor:a.data}),j.dispatchEvent("clickEdges",{edge:k,captor:a.data})):j.dispatchEvent("clickStage",{captor:a.data}))}function e(a){j.settings("eventsEnabled")&&(j.dispatchEvent("doubleClick",a.data),i=c(a),k=d(a),i.length?(j.dispatchEvent("doubleClickNode",{node:i[0],captor:a.data}),j.dispatchEvent("doubleClickNodes",{node:i,captor:a.data})):k.length?(j.dispatchEvent("doubleClickEdge",{edge:k[0],captor:a.data}),j.dispatchEvent("doubleClickEdges",{edge:k,captor:a.data})):j.dispatchEvent("doubleClickStage",{captor:a.data}))}function f(a){j.settings("eventsEnabled")&&(j.dispatchEvent("rightClick",a.data),i=c(a),k=d(a),i.length?(j.dispatchEvent("rightClickNode",{node:i[0],captor:a.data}),j.dispatchEvent("rightClickNodes",{node:i,captor:a.data})):k.length?(j.dispatchEvent("rightClickEdge",{edge:k[0],captor:a.data}),j.dispatchEvent("rightClickEdges",{edge:k,captor:a.data})):j.dispatchEvent("rightClickStage",{captor:a.data}))}function g(a){if(j.settings("eventsEnabled")){var b,c,d,e,f=[],g=[];for(b in l)f.push(l[b]);for(l={},c=0,d=f.length;c s0 = new sigma(); + * > s0.addRenderer({ + * > type: 'canvas', + * > container: 'my-container-id' + * > }); + * + * In most of the cases, sigma will simply be used with the default renderer. + * Then, since the only required parameter is the DOM container, there are + * some simpler way to call the constructor. The four following calls do the + * exact same things: + * + * > s1 = new sigma('my-container-id'); + * > s2 = new sigma(document.getElementById('my-container-id')); + * > s3 = new sigma({ + * > container: document.getElementById('my-container-id') + * > }); + * > s4 = new sigma({ + * > renderers: [{ + * > container: document.getElementById('my-container-id') + * > }] + * > }); + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters, when calling the + * constructor with to top level configuration object (fourth case in the + * previous examples): + * + * {?string} id The id of the instance. It will be generated + * automatically if not specified. + * {?array} renderers An array containing objects describing renderers. + * {?object} graph An object containing an array of nodes and an array + * of edges, to avoid having to add them by hand later. + * {?object} settings An object containing instance specific settings that + * will override the default ones defined in the object + * sigma.settings. + */ + var sigma = function(conf) { + // Local variables: + // **************** + var i, + l, + a, + c, + o, + id; + + sigma.classes.dispatcher.extend(this); + + // Private attributes: + // ******************* + var _self = this, + _conf = conf || {}; + + // Little shortcut: + // **************** + // The configuration is supposed to have a list of the configuration + // objects for each renderer. + // - If there are no configuration at all, then nothing is done. + // - If there are no renderer list, the given configuration object will be + // considered as describing the first and only renderer. + // - If there are no renderer list nor "container" object, it will be + // considered as the container itself (a DOM element). + // - If the argument passed to sigma() is a string, it will be considered + // as the ID of the DOM container. + if ( + typeof _conf === 'string' || + _conf instanceof HTMLElement + ) + _conf = { + renderers: [_conf] + }; + else if (Object.prototype.toString.call(_conf) === '[object Array]') + _conf = { + renderers: _conf + }; + + // Also check "renderer" and "container" keys: + o = _conf.renderers || _conf.renderer || _conf.container; + if (!_conf.renderers || _conf.renderers.length === 0) + if ( + typeof o === 'string' || + o instanceof HTMLElement || + (typeof o === 'object' && 'container' in o) + ) + _conf.renderers = [o]; + + // Recense the instance: + if (_conf.id) { + if (__instances[_conf.id]) + throw 'sigma: Instance "' + _conf.id + '" already exists.'; + Object.defineProperty(this, 'id', { + value: _conf.id + }); + } else { + id = 0; + while (__instances[id]) + id++; + Object.defineProperty(this, 'id', { + value: '' + id + }); + } + __instances[this.id] = this; + + // Initialize settings function: + this.settings = new sigma.classes.configurable( + sigma.settings, + _conf.settings || {} + ); + + // Initialize locked attributes: + Object.defineProperty(this, 'graph', { + value: new sigma.classes.graph(this.settings), + configurable: true + }); + Object.defineProperty(this, 'middlewares', { + value: [], + configurable: true + }); + Object.defineProperty(this, 'cameras', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'renderers', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'renderersPerCamera', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'cameraFrames', { + value: {}, + configurable: true + }); + Object.defineProperty(this, 'camera', { + get: function() { + return this.cameras[0]; + } + }); + Object.defineProperty(this, 'events', { + value: [ + 'click', + 'rightClick', + 'clickStage', + 'doubleClickStage', + 'rightClickStage', + 'clickNode', + 'clickNodes', + 'doubleClickNode', + 'doubleClickNodes', + 'rightClickNode', + 'rightClickNodes', + 'overNode', + 'overNodes', + 'outNode', + 'outNodes', + 'downNode', + 'downNodes', + 'upNode', + 'upNodes' + ], + configurable: true + }); + + // Add a custom handler, to redispatch events from renderers: + this._handler = (function(e) { + var k, + data = {}; + + for (k in e.data) + data[k] = e.data[k]; + + data.renderer = e.target; + this.dispatchEvent(e.type, data); + }).bind(this); + + // Initialize renderers: + a = _conf.renderers || []; + for (i = 0, l = a.length; i < l; i++) + this.addRenderer(a[i]); + + // Initialize middlewares: + a = _conf.middlewares || []; + for (i = 0, l = a.length; i < l; i++) + this.middlewares.push( + typeof a[i] === 'string' ? + sigma.middlewares[a[i]] : + a[i] + ); + + // Check if there is already a graph to fill in: + if (typeof _conf.graph === 'object' && _conf.graph) { + this.graph.read(_conf.graph); + + // If a graph is given to the to the instance, the "refresh" method is + // directly called: + this.refresh(); + } + + // Deal with resize: + window.addEventListener('resize', function() { + if (_self.settings) + _self.refresh(); + }); + }; + + + + + /** + * This methods will instantiate and reference a new camera. If no id is + * specified, then an automatic id will be generated. + * + * @param {?string} id Eventually the camera id. + * @return {sigma.classes.camera} The fresh new camera instance. + */ + sigma.prototype.addCamera = function(id) { + var self = this, + camera; + + if (!arguments.length) { + id = 0; + while (this.cameras['' + id]) + id++; + id = '' + id; + } + + if (this.cameras[id]) + throw 'sigma.addCamera: The camera "' + id + '" already exists.'; + + camera = new sigma.classes.camera(id, this.graph, this.settings); + this.cameras[id] = camera; + + // Add a quadtree to the camera: + camera.quadtree = new sigma.classes.quad(); + + // Add an edgequadtree to the camera: + if (sigma.classes.edgequad !== undefined) { + camera.edgequadtree = new sigma.classes.edgequad(); + } + + camera.bind('coordinatesUpdated', function(e) { + self.renderCamera(camera, camera.isAnimated); + }); + + this.renderersPerCamera[id] = []; + + return camera; + }; + + /** + * This method kills a camera, and every renderer attached to it. + * + * @param {string|camera} v The camera to kill or its ID. + * @return {sigma} Returns the instance. + */ + sigma.prototype.killCamera = function(v) { + v = typeof v === 'string' ? this.cameras[v] : v; + + if (!v) + throw 'sigma.killCamera: The camera is undefined.'; + + var i, + l, + a = this.renderersPerCamera[v.id]; + + for (l = a.length, i = l - 1; i >= 0; i--) + this.killRenderer(a[i]); + + delete this.renderersPerCamera[v.id]; + delete this.cameraFrames[v.id]; + delete this.cameras[v.id]; + + if (v.kill) + v.kill(); + + return this; + }; + + /** + * This methods will instantiate and reference a new renderer. The "type" + * argument can be the constructor or its name in the "sigma.renderers" + * package. If no type is specified, then "sigma.renderers.def" will be used. + * If no id is specified, then an automatic id will be generated. + * + * @param {?object} options Eventually some options to give to the renderer + * constructor. + * @return {renderer} The fresh new renderer instance. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the "options" + * object: + * + * {?string} id Eventually the renderer id. + * {?(function|string)} type Eventually the renderer constructor or its + * name in the "sigma.renderers" package. + * {?(camera|string)} camera Eventually the renderer camera or its + * id. + */ + sigma.prototype.addRenderer = function(options) { + var id, + fn, + camera, + renderer, + o = options || {}; + + // Polymorphism: + if (typeof o === 'string') + o = { + container: document.getElementById(o) + }; + else if (o instanceof HTMLElement) + o = { + container: o + }; + + // If the container still is a string, we get it by id + if (typeof o.container === 'string') + o.container = document.getElementById(o.container); + + // Reference the new renderer: + if (!('id' in o)) { + id = 0; + while (this.renderers['' + id]) + id++; + id = '' + id; + } else + id = o.id; + + if (this.renderers[id]) + throw 'sigma.addRenderer: The renderer "' + id + '" already exists.'; + + // Find the good constructor: + fn = typeof o.type === 'function' ? o.type : sigma.renderers[o.type]; + fn = fn || sigma.renderers.def; + + // Find the good camera: + camera = 'camera' in o ? + ( + o.camera instanceof sigma.classes.camera ? + o.camera : + this.cameras[o.camera] || this.addCamera(o.camera) + ) : + this.addCamera(); + + if (this.cameras[camera.id] !== camera) + throw 'sigma.addRenderer: The camera is not properly referenced.'; + + // Instantiate: + renderer = new fn(this.graph, camera, this.settings, o); + this.renderers[id] = renderer; + Object.defineProperty(renderer, 'id', { + value: id + }); + + // Bind events: + if (renderer.bind) + renderer.bind( + [ + 'click', + 'rightClick', + 'clickStage', + 'doubleClickStage', + 'rightClickStage', + 'clickNode', + 'clickNodes', + 'clickEdge', + 'clickEdges', + 'doubleClickNode', + 'doubleClickNodes', + 'doubleClickEdge', + 'doubleClickEdges', + 'rightClickNode', + 'rightClickNodes', + 'rightClickEdge', + 'rightClickEdges', + 'overNode', + 'overNodes', + 'overEdge', + 'overEdges', + 'outNode', + 'outNodes', + 'outEdge', + 'outEdges', + 'downNode', + 'downNodes', + 'downEdge', + 'downEdges', + 'upNode', + 'upNodes', + 'upEdge', + 'upEdges' + ], + this._handler + ); + + // Reference the renderer by its camera: + this.renderersPerCamera[camera.id].push(renderer); + + return renderer; + }; + + /** + * This method kills a renderer. + * + * @param {string|renderer} v The renderer to kill or its ID. + * @return {sigma} Returns the instance. + */ + sigma.prototype.killRenderer = function(v) { + v = typeof v === 'string' ? this.renderers[v] : v; + + if (!v) + throw 'sigma.killRenderer: The renderer is undefined.'; + + var a = this.renderersPerCamera[v.camera.id], + i = a.indexOf(v); + + if (i >= 0) + a.splice(i, 1); + + if (v.kill) + v.kill(); + + delete this.renderers[v.id]; + + return this; + }; + + + + + /** + * This method calls the "render" method of each renderer, with the same + * arguments than the "render" method, but will also check if the renderer + * has a "process" method, and call it if it exists. + * + * It is useful for quadtrees or WebGL processing, for instance. + * + * @param {?object} options Eventually some options to give to the refresh + * method. + * @return {sigma} Returns the instance itself. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the "options" + * object: + * + * {?boolean} skipIndexation A flag specifying wether or not the refresh + * function should reindex the graph in the + * quadtrees or not (default: false). + */ + sigma.prototype.refresh = function(options) { + var i, + l, + k, + a, + c, + bounds, + prefix = 0; + + options = options || {}; + + // Call each middleware: + a = this.middlewares || []; + for (i = 0, l = a.length; i < l; i++) + a[i].call( + this, + (i === 0) ? '' : 'tmp' + prefix + ':', + (i === l - 1) ? 'ready:' : ('tmp' + (++prefix) + ':') + ); + + // Then, for each camera, call the "rescale" middleware, unless the + // settings specify not to: + for (k in this.cameras) { + c = this.cameras[k]; + if ( + c.settings('autoRescale') && + this.renderersPerCamera[c.id] && + this.renderersPerCamera[c.id].length + ) + sigma.middlewares.rescale.call( + this, + a.length ? 'ready:' : '', + c.readPrefix, + { + width: this.renderersPerCamera[c.id][0].width, + height: this.renderersPerCamera[c.id][0].height + } + ); + else + sigma.middlewares.copy.call( + this, + a.length ? 'ready:' : '', + c.readPrefix + ); + + if (!options.skipIndexation) { + // Find graph boundaries: + bounds = sigma.utils.getBoundaries( + this.graph, + c.readPrefix + ); + + // Refresh quadtree: + c.quadtree.index(this.graph.nodes(), { + prefix: c.readPrefix, + bounds: { + x: bounds.minX, + y: bounds.minY, + width: bounds.maxX - bounds.minX, + height: bounds.maxY - bounds.minY + } + }); + + // Refresh edgequadtree: + if ( + c.edgequadtree !== undefined && + c.settings('drawEdges') && + c.settings('enableEdgeHovering') + ) { + c.edgequadtree.index(this.graph, { + prefix: c.readPrefix, + bounds: { + x: bounds.minX, + y: bounds.minY, + width: bounds.maxX - bounds.minX, + height: bounds.maxY - bounds.minY + } + }); + } + } + } + + // Call each renderer: + a = Object.keys(this.renderers); + for (i = 0, l = a.length; i < l; i++) + if (this.renderers[a[i]].process) { + if (this.settings('skipErrors')) + try { + this.renderers[a[i]].process(); + } catch (e) { + console.log( + 'Warning: The renderer "' + a[i] + '" crashed on ".process()"' + ); + } + else + this.renderers[a[i]].process(); + } + + this.render(); + + return this; + }; + + /** + * This method calls the "render" method of each renderer. + * + * @return {sigma} Returns the instance itself. + */ + sigma.prototype.render = function() { + var i, + l, + a, + prefix = 0; + + // Call each renderer: + a = Object.keys(this.renderers); + for (i = 0, l = a.length; i < l; i++) + if (this.settings('skipErrors')) + try { + this.renderers[a[i]].render(); + } catch (e) { + if (this.settings('verbose')) + console.log( + 'Warning: The renderer "' + a[i] + '" crashed on ".render()"' + ); + } + else + this.renderers[a[i]].render(); + + return this; + }; + + /** + * This method calls the "render" method of each renderer that is bound to + * the specified camera. To improve the performances, if this method is + * called too often, the number of effective renderings is limitated to one + * per frame, unless you are using the "force" flag. + * + * @param {sigma.classes.camera} camera The camera to render. + * @param {?boolean} force If true, will render the camera + * directly. + * @return {sigma} Returns the instance itself. + */ + sigma.prototype.renderCamera = function(camera, force) { + var i, + l, + a, + self = this; + + if (force) { + a = this.renderersPerCamera[camera.id]; + for (i = 0, l = a.length; i < l; i++) + if (this.settings('skipErrors')) + try { + a[i].render(); + } catch (e) { + if (this.settings('verbose')) + console.log( + 'Warning: The renderer "' + a[i].id + '" crashed on ".render()"' + ); + } + else + a[i].render(); + } else { + if (!this.cameraFrames[camera.id]) { + a = this.renderersPerCamera[camera.id]; + for (i = 0, l = a.length; i < l; i++) + if (this.settings('skipErrors')) + try { + a[i].render(); + } catch (e) { + if (this.settings('verbose')) + console.log( + 'Warning: The renderer "' + + a[i].id + + '" crashed on ".render()"' + ); + } + else + a[i].render(); + + this.cameraFrames[camera.id] = requestAnimationFrame(function() { + delete self.cameraFrames[camera.id]; + }); + } + } + + return this; + }; + + /** + * This method calls the "kill" method of each module and destroys any + * reference from the instance. + */ + sigma.prototype.kill = function() { + var k; + + // Dispatching event + this.dispatchEvent('kill'); + + // Kill graph: + this.graph.kill(); + + // Kill middlewares: + delete this.middlewares; + + // Kill each renderer: + for (k in this.renderers) + this.killRenderer(this.renderers[k]); + + // Kill each camera: + for (k in this.cameras) + this.killCamera(this.cameras[k]); + + delete this.renderers; + delete this.cameras; + + // Kill everything else: + for (k in this) + if (this.hasOwnProperty(k)) + delete this[k]; + + delete __instances[this.id]; + }; + + + + + /** + * Returns a clone of the instances object or a specific running instance. + * + * @param {?string} id Eventually an instance ID. + * @return {object} The related instance or a clone of the instances + * object. + */ + sigma.instances = function(id) { + return arguments.length ? + __instances[id] : + sigma.utils.extend({}, __instances); + }; + + + + /** + * The current version of sigma: + */ + sigma.version = '1.2.0'; + + + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') + throw 'An object called sigma is already in the global scope.'; + + this.sigma = sigma; + +}).call(this); + +/** + * conrad.js is a tiny JavaScript jobs scheduler, + * + * Version: 0.1.0 + * Sources: http://github.com/jacomyal/conrad.js + * Doc: http://github.com/jacomyal/conrad.js#readme + * + * License: + * -------- + * Copyright © 2013 Alexis Jacomy, Sciences-Po médialab + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to + * deal in the Software without restriction, including without limitation the + * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or + * sell copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * The Software is provided "as is", without warranty of any kind, express or + * implied, including but not limited to the warranties of merchantability, + * fitness for a particular purpose and noninfringement. In no event shall the + * authors or copyright holders be liable for any claim, damages or other + * liability, whether in an action of contract, tort or otherwise, arising + * from, out of or in connection with the software or the use or other dealings + * in the Software. + */ +(function(global) { + 'use strict'; + + // Check that conrad.js has not been loaded yet: + if (global.conrad) + throw new Error('conrad already exists'); + + + /** + * PRIVATE VARIABLES: + * ****************** + */ + + /** + * A flag indicating whether conrad is running or not. + * + * @type {Number} + */ + var _lastFrameTime; + + /** + * A flag indicating whether conrad is running or not. + * + * @type {Boolean} + */ + var _isRunning = false; + + /** + * The hash of registered jobs. Each job must at least have a unique ID + * under the key "id" and a function under the key "job". This hash + * contains each running job and each waiting job. + * + * @type {Object} + */ + var _jobs = {}; + + /** + * The hash of currently running jobs. + * + * @type {Object} + */ + var _runningJobs = {}; + + /** + * The array of currently running jobs, sorted by priority. + * + * @type {Array} + */ + var _sortedByPriorityJobs = []; + + /** + * The array of currently waiting jobs. + * + * @type {Object} + */ + var _waitingJobs = {}; + + /** + * The array of finished jobs. They are stored in an array, since two jobs + * with the same "id" can happen at two different times. + * + * @type {Array} + */ + var _doneJobs = []; + + /** + * A dirty flag to keep conrad from starting: Indeed, when addJob() is called + * with several jobs, conrad must be started only at the end. This flag keeps + * me from duplicating the code that effectively adds a job. + * + * @type {Boolean} + */ + var _noStart = false; + + /** + * An hash containing some global settings about how conrad.js should + * behave. + * + * @type {Object} + */ + var _parameters = { + frameDuration: 20, + history: true + }; + + /** + * This object contains every handlers bound to conrad events. It does not + * requirea any DOM implementation, since the events are all JavaScript. + * + * @type {Object} + */ + var _handlers = Object.create(null); + + + /** + * PRIVATE FUNCTIONS: + * ****************** + */ + + /** + * Will execute the handler everytime that the indicated event (or the + * indicated events) will be triggered. + * + * @param {string|array|object} events The name of the event (or the events + * separated by spaces). + * @param {function(Object)} handler The handler to bind. + * @return {Object} Returns conrad. + */ + function _bind(events, handler) { + var i, + i_end, + event, + eArray; + + if (!arguments.length) + return; + else if ( + arguments.length === 1 && + Object(arguments[0]) === arguments[0] + ) + for (events in arguments[0]) + _bind(events, arguments[0][events]); + else if (arguments.length > 1) { + eArray = + Array.isArray(events) ? + events : + events.split(/ /); + + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) { + event = eArray[i]; + + if (!_handlers[event]) + _handlers[event] = []; + + // Using an object instead of directly the handler will make possible + // later to add flags + _handlers[event].push({ + handler: handler + }); + } + } + } + + /** + * Removes the handler from a specified event (or specified events). + * + * @param {?string} events The name of the event (or the events + * separated by spaces). If undefined, + * then all handlers are removed. + * @param {?function(Object)} handler The handler to unbind. If undefined, + * each handler bound to the event or the + * events will be removed. + * @return {Object} Returns conrad. + */ + function _unbind(events, handler) { + var i, + i_end, + j, + j_end, + a, + event, + eArray = Array.isArray(events) ? + events : + events.split(/ /); + + if (!arguments.length) + _handlers = Object.create(null); + else if (handler) { + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) { + event = eArray[i]; + if (_handlers[event]) { + a = []; + for (j = 0, j_end = _handlers[event].length; j !== j_end; j += 1) + if (_handlers[event][j].handler !== handler) + a.push(_handlers[event][j]); + + _handlers[event] = a; + } + + if (_handlers[event] && _handlers[event].length === 0) + delete _handlers[event]; + } + } else + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) + delete _handlers[eArray[i]]; + } + + /** + * Executes each handler bound to the event. + * + * @param {string} events The name of the event (or the events separated + * by spaces). + * @param {?Object} data The content of the event (optional). + * @return {Object} Returns conrad. + */ + function _dispatch(events, data) { + var i, + j, + i_end, + j_end, + event, + eventName, + eArray = Array.isArray(events) ? + events : + events.split(/ /); + + data = data === undefined ? {} : data; + + for (i = 0, i_end = eArray.length; i !== i_end; i += 1) { + eventName = eArray[i]; + + if (_handlers[eventName]) { + event = { + type: eventName, + data: data || {} + }; + + for (j = 0, j_end = _handlers[eventName].length; j !== j_end; j += 1) + try { + _handlers[eventName][j].handler(event); + } catch (e) {} + } + } + } + + /** + * Executes the most prioritary job once, and deals with filling the stats + * (done, time, averageTime, currentTime, etc...). + * + * @return {?Object} Returns the job object if it has to be killed, null else. + */ + function _executeFirstJob() { + var i, + l, + test, + kill, + pushed = false, + time = __dateNow(), + job = _sortedByPriorityJobs.shift(); + + // Execute the job and look at the result: + test = job.job(); + + // Deal with stats: + time = __dateNow() - time; + job.done++; + job.time += time; + job.currentTime += time; + job.weightTime = job.currentTime / (job.weight || 1); + job.averageTime = job.time / job.done; + + // Check if the job has to be killed: + kill = job.count ? (job.count <= job.done) : !test; + + // Reset priorities: + if (!kill) { + for (i = 0, l = _sortedByPriorityJobs.length; i < l; i++) + if (_sortedByPriorityJobs[i].weightTime > job.weightTime) { + _sortedByPriorityJobs.splice(i, 0, job); + pushed = true; + break; + } + + if (!pushed) + _sortedByPriorityJobs.push(job); + } + + return kill ? job : null; + } + + /** + * Activates a job, by adding it to the _runningJobs object and the + * _sortedByPriorityJobs array. It also initializes its currentTime value. + * + * @param {Object} job The job to activate. + */ + function _activateJob(job) { + var l = _sortedByPriorityJobs.length; + + // Add the job to the running jobs: + _runningJobs[job.id] = job; + job.status = 'running'; + + // Add the job to the priorities: + if (l) { + job.weightTime = _sortedByPriorityJobs[l - 1].weightTime; + job.currentTime = job.weightTime * (job.weight || 1); + } + + // Initialize the job and dispatch: + job.startTime = __dateNow(); + _dispatch('jobStarted', __clone(job)); + + _sortedByPriorityJobs.push(job); + } + + /** + * The main loop of conrad.js: + * . It executes job such that they all occupate the same processing time. + * . It stops jobs that do not need to be executed anymore. + * . It triggers callbacks when it is relevant. + * . It starts waiting jobs when they need to be started. + * . It injects frames to keep a constant frapes per second ratio. + * . It stops itself when there are no more jobs to execute. + */ + function _loop() { + var k, + o, + l, + job, + time, + deadJob; + + // Deal with the newly added jobs (the _jobs object): + for (k in _jobs) { + job = _jobs[k]; + + if (job.after) + _waitingJobs[k] = job; + else + _activateJob(job); + + delete _jobs[k]; + } + + // Set the _isRunning flag to false if there are no running job: + _isRunning = !!_sortedByPriorityJobs.length; + + // Deal with the running jobs (the _runningJobs object): + while ( + _sortedByPriorityJobs.length && + __dateNow() - _lastFrameTime < _parameters.frameDuration + ) { + deadJob = _executeFirstJob(); + + // Deal with the case where the job has ended: + if (deadJob) { + _killJob(deadJob.id); + + // Check for waiting jobs: + for (k in _waitingJobs) + if (_waitingJobs[k].after === deadJob.id) { + _activateJob(_waitingJobs[k]); + delete _waitingJobs[k]; + } + } + } + + // Check if conrad still has jobs to deal with, and kill it if not: + if (_isRunning) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('enterFrame'); + setTimeout(_loop, 0); + } else + _dispatch('stop'); + } + + /** + * Adds one or more jobs, and starts the loop if no job was running before. A + * job is at least a unique string "id" and a function, and there are some + * parameters that you can specify for each job to modify the way conrad will + * execute it. If a job is added with the "id" of another job that is waiting + * or still running, an error will be thrown. + * + * When a job is added, it is referenced in the _jobs object, by its id. + * Then, if it has to be executed right now, it will be also referenced in + * the _runningJobs object. If it has to wait, then it will be added into the + * _waitingJobs object, until it can start. + * + * Keep reading this documentation to see how to call this method. + * + * @return {Object} Returns conrad. + * + * Adding one job: + * *************** + * Basically, a job is defined by its string id and a function (the job). It + * is also possible to add some parameters: + * + * > conrad.addJob('myJobId', myJobFunction); + * > conrad.addJob('myJobId', { + * > job: myJobFunction, + * > someParameter: someValue + * > }); + * > conrad.addJob({ + * > id: 'myJobId', + * > job: myJobFunction, + * > someParameter: someValue + * > }); + * + * Adding several jobs: + * ******************** + * When adding several jobs at the same time, it is possible to specify + * parameters for each one individually or for all: + * + * > conrad.addJob([ + * > { + * > id: 'myJobId1', + * > job: myJobFunction1, + * > someParameter1: someValue1 + * > }, + * > { + * > id: 'myJobId2', + * > job: myJobFunction2, + * > someParameter2: someValue2 + * > } + * > ], { + * > someCommonParameter: someCommonValue + * > }); + * > conrad.addJob({ + * > myJobId1: {, + * > job: myJobFunction1, + * > someParameter1: someValue1 + * > }, + * > myJobId2: {, + * > job: myJobFunction2, + * > someParameter2: someValue2 + * > } + * > }, { + * > someCommonParameter: someCommonValue + * > }); + * > conrad.addJob({ + * > myJobId1: myJobFunction1, + * > myJobId2: myJobFunction2 + * > }, { + * > someCommonParameter: someCommonValue + * > }); + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters: + * + * {?Function} end A callback to execute when the job is ended. It is + * not executed if the job is killed instead of ended + * "naturally". + * {?Integer} count The number of time the job has to be executed. + * {?Number} weight If specified, the job will be executed as it was + * added "weight" times. + * {?String} after The id of another job (eventually not added yet). + * If specified, this job will start only when the + * specified "after" job is ended. + */ + function _addJob(v1, v2) { + var i, + l, + o; + + // Array of jobs: + if (Array.isArray(v1)) { + // Keep conrad to start until the last job is added: + _noStart = true; + + for (i = 0, l = v1.length; i < l; i++) + _addJob(v1[i].id, __extend(v1[i], v2)); + + _noStart = false; + if (!_isRunning) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('start'); + _loop(); + } + } else if (typeof v1 === 'object') { + // One job (object): + if (typeof v1.id === 'string') + _addJob(v1.id, v1); + + // Hash of jobs: + else { + // Keep conrad to start until the last job is added: + _noStart = true; + + for (i in v1) + if (typeof v1[i] === 'function') + _addJob(i, __extend({ + job: v1[i] + }, v2)); + else + _addJob(i, __extend(v1[i], v2)); + + _noStart = false; + if (!_isRunning) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('start'); + _loop(); + } + } + + // One job (string, *): + } else if (typeof v1 === 'string') { + if (_hasJob(v1)) + throw new Error( + '[conrad.addJob] Job with id "' + v1 + '" already exists.' + ); + + // One job (string, function): + if (typeof v2 === 'function') { + o = { + id: v1, + done: 0, + time: 0, + status: 'waiting', + currentTime: 0, + averageTime: 0, + weightTime: 0, + job: v2 + }; + + // One job (string, object): + } else if (typeof v2 === 'object') { + o = __extend( + { + id: v1, + done: 0, + time: 0, + status: 'waiting', + currentTime: 0, + averageTime: 0, + weightTime: 0 + }, + v2 + ); + + // If none of those cases, throw an error: + } else + throw new Error('[conrad.addJob] Wrong arguments.'); + + // Effectively add the job: + _jobs[v1] = o; + _dispatch('jobAdded', __clone(o)); + + // Check if the loop has to be started: + if (!_isRunning && !_noStart) { + // Update the _lastFrameTime: + _lastFrameTime = __dateNow(); + + _dispatch('start'); + _loop(); + } + + // If none of those cases, throw an error: + } else + throw new Error('[conrad.addJob] Wrong arguments.'); + + return this; + } + + /** + * Kills one or more jobs, indicated by their ids. It is only possible to + * kill running jobs or waiting jobs. If you try to kill a job that does not + * exist or that is already killed, a warning will be thrown. + * + * @param {Array|String} v1 A string job id or an array of job ids. + * @return {Object} Returns conrad. + */ + function _killJob(v1) { + var i, + l, + k, + a, + job, + found = false; + + // Array of job ids: + if (Array.isArray(v1)) + for (i = 0, l = v1.length; i < l; i++) + _killJob(v1[i]); + + // One job's id: + else if (typeof v1 === 'string') { + a = [_runningJobs, _waitingJobs, _jobs]; + + // Remove the job from the hashes: + for (i = 0, l = a.length; i < l; i++) + if (v1 in a[i]) { + job = a[i][v1]; + + if (_parameters.history) { + job.status = 'done'; + _doneJobs.push(job); + } + + _dispatch('jobEnded', __clone(job)); + delete a[i][v1]; + + if (typeof job.end === 'function') + job.end(); + + found = true; + } + + // Remove the priorities array: + a = _sortedByPriorityJobs; + for (i = 0, l = a.length; i < l; i++) + if (a[i].id === v1) { + a.splice(i, 1); + break; + } + + if (!found) + throw new Error('[conrad.killJob] Job "' + v1 + '" not found.'); + + // If none of those cases, throw an error: + } else + throw new Error('[conrad.killJob] Wrong arguments.'); + + return this; + } + + /** + * Kills every running, waiting, and just added jobs. + * + * @return {Object} Returns conrad. + */ + function _killAll() { + var k, + jobs = __extend(_jobs, _runningJobs, _waitingJobs); + + // Take every jobs and push them into the _doneJobs object: + if (_parameters.history) + for (k in jobs) { + jobs[k].status = 'done'; + _doneJobs.push(jobs[k]); + + if (typeof jobs[k].end === 'function') + jobs[k].end(); + } + + // Reinitialize the different jobs lists: + _jobs = {}; + _waitingJobs = {}; + _runningJobs = {}; + _sortedByPriorityJobs = []; + + // In case some jobs are added right after the kill: + _isRunning = false; + + return this; + } + + /** + * Returns true if a job with the specified id is currently running or + * waiting, and false else. + * + * @param {String} id The id of the job. + * @return {?Object} Returns the job object if it exists. + */ + function _hasJob(id) { + var job = _jobs[id] || _runningJobs[id] || _waitingJobs[id]; + return job ? __extend(job) : null; + } + + /** + * This method will set the setting specified by "v1" to the value specified + * by "v2" if both are given, and else return the current value of the + * settings "v1". + * + * @param {String} v1 The name of the property. + * @param {?*} v2 Eventually, a value to set to the specified + * property. + * @return {Object|*} Returns the specified settings value if "v2" is not + * given, and conrad else. + */ + function _settings(v1, v2) { + var o; + + if (typeof a1 === 'string' && arguments.length === 1) + return _parameters[a1]; + else { + o = (typeof a1 === 'object' && arguments.length === 1) ? + a1 || {} : + {}; + if (typeof a1 === 'string') + o[a1] = a2; + + for (var k in o) + if (o[k] !== undefined) + _parameters[k] = o[k]; + else + delete _parameters[k]; + + return this; + } + } + + /** + * Returns true if conrad is currently running, and false else. + * + * @return {Boolean} Returns _isRunning. + */ + function _getIsRunning() { + return _isRunning; + } + + /** + * Unreference every job that is stored in the _doneJobs object. It will + * not be possible anymore to get stats about these jobs, but it will release + * the memory. + * + * @return {Object} Returns conrad. + */ + function _clearHistory() { + _doneJobs = []; + return this; + } + + /** + * Returns a snapshot of every data about jobs that wait to be started, are + * currently running or are done. + * + * It is possible to get only running, waiting or done jobs by giving + * "running", "waiting" or "done" as fist argument. + * + * It is also possible to get every job with a specified id by giving it as + * first argument. Also, using a RegExp instead of an id will return every + * jobs whose ids match the RegExp. And these two last use cases work as well + * by giving before "running", "waiting" or "done". + * + * @return {Array} The array of the matching jobs. + * + * Some call examples: + * ******************* + * > conrad.getStats('running') + * > conrad.getStats('waiting') + * > conrad.getStats('done') + * > conrad.getStats('myJob') + * > conrad.getStats(/test/) + * > conrad.getStats('running', 'myRunningJob') + * > conrad.getStats('running', /test/) + */ + function _getStats(v1, v2) { + var a, + k, + i, + l, + stats, + pattern, + isPatternString; + + if (!arguments.length) { + stats = []; + + for (k in _jobs) + stats.push(_jobs[k]); + + for (k in _waitingJobs) + stats.push(_waitingJobs[k]); + + for (k in _runningJobs) + stats.push(_runningJobs[k]); + + stats = stats.concat(_doneJobs); + } + + if (typeof v1 === 'string') + switch (v1) { + case 'waiting': + stats = __objectValues(_waitingJobs); + break; + case 'running': + stats = __objectValues(_runningJobs); + break; + case 'done': + stats = _doneJobs; + break; + default: + pattern = v1; + } + + if (v1 instanceof RegExp) + pattern = v1; + + if (!pattern && (typeof v2 === 'string' || v2 instanceof RegExp)) + pattern = v2; + + // Filter jobs if a pattern is given: + if (pattern) { + isPatternString = typeof pattern === 'string'; + + if (stats instanceof Array) { + a = stats; + } else if (typeof stats === 'object') { + a = []; + + for (k in stats) + a = a.concat(stats[k]); + } else { + a = []; + + for (k in _jobs) + a.push(_jobs[k]); + + for (k in _waitingJobs) + a.push(_waitingJobs[k]); + + for (k in _runningJobs) + a.push(_runningJobs[k]); + + a = a.concat(_doneJobs); + } + + stats = []; + for (i = 0, l = a.length; i < l; i++) + if (isPatternString ? a[i].id === pattern : a[i].id.match(pattern)) + stats.push(a[i]); + } + + return __clone(stats); + } + + + /** + * TOOLS FUNCTIONS: + * **************** + */ + + /** + * This function takes any number of objects as arguments, copies from each + * of these objects each pair key/value into a new object, and finally + * returns this object. + * + * The arguments are parsed from the last one to the first one, such that + * when two objects have keys in common, the "earliest" object wins. + * + * Example: + * ******** + * > var o1 = { + * > a: 1, + * > b: 2, + * > c: '3' + * > }, + * > o2 = { + * > c: '4', + * > d: [ 5 ] + * > }; + * > __extend(o1, o2); + * > // Returns: { + * > // a: 1, + * > // b: 2, + * > // c: '3', + * > // d: [ 5 ] + * > // }; + * + * @param {Object+} Any number of objects. + * @return {Object} The merged object. + */ + function __extend() { + var i, + k, + res = {}, + l = arguments.length; + + for (i = l - 1; i >= 0; i--) + for (k in arguments[i]) + res[k] = arguments[i][k]; + + return res; + } + + /** + * This function simply clones an object. This object must contain only + * objects, arrays and immutable values. Since it is not public, it does not + * deal with cyclic references, DOM elements and instantiated objects - so + * use it carefully. + * + * @param {Object} The object to clone. + * @return {Object} The clone. + */ + function __clone(item) { + var result, i, k, l; + + if (!item) + return item; + + if (Array.isArray(item)) { + result = []; + for (i = 0, l = item.length; i < l; i++) + result.push(__clone(item[i])); + } else if (typeof item === 'object') { + result = {}; + for (i in item) + result[i] = __clone(item[i]); + } else + result = item; + + return result; + } + + /** + * Returns an array containing the values of an object. + * + * @param {Object} The object. + * @return {Array} The array of values. + */ + function __objectValues(o) { + var k, + a = []; + + for (k in o) + a.push(o[k]); + + return a; + } + + /** + * A short "Date.now()" polyfill. + * + * @return {Number} The current time (in ms). + */ + function __dateNow() { + return Date.now ? Date.now() : new Date().getTime(); + } + + /** + * Polyfill for the Array.isArray function: + */ + if (!Array.isArray) + Array.isArray = function(v) { + return Object.prototype.toString.call(v) === '[object Array]'; + }; + + + /** + * EXPORT PUBLIC API: + * ****************** + */ + var conrad = { + hasJob: _hasJob, + addJob: _addJob, + killJob: _killJob, + killAll: _killAll, + settings: _settings, + getStats: _getStats, + isRunning: _getIsRunning, + clearHistory: _clearHistory, + + // Events management: + bind: _bind, + unbind: _unbind, + + // Version: + version: '0.1.0' + }; + + if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = conrad; + exports.conrad = conrad; + } + global.conrad = conrad; +})(this); + +// Hardcoded export for the node.js version: +var sigma = this.sigma, + conrad = this.conrad; + +sigma.conrad = conrad; + +// Dirty polyfills to permit sigma usage in node +if (typeof HTMLElement === 'undefined') + HTMLElement = function() {}; + +if (typeof window === 'undefined') + window = { + addEventListener: function() {} + }; + +if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = sigma; + exports.sigma = sigma; +} + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + var _root = this; + + // Initialize packages: + sigma.utils = sigma.utils || {}; + + /** + * MISC UTILS: + */ + /** + * This function takes any number of objects as arguments, copies from each + * of these objects each pair key/value into a new object, and finally + * returns this object. + * + * The arguments are parsed from the last one to the first one, such that + * when several objects have keys in common, the "earliest" object wins. + * + * Example: + * ******** + * > var o1 = { + * > a: 1, + * > b: 2, + * > c: '3' + * > }, + * > o2 = { + * > c: '4', + * > d: [ 5 ] + * > }; + * > sigma.utils.extend(o1, o2); + * > // Returns: { + * > // a: 1, + * > // b: 2, + * > // c: '3', + * > // d: [ 5 ] + * > // }; + * + * @param {object+} Any number of objects. + * @return {object} The merged object. + */ + sigma.utils.extend = function() { + var i, + k, + res = {}, + l = arguments.length; + + for (i = l - 1; i >= 0; i--) + for (k in arguments[i]) + res[k] = arguments[i][k]; + + return res; + }; + + /** + * A short "Date.now()" polyfill. + * + * @return {Number} The current time (in ms). + */ + sigma.utils.dateNow = function() { + return Date.now ? Date.now() : new Date().getTime(); + }; + + /** + * Takes a package name as parameter and checks at each lebel if it exists, + * and if it does not, creates it. + * + * Example: + * ******** + * > sigma.utils.pkg('a.b.c'); + * > a.b.c; + * > // Object {}; + * > + * > sigma.utils.pkg('a.b.d'); + * > a.b; + * > // Object { c: {}, d: {} }; + * + * @param {string} pkgName The name of the package to create/find. + * @return {object} The related package. + */ + sigma.utils.pkg = function(pkgName) { + return (pkgName || '').split('.').reduce(function(context, objName) { + return (objName in context) ? + context[objName] : + (context[objName] = {}); + }, _root); + }; + + /** + * Returns a unique incremental number ID. + * + * Example: + * ******** + * > sigma.utils.id(); + * > // 1; + * > + * > sigma.utils.id(); + * > // 2; + * > + * > sigma.utils.id(); + * > // 3; + * + * @param {string} pkgName The name of the package to create/find. + * @return {object} The related package. + */ + sigma.utils.id = (function() { + var i = 0; + return function() { + return ++i; + }; + })(); + + /** + * This function takes an hexa color (for instance "#ffcc00" or "#fc0") or a + * rgb / rgba color (like "rgb(255,255,12)" or "rgba(255,255,12,1)") and + * returns an integer equal to "r * 255 * 255 + g * 255 + b", to gain some + * memory in the data given to WebGL shaders. + * + * Note that the function actually caches its results for better performance. + * + * @param {string} val The hexa or rgba color. + * @return {number} The number value. + */ + var floatColorCache = {}; + + sigma.utils.floatColor = function(val) { + + // Is the color already computed? + if (floatColorCache[val]) + return floatColorCache[val]; + + var original = val, + r = 0, + g = 0, + b = 0; + + if (val[0] === '#') { + val = val.slice(1); + + if (val.length === 3) { + r = parseInt(val.charAt(0) + val.charAt(0), 16); + g = parseInt(val.charAt(1) + val.charAt(1), 16); + b = parseInt(val.charAt(2) + val.charAt(2), 16); + } + else { + r = parseInt(val.charAt(0) + val.charAt(1), 16); + g = parseInt(val.charAt(2) + val.charAt(3), 16); + b = parseInt(val.charAt(4) + val.charAt(5), 16); + } + } else if (val.match(/^ *rgba? *\(/)) { + val = val.match( + /^ *rgba? *\( *([0-9]*) *, *([0-9]*) *, *([0-9]*) *(,.*)?\) *$/ + ); + r = +val[1]; + g = +val[2]; + b = +val[3]; + } + + var color = ( + r * 256 * 256 + + g * 256 + + b + ); + + // Caching the color + floatColorCache[original] = color; + + return color; + }; + + /** + * Perform a zoom into a camera, with or without animation, to the + * coordinates indicated using a specified ratio. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the animation + * object: + * + * {?number} duration An amount of time that means the duration of the + * animation. If this parameter doesn't exist the + * zoom will be performed without animation. + * {?function} onComplete A function to perform it after the animation. It + * will be performed even if there is no duration. + * + * @param {camera} The camera where perform the zoom. + * @param {x} The X coordiantion where the zoom goes. + * @param {y} The Y coordiantion where the zoom goes. + * @param {ratio} The ratio to apply it to the current camera ratio. + * @param {?animation} A dictionary with options for a possible animation. + */ + sigma.utils.zoomTo = function(camera, x, y, ratio, animation) { + var settings = camera.settings, + count, + newRatio, + animationSettings, + coordinates; + + // Create the newRatio dealing with min / max: + newRatio = Math.max( + settings('zoomMin'), + Math.min( + settings('zoomMax'), + camera.ratio * ratio + ) + ); + + // Check that the new ratio is different from the initial one: + if (newRatio !== camera.ratio) { + // Create the coordinates variable: + ratio = newRatio / camera.ratio; + coordinates = { + x: x * (1 - ratio) + camera.x, + y: y * (1 - ratio) + camera.y, + ratio: newRatio + }; + + if (animation && animation.duration) { + // Complete the animation setings: + count = sigma.misc.animation.killAll(camera); + animation = sigma.utils.extend( + animation, + { + easing: count ? 'quadraticOut' : 'quadraticInOut' + } + ); + + sigma.misc.animation.camera(camera, coordinates, animation); + } else { + camera.goTo(coordinates); + if (animation && animation.onComplete) + animation.onComplete(); + } + } + }; + + /** + * Return the control point coordinates for a quadratic bezier curve. + * + * @param {number} x1 The X coordinate of the start point. + * @param {number} y1 The Y coordinate of the start point. + * @param {number} x2 The X coordinate of the end point. + * @param {number} y2 The Y coordinate of the end point. + * @return {x,y} The control point coordinates. + */ + sigma.utils.getQuadraticControlPoint = function(x1, y1, x2, y2) { + return { + x: (x1 + x2) / 2 + (y2 - y1) / 4, + y: (y1 + y2) / 2 + (x1 - x2) / 4 + }; + }; + + /** + * Compute the coordinates of the point positioned + * at length t in the quadratic bezier curve. + * + * @param {number} t In [0,1] the step percentage to reach + * the point in the curve from the context point. + * @param {number} x1 The X coordinate of the context point. + * @param {number} y1 The Y coordinate of the context point. + * @param {number} x2 The X coordinate of the ending point. + * @param {number} y2 The Y coordinate of the ending point. + * @param {number} xi The X coordinate of the control point. + * @param {number} yi The Y coordinate of the control point. + * @return {object} {x,y}. + */ + sigma.utils.getPointOnQuadraticCurve = function(t, x1, y1, x2, y2, xi, yi) { + // http://stackoverflow.com/a/5634528 + return { + x: Math.pow(1 - t, 2) * x1 + 2 * (1 - t) * t * xi + Math.pow(t, 2) * x2, + y: Math.pow(1 - t, 2) * y1 + 2 * (1 - t) * t * yi + Math.pow(t, 2) * y2 + }; + }; + + /** + * Compute the coordinates of the point positioned + * at length t in the cubic bezier curve. + * + * @param {number} t In [0,1] the step percentage to reach + * the point in the curve from the context point. + * @param {number} x1 The X coordinate of the context point. + * @param {number} y1 The Y coordinate of the context point. + * @param {number} x2 The X coordinate of the end point. + * @param {number} y2 The Y coordinate of the end point. + * @param {number} cx The X coordinate of the first control point. + * @param {number} cy The Y coordinate of the first control point. + * @param {number} dx The X coordinate of the second control point. + * @param {number} dy The Y coordinate of the second control point. + * @return {object} {x,y} The point at t. + */ + sigma.utils.getPointOnBezierCurve = + function(t, x1, y1, x2, y2, cx, cy, dx, dy) { + // http://stackoverflow.com/a/15397596 + // Blending functions: + var B0_t = Math.pow(1 - t, 3), + B1_t = 3 * t * Math.pow(1 - t, 2), + B2_t = 3 * Math.pow(t, 2) * (1 - t), + B3_t = Math.pow(t, 3); + + return { + x: (B0_t * x1) + (B1_t * cx) + (B2_t * dx) + (B3_t * x2), + y: (B0_t * y1) + (B1_t * cy) + (B2_t * dy) + (B3_t * y2) + }; + }; + + /** + * Return the coordinates of the two control points for a self loop (i.e. + * where the start point is also the end point) computed as a cubic bezier + * curve. + * + * @param {number} x The X coordinate of the node. + * @param {number} y The Y coordinate of the node. + * @param {number} size The node size. + * @return {x1,y1,x2,y2} The coordinates of the two control points. + */ + sigma.utils.getSelfLoopControlPoints = function(x , y, size) { + return { + x1: x - size * 7, + y1: y, + x2: x, + y2: y + size * 7 + }; + }; + + /** + * Return the euclidian distance between two points of a plane + * with an orthonormal basis. + * + * @param {number} x1 The X coordinate of the first point. + * @param {number} y1 The Y coordinate of the first point. + * @param {number} x2 The X coordinate of the second point. + * @param {number} y2 The Y coordinate of the second point. + * @return {number} The euclidian distance. + */ + sigma.utils.getDistance = function(x0, y0, x1, y1) { + return Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2)); + }; + + /** + * Return the coordinates of the intersection points of two circles. + * + * @param {number} x0 The X coordinate of center location of the first + * circle. + * @param {number} y0 The Y coordinate of center location of the first + * circle. + * @param {number} r0 The radius of the first circle. + * @param {number} x1 The X coordinate of center location of the second + * circle. + * @param {number} y1 The Y coordinate of center location of the second + * circle. + * @param {number} r1 The radius of the second circle. + * @return {xi,yi} The coordinates of the intersection points. + */ + sigma.utils.getCircleIntersection = function(x0, y0, r0, x1, y1, r1) { + // http://stackoverflow.com/a/12219802 + var a, dx, dy, d, h, rx, ry, x2, y2; + + // dx and dy are the vertical and horizontal distances between the circle + // centers: + dx = x1 - x0; + dy = y1 - y0; + + // Determine the straight-line distance between the centers: + d = Math.sqrt((dy * dy) + (dx * dx)); + + // Check for solvability: + if (d > (r0 + r1)) { + // No solution. circles do not intersect. + return false; + } + if (d < Math.abs(r0 - r1)) { + // No solution. one circle is contained in the other. + return false; + } + + //'point 2' is the point where the line through the circle intersection + // points crosses the line between the circle centers. + + // Determine the distance from point 0 to point 2: + a = ((r0 * r0) - (r1 * r1) + (d * d)) / (2.0 * d); + + // Determine the coordinates of point 2: + x2 = x0 + (dx * a / d); + y2 = y0 + (dy * a / d); + + // Determine the distance from point 2 to either of the intersection + // points: + h = Math.sqrt((r0 * r0) - (a * a)); + + // Determine the offsets of the intersection points from point 2: + rx = -dy * (h / d); + ry = dx * (h / d); + + // Determine the absolute intersection points: + var xi = x2 + rx; + var xi_prime = x2 - rx; + var yi = y2 + ry; + var yi_prime = y2 - ry; + + return {xi: xi, xi_prime: xi_prime, yi: yi, yi_prime: yi_prime}; + }; + + /** + * Check if a point is on a line segment. + * + * @param {number} x The X coordinate of the point to check. + * @param {number} y The Y coordinate of the point to check. + * @param {number} x1 The X coordinate of the line start point. + * @param {number} y1 The Y coordinate of the line start point. + * @param {number} x2 The X coordinate of the line end point. + * @param {number} y2 The Y coordinate of the line end point. + * @param {number} epsilon The precision (consider the line thickness). + * @return {boolean} True if point is "close to" the line + * segment, false otherwise. + */ + sigma.utils.isPointOnSegment = function(x, y, x1, y1, x2, y2, epsilon) { + // http://stackoverflow.com/a/328122 + var crossProduct = Math.abs((y - y1) * (x2 - x1) - (x - x1) * (y2 - y1)), + d = sigma.utils.getDistance(x1, y1, x2, y2), + nCrossProduct = crossProduct / d; // normalized cross product + + return (nCrossProduct < epsilon && + Math.min(x1, x2) <= x && x <= Math.max(x1, x2) && + Math.min(y1, y2) <= y && y <= Math.max(y1, y2)); + }; + + /** + * Check if a point is on a quadratic bezier curve segment with a thickness. + * + * @param {number} x The X coordinate of the point to check. + * @param {number} y The Y coordinate of the point to check. + * @param {number} x1 The X coordinate of the curve start point. + * @param {number} y1 The Y coordinate of the curve start point. + * @param {number} x2 The X coordinate of the curve end point. + * @param {number} y2 The Y coordinate of the curve end point. + * @param {number} cpx The X coordinate of the curve control point. + * @param {number} cpy The Y coordinate of the curve control point. + * @param {number} epsilon The precision (consider the line thickness). + * @return {boolean} True if (x,y) is on the curve segment, + * false otherwise. + */ + sigma.utils.isPointOnQuadraticCurve = + function(x, y, x1, y1, x2, y2, cpx, cpy, epsilon) { + // Fails if the point is too far from the extremities of the segment, + // preventing for more costly computation: + var dP1P2 = sigma.utils.getDistance(x1, y1, x2, y2); + if (Math.abs(x - x1) > dP1P2 || Math.abs(y - y1) > dP1P2) { + return false; + } + + var dP1 = sigma.utils.getDistance(x, y, x1, y1), + dP2 = sigma.utils.getDistance(x, y, x2, y2), + t = 0.5, + r = (dP1 < dP2) ? -0.01 : 0.01, + rThreshold = 0.001, + i = 100, + pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy), + dt = sigma.utils.getDistance(x, y, pt.x, pt.y), + old_dt; + + // This algorithm minimizes the distance from the point to the curve. It + // find the optimal t value where t=0 is the start point and t=1 is the end + // point of the curve, starting from t=0.5. + // It terminates because it runs a maximum of i interations. + while (i-- > 0 && + t >= 0 && t <= 1 && + (dt > epsilon) && + (r > rThreshold || r < -rThreshold)) { + old_dt = dt; + pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy); + dt = sigma.utils.getDistance(x, y, pt.x, pt.y); + + if (dt > old_dt) { + // not the right direction: + // halfstep in the opposite direction + r = -r / 2; + t += r; + } + else if (t + r < 0 || t + r > 1) { + // oops, we've gone too far: + // revert with a halfstep + r = r / 2; + dt = old_dt; + } + else { + // progress: + t += r; + } + } + + return dt < epsilon; + }; + + + /** + * Check if a point is on a cubic bezier curve segment with a thickness. + * + * @param {number} x The X coordinate of the point to check. + * @param {number} y The Y coordinate of the point to check. + * @param {number} x1 The X coordinate of the curve start point. + * @param {number} y1 The Y coordinate of the curve start point. + * @param {number} x2 The X coordinate of the curve end point. + * @param {number} y2 The Y coordinate of the curve end point. + * @param {number} cpx1 The X coordinate of the 1st curve control point. + * @param {number} cpy1 The Y coordinate of the 1st curve control point. + * @param {number} cpx2 The X coordinate of the 2nd curve control point. + * @param {number} cpy2 The Y coordinate of the 2nd curve control point. + * @param {number} epsilon The precision (consider the line thickness). + * @return {boolean} True if (x,y) is on the curve segment, + * false otherwise. + */ + sigma.utils.isPointOnBezierCurve = + function(x, y, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2, epsilon) { + // Fails if the point is too far from the extremities of the segment, + // preventing for more costly computation: + var dP1CP1 = sigma.utils.getDistance(x1, y1, cpx1, cpy1); + if (Math.abs(x - x1) > dP1CP1 || Math.abs(y - y1) > dP1CP1) { + return false; + } + + var dP1 = sigma.utils.getDistance(x, y, x1, y1), + dP2 = sigma.utils.getDistance(x, y, x2, y2), + t = 0.5, + r = (dP1 < dP2) ? -0.01 : 0.01, + rThreshold = 0.001, + i = 100, + pt = sigma.utils.getPointOnBezierCurve( + t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2), + dt = sigma.utils.getDistance(x, y, pt.x, pt.y), + old_dt; + + // This algorithm minimizes the distance from the point to the curve. It + // find the optimal t value where t=0 is the start point and t=1 is the end + // point of the curve, starting from t=0.5. + // It terminates because it runs a maximum of i interations. + while (i-- > 0 && + t >= 0 && t <= 1 && + (dt > epsilon) && + (r > rThreshold || r < -rThreshold)) { + old_dt = dt; + pt = sigma.utils.getPointOnBezierCurve( + t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2); + dt = sigma.utils.getDistance(x, y, pt.x, pt.y); + + if (dt > old_dt) { + // not the right direction: + // halfstep in the opposite direction + r = -r / 2; + t += r; + } + else if (t + r < 0 || t + r > 1) { + // oops, we've gone too far: + // revert with a halfstep + r = r / 2; + dt = old_dt; + } + else { + // progress: + t += r; + } + } + + return dt < epsilon; + }; + + + /** + * ************ + * EVENTS UTILS: + * ************ + */ + /** + * Here are some useful functions to unify extraction of the information we + * need with mouse events and touch events, from different browsers: + */ + + /** + * Extract the local X position from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The local X value of the mouse. + */ + sigma.utils.getX = function(e) { + return ( + (e.offsetX !== undefined && e.offsetX) || + (e.layerX !== undefined && e.layerX) || + (e.clientX !== undefined && e.clientX) + ); + }; + + /** + * Extract the local Y position from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The local Y value of the mouse. + */ + sigma.utils.getY = function(e) { + return ( + (e.offsetY !== undefined && e.offsetY) || + (e.layerY !== undefined && e.layerY) || + (e.clientY !== undefined && e.clientY) + ); + }; + + /** + * The pixel ratio of the screen. Taking zoom into account + * + * @return {number} Pixel ratio of the screen + */ + sigma.utils.getPixelRatio = function() { + var ratio = 1; + if (window.screen.deviceXDPI !== undefined && + window.screen.logicalXDPI !== undefined && + window.screen.deviceXDPI > window.screen.logicalXDPI) { + ratio = window.screen.systemXDPI / window.screen.logicalXDPI; + } + else if (window.devicePixelRatio !== undefined) { + ratio = window.devicePixelRatio; + } + return ratio; + }; + + /** + * Extract the width from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The width of the event's target. + */ + sigma.utils.getWidth = function(e) { + var w = (!e.target.ownerSVGElement) ? + e.target.width : + e.target.ownerSVGElement.width; + + return ( + (typeof w === 'number' && w) || + (w !== undefined && w.baseVal !== undefined && w.baseVal.value) + ); + }; + + /** + * Extract the center from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {object} The center of the event's target. + */ + sigma.utils.getCenter = function(e) { + var ratio = e.target.namespaceURI.indexOf('svg') !== -1 ? 1 : + sigma.utils.getPixelRatio(); + return { + x: sigma.utils.getWidth(e) / (2 * ratio), + y: sigma.utils.getHeight(e) / (2 * ratio) + }; + }; + + /** + * Convert mouse coords to sigma coords + * + * @param {event} e A mouse or touch event. + * @param {number?} x The x coord to convert + * @param {number?} x The y coord to convert + * + * @return {object} The standardized event + */ + sigma.utils.mouseCoords = function(e, x, y) { + x = x || sigma.utils.getX(e); + y = y || sigma.utils.getY(e); + return { + x: x - sigma.utils.getCenter(e).x, + y: y - sigma.utils.getCenter(e).y, + clientX: e.clientX, + clientY: e.clientY, + ctrlKey: e.ctrlKey, + metaKey: e.metaKey, + altKey: e.altKey, + shiftKey: e.shiftKey + }; + }; + + /** + * Extract the height from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The height of the event's target. + */ + sigma.utils.getHeight = function(e) { + var h = (!e.target.ownerSVGElement) ? + e.target.height : + e.target.ownerSVGElement.height; + + return ( + (typeof h === 'number' && h) || + (h !== undefined && h.baseVal !== undefined && h.baseVal.value) + ); + }; + + /** + * Extract the wheel delta from a mouse or touch event. + * + * @param {event} e A mouse or touch event. + * @return {number} The wheel delta of the mouse. + */ + sigma.utils.getDelta = function(e) { + return ( + (e.wheelDelta !== undefined && e.wheelDelta) || + (e.detail !== undefined && -e.detail) + ); + }; + + /** + * Returns the offset of a DOM element. + * + * @param {DOMElement} dom The element to retrieve the position. + * @return {object} The offset of the DOM element (top, left). + */ + sigma.utils.getOffset = function(dom) { + var left = 0, + top = 0; + + while (dom) { + top = top + parseInt(dom.offsetTop); + left = left + parseInt(dom.offsetLeft); + dom = dom.offsetParent; + } + + return { + top: top, + left: left + }; + }; + + /** + * Simulates a "double click" event. + * + * @param {HTMLElement} target The event target. + * @param {string} type The event type. + * @param {function} callback The callback to execute. + */ + sigma.utils.doubleClick = function(target, type, callback) { + var clicks = 0, + self = this, + handlers; + + target._doubleClickHandler = target._doubleClickHandler || {}; + target._doubleClickHandler[type] = target._doubleClickHandler[type] || []; + handlers = target._doubleClickHandler[type]; + + handlers.push(function(e) { + clicks++; + + if (clicks === 2) { + clicks = 0; + return callback(e); + } else if (clicks === 1) { + setTimeout(function() { + clicks = 0; + }, sigma.settings.doubleClickTimeout); + } + }); + + target.addEventListener(type, handlers[handlers.length - 1], false); + }; + + /** + * Unbind simulated "double click" events. + * + * @param {HTMLElement} target The event target. + * @param {string} type The event type. + */ + sigma.utils.unbindDoubleClick = function(target, type) { + var handler, + handlers = (target._doubleClickHandler || {})[type] || []; + + while ((handler = handlers.pop())) { + target.removeEventListener(type, handler); + } + + delete (target._doubleClickHandler || {})[type]; + }; + + + + + /** + * Here are just some of the most basic easing functions, used for the + * animated camera "goTo" calls. + * + * If you need some more easings functions, don't hesitate to add them to + * sigma.utils.easings. But I will not add some more here or merge PRs + * containing, because I do not want sigma sources full of overkill and never + * used stuff... + */ + sigma.utils.easings = sigma.utils.easings || {}; + sigma.utils.easings.linearNone = function(k) { + return k; + }; + sigma.utils.easings.quadraticIn = function(k) { + return k * k; + }; + sigma.utils.easings.quadraticOut = function(k) { + return k * (2 - k); + }; + sigma.utils.easings.quadraticInOut = function(k) { + if ((k *= 2) < 1) + return 0.5 * k * k; + return - 0.5 * (--k * (k - 2) - 1); + }; + sigma.utils.easings.cubicIn = function(k) { + return k * k * k; + }; + sigma.utils.easings.cubicOut = function(k) { + return --k * k * k + 1; + }; + sigma.utils.easings.cubicInOut = function(k) { + if ((k *= 2) < 1) + return 0.5 * k * k * k; + return 0.5 * ((k -= 2) * k * k + 2); + }; + + + + + /** + * ************ + * WEBGL UTILS: + * ************ + */ + /** + * Loads a WebGL shader and returns it. + * + * @param {WebGLContext} gl The WebGLContext to use. + * @param {string} shaderSource The shader source. + * @param {number} shaderType The type of shader. + * @param {function(string): void} error Callback for errors. + * @return {WebGLShader} The created shader. + */ + sigma.utils.loadShader = function(gl, shaderSource, shaderType, error) { + var compiled, + shader = gl.createShader(shaderType); + + // Load the shader source + gl.shaderSource(shader, shaderSource); + + // Compile the shader + gl.compileShader(shader); + + // Check the compile status + compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); + + // If something went wrong: + if (!compiled) { + if (error) { + error( + 'Error compiling shader "' + shader + '":' + + gl.getShaderInfoLog(shader) + ); + } + + gl.deleteShader(shader); + return null; + } + + return shader; + }; + + /** + * Creates a program, attaches shaders, binds attrib locations, links the + * program and calls useProgram. + * + * @param {Array.} shaders The shaders to attach. + * @param {Array.} attribs The attribs names. + * @param {Array.} locations The locations for the attribs. + * @param {function(string): void} error Callback for errors. + * @return {WebGLProgram} The created program. + */ + sigma.utils.loadProgram = function(gl, shaders, attribs, loc, error) { + var i, + linked, + program = gl.createProgram(); + + for (i = 0; i < shaders.length; ++i) + gl.attachShader(program, shaders[i]); + + if (attribs) + for (i = 0; i < attribs.length; ++i) + gl.bindAttribLocation( + program, + locations ? locations[i] : i, + opt_attribs[i] + ); + + gl.linkProgram(program); + + // Check the link status + linked = gl.getProgramParameter(program, gl.LINK_STATUS); + if (!linked) { + if (error) + error('Error in program linking: ' + gl.getProgramInfoLog(program)); + + gl.deleteProgram(program); + return null; + } + + return program; + }; + + + + + /** + * ********* + * MATRICES: + * ********* + * The following utils are just here to help generating the transformation + * matrices for the WebGL renderers. + */ + sigma.utils.pkg('sigma.utils.matrices'); + + /** + * The returns a 3x3 translation matrix. + * + * @param {number} dx The X translation. + * @param {number} dy The Y translation. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.translation = function(dx, dy) { + return [ + 1, 0, 0, + 0, 1, 0, + dx, dy, 1 + ]; + }; + + /** + * The returns a 3x3 or 2x2 rotation matrix. + * + * @param {number} angle The rotation angle. + * @param {boolean} m2 If true, the function will return a 2x2 matrix. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.rotation = function(angle, m2) { + var cos = Math.cos(angle), + sin = Math.sin(angle); + + return m2 ? [ + cos, -sin, + sin, cos + ] : [ + cos, -sin, 0, + sin, cos, 0, + 0, 0, 1 + ]; + }; + + /** + * The returns a 3x3 or 2x2 homothetic transformation matrix. + * + * @param {number} ratio The scaling ratio. + * @param {boolean} m2 If true, the function will return a 2x2 matrix. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.scale = function(ratio, m2) { + return m2 ? [ + ratio, 0, + 0, ratio + ] : [ + ratio, 0, 0, + 0, ratio, 0, + 0, 0, 1 + ]; + }; + + /** + * The returns a 3x3 or 2x2 homothetic transformation matrix. + * + * @param {array} a The first matrix. + * @param {array} b The second matrix. + * @param {boolean} m2 If true, the function will assume both matrices are + * 2x2. + * @return {array} Returns the matrix. + */ + sigma.utils.matrices.multiply = function(a, b, m2) { + var l = m2 ? 2 : 3, + a00 = a[0 * l + 0], + a01 = a[0 * l + 1], + a02 = a[0 * l + 2], + a10 = a[1 * l + 0], + a11 = a[1 * l + 1], + a12 = a[1 * l + 2], + a20 = a[2 * l + 0], + a21 = a[2 * l + 1], + a22 = a[2 * l + 2], + b00 = b[0 * l + 0], + b01 = b[0 * l + 1], + b02 = b[0 * l + 2], + b10 = b[1 * l + 0], + b11 = b[1 * l + 1], + b12 = b[1 * l + 2], + b20 = b[2 * l + 0], + b21 = b[2 * l + 1], + b22 = b[2 * l + 2]; + + return m2 ? [ + a00 * b00 + a01 * b10, + a00 * b01 + a01 * b11, + a10 * b00 + a11 * b10, + a10 * b01 + a11 * b11 + ] : [ + a00 * b00 + a01 * b10 + a02 * b20, + a00 * b01 + a01 * b11 + a02 * b21, + a00 * b02 + a01 * b12 + a02 * b22, + a10 * b00 + a11 * b10 + a12 * b20, + a10 * b01 + a11 * b11 + a12 * b21, + a10 * b02 + a11 * b12 + a12 * b22, + a20 * b00 + a21 * b10 + a22 * b20, + a20 * b01 + a21 * b11 + a22 * b21, + a20 * b02 + a21 * b12 + a22 * b22 + ]; + }; +}).call(this); + +;(function(global) { + 'use strict'; + + /** + * http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + * http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating + * requestAnimationFrame polyfill by Erik Möller. + * fixes from Paul Irish and Tino Zijdel + * MIT license + */ + var x, + lastTime = 0, + vendors = ['ms', 'moz', 'webkit', 'o']; + + for (x = 0; x < vendors.length && !global.requestAnimationFrame; x++) { + global.requestAnimationFrame = + global[vendors[x] + 'RequestAnimationFrame']; + global.cancelAnimationFrame = + global[vendors[x] + 'CancelAnimationFrame'] || + global[vendors[x] + 'CancelRequestAnimationFrame']; + } + + if (!global.requestAnimationFrame) + global.requestAnimationFrame = function(callback, element) { + var currTime = new Date().getTime(), + timeToCall = Math.max(0, 16 - (currTime - lastTime)), + id = global.setTimeout( + function() { + callback(currTime + timeToCall); + }, + timeToCall + ); + + lastTime = currTime + timeToCall; + return id; + }; + + if (!global.cancelAnimationFrame) + global.cancelAnimationFrame = function(id) { + clearTimeout(id); + }; + + /** + * Function.prototype.bind polyfill found on MDN. + * https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/bind#Compatibility + * Public domain + */ + if (!Function.prototype.bind) + Function.prototype.bind = function(oThis) { + if (typeof this !== 'function') + // Closest thing possible to the ECMAScript 5 internal IsCallable + // function: + throw new TypeError( + 'Function.prototype.bind - what is trying to be bound is not callable' + ); + + var aArgs = Array.prototype.slice.call(arguments, 1), + fToBind = this, + fNOP, + fBound; + + fNOP = function() {}; + fBound = function() { + return fToBind.apply( + this instanceof fNOP && oThis ? + this : + oThis, + aArgs.concat(Array.prototype.slice.call(arguments)) + ); + }; + + fNOP.prototype = this.prototype; + fBound.prototype = new fNOP(); + + return fBound; + }; +})(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Packages initialization: + sigma.utils.pkg('sigma.settings'); + + var settings = { + /** + * GRAPH SETTINGS: + * *************** + */ + // {boolean} Indicates if the data have to be cloned in methods to add + // nodes or edges. + clone: true, + // {boolean} Indicates if nodes "id" values and edges "id", "source" and + // "target" values must be set as immutable. + immutable: true, + // {boolean} Indicates if sigma can log its errors and warnings. + verbose: false, + + + /** + * RENDERERS SETTINGS: + * ******************* + */ + // {string} + classPrefix: 'sigma', + // {string} + defaultNodeType: 'def', + // {string} + defaultEdgeType: 'def', + // {string} + defaultLabelColor: '#000', + // {string} + defaultEdgeColor: '#000', + // {string} + defaultNodeColor: '#000', + // {string} + defaultLabelSize: 14, + // {string} Indicates how to choose the edges color. Available values: + // "source", "target", "default" + edgeColor: 'source', + // {number} Defines the minimal edge's arrow display size. + minArrowSize: 0, + // {string} + font: 'arial', + // {string} Example: 'bold' + fontStyle: '', + // {string} Indicates how to choose the labels color. Available values: + // "node", "default" + labelColor: 'default', + // {string} Indicates how to choose the labels size. Available values: + // "fixed", "proportional" + labelSize: 'fixed', + // {string} The ratio between the font size of the label and the node size. + labelSizeRatio: 1, + // {number} The minimum size a node must have to see its label displayed. + labelThreshold: 8, + // {number} The oversampling factor used in WebGL renderer. + webglOversamplingRatio: 2, + // {number} The size of the border of hovered nodes. + borderSize: 0, + // {number} The default hovered node border's color. + defaultNodeBorderColor: '#000', + // {number} The hovered node's label font. If not specified, will heritate + // the "font" value. + hoverFont: '', + // {boolean} If true, then only one node can be hovered at a time. + singleHover: true, + // {string} Example: 'bold' + hoverFontStyle: '', + // {string} Indicates how to choose the hovered nodes shadow color. + // Available values: "node", "default" + labelHoverShadow: 'default', + // {string} + labelHoverShadowColor: '#000', + // {string} Indicates how to choose the hovered nodes color. + // Available values: "node", "default" + nodeHoverColor: 'node', + // {string} + defaultNodeHoverColor: '#000', + // {string} Indicates how to choose the hovered nodes background color. + // Available values: "node", "default" + labelHoverBGColor: 'default', + // {string} + defaultHoverLabelBGColor: '#fff', + // {string} Indicates how to choose the hovered labels color. + // Available values: "node", "default" + labelHoverColor: 'default', + // {string} + defaultLabelHoverColor: '#000', + // {string} Indicates how to choose the edges hover color. Available values: + // "edge", "default" + edgeHoverColor: 'edge', + // {number} The size multiplicator of hovered edges. + edgeHoverSizeRatio: 1, + // {string} + defaultEdgeHoverColor: '#000', + // {boolean} Indicates if the edge extremities must be hovered when the + // edge is hovered. + edgeHoverExtremities: false, + // {booleans} The different drawing modes: + // false: Layered not displayed. + // true: Layered displayed. + drawEdges: true, + drawNodes: true, + drawLabels: true, + drawEdgeLabels: false, + // {boolean} Indicates if the edges must be drawn in several frames or in + // one frame, as the nodes and labels are drawn. + batchEdgesDrawing: false, + // {boolean} Indicates if the edges must be hidden during dragging and + // animations. + hideEdgesOnMove: false, + // {numbers} The different batch sizes, when elements are displayed in + // several frames. + canvasEdgesBatchSize: 500, + webglEdgesBatchSize: 1000, + + + + + /** + * RESCALE SETTINGS: + * ***************** + */ + // {string} Indicates of to scale the graph relatively to its container. + // Available values: "inside", "outside" + scalingMode: 'inside', + // {number} The margin to keep around the graph. + sideMargin: 0, + // {number} Determine the size of the smallest and the biggest node / edges + // on the screen. This mapping makes easier to display the graph, + // avoiding too big nodes that take half of the screen, or too + // small ones that are not readable. If the two parameters are + // equals, then the minimal display size will be 0. And if they + // are both equal to 0, then there is no mapping, and the radius + // of the nodes will be their size. + minEdgeSize: 0.5, + maxEdgeSize: 1, + minNodeSize: 1, + maxNodeSize: 8, + + + + + /** + * CAPTORS SETTINGS: + * ***************** + */ + // {boolean} + touchEnabled: true, + // {boolean} + mouseEnabled: true, + // {boolean} + mouseWheelEnabled: true, + // {boolean} + doubleClickEnabled: true, + // {boolean} Defines whether the custom events such as "clickNode" can be + // used. + eventsEnabled: true, + // {number} Defines by how much multiplicating the zooming level when the + // user zooms with the mouse-wheel. + zoomingRatio: 1.7, + // {number} Defines by how much multiplicating the zooming level when the + // user zooms by double clicking. + doubleClickZoomingRatio: 2.2, + // {number} The minimum zooming level. + zoomMin: 0.0625, + // {number} The maximum zooming level. + zoomMax: 2, + // {number} The duration of animations following a mouse scrolling. + mouseZoomDuration: 200, + // {number} The duration of animations following a mouse double click. + doubleClickZoomDuration: 200, + // {number} The duration of animations following a mouse dropping. + mouseInertiaDuration: 200, + // {number} The inertia power (mouse captor). + mouseInertiaRatio: 3, + // {number} The duration of animations following a touch dropping. + touchInertiaDuration: 200, + // {number} The inertia power (touch captor). + touchInertiaRatio: 3, + // {number} The maximum time between two clicks to make it a double click. + doubleClickTimeout: 300, + // {number} The maximum time between two taps to make it a double tap. + doubleTapTimeout: 300, + // {number} The maximum time of dragging to trigger intertia. + dragTimeout: 200, + + + + + /** + * GLOBAL SETTINGS: + * **************** + */ + // {boolean} Determines whether the instance has to refresh itself + // automatically when a "resize" event is dispatched from the + // window object. + autoResize: true, + // {boolean} Determines whether the "rescale" middleware has to be called + // automatically for each camera on refresh. + autoRescale: true, + // {boolean} If set to false, the camera method "goTo" will basically do + // nothing. + enableCamera: true, + // {boolean} If set to false, the nodes cannot be hovered. + enableHovering: true, + // {boolean} If set to true, the edges can be hovered. + enableEdgeHovering: false, + // {number} The size of the area around the edges to activate hovering. + edgeHoverPrecision: 5, + // {boolean} If set to true, the rescale middleware will ignore node sizes + // to determine the graphs boundings. + rescaleIgnoreSize: false, + // {boolean} Determines if the core has to try to catch errors on + // rendering. + skipErrors: false, + + + + + /** + * CAMERA SETTINGS: + * **************** + */ + // {number} The power degrees applied to the nodes/edges size relatively to + // the zooming level. Basically: + // > onScreenR = Math.pow(zoom, nodesPowRatio) * R + // > onScreenT = Math.pow(zoom, edgesPowRatio) * T + nodesPowRatio: 0.5, + edgesPowRatio: 0.5, + + + + + /** + * ANIMATIONS SETTINGS: + * ******************** + */ + // {number} The default animation time. + animationsTime: 200 + }; + + // Export the previously designed settings: + sigma.settings = sigma.utils.extend(sigma.settings || {}, settings); +}).call(this); + +;(function() { + 'use strict'; + + /** + * Dispatcher constructor. + * + * @return {dispatcher} The new dispatcher instance. + */ + var dispatcher = function() { + Object.defineProperty(this, '_handlers', { + value: {} + }); + }; + + + + + /** + * Will execute the handler everytime that the indicated event (or the + * indicated events) will be triggered. + * + * @param {string} events The name of the event (or the events + * separated by spaces). + * @param {function(Object)} handler The handler to bind. + * @return {dispatcher} Returns the instance itself. + */ + dispatcher.prototype.bind = function(events, handler) { + var i, + l, + event, + eArray; + + if ( + arguments.length === 1 && + typeof arguments[0] === 'object' + ) + for (events in arguments[0]) + this.bind(events, arguments[0][events]); + else if ( + arguments.length === 2 && + typeof arguments[1] === 'function' + ) { + eArray = typeof events === 'string' ? events.split(' ') : events; + + for (i = 0, l = eArray.length; i !== l; i += 1) { + event = eArray[i]; + + // Check that event is not '': + if (!event) + continue; + + if (!this._handlers[event]) + this._handlers[event] = []; + + // Using an object instead of directly the handler will make possible + // later to add flags + this._handlers[event].push({ + handler: handler + }); + } + } else + throw 'bind: Wrong arguments.'; + + return this; + }; + + /** + * Removes the handler from a specified event (or specified events). + * + * @param {?string} events The name of the event (or the events + * separated by spaces). If undefined, + * then all handlers are removed. + * @param {?function(object)} handler The handler to unbind. If undefined, + * each handler bound to the event or the + * events will be removed. + * @return {dispatcher} Returns the instance itself. + */ + dispatcher.prototype.unbind = function(events, handler) { + var i, + n, + j, + m, + k, + a, + event, + eArray = typeof events === 'string' ? events.split(' ') : events; + + if (!arguments.length) { + for (k in this._handlers) + delete this._handlers[k]; + return this; + } + + if (handler) { + for (i = 0, n = eArray.length; i !== n; i += 1) { + event = eArray[i]; + if (this._handlers[event]) { + a = []; + for (j = 0, m = this._handlers[event].length; j !== m; j += 1) + if (this._handlers[event][j].handler !== handler) + a.push(this._handlers[event][j]); + + this._handlers[event] = a; + } + + if (this._handlers[event] && this._handlers[event].length === 0) + delete this._handlers[event]; + } + } else + for (i = 0, n = eArray.length; i !== n; i += 1) + delete this._handlers[eArray[i]]; + + return this; + }; + + /** + * Executes each handler bound to the event + * + * @param {string} events The name of the event (or the events separated + * by spaces). + * @param {?object} data The content of the event (optional). + * @return {dispatcher} Returns the instance itself. + */ + dispatcher.prototype.dispatchEvent = function(events, data) { + var i, + n, + j, + m, + a, + event, + eventName, + self = this, + eArray = typeof events === 'string' ? events.split(' ') : events; + + data = data === undefined ? {} : data; + + for (i = 0, n = eArray.length; i !== n; i += 1) { + eventName = eArray[i]; + + if (this._handlers[eventName]) { + event = self.getEvent(eventName, data); + a = []; + + for (j = 0, m = this._handlers[eventName].length; j !== m; j += 1) { + this._handlers[eventName][j].handler(event); + if (!this._handlers[eventName][j].one) + a.push(this._handlers[eventName][j]); + } + + this._handlers[eventName] = a; + } + } + + return this; + }; + + /** + * Return an event object. + * + * @param {string} events The name of the event. + * @param {?object} data The content of the event (optional). + * @return {object} Returns the instance itself. + */ + dispatcher.prototype.getEvent = function(event, data) { + return { + type: event, + data: data || {}, + target: this + }; + }; + + /** + * A useful function to deal with inheritance. It will make the target + * inherit the prototype of the class dispatcher as well as its constructor. + * + * @param {object} target The target. + */ + dispatcher.extend = function(target, args) { + var k; + + for (k in dispatcher.prototype) + if (dispatcher.prototype.hasOwnProperty(k)) + target[k] = dispatcher.prototype[k]; + + dispatcher.apply(target, args); + }; + + + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.dispatcher = dispatcher; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = dispatcher; + exports.dispatcher = dispatcher; + } else + this.dispatcher = dispatcher; +}).call(this); + +;(function() { + 'use strict'; + + /** + * This utils aims to facilitate the manipulation of each instance setting. + * Using a function instead of an object brings two main advantages: First, + * it will be easier in the future to catch settings updates through a + * function than an object. Second, giving it a full object will "merge" it + * to the settings object properly, keeping us to have to always add a loop. + * + * @return {configurable} The "settings" function. + */ + var configurable = function() { + var i, + l, + data = {}, + datas = Array.prototype.slice.call(arguments, 0); + + /** + * The method to use to set or get any property of this instance. + * + * @param {string|object} a1 If it is a string and if a2 is undefined, + * then it will return the corresponding + * property. If it is a string and if a2 is + * set, then it will set a2 as the property + * corresponding to a1, and return this. If + * it is an object, then each pair string + + * object(or any other type) will be set as a + * property. + * @param {*?} a2 The new property corresponding to a1 if a1 + * is a string. + * @return {*|configurable} Returns itself or the corresponding + * property. + * + * Polymorphism: + * ************* + * Here are some basic use examples: + * + * > settings = new configurable(); + * > settings('mySetting', 42); + * > settings('mySetting'); // Logs: 42 + * > settings('mySetting', 123); + * > settings('mySetting'); // Logs: 123 + * > settings({mySetting: 456}); + * > settings('mySetting'); // Logs: 456 + * + * Also, it is possible to use the function as a fallback: + * > settings({mySetting: 'abc'}, 'mySetting'); // Logs: 'abc' + * > settings({hisSetting: 'abc'}, 'mySetting'); // Logs: 456 + */ + var settings = function(a1, a2) { + var o, + i, + l, + k; + + if (arguments.length === 1 && typeof a1 === 'string') { + if (data[a1] !== undefined) + return data[a1]; + for (i = 0, l = datas.length; i < l; i++) + if (datas[i][a1] !== undefined) + return datas[i][a1]; + return undefined; + } else if (typeof a1 === 'object' && typeof a2 === 'string') { + return (a1 || {})[a2] !== undefined ? a1[a2] : settings(a2); + } else { + o = (typeof a1 === 'object' && a2 === undefined) ? a1 : {}; + + if (typeof a1 === 'string') + o[a1] = a2; + + for (i = 0, k = Object.keys(o), l = k.length; i < l; i++) + data[k[i]] = o[k[i]]; + + return this; + } + }; + + /** + * This method returns a new configurable function, with new objects + * + * @param {object*} Any number of objects to search in. + * @return {function} Returns the function. Check its documentation to know + * more about how it works. + */ + settings.embedObjects = function() { + var args = datas.concat( + data + ).concat( + Array.prototype.splice.call(arguments, 0) + ); + + return configurable.apply({}, args); + }; + + // Initialize + for (i = 0, l = arguments.length; i < l; i++) + settings(arguments[i]); + + return settings; + }; + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.configurable = configurable; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = configurable; + exports.configurable = configurable; + } else + this.configurable = configurable; +}).call(this); + +;(function(undefined) { + 'use strict'; + + var _methods = Object.create(null), + _indexes = Object.create(null), + _initBindings = Object.create(null), + _methodBindings = Object.create(null), + _methodBeforeBindings = Object.create(null), + _defaultSettings = { + immutable: true, + clone: true + }, + _defaultSettingsFunction = function(key) { + return _defaultSettings[key]; + }; + + /** + * The graph constructor. It initializes the data and the indexes, and binds + * the custom indexes and methods to its own scope. + * + * Recognized parameters: + * ********************** + * Here is the exhaustive list of every accepted parameters in the settings + * object: + * + * {boolean} clone Indicates if the data have to be cloned in methods + * to add nodes or edges. + * {boolean} immutable Indicates if nodes "id" values and edges "id", + * "source" and "target" values must be set as + * immutable. + * + * @param {?configurable} settings Eventually a settings function. + * @return {graph} The new graph instance. + */ + var graph = function(settings) { + var k, + fn, + data; + + /** + * DATA: + * ***** + * Every data that is callable from graph methods are stored in this "data" + * object. This object will be served as context for all these methods, + * and it is possible to add other type of data in it. + */ + data = { + /** + * SETTINGS FUNCTION: + * ****************** + */ + settings: settings || _defaultSettingsFunction, + + /** + * MAIN DATA: + * ********** + */ + nodesArray: [], + edgesArray: [], + + /** + * GLOBAL INDEXES: + * *************** + * These indexes just index data by ids. + */ + nodesIndex: Object.create(null), + edgesIndex: Object.create(null), + + /** + * LOCAL INDEXES: + * ************** + * These indexes refer from node to nodes. Each key is an id, and each + * value is the array of the ids of related nodes. + */ + inNeighborsIndex: Object.create(null), + outNeighborsIndex: Object.create(null), + allNeighborsIndex: Object.create(null), + + inNeighborsCount: Object.create(null), + outNeighborsCount: Object.create(null), + allNeighborsCount: Object.create(null) + }; + + // Execute bindings: + for (k in _initBindings) + _initBindings[k].call(data); + + // Add methods to both the scope and the data objects: + for (k in _methods) { + fn = __bindGraphMethod(k, data, _methods[k]); + this[k] = fn; + data[k] = fn; + } + }; + + + + + /** + * A custom tool to bind methods such that function that are bound to it will + * be executed anytime the method is called. + * + * @param {string} methodName The name of the method to bind. + * @param {object} scope The scope where the method must be executed. + * @param {function} fn The method itself. + * @return {function} The new method. + */ + function __bindGraphMethod(methodName, scope, fn) { + var result = function() { + var k, + res; + + // Execute "before" bound functions: + for (k in _methodBeforeBindings[methodName]) + _methodBeforeBindings[methodName][k].apply(scope, arguments); + + // Apply the method: + res = fn.apply(scope, arguments); + + // Execute bound functions: + for (k in _methodBindings[methodName]) + _methodBindings[methodName][k].apply(scope, arguments); + + // Return res: + return res; + }; + + return result; + } + + /** + * This custom tool function removes every pair key/value from an hash. The + * goal is to avoid creating a new object while some other references are + * still hanging in some scopes... + * + * @param {object} obj The object to empty. + * @return {object} The empty object. + */ + function __emptyObject(obj) { + var k; + + for (k in obj) + if (!('hasOwnProperty' in obj) || obj.hasOwnProperty(k)) + delete obj[k]; + + return obj; + } + + + + + /** + * This global method adds a method that will be bound to the futurly created + * graph instances. + * + * Since these methods will be bound to their scope when the instances are + * created, it does not use the prototype. Because of that, methods have to + * be added before instances are created to make them available. + * + * Here is an example: + * + * > graph.addMethod('getNodesCount', function() { + * > return this.nodesArray.length; + * > }); + * > + * > var myGraph = new graph(); + * > console.log(myGraph.getNodesCount()); // outputs 0 + * + * @param {string} methodName The name of the method. + * @param {function} fn The method itself. + * @return {object} The global graph constructor. + */ + graph.addMethod = function(methodName, fn) { + if ( + typeof methodName !== 'string' || + typeof fn !== 'function' || + arguments.length !== 2 + ) + throw 'addMethod: Wrong arguments.'; + + if (_methods[methodName] || graph[methodName]) + throw 'The method "' + methodName + '" already exists.'; + + _methods[methodName] = fn; + _methodBindings[methodName] = Object.create(null); + _methodBeforeBindings[methodName] = Object.create(null); + + return this; + }; + + /** + * This global method returns true if the method has already been added, and + * false else. + * + * Here are some examples: + * + * > graph.hasMethod('addNode'); // returns true + * > graph.hasMethod('hasMethod'); // returns true + * > graph.hasMethod('unexistingMethod'); // returns false + * + * @param {string} methodName The name of the method. + * @return {boolean} The result. + */ + graph.hasMethod = function(methodName) { + return !!(_methods[methodName] || graph[methodName]); + }; + + /** + * This global methods attaches a function to a method. Anytime the specified + * method is called, the attached function is called right after, with the + * same arguments and in the same scope. The attached function is called + * right before if the last argument is true, unless the method is the graph + * constructor. + * + * To attach a function to the graph constructor, use 'constructor' as the + * method name (first argument). + * + * The main idea is to have a clean way to keep custom indexes up to date, + * for instance: + * + * > var timesAddNodeCalled = 0; + * > graph.attach('addNode', 'timesAddNodeCalledInc', function() { + * > timesAddNodeCalled++; + * > }); + * > + * > var myGraph = new graph(); + * > console.log(timesAddNodeCalled); // outputs 0 + * > + * > myGraph.addNode({ id: '1' }).addNode({ id: '2' }); + * > console.log(timesAddNodeCalled); // outputs 2 + * + * The idea for calling a function before is to provide pre-processors, for + * instance: + * + * > var colorPalette = { Person: '#C3CBE1', Place: '#9BDEBD' }; + * > graph.attach('addNode', 'applyNodeColorPalette', function(n) { + * > n.color = colorPalette[n.category]; + * > }, true); + * > + * > var myGraph = new graph(); + * > myGraph.addNode({ id: 'n0', category: 'Person' }); + * > console.log(myGraph.nodes('n0').color); // outputs '#C3CBE1' + * + * @param {string} methodName The name of the related method or + * "constructor". + * @param {string} key The key to identify the function to attach. + * @param {function} fn The function to bind. + * @param {boolean} before If true the function is called right before. + * @return {object} The global graph constructor. + */ + graph.attach = function(methodName, key, fn, before) { + if ( + typeof methodName !== 'string' || + typeof key !== 'string' || + typeof fn !== 'function' || + arguments.length < 3 || + arguments.length > 4 + ) + throw 'attach: Wrong arguments.'; + + var bindings; + + if (methodName === 'constructor') + bindings = _initBindings; + else { + if (before) { + if (!_methodBeforeBindings[methodName]) + throw 'The method "' + methodName + '" does not exist.'; + + bindings = _methodBeforeBindings[methodName]; + } + else { + if (!_methodBindings[methodName]) + throw 'The method "' + methodName + '" does not exist.'; + + bindings = _methodBindings[methodName]; + } + } + + if (bindings[key]) + throw 'A function "' + key + '" is already attached ' + + 'to the method "' + methodName + '".'; + + bindings[key] = fn; + + return this; + }; + + /** + * Alias of attach(methodName, key, fn, true). + */ + graph.attachBefore = function(methodName, key, fn) { + return this.attach(methodName, key, fn, true); + }; + + /** + * This methods is just an helper to deal with custom indexes. It takes as + * arguments the name of the index and an object containing all the different + * functions to bind to the methods. + * + * Here is a basic example, that creates an index to keep the number of nodes + * in the current graph. It also adds a method to provide a getter on that + * new index: + * + * > sigma.classes.graph.addIndex('nodesCount', { + * > constructor: function() { + * > this.nodesCount = 0; + * > }, + * > addNode: function() { + * > this.nodesCount++; + * > }, + * > dropNode: function() { + * > this.nodesCount--; + * > } + * > }); + * > + * > sigma.classes.graph.addMethod('getNodesCount', function() { + * > return this.nodesCount; + * > }); + * > + * > var myGraph = new sigma.classes.graph(); + * > console.log(myGraph.getNodesCount()); // outputs 0 + * > + * > myGraph.addNode({ id: '1' }).addNode({ id: '2' }); + * > console.log(myGraph.getNodesCount()); // outputs 2 + * + * @param {string} name The name of the index. + * @param {object} bindings The object containing the functions to bind. + * @return {object} The global graph constructor. + */ + graph.addIndex = function(name, bindings) { + if ( + typeof name !== 'string' || + Object(bindings) !== bindings || + arguments.length !== 2 + ) + throw 'addIndex: Wrong arguments.'; + + if (_indexes[name]) + throw 'The index "' + name + '" already exists.'; + + var k; + + // Store the bindings: + _indexes[name] = bindings; + + // Attach the bindings: + for (k in bindings) + if (typeof bindings[k] !== 'function') + throw 'The bindings must be functions.'; + else + graph.attach(k, name, bindings[k]); + + return this; + }; + + + + + /** + * This method adds a node to the graph. The node must be an object, with a + * string under the key "id". Except for this, it is possible to add any + * other attribute, that will be preserved all along the manipulations. + * + * If the graph option "clone" has a truthy value, the node will be cloned + * when added to the graph. Also, if the graph option "immutable" has a + * truthy value, its id will be defined as immutable. + * + * @param {object} node The node to add. + * @return {object} The graph instance. + */ + graph.addMethod('addNode', function(node) { + // Check that the node is an object and has an id: + if (Object(node) !== node || arguments.length !== 1) + throw 'addNode: Wrong arguments.'; + + if (typeof node.id !== 'string' && typeof node.id !== 'number') + throw 'The node must have a string or number id.'; + + if (this.nodesIndex[node.id]) + throw 'The node "' + node.id + '" already exists.'; + + var k, + id = node.id, + validNode = Object.create(null); + + // Check the "clone" option: + if (this.settings('clone')) { + for (k in node) + if (k !== 'id') + validNode[k] = node[k]; + } else + validNode = node; + + // Check the "immutable" option: + if (this.settings('immutable')) + Object.defineProperty(validNode, 'id', { + value: id, + enumerable: true + }); + else + validNode.id = id; + + // Add empty containers for edges indexes: + this.inNeighborsIndex[id] = Object.create(null); + this.outNeighborsIndex[id] = Object.create(null); + this.allNeighborsIndex[id] = Object.create(null); + + this.inNeighborsCount[id] = 0; + this.outNeighborsCount[id] = 0; + this.allNeighborsCount[id] = 0; + + // Add the node to indexes: + this.nodesArray.push(validNode); + this.nodesIndex[validNode.id] = validNode; + + // Return the current instance: + return this; + }); + + /** + * This method adds an edge to the graph. The edge must be an object, with a + * string under the key "id", and strings under the keys "source" and + * "target" that design existing nodes. Except for this, it is possible to + * add any other attribute, that will be preserved all along the + * manipulations. + * + * If the graph option "clone" has a truthy value, the edge will be cloned + * when added to the graph. Also, if the graph option "immutable" has a + * truthy value, its id, source and target will be defined as immutable. + * + * @param {object} edge The edge to add. + * @return {object} The graph instance. + */ + graph.addMethod('addEdge', function(edge) { + // Check that the edge is an object and has an id: + if (Object(edge) !== edge || arguments.length !== 1) + throw 'addEdge: Wrong arguments.'; + + if (typeof edge.id !== 'string' && typeof edge.id !== 'number') + throw 'The edge must have a string or number id.'; + + if ((typeof edge.source !== 'string' && typeof edge.source !== 'number') || + !this.nodesIndex[edge.source]) + throw 'The edge source must have an existing node id.'; + + if ((typeof edge.target !== 'string' && typeof edge.target !== 'number') || + !this.nodesIndex[edge.target]) + throw 'The edge target must have an existing node id.'; + + if (this.edgesIndex[edge.id]) + throw 'The edge "' + edge.id + '" already exists.'; + + var k, + validEdge = Object.create(null); + + // Check the "clone" option: + if (this.settings('clone')) { + for (k in edge) + if (k !== 'id' && k !== 'source' && k !== 'target') + validEdge[k] = edge[k]; + } else + validEdge = edge; + + // Check the "immutable" option: + if (this.settings('immutable')) { + Object.defineProperty(validEdge, 'id', { + value: edge.id, + enumerable: true + }); + + Object.defineProperty(validEdge, 'source', { + value: edge.source, + enumerable: true + }); + + Object.defineProperty(validEdge, 'target', { + value: edge.target, + enumerable: true + }); + } else { + validEdge.id = edge.id; + validEdge.source = edge.source; + validEdge.target = edge.target; + } + + // Add the edge to indexes: + this.edgesArray.push(validEdge); + this.edgesIndex[validEdge.id] = validEdge; + + if (!this.inNeighborsIndex[validEdge.target][validEdge.source]) + this.inNeighborsIndex[validEdge.target][validEdge.source] = + Object.create(null); + this.inNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] = + validEdge; + + if (!this.outNeighborsIndex[validEdge.source][validEdge.target]) + this.outNeighborsIndex[validEdge.source][validEdge.target] = + Object.create(null); + this.outNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] = + validEdge; + + if (!this.allNeighborsIndex[validEdge.source][validEdge.target]) + this.allNeighborsIndex[validEdge.source][validEdge.target] = + Object.create(null); + this.allNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] = + validEdge; + + if (validEdge.target !== validEdge.source) { + if (!this.allNeighborsIndex[validEdge.target][validEdge.source]) + this.allNeighborsIndex[validEdge.target][validEdge.source] = + Object.create(null); + this.allNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] = + validEdge; + } + + // Keep counts up to date: + this.inNeighborsCount[validEdge.target]++; + this.outNeighborsCount[validEdge.source]++; + this.allNeighborsCount[validEdge.target]++; + this.allNeighborsCount[validEdge.source]++; + + return this; + }); + + /** + * This method drops a node from the graph. It also removes each edge that is + * bound to it, through the dropEdge method. An error is thrown if the node + * does not exist. + * + * @param {string} id The node id. + * @return {object} The graph instance. + */ + graph.addMethod('dropNode', function(id) { + // Check that the arguments are valid: + if ((typeof id !== 'string' && typeof id !== 'number') || + arguments.length !== 1) + throw 'dropNode: Wrong arguments.'; + + if (!this.nodesIndex[id]) + throw 'The node "' + id + '" does not exist.'; + + var i, k, l; + + // Remove the node from indexes: + delete this.nodesIndex[id]; + for (i = 0, l = this.nodesArray.length; i < l; i++) + if (this.nodesArray[i].id === id) { + this.nodesArray.splice(i, 1); + break; + } + + // Remove related edges: + for (i = this.edgesArray.length - 1; i >= 0; i--) + if (this.edgesArray[i].source === id || this.edgesArray[i].target === id) + this.dropEdge(this.edgesArray[i].id); + + // Remove related edge indexes: + delete this.inNeighborsIndex[id]; + delete this.outNeighborsIndex[id]; + delete this.allNeighborsIndex[id]; + + delete this.inNeighborsCount[id]; + delete this.outNeighborsCount[id]; + delete this.allNeighborsCount[id]; + + for (k in this.nodesIndex) { + delete this.inNeighborsIndex[k][id]; + delete this.outNeighborsIndex[k][id]; + delete this.allNeighborsIndex[k][id]; + } + + return this; + }); + + /** + * This method drops an edge from the graph. An error is thrown if the edge + * does not exist. + * + * @param {string} id The edge id. + * @return {object} The graph instance. + */ + graph.addMethod('dropEdge', function(id) { + // Check that the arguments are valid: + if ((typeof id !== 'string' && typeof id !== 'number') || + arguments.length !== 1) + throw 'dropEdge: Wrong arguments.'; + + if (!this.edgesIndex[id]) + throw 'The edge "' + id + '" does not exist.'; + + var i, l, edge; + + // Remove the edge from indexes: + edge = this.edgesIndex[id]; + delete this.edgesIndex[id]; + for (i = 0, l = this.edgesArray.length; i < l; i++) + if (this.edgesArray[i].id === id) { + this.edgesArray.splice(i, 1); + break; + } + + delete this.inNeighborsIndex[edge.target][edge.source][edge.id]; + if (!Object.keys(this.inNeighborsIndex[edge.target][edge.source]).length) + delete this.inNeighborsIndex[edge.target][edge.source]; + + delete this.outNeighborsIndex[edge.source][edge.target][edge.id]; + if (!Object.keys(this.outNeighborsIndex[edge.source][edge.target]).length) + delete this.outNeighborsIndex[edge.source][edge.target]; + + delete this.allNeighborsIndex[edge.source][edge.target][edge.id]; + if (!Object.keys(this.allNeighborsIndex[edge.source][edge.target]).length) + delete this.allNeighborsIndex[edge.source][edge.target]; + + if (edge.target !== edge.source) { + delete this.allNeighborsIndex[edge.target][edge.source][edge.id]; + if (!Object.keys(this.allNeighborsIndex[edge.target][edge.source]).length) + delete this.allNeighborsIndex[edge.target][edge.source]; + } + + this.inNeighborsCount[edge.target]--; + this.outNeighborsCount[edge.source]--; + this.allNeighborsCount[edge.source]--; + this.allNeighborsCount[edge.target]--; + + return this; + }); + + /** + * This method destroys the current instance. It basically empties each index + * and methods attached to the graph. + */ + graph.addMethod('kill', function() { + // Delete arrays: + this.nodesArray.length = 0; + this.edgesArray.length = 0; + delete this.nodesArray; + delete this.edgesArray; + + // Delete indexes: + delete this.nodesIndex; + delete this.edgesIndex; + delete this.inNeighborsIndex; + delete this.outNeighborsIndex; + delete this.allNeighborsIndex; + delete this.inNeighborsCount; + delete this.outNeighborsCount; + delete this.allNeighborsCount; + }); + + /** + * This method empties the nodes and edges arrays, as well as the different + * indexes. + * + * @return {object} The graph instance. + */ + graph.addMethod('clear', function() { + this.nodesArray.length = 0; + this.edgesArray.length = 0; + + // Due to GC issues, I prefer not to create new object. These objects are + // only available from the methods and attached functions, but still, it is + // better to prevent ghost references to unrelevant data... + __emptyObject(this.nodesIndex); + __emptyObject(this.edgesIndex); + __emptyObject(this.nodesIndex); + __emptyObject(this.inNeighborsIndex); + __emptyObject(this.outNeighborsIndex); + __emptyObject(this.allNeighborsIndex); + __emptyObject(this.inNeighborsCount); + __emptyObject(this.outNeighborsCount); + __emptyObject(this.allNeighborsCount); + + return this; + }); + + /** + * This method reads an object and adds the nodes and edges, through the + * proper methods "addNode" and "addEdge". + * + * Here is an example: + * + * > var myGraph = new graph(); + * > myGraph.read({ + * > nodes: [ + * > { id: 'n0' }, + * > { id: 'n1' } + * > ], + * > edges: [ + * > { + * > id: 'e0', + * > source: 'n0', + * > target: 'n1' + * > } + * > ] + * > }); + * > + * > console.log( + * > myGraph.nodes().length, + * > myGraph.edges().length + * > ); // outputs 2 1 + * + * @param {object} g The graph object. + * @return {object} The graph instance. + */ + graph.addMethod('read', function(g) { + var i, + a, + l; + + a = g.nodes || []; + for (i = 0, l = a.length; i < l; i++) + this.addNode(a[i]); + + a = g.edges || []; + for (i = 0, l = a.length; i < l; i++) + this.addEdge(a[i]); + + return this; + }); + + /** + * This methods returns one or several nodes, depending on how it is called. + * + * To get the array of nodes, call "nodes" without argument. To get a + * specific node, call it with the id of the node. The get multiple node, + * call it with an array of ids, and it will return the array of nodes, in + * the same order. + * + * @param {?(string|array)} v Eventually one id, an array of ids. + * @return {object|array} The related node or array of nodes. + */ + graph.addMethod('nodes', function(v) { + // Clone the array of nodes and return it: + if (!arguments.length) + return this.nodesArray.slice(0); + + // Return the related node: + if (arguments.length === 1 && + (typeof v === 'string' || typeof v === 'number')) + return this.nodesIndex[v]; + + // Return an array of the related node: + if ( + arguments.length === 1 && + Object.prototype.toString.call(v) === '[object Array]' + ) { + var i, + l, + a = []; + + for (i = 0, l = v.length; i < l; i++) + if (typeof v[i] === 'string' || typeof v[i] === 'number') + a.push(this.nodesIndex[v[i]]); + else + throw 'nodes: Wrong arguments.'; + + return a; + } + + throw 'nodes: Wrong arguments.'; + }); + + /** + * This methods returns the degree of one or several nodes, depending on how + * it is called. It is also possible to get incoming or outcoming degrees + * instead by specifying 'in' or 'out' as a second argument. + * + * @param {string|array} v One id, an array of ids. + * @param {?string} which Which degree is required. Values are 'in', + * 'out', and by default the normal degree. + * @return {number|array} The related degree or array of degrees. + */ + graph.addMethod('degree', function(v, which) { + // Check which degree is required: + which = { + 'in': this.inNeighborsCount, + 'out': this.outNeighborsCount + }[which || ''] || this.allNeighborsCount; + + // Return the related node: + if (typeof v === 'string' || typeof v === 'number') + return which[v]; + + // Return an array of the related node: + if (Object.prototype.toString.call(v) === '[object Array]') { + var i, + l, + a = []; + + for (i = 0, l = v.length; i < l; i++) + if (typeof v[i] === 'string' || typeof v[i] === 'number') + a.push(which[v[i]]); + else + throw 'degree: Wrong arguments.'; + + return a; + } + + throw 'degree: Wrong arguments.'; + }); + + /** + * This methods returns one or several edges, depending on how it is called. + * + * To get the array of edges, call "edges" without argument. To get a + * specific edge, call it with the id of the edge. The get multiple edge, + * call it with an array of ids, and it will return the array of edges, in + * the same order. + * + * @param {?(string|array)} v Eventually one id, an array of ids. + * @return {object|array} The related edge or array of edges. + */ + graph.addMethod('edges', function(v) { + // Clone the array of edges and return it: + if (!arguments.length) + return this.edgesArray.slice(0); + + // Return the related edge: + if (arguments.length === 1 && + (typeof v === 'string' || typeof v === 'number')) + return this.edgesIndex[v]; + + // Return an array of the related edge: + if ( + arguments.length === 1 && + Object.prototype.toString.call(v) === '[object Array]' + ) { + var i, + l, + a = []; + + for (i = 0, l = v.length; i < l; i++) + if (typeof v[i] === 'string' || typeof v[i] === 'number') + a.push(this.edgesIndex[v[i]]); + else + throw 'edges: Wrong arguments.'; + + return a; + } + + throw 'edges: Wrong arguments.'; + }); + + + /** + * EXPORT: + * ******* + */ + if (typeof sigma !== 'undefined') { + sigma.classes = sigma.classes || Object.create(null); + sigma.classes.graph = graph; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = graph; + exports.graph = graph; + } else + this.graph = graph; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + sigma.utils.pkg('sigma.classes'); + + /** + * The camera constructor. It just initializes its attributes and methods. + * + * @param {string} id The id. + * @param {sigma.classes.graph} graph The graph. + * @param {configurable} settings The settings function. + * @param {?object} options Eventually some overriding options. + * @return {camera} Returns the fresh new camera instance. + */ + sigma.classes.camera = function(id, graph, settings, options) { + sigma.classes.dispatcher.extend(this); + + Object.defineProperty(this, 'graph', { + value: graph + }); + Object.defineProperty(this, 'id', { + value: id + }); + Object.defineProperty(this, 'readPrefix', { + value: 'read_cam' + id + ':' + }); + Object.defineProperty(this, 'prefix', { + value: 'cam' + id + ':' + }); + + this.x = 0; + this.y = 0; + this.ratio = 1; + this.angle = 0; + this.isAnimated = false; + this.settings = (typeof options === 'object' && options) ? + settings.embedObject(options) : + settings; + }; + + /** + * Updates the camera position. + * + * @param {object} coordinates The new coordinates object. + * @return {camera} Returns the camera. + */ + sigma.classes.camera.prototype.goTo = function(coordinates) { + if (!this.settings('enableCamera')) + return this; + + var i, + l, + c = coordinates || {}, + keys = ['x', 'y', 'ratio', 'angle']; + + for (i = 0, l = keys.length; i < l; i++) + if (c[keys[i]] !== undefined) { + if (typeof c[keys[i]] === 'number' && !isNaN(c[keys[i]])) + this[keys[i]] = c[keys[i]]; + else + throw 'Value for "' + keys[i] + '" is not a number.'; + } + + this.dispatchEvent('coordinatesUpdated'); + return this; + }; + + /** + * This method takes a graph and computes for each node and edges its + * coordinates relatively to the center of the camera. Basically, it will + * compute the coordinates that will be used by the graphic renderers. + * + * Since it should be possible to use different cameras and different + * renderers, it is possible to specify a prefix to put before the new + * coordinates (to get something like "node.camera1_x") + * + * @param {?string} read The prefix of the coordinates to read. + * @param {?string} write The prefix of the coordinates to write. + * @param {?object} options Eventually an object of options. Those can be: + * - A restricted nodes array. + * - A restricted edges array. + * - A width. + * - A height. + * @return {camera} Returns the camera. + */ + sigma.classes.camera.prototype.applyView = function(read, write, options) { + options = options || {}; + write = write !== undefined ? write : this.prefix; + read = read !== undefined ? read : this.readPrefix; + + var nodes = options.nodes || this.graph.nodes(), + edges = options.edges || this.graph.edges(); + + var i, + l, + node, + relCos = Math.cos(this.angle) / this.ratio, + relSin = Math.sin(this.angle) / this.ratio, + nodeRatio = Math.pow(this.ratio, this.settings('nodesPowRatio')), + edgeRatio = Math.pow(this.ratio, this.settings('edgesPowRatio')), + xOffset = (options.width || 0) / 2 - this.x * relCos - this.y * relSin, + yOffset = (options.height || 0) / 2 - this.y * relCos + this.x * relSin; + + for (i = 0, l = nodes.length; i < l; i++) { + node = nodes[i]; + node[write + 'x'] = + (node[read + 'x'] || 0) * relCos + + (node[read + 'y'] || 0) * relSin + + xOffset; + node[write + 'y'] = + (node[read + 'y'] || 0) * relCos - + (node[read + 'x'] || 0) * relSin + + yOffset; + node[write + 'size'] = + (node[read + 'size'] || 0) / + nodeRatio; + } + + for (i = 0, l = edges.length; i < l; i++) { + edges[i][write + 'size'] = + (edges[i][read + 'size'] || 0) / + edgeRatio; + } + + return this; + }; + + /** + * This function converts the coordinates of a point from the frame of the + * camera to the frame of the graph. + * + * @param {number} x The X coordinate of the point in the frame of the + * camera. + * @param {number} y The Y coordinate of the point in the frame of the + * camera. + * @return {object} The point coordinates in the frame of the graph. + */ + sigma.classes.camera.prototype.graphPosition = function(x, y, vector) { + var X = 0, + Y = 0, + cos = Math.cos(this.angle), + sin = Math.sin(this.angle); + + // Revert the origin differential vector: + if (!vector) { + X = - (this.x * cos + this.y * sin) / this.ratio; + Y = - (this.y * cos - this.x * sin) / this.ratio; + } + + return { + x: (x * cos + y * sin) / this.ratio + X, + y: (y * cos - x * sin) / this.ratio + Y + }; + }; + + /** + * This function converts the coordinates of a point from the frame of the + * graph to the frame of the camera. + * + * @param {number} x The X coordinate of the point in the frame of the + * graph. + * @param {number} y The Y coordinate of the point in the frame of the + * graph. + * @return {object} The point coordinates in the frame of the camera. + */ + sigma.classes.camera.prototype.cameraPosition = function(x, y, vector) { + var X = 0, + Y = 0, + cos = Math.cos(this.angle), + sin = Math.sin(this.angle); + + // Revert the origin differential vector: + if (!vector) { + X = - (this.x * cos + this.y * sin) / this.ratio; + Y = - (this.y * cos - this.x * sin) / this.ratio; + } + + return { + x: ((x - X) * cos - (y - Y) * sin) * this.ratio, + y: ((y - Y) * cos + (x - X) * sin) * this.ratio + }; + }; + + /** + * This method returns the transformation matrix of the camera. This is + * especially useful to apply the camera view directly in shaders, in case of + * WebGL rendering. + * + * @return {array} The transformation matrix. + */ + sigma.classes.camera.prototype.getMatrix = function() { + var scale = sigma.utils.matrices.scale(1 / this.ratio), + rotation = sigma.utils.matrices.rotation(this.angle), + translation = sigma.utils.matrices.translation(-this.x, -this.y), + matrix = sigma.utils.matrices.multiply( + translation, + sigma.utils.matrices.multiply( + rotation, + scale + ) + ); + + return matrix; + }; + + /** + * Taking a width and a height as parameters, this method returns the + * coordinates of the rectangle representing the camera on screen, in the + * graph's referentiel. + * + * To keep displaying labels of nodes going out of the screen, the method + * keeps a margin around the screen in the returned rectangle. + * + * @param {number} width The width of the screen. + * @param {number} height The height of the screen. + * @return {object} The rectangle as x1, y1, x2 and y2, representing + * two opposite points. + */ + sigma.classes.camera.prototype.getRectangle = function(width, height) { + var widthVect = this.cameraPosition(width, 0, true), + heightVect = this.cameraPosition(0, height, true), + centerVect = this.cameraPosition(width / 2, height / 2, true), + marginX = this.cameraPosition(width / 4, 0, true).x, + marginY = this.cameraPosition(0, height / 4, true).y; + + return { + x1: this.x - centerVect.x - marginX, + y1: this.y - centerVect.y - marginY, + x2: this.x - centerVect.x + marginX + widthVect.x, + y2: this.y - centerVect.y - marginY + widthVect.y, + height: Math.sqrt( + Math.pow(heightVect.x, 2) + + Math.pow(heightVect.y + 2 * marginY, 2) + ) + }; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + /** + * Sigma Quadtree Module + * ===================== + * + * Author: Guillaume Plique (Yomguithereal) + * Version: 0.2 + */ + + + + /** + * Quad Geometric Operations + * ------------------------- + * + * A useful batch of geometric operations used by the quadtree. + */ + + var _geom = { + + /** + * Transforms a graph node with x, y and size into an + * axis-aligned square. + * + * @param {object} A graph node with at least a point (x, y) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + pointToSquare: function(n) { + return { + x1: n.x - n.size, + y1: n.y - n.size, + x2: n.x + n.size, + y2: n.y - n.size, + height: n.size * 2 + }; + }, + + /** + * Checks whether a rectangle is axis-aligned. + * + * @param {object} A rectangle defined by two points + * (x1, y1) and (x2, y2). + * @return {boolean} True if the rectangle is axis-aligned. + */ + isAxisAligned: function(r) { + return r.x1 === r.x2 || r.y1 === r.y2; + }, + + /** + * Compute top points of an axis-aligned rectangle. This is useful in + * cases when the rectangle has been rotated (left, right or bottom up) and + * later operations need to know the top points. + * + * @param {object} An axis-aligned rectangle defined by two points + * (x1, y1), (x2, y2) and height. + * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height. + */ + axisAlignedTopPoints: function(r) { + + // Basic + if (r.y1 === r.y2 && r.x1 < r.x2) + return r; + + // Rotated to right + if (r.x1 === r.x2 && r.y2 > r.y1) + return { + x1: r.x1 - r.height, y1: r.y1, + x2: r.x1, y2: r.y1, + height: r.height + }; + + // Rotated to left + if (r.x1 === r.x2 && r.y2 < r.y1) + return { + x1: r.x1, y1: r.y2, + x2: r.x2 + r.height, y2: r.y2, + height: r.height + }; + + // Bottom's up + return { + x1: r.x2, y1: r.y1 - r.height, + x2: r.x1, y2: r.y1 - r.height, + height: r.height + }; + }, + + /** + * Get coordinates of a rectangle's lower left corner from its top points. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {object} Coordinates of the corner (x, y). + */ + lowerLeftCoor: function(r) { + var width = ( + Math.sqrt( + Math.pow(r.x2 - r.x1, 2) + + Math.pow(r.y2 - r.y1, 2) + ) + ); + + return { + x: r.x1 - (r.y2 - r.y1) * r.height / width, + y: r.y1 + (r.x2 - r.x1) * r.height / width + }; + }, + + /** + * Get coordinates of a rectangle's lower right corner from its top points + * and its lower left corner. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @param {object} A corner's coordinates (x, y). + * @return {object} Coordinates of the corner (x, y). + */ + lowerRightCoor: function(r, llc) { + return { + x: llc.x - r.x1 + r.x2, + y: llc.y - r.y1 + r.y2 + }; + }, + + /** + * Get the coordinates of all the corners of a rectangle from its top point. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {array} An array of the four corners' coordinates (x, y). + */ + rectangleCorners: function(r) { + var llc = this.lowerLeftCoor(r), + lrc = this.lowerRightCoor(r, llc); + + return [ + {x: r.x1, y: r.y1}, + {x: r.x2, y: r.y2}, + {x: llc.x, y: llc.y}, + {x: lrc.x, y: lrc.y} + ]; + }, + + /** + * Split a square defined by its boundaries into four. + * + * @param {object} Boundaries of the square (x, y, width, height). + * @return {array} An array containing the four new squares, themselves + * defined by an array of their four corners (x, y). + */ + splitSquare: function(b) { + return [ + [ + {x: b.x, y: b.y}, + {x: b.x + b.width / 2, y: b.y}, + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2} + ], + [ + {x: b.x + b.width / 2, y: b.y}, + {x: b.x + b.width, y: b.y}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2} + ], + [ + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x, y: b.y + b.height}, + {x: b.x + b.width / 2, y: b.y + b.height} + ], + [ + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height}, + {x: b.x + b.width, y: b.y + b.height} + ] + ]; + }, + + /** + * Compute the four axis between corners of rectangle A and corners of + * rectangle B. This is needed later to check an eventual collision. + * + * @param {array} An array of rectangle A's four corners (x, y). + * @param {array} An array of rectangle B's four corners (x, y). + * @return {array} An array of four axis defined by their coordinates (x,y). + */ + axis: function(c1, c2) { + return [ + {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y}, + {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y}, + {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y}, + {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y} + ]; + }, + + /** + * Project a rectangle's corner on an axis. + * + * @param {object} Coordinates of a corner (x, y). + * @param {object} Coordinates of an axis (x, y). + * @return {object} The projection defined by coordinates (x, y). + */ + projection: function(c, a) { + var l = ( + (c.x * a.x + c.y * a.y) / + (Math.pow(a.x, 2) + Math.pow(a.y, 2)) + ); + + return { + x: l * a.x, + y: l * a.y + }; + }, + + /** + * Check whether two rectangles collide on one particular axis. + * + * @param {object} An axis' coordinates (x, y). + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide on the axis. + */ + axisCollision: function(a, c1, c2) { + var sc1 = [], + sc2 = []; + + for (var ci = 0; ci < 4; ci++) { + var p1 = this.projection(c1[ci], a), + p2 = this.projection(c2[ci], a); + + sc1.push(p1.x * a.x + p1.y * a.y); + sc2.push(p2.x * a.x + p2.y * a.y); + } + + var maxc1 = Math.max.apply(Math, sc1), + maxc2 = Math.max.apply(Math, sc2), + minc1 = Math.min.apply(Math, sc1), + minc2 = Math.min.apply(Math, sc2); + + return (minc2 <= maxc1 && maxc2 >= minc1); + }, + + /** + * Check whether two rectangles collide on each one of their four axis. If + * all axis collide, then the two rectangles do collide on the plane. + * + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide. + */ + collision: function(c1, c2) { + var axis = this.axis(c1, c2), + col = true; + + for (var i = 0; i < 4; i++) + col = col && this.axisCollision(axis[i], c1, c2); + + return col; + } + }; + + + /** + * Quad Functions + * ------------ + * + * The Quadtree functions themselves. + * For each of those functions, we consider that in a splitted quad, the + * index of each node is the following: + * 0: top left + * 1: top right + * 2: bottom left + * 3: bottom right + * + * Moreover, the hereafter quad's philosophy is to consider that if an element + * collides with more than one nodes, this element belongs to each of the + * nodes it collides with where other would let it lie on a higher node. + */ + + /** + * Get the index of the node containing the point in the quad + * + * @param {object} point A point defined by coordinates (x, y). + * @param {object} quadBounds Boundaries of the quad (x, y, width, heigth). + * @return {integer} The index of the node containing the point. + */ + function _quadIndex(point, quadBounds) { + var xmp = quadBounds.x + quadBounds.width / 2, + ymp = quadBounds.y + quadBounds.height / 2, + top = (point.y < ymp), + left = (point.x < xmp); + + if (top) { + if (left) + return 0; + else + return 1; + } + else { + if (left) + return 2; + else + return 3; + } + } + + /** + * Get a list of indexes of nodes containing an axis-aligned rectangle + * + * @param {object} rectangle A rectangle defined by two points (x1, y1), + * (x2, y2) and height. + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadIndexes(rectangle, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if ((rectangle.x2 >= quadCorners[i][0].x) && + (rectangle.x1 <= quadCorners[i][1].x) && + (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) && + (rectangle.y1 <= quadCorners[i][2].y)) + indexes.push(i); + + return indexes; + } + + /** + * Get a list of indexes of nodes containing a non-axis-aligned rectangle + * + * @param {array} corners An array containing each corner of the + * rectangle defined by its coordinates (x, y). + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadCollision(corners, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if (_geom.collision(corners, quadCorners[i])) + indexes.push(i); + + return indexes; + } + + /** + * Subdivide a quad by creating a node at a precise index. The function does + * not generate all four nodes not to potentially create unused nodes. + * + * @param {integer} index The index of the node to create. + * @param {object} quad The quad object to subdivide. + * @return {object} A new quad representing the node created. + */ + function _quadSubdivide(index, quad) { + var next = quad.level + 1, + subw = Math.round(quad.bounds.width / 2), + subh = Math.round(quad.bounds.height / 2), + qx = Math.round(quad.bounds.x), + qy = Math.round(quad.bounds.y), + x, + y; + + switch (index) { + case 0: + x = qx; + y = qy; + break; + case 1: + x = qx + subw; + y = qy; + break; + case 2: + x = qx; + y = qy + subh; + break; + case 3: + x = qx + subw; + y = qy + subh; + break; + } + + return _quadTree( + {x: x, y: y, width: subw, height: subh}, + next, + quad.maxElements, + quad.maxLevel + ); + } + + /** + * Recursively insert an element into the quadtree. Only points + * with size, i.e. axis-aligned squares, may be inserted with this + * method. + * + * @param {object} el The element to insert in the quadtree. + * @param {object} sizedPoint A sized point defined by two top points + * (x1, y1), (x2, y2) and height. + * @param {object} quad The quad in which to insert the element. + * @return {undefined} The function does not return anything. + */ + function _quadInsert(el, sizedPoint, quad) { + if (quad.level < quad.maxLevel) { + + // Searching appropriate quads + var indexes = _quadIndexes(sizedPoint, quad.corners); + + // Iterating + for (var i = 0, l = indexes.length; i < l; i++) { + + // Subdividing if necessary + if (quad.nodes[indexes[i]] === undefined) + quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad); + + // Recursion + _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]); + } + } + else { + + // Pushing the element in a leaf node + quad.elements.push(el); + } + } + + /** + * Recursively retrieve every elements held by the node containing the + * searched point. + * + * @param {object} point The searched point (x, y). + * @param {object} quad The searched quad. + * @return {array} An array of elements contained in the relevant + * node. + */ + function _quadRetrievePoint(point, quad) { + if (quad.level < quad.maxLevel) { + var index = _quadIndex(point, quad.bounds); + + // If node does not exist we return an empty list + if (quad.nodes[index] !== undefined) { + return _quadRetrievePoint(point, quad.nodes[index]); + } + else { + return []; + } + } + else { + return quad.elements; + } + } + + /** + * Recursively retrieve every elements contained within an rectangular area + * that may or may not be axis-aligned. + * + * @param {object|array} rectData The searched area defined either by + * an array of four corners (x, y) in + * the case of a non-axis-aligned + * rectangle or an object with two top + * points (x1, y1), (x2, y2) and height. + * @param {object} quad The searched quad. + * @param {function} collisionFunc The collision function used to search + * for node indexes. + * @param {array?} els The retrieved elements. + * @return {array} An array of elements contained in the + * area. + */ + function _quadRetrieveArea(rectData, quad, collisionFunc, els) { + els = els || {}; + + if (quad.level < quad.maxLevel) { + var indexes = collisionFunc(rectData, quad.corners); + + for (var i = 0, l = indexes.length; i < l; i++) + if (quad.nodes[indexes[i]] !== undefined) + _quadRetrieveArea( + rectData, + quad.nodes[indexes[i]], + collisionFunc, + els + ); + } else + for (var j = 0, m = quad.elements.length; j < m; j++) + if (els[quad.elements[j].id] === undefined) + els[quad.elements[j].id] = quad.elements[j]; + + return els; + } + + /** + * Creates the quadtree object itself. + * + * @param {object} bounds The boundaries of the quad defined by an + * origin (x, y), width and heigth. + * @param {integer} level The level of the quad in the tree. + * @param {integer} maxElements The max number of element in a leaf node. + * @param {integer} maxLevel The max recursion level of the tree. + * @return {object} The quadtree object. + */ + function _quadTree(bounds, level, maxElements, maxLevel) { + return { + level: level || 0, + bounds: bounds, + corners: _geom.splitSquare(bounds), + maxElements: maxElements || 20, + maxLevel: maxLevel || 4, + elements: [], + nodes: [] + }; + } + + + /** + * Sigma Quad Constructor + * ---------------------- + * + * The quad API as exposed to sigma. + */ + + /** + * The quad core that will become the sigma interface with the quadtree. + * + * property {object} _tree Property holding the quadtree object. + * property {object} _geom Exposition of the _geom namespace for testing. + * property {object} _cache Cache for the area method. + */ + var quad = function() { + this._geom = _geom; + this._tree = null; + this._cache = { + query: false, + result: false + }; + }; + + /** + * Index a graph by inserting its nodes into the quadtree. + * + * @param {array} nodes An array of nodes to index. + * @param {object} params An object of parameters with at least the quad + * bounds. + * @return {object} The quadtree object. + * + * Parameters: + * ---------- + * bounds: {object} boundaries of the quad defined by its origin (x, y) + * width and heigth. + * prefix: {string?} a prefix for node geometric attributes. + * maxElements: {integer?} the max number of elements in a leaf node. + * maxLevel: {integer?} the max recursion level of the tree. + */ + quad.prototype.index = function(nodes, params) { + + // Enforcing presence of boundaries + if (!params.bounds) + throw 'sigma.classes.quad.index: bounds information not given.'; + + // Prefix + var prefix = params.prefix || ''; + + // Building the tree + this._tree = _quadTree( + params.bounds, + 0, + params.maxElements, + params.maxLevel + ); + + // Inserting graph nodes into the tree + for (var i = 0, l = nodes.length; i < l; i++) { + + // Inserting node + _quadInsert( + nodes[i], + _geom.pointToSquare({ + x: nodes[i][prefix + 'x'], + y: nodes[i][prefix + 'y'], + size: nodes[i][prefix + 'size'] + }), + this._tree + ); + } + + // Reset cache: + this._cache = { + query: false, + result: false + }; + + // remove? + return this._tree; + }; + + /** + * Retrieve every graph nodes held by the quadtree node containing the + * searched point. + * + * @param {number} x of the point. + * @param {number} y of the point. + * @return {array} An array of nodes retrieved. + */ + quad.prototype.point = function(x, y) { + return this._tree ? + _quadRetrievePoint({x: x, y: y}, this._tree) || [] : + []; + }; + + /** + * Retrieve every graph nodes within a rectangular area. The methods keep the + * last area queried in cache for optimization reason and will act differently + * for the same reason if the area is axis-aligned or not. + * + * @param {object} A rectangle defined by two top points (x1, y1), (x2, y2) + * and height. + * @return {array} An array of nodes retrieved. + */ + quad.prototype.area = function(rect) { + var serialized = JSON.stringify(rect), + collisionFunc, + rectData; + + // Returning cache? + if (this._cache.query === serialized) + return this._cache.result; + + // Axis aligned ? + if (_geom.isAxisAligned(rect)) { + collisionFunc = _quadIndexes; + rectData = _geom.axisAlignedTopPoints(rect); + } + else { + collisionFunc = _quadCollision; + rectData = _geom.rectangleCorners(rect); + } + + // Retrieving nodes + var nodes = this._tree ? + _quadRetrieveArea( + rectData, + this._tree, + collisionFunc + ) : + []; + + // Object to array + var nodesArray = []; + for (var i in nodes) + nodesArray.push(nodes[i]); + + // Caching + this._cache.query = serialized; + this._cache.result = nodesArray; + + return nodesArray; + }; + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.quad = quad; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = quad; + exports.quad = quad; + } else + this.quad = quad; +}).call(this); + +;(function(undefined) { + 'use strict'; + + /** + * Sigma Quadtree Module for edges + * =============================== + * + * Author: Sébastien Heymann, + * from the quad of Guillaume Plique (Yomguithereal) + * Version: 0.2 + */ + + + + /** + * Quad Geometric Operations + * ------------------------- + * + * A useful batch of geometric operations used by the quadtree. + */ + + var _geom = { + + /** + * Transforms a graph node with x, y and size into an + * axis-aligned square. + * + * @param {object} A graph node with at least a point (x, y) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + pointToSquare: function(n) { + return { + x1: n.x - n.size, + y1: n.y - n.size, + x2: n.x + n.size, + y2: n.y - n.size, + height: n.size * 2 + }; + }, + + /** + * Transforms a graph edge with x1, y1, x2, y2 and size into an + * axis-aligned square. + * + * @param {object} A graph edge with at least two points + * (x1, y1), (x2, y2) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + lineToSquare: function(e) { + if (e.y1 < e.y2) { + // (e.x1, e.y1) on top + if (e.x1 < e.x2) { + // (e.x1, e.y1) on left + return { + x1: e.x1 - e.size, + y1: e.y1 - e.size, + x2: e.x2 + e.size, + y2: e.y1 - e.size, + height: e.y2 - e.y1 + e.size * 2 + }; + } + // (e.x1, e.y1) on right + return { + x1: e.x2 - e.size, + y1: e.y1 - e.size, + x2: e.x1 + e.size, + y2: e.y1 - e.size, + height: e.y2 - e.y1 + e.size * 2 + }; + } + + // (e.x2, e.y2) on top + if (e.x1 < e.x2) { + // (e.x1, e.y1) on left + return { + x1: e.x1 - e.size, + y1: e.y2 - e.size, + x2: e.x2 + e.size, + y2: e.y2 - e.size, + height: e.y1 - e.y2 + e.size * 2 + }; + } + // (e.x2, e.y2) on right + return { + x1: e.x2 - e.size, + y1: e.y2 - e.size, + x2: e.x1 + e.size, + y2: e.y2 - e.size, + height: e.y1 - e.y2 + e.size * 2 + }; + }, + + /** + * Transforms a graph edge of type 'curve' with x1, y1, x2, y2, + * control point and size into an axis-aligned square. + * + * @param {object} e A graph edge with at least two points + * (x1, y1), (x2, y2) and a size. + * @param {object} cp A control point (x,y). + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + quadraticCurveToSquare: function(e, cp) { + var pt = sigma.utils.getPointOnQuadraticCurve( + 0.5, + e.x1, + e.y1, + e.x2, + e.y2, + cp.x, + cp.y + ); + + // Bounding box of the two points and the point at the middle of the + // curve: + var minX = Math.min(e.x1, e.x2, pt.x), + maxX = Math.max(e.x1, e.x2, pt.x), + minY = Math.min(e.y1, e.y2, pt.y), + maxY = Math.max(e.y1, e.y2, pt.y); + + return { + x1: minX - e.size, + y1: minY - e.size, + x2: maxX + e.size, + y2: minY - e.size, + height: maxY - minY + e.size * 2 + }; + }, + + /** + * Transforms a graph self loop into an axis-aligned square. + * + * @param {object} n A graph node with a point (x, y) and a size. + * @return {object} A square: two points (x1, y1), (x2, y2) and height. + */ + selfLoopToSquare: function(n) { + // Fitting to the curve is too costly, we compute a larger bounding box + // using the control points: + var cp = sigma.utils.getSelfLoopControlPoints(n.x, n.y, n.size); + + // Bounding box of the point and the two control points: + var minX = Math.min(n.x, cp.x1, cp.x2), + maxX = Math.max(n.x, cp.x1, cp.x2), + minY = Math.min(n.y, cp.y1, cp.y2), + maxY = Math.max(n.y, cp.y1, cp.y2); + + return { + x1: minX - n.size, + y1: minY - n.size, + x2: maxX + n.size, + y2: minY - n.size, + height: maxY - minY + n.size * 2 + }; + }, + + /** + * Checks whether a rectangle is axis-aligned. + * + * @param {object} A rectangle defined by two points + * (x1, y1) and (x2, y2). + * @return {boolean} True if the rectangle is axis-aligned. + */ + isAxisAligned: function(r) { + return r.x1 === r.x2 || r.y1 === r.y2; + }, + + /** + * Compute top points of an axis-aligned rectangle. This is useful in + * cases when the rectangle has been rotated (left, right or bottom up) and + * later operations need to know the top points. + * + * @param {object} An axis-aligned rectangle defined by two points + * (x1, y1), (x2, y2) and height. + * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height. + */ + axisAlignedTopPoints: function(r) { + + // Basic + if (r.y1 === r.y2 && r.x1 < r.x2) + return r; + + // Rotated to right + if (r.x1 === r.x2 && r.y2 > r.y1) + return { + x1: r.x1 - r.height, y1: r.y1, + x2: r.x1, y2: r.y1, + height: r.height + }; + + // Rotated to left + if (r.x1 === r.x2 && r.y2 < r.y1) + return { + x1: r.x1, y1: r.y2, + x2: r.x2 + r.height, y2: r.y2, + height: r.height + }; + + // Bottom's up + return { + x1: r.x2, y1: r.y1 - r.height, + x2: r.x1, y2: r.y1 - r.height, + height: r.height + }; + }, + + /** + * Get coordinates of a rectangle's lower left corner from its top points. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {object} Coordinates of the corner (x, y). + */ + lowerLeftCoor: function(r) { + var width = ( + Math.sqrt( + Math.pow(r.x2 - r.x1, 2) + + Math.pow(r.y2 - r.y1, 2) + ) + ); + + return { + x: r.x1 - (r.y2 - r.y1) * r.height / width, + y: r.y1 + (r.x2 - r.x1) * r.height / width + }; + }, + + /** + * Get coordinates of a rectangle's lower right corner from its top points + * and its lower left corner. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @param {object} A corner's coordinates (x, y). + * @return {object} Coordinates of the corner (x, y). + */ + lowerRightCoor: function(r, llc) { + return { + x: llc.x - r.x1 + r.x2, + y: llc.y - r.y1 + r.y2 + }; + }, + + /** + * Get the coordinates of all the corners of a rectangle from its top point. + * + * @param {object} A rectangle defined by two points (x1, y1) and (x2, y2). + * @return {array} An array of the four corners' coordinates (x, y). + */ + rectangleCorners: function(r) { + var llc = this.lowerLeftCoor(r), + lrc = this.lowerRightCoor(r, llc); + + return [ + {x: r.x1, y: r.y1}, + {x: r.x2, y: r.y2}, + {x: llc.x, y: llc.y}, + {x: lrc.x, y: lrc.y} + ]; + }, + + /** + * Split a square defined by its boundaries into four. + * + * @param {object} Boundaries of the square (x, y, width, height). + * @return {array} An array containing the four new squares, themselves + * defined by an array of their four corners (x, y). + */ + splitSquare: function(b) { + return [ + [ + {x: b.x, y: b.y}, + {x: b.x + b.width / 2, y: b.y}, + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2} + ], + [ + {x: b.x + b.width / 2, y: b.y}, + {x: b.x + b.width, y: b.y}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2} + ], + [ + {x: b.x, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x, y: b.y + b.height}, + {x: b.x + b.width / 2, y: b.y + b.height} + ], + [ + {x: b.x + b.width / 2, y: b.y + b.height / 2}, + {x: b.x + b.width, y: b.y + b.height / 2}, + {x: b.x + b.width / 2, y: b.y + b.height}, + {x: b.x + b.width, y: b.y + b.height} + ] + ]; + }, + + /** + * Compute the four axis between corners of rectangle A and corners of + * rectangle B. This is needed later to check an eventual collision. + * + * @param {array} An array of rectangle A's four corners (x, y). + * @param {array} An array of rectangle B's four corners (x, y). + * @return {array} An array of four axis defined by their coordinates (x,y). + */ + axis: function(c1, c2) { + return [ + {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y}, + {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y}, + {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y}, + {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y} + ]; + }, + + /** + * Project a rectangle's corner on an axis. + * + * @param {object} Coordinates of a corner (x, y). + * @param {object} Coordinates of an axis (x, y). + * @return {object} The projection defined by coordinates (x, y). + */ + projection: function(c, a) { + var l = ( + (c.x * a.x + c.y * a.y) / + (Math.pow(a.x, 2) + Math.pow(a.y, 2)) + ); + + return { + x: l * a.x, + y: l * a.y + }; + }, + + /** + * Check whether two rectangles collide on one particular axis. + * + * @param {object} An axis' coordinates (x, y). + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide on the axis. + */ + axisCollision: function(a, c1, c2) { + var sc1 = [], + sc2 = []; + + for (var ci = 0; ci < 4; ci++) { + var p1 = this.projection(c1[ci], a), + p2 = this.projection(c2[ci], a); + + sc1.push(p1.x * a.x + p1.y * a.y); + sc2.push(p2.x * a.x + p2.y * a.y); + } + + var maxc1 = Math.max.apply(Math, sc1), + maxc2 = Math.max.apply(Math, sc2), + minc1 = Math.min.apply(Math, sc1), + minc2 = Math.min.apply(Math, sc2); + + return (minc2 <= maxc1 && maxc2 >= minc1); + }, + + /** + * Check whether two rectangles collide on each one of their four axis. If + * all axis collide, then the two rectangles do collide on the plane. + * + * @param {array} Rectangle A's corners. + * @param {array} Rectangle B's corners. + * @return {boolean} True if the rectangles collide. + */ + collision: function(c1, c2) { + var axis = this.axis(c1, c2), + col = true; + + for (var i = 0; i < 4; i++) + col = col && this.axisCollision(axis[i], c1, c2); + + return col; + } + }; + + + /** + * Quad Functions + * ------------ + * + * The Quadtree functions themselves. + * For each of those functions, we consider that in a splitted quad, the + * index of each node is the following: + * 0: top left + * 1: top right + * 2: bottom left + * 3: bottom right + * + * Moreover, the hereafter quad's philosophy is to consider that if an element + * collides with more than one nodes, this element belongs to each of the + * nodes it collides with where other would let it lie on a higher node. + */ + + /** + * Get the index of the node containing the point in the quad + * + * @param {object} point A point defined by coordinates (x, y). + * @param {object} quadBounds Boundaries of the quad (x, y, width, heigth). + * @return {integer} The index of the node containing the point. + */ + function _quadIndex(point, quadBounds) { + var xmp = quadBounds.x + quadBounds.width / 2, + ymp = quadBounds.y + quadBounds.height / 2, + top = (point.y < ymp), + left = (point.x < xmp); + + if (top) { + if (left) + return 0; + else + return 1; + } + else { + if (left) + return 2; + else + return 3; + } + } + + /** + * Get a list of indexes of nodes containing an axis-aligned rectangle + * + * @param {object} rectangle A rectangle defined by two points (x1, y1), + * (x2, y2) and height. + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadIndexes(rectangle, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if ((rectangle.x2 >= quadCorners[i][0].x) && + (rectangle.x1 <= quadCorners[i][1].x) && + (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) && + (rectangle.y1 <= quadCorners[i][2].y)) + indexes.push(i); + + return indexes; + } + + /** + * Get a list of indexes of nodes containing a non-axis-aligned rectangle + * + * @param {array} corners An array containing each corner of the + * rectangle defined by its coordinates (x, y). + * @param {array} quadCorners An array of the quad nodes' corners. + * @return {array} An array of indexes containing one to + * four integers. + */ + function _quadCollision(corners, quadCorners) { + var indexes = []; + + // Iterating through quads + for (var i = 0; i < 4; i++) + if (_geom.collision(corners, quadCorners[i])) + indexes.push(i); + + return indexes; + } + + /** + * Subdivide a quad by creating a node at a precise index. The function does + * not generate all four nodes not to potentially create unused nodes. + * + * @param {integer} index The index of the node to create. + * @param {object} quad The quad object to subdivide. + * @return {object} A new quad representing the node created. + */ + function _quadSubdivide(index, quad) { + var next = quad.level + 1, + subw = Math.round(quad.bounds.width / 2), + subh = Math.round(quad.bounds.height / 2), + qx = Math.round(quad.bounds.x), + qy = Math.round(quad.bounds.y), + x, + y; + + switch (index) { + case 0: + x = qx; + y = qy; + break; + case 1: + x = qx + subw; + y = qy; + break; + case 2: + x = qx; + y = qy + subh; + break; + case 3: + x = qx + subw; + y = qy + subh; + break; + } + + return _quadTree( + {x: x, y: y, width: subw, height: subh}, + next, + quad.maxElements, + quad.maxLevel + ); + } + + /** + * Recursively insert an element into the quadtree. Only points + * with size, i.e. axis-aligned squares, may be inserted with this + * method. + * + * @param {object} el The element to insert in the quadtree. + * @param {object} sizedPoint A sized point defined by two top points + * (x1, y1), (x2, y2) and height. + * @param {object} quad The quad in which to insert the element. + * @return {undefined} The function does not return anything. + */ + function _quadInsert(el, sizedPoint, quad) { + if (quad.level < quad.maxLevel) { + + // Searching appropriate quads + var indexes = _quadIndexes(sizedPoint, quad.corners); + + // Iterating + for (var i = 0, l = indexes.length; i < l; i++) { + + // Subdividing if necessary + if (quad.nodes[indexes[i]] === undefined) + quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad); + + // Recursion + _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]); + } + } + else { + + // Pushing the element in a leaf node + quad.elements.push(el); + } + } + + /** + * Recursively retrieve every elements held by the node containing the + * searched point. + * + * @param {object} point The searched point (x, y). + * @param {object} quad The searched quad. + * @return {array} An array of elements contained in the relevant + * node. + */ + function _quadRetrievePoint(point, quad) { + if (quad.level < quad.maxLevel) { + var index = _quadIndex(point, quad.bounds); + + // If node does not exist we return an empty list + if (quad.nodes[index] !== undefined) { + return _quadRetrievePoint(point, quad.nodes[index]); + } + else { + return []; + } + } + else { + return quad.elements; + } + } + + /** + * Recursively retrieve every elements contained within an rectangular area + * that may or may not be axis-aligned. + * + * @param {object|array} rectData The searched area defined either by + * an array of four corners (x, y) in + * the case of a non-axis-aligned + * rectangle or an object with two top + * points (x1, y1), (x2, y2) and height. + * @param {object} quad The searched quad. + * @param {function} collisionFunc The collision function used to search + * for node indexes. + * @param {array?} els The retrieved elements. + * @return {array} An array of elements contained in the + * area. + */ + function _quadRetrieveArea(rectData, quad, collisionFunc, els) { + els = els || {}; + + if (quad.level < quad.maxLevel) { + var indexes = collisionFunc(rectData, quad.corners); + + for (var i = 0, l = indexes.length; i < l; i++) + if (quad.nodes[indexes[i]] !== undefined) + _quadRetrieveArea( + rectData, + quad.nodes[indexes[i]], + collisionFunc, + els + ); + } else + for (var j = 0, m = quad.elements.length; j < m; j++) + if (els[quad.elements[j].id] === undefined) + els[quad.elements[j].id] = quad.elements[j]; + + return els; + } + + /** + * Creates the quadtree object itself. + * + * @param {object} bounds The boundaries of the quad defined by an + * origin (x, y), width and heigth. + * @param {integer} level The level of the quad in the tree. + * @param {integer} maxElements The max number of element in a leaf node. + * @param {integer} maxLevel The max recursion level of the tree. + * @return {object} The quadtree object. + */ + function _quadTree(bounds, level, maxElements, maxLevel) { + return { + level: level || 0, + bounds: bounds, + corners: _geom.splitSquare(bounds), + maxElements: maxElements || 40, + maxLevel: maxLevel || 8, + elements: [], + nodes: [] + }; + } + + + /** + * Sigma Quad Constructor + * ---------------------- + * + * The edgequad API as exposed to sigma. + */ + + /** + * The edgequad core that will become the sigma interface with the quadtree. + * + * property {object} _tree Property holding the quadtree object. + * property {object} _geom Exposition of the _geom namespace for testing. + * property {object} _cache Cache for the area method. + * property {boolean} _enabled Can index and retreive elements. + */ + var edgequad = function() { + this._geom = _geom; + this._tree = null; + this._cache = { + query: false, + result: false + }; + this._enabled = true; + }; + + /** + * Index a graph by inserting its edges into the quadtree. + * + * @param {object} graph A graph instance. + * @param {object} params An object of parameters with at least the quad + * bounds. + * @return {object} The quadtree object. + * + * Parameters: + * ---------- + * bounds: {object} boundaries of the quad defined by its origin (x, y) + * width and heigth. + * prefix: {string?} a prefix for edge geometric attributes. + * maxElements: {integer?} the max number of elements in a leaf node. + * maxLevel: {integer?} the max recursion level of the tree. + */ + edgequad.prototype.index = function(graph, params) { + if (!this._enabled) + return this._tree; + + // Enforcing presence of boundaries + if (!params.bounds) + throw 'sigma.classes.edgequad.index: bounds information not given.'; + + // Prefix + var prefix = params.prefix || '', + cp, + source, + target, + n, + e; + + // Building the tree + this._tree = _quadTree( + params.bounds, + 0, + params.maxElements, + params.maxLevel + ); + + var edges = graph.edges(); + + // Inserting graph edges into the tree + for (var i = 0, l = edges.length; i < l; i++) { + source = graph.nodes(edges[i].source); + target = graph.nodes(edges[i].target); + e = { + x1: source[prefix + 'x'], + y1: source[prefix + 'y'], + x2: target[prefix + 'x'], + y2: target[prefix + 'y'], + size: edges[i][prefix + 'size'] || 0 + }; + + // Inserting edge + if (edges[i].type === 'curve' || edges[i].type === 'curvedArrow') { + if (source.id === target.id) { + n = { + x: source[prefix + 'x'], + y: source[prefix + 'y'], + size: source[prefix + 'size'] || 0 + }; + _quadInsert( + edges[i], + _geom.selfLoopToSquare(n), + this._tree); + } + else { + cp = sigma.utils.getQuadraticControlPoint(e.x1, e.y1, e.x2, e.y2); + _quadInsert( + edges[i], + _geom.quadraticCurveToSquare(e, cp), + this._tree); + } + } + else { + _quadInsert( + edges[i], + _geom.lineToSquare(e), + this._tree); + } + } + + // Reset cache: + this._cache = { + query: false, + result: false + }; + + // remove? + return this._tree; + }; + + /** + * Retrieve every graph edges held by the quadtree node containing the + * searched point. + * + * @param {number} x of the point. + * @param {number} y of the point. + * @return {array} An array of edges retrieved. + */ + edgequad.prototype.point = function(x, y) { + if (!this._enabled) + return []; + + return this._tree ? + _quadRetrievePoint({x: x, y: y}, this._tree) || [] : + []; + }; + + /** + * Retrieve every graph edges within a rectangular area. The methods keep the + * last area queried in cache for optimization reason and will act differently + * for the same reason if the area is axis-aligned or not. + * + * @param {object} A rectangle defined by two top points (x1, y1), (x2, y2) + * and height. + * @return {array} An array of edges retrieved. + */ + edgequad.prototype.area = function(rect) { + if (!this._enabled) + return []; + + var serialized = JSON.stringify(rect), + collisionFunc, + rectData; + + // Returning cache? + if (this._cache.query === serialized) + return this._cache.result; + + // Axis aligned ? + if (_geom.isAxisAligned(rect)) { + collisionFunc = _quadIndexes; + rectData = _geom.axisAlignedTopPoints(rect); + } + else { + collisionFunc = _quadCollision; + rectData = _geom.rectangleCorners(rect); + } + + // Retrieving edges + var edges = this._tree ? + _quadRetrieveArea( + rectData, + this._tree, + collisionFunc + ) : + []; + + // Object to array + var edgesArray = []; + for (var i in edges) + edgesArray.push(edges[i]); + + // Caching + this._cache.query = serialized; + this._cache.result = edgesArray; + + return edgesArray; + }; + + + /** + * EXPORT: + * ******* + */ + if (typeof this.sigma !== 'undefined') { + this.sigma.classes = this.sigma.classes || {}; + this.sigma.classes.edgequad = edgequad; + } else if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) + exports = module.exports = edgequad; + exports.edgequad = edgequad; + } else + this.edgequad = edgequad; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.captors'); + + /** + * The user inputs default captor. It deals with mouse events, keyboards + * events and touch events. + * + * @param {DOMElement} target The DOM element where the listeners will be + * bound. + * @param {camera} camera The camera related to the target. + * @param {configurable} settings The settings function. + * @return {sigma.captor} The fresh new captor instance. + */ + sigma.captors.mouse = function(target, camera, settings) { + var _self = this, + _target = target, + _camera = camera, + _settings = settings, + + // CAMERA MANAGEMENT: + // ****************** + // The camera position when the user starts dragging: + _startCameraX, + _startCameraY, + _startCameraAngle, + + // The latest stage position: + _lastCameraX, + _lastCameraY, + _lastCameraAngle, + _lastCameraRatio, + + // MOUSE MANAGEMENT: + // ***************** + // The mouse position when the user starts dragging: + _startMouseX, + _startMouseY, + + _isMouseDown, + _isMoving, + _hasDragged, + _downStartTime, + _movingTimeoutId; + + sigma.classes.dispatcher.extend(this); + + sigma.utils.doubleClick(_target, 'click', _doubleClickHandler); + _target.addEventListener('DOMMouseScroll', _wheelHandler, false); + _target.addEventListener('mousewheel', _wheelHandler, false); + _target.addEventListener('mousemove', _moveHandler, false); + _target.addEventListener('mousedown', _downHandler, false); + _target.addEventListener('click', _clickHandler, false); + _target.addEventListener('mouseout', _outHandler, false); + document.addEventListener('mouseup', _upHandler, false); + + + + + /** + * This method unbinds every handlers that makes the captor work. + */ + this.kill = function() { + sigma.utils.unbindDoubleClick(_target, 'click'); + _target.removeEventListener('DOMMouseScroll', _wheelHandler); + _target.removeEventListener('mousewheel', _wheelHandler); + _target.removeEventListener('mousemove', _moveHandler); + _target.removeEventListener('mousedown', _downHandler); + _target.removeEventListener('click', _clickHandler); + _target.removeEventListener('mouseout', _outHandler); + document.removeEventListener('mouseup', _upHandler); + }; + + + + + // MOUSE EVENTS: + // ************* + + /** + * The handler listening to the 'move' mouse event. It will effectively + * drag the graph. + * + * @param {event} e A mouse event. + */ + function _moveHandler(e) { + var x, + y, + pos; + + // Dispatch event: + if (_settings('mouseEnabled')) { + _self.dispatchEvent('mousemove', + sigma.utils.mouseCoords(e)); + + if (_isMouseDown) { + _isMoving = true; + _hasDragged = true; + + if (_movingTimeoutId) + clearTimeout(_movingTimeoutId); + + _movingTimeoutId = setTimeout(function() { + _isMoving = false; + }, _settings('dragTimeout')); + + sigma.misc.animation.killAll(_camera); + + _camera.isMoving = true; + pos = _camera.cameraPosition( + sigma.utils.getX(e) - _startMouseX, + sigma.utils.getY(e) - _startMouseY, + true + ); + + x = _startCameraX - pos.x; + y = _startCameraY - pos.y; + + if (x !== _camera.x || y !== _camera.y) { + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _camera.goTo({ + x: x, + y: y + }); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + } + + /** + * The handler listening to the 'up' mouse event. It will stop dragging the + * graph. + * + * @param {event} e A mouse event. + */ + function _upHandler(e) { + if (_settings('mouseEnabled') && _isMouseDown) { + _isMouseDown = false; + if (_movingTimeoutId) + clearTimeout(_movingTimeoutId); + + _camera.isMoving = false; + + var x = sigma.utils.getX(e), + y = sigma.utils.getY(e); + + if (_isMoving) { + sigma.misc.animation.killAll(_camera); + sigma.misc.animation.camera( + _camera, + { + x: _camera.x + + _settings('mouseInertiaRatio') * (_camera.x - _lastCameraX), + y: _camera.y + + _settings('mouseInertiaRatio') * (_camera.y - _lastCameraY) + }, + { + easing: 'quadraticOut', + duration: _settings('mouseInertiaDuration') + } + ); + } else if ( + _startMouseX !== x || + _startMouseY !== y + ) + _camera.goTo({ + x: _camera.x, + y: _camera.y + }); + + _self.dispatchEvent('mouseup', + sigma.utils.mouseCoords(e)); + + // Update _isMoving flag: + _isMoving = false; + } + } + + /** + * The handler listening to the 'down' mouse event. It will start observing + * the mouse position for dragging the graph. + * + * @param {event} e A mouse event. + */ + function _downHandler(e) { + if (_settings('mouseEnabled')) { + _startCameraX = _camera.x; + _startCameraY = _camera.y; + + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _startMouseX = sigma.utils.getX(e); + _startMouseY = sigma.utils.getY(e); + + _hasDragged = false; + _downStartTime = (new Date()).getTime(); + + switch (e.which) { + case 2: + // Middle mouse button pressed + // Do nothing. + break; + case 3: + // Right mouse button pressed + _self.dispatchEvent('rightclick', + sigma.utils.mouseCoords(e, _startMouseX, _startMouseY)); + break; + // case 1: + default: + // Left mouse button pressed + _isMouseDown = true; + + _self.dispatchEvent('mousedown', + sigma.utils.mouseCoords(e, _startMouseX, _startMouseY)); + } + } + } + + /** + * The handler listening to the 'out' mouse event. It will just redispatch + * the event. + * + * @param {event} e A mouse event. + */ + function _outHandler(e) { + if (_settings('mouseEnabled')) + _self.dispatchEvent('mouseout'); + } + + /** + * The handler listening to the 'click' mouse event. It will redispatch the + * click event, but with normalized X and Y coordinates. + * + * @param {event} e A mouse event. + */ + function _clickHandler(e) { + if (_settings('mouseEnabled')) { + var event = sigma.utils.mouseCoords(e); + event.isDragging = + (((new Date()).getTime() - _downStartTime) > 100) && _hasDragged; + _self.dispatchEvent('click', event); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + + /** + * The handler listening to the double click custom event. It will + * basically zoom into the graph. + * + * @param {event} e A mouse event. + */ + function _doubleClickHandler(e) { + var pos, + ratio, + animation; + + if (_settings('mouseEnabled')) { + ratio = 1 / _settings('doubleClickZoomingRatio'); + + _self.dispatchEvent('doubleclick', + sigma.utils.mouseCoords(e, _startMouseX, _startMouseY)); + + if (_settings('doubleClickEnabled')) { + pos = _camera.cameraPosition( + sigma.utils.getX(e) - sigma.utils.getCenter(e).x, + sigma.utils.getY(e) - sigma.utils.getCenter(e).y, + true + ); + + animation = { + duration: _settings('doubleClickZoomDuration') + }; + + sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + + /** + * The handler listening to the 'wheel' mouse event. It will basically zoom + * in or not into the graph. + * + * @param {event} e A mouse event. + */ + function _wheelHandler(e) { + var pos, + ratio, + animation, + wheelDelta = sigma.utils.getDelta(e); + + if (_settings('mouseEnabled') && _settings('mouseWheelEnabled') && wheelDelta !== 0) { + ratio = wheelDelta > 0 ? + 1 / _settings('zoomingRatio') : + _settings('zoomingRatio'); + + pos = _camera.cameraPosition( + sigma.utils.getX(e) - sigma.utils.getCenter(e).x, + sigma.utils.getY(e) - sigma.utils.getCenter(e).y, + true + ); + + animation = { + duration: _settings('mouseZoomDuration') + }; + + sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation); + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.captors'); + + /** + * The user inputs default captor. It deals with mouse events, keyboards + * events and touch events. + * + * @param {DOMElement} target The DOM element where the listeners will be + * bound. + * @param {camera} camera The camera related to the target. + * @param {configurable} settings The settings function. + * @return {sigma.captor} The fresh new captor instance. + */ + sigma.captors.touch = function(target, camera, settings) { + var _self = this, + _target = target, + _camera = camera, + _settings = settings, + + // CAMERA MANAGEMENT: + // ****************** + // The camera position when the user starts dragging: + _startCameraX, + _startCameraY, + _startCameraAngle, + _startCameraRatio, + + // The latest stage position: + _lastCameraX, + _lastCameraY, + _lastCameraAngle, + _lastCameraRatio, + + // TOUCH MANAGEMENT: + // ***************** + // Touches that are down: + _downTouches = [], + + _startTouchX0, + _startTouchY0, + _startTouchX1, + _startTouchY1, + _startTouchAngle, + _startTouchDistance, + + _touchMode, + + _isMoving, + _doubleTap, + _movingTimeoutId; + + sigma.classes.dispatcher.extend(this); + + sigma.utils.doubleClick(_target, 'touchstart', _doubleTapHandler); + _target.addEventListener('touchstart', _handleStart, false); + _target.addEventListener('touchend', _handleLeave, false); + _target.addEventListener('touchcancel', _handleLeave, false); + _target.addEventListener('touchleave', _handleLeave, false); + _target.addEventListener('touchmove', _handleMove, false); + + function position(e) { + var offset = sigma.utils.getOffset(_target); + + return { + x: e.pageX - offset.left, + y: e.pageY - offset.top + }; + } + + /** + * This method unbinds every handlers that makes the captor work. + */ + this.kill = function() { + sigma.utils.unbindDoubleClick(_target, 'touchstart'); + _target.addEventListener('touchstart', _handleStart); + _target.addEventListener('touchend', _handleLeave); + _target.addEventListener('touchcancel', _handleLeave); + _target.addEventListener('touchleave', _handleLeave); + _target.addEventListener('touchmove', _handleMove); + }; + + // TOUCH EVENTS: + // ************* + /** + * The handler listening to the 'touchstart' event. It will set the touch + * mode ("_touchMode") and start observing the user touch moves. + * + * @param {event} e A touch event. + */ + function _handleStart(e) { + if (_settings('touchEnabled')) { + var x0, + x1, + y0, + y1, + pos0, + pos1; + + _downTouches = e.touches; + + switch (_downTouches.length) { + case 1: + _camera.isMoving = true; + _touchMode = 1; + + _startCameraX = _camera.x; + _startCameraY = _camera.y; + + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + pos0 = position(_downTouches[0]); + _startTouchX0 = pos0.x; + _startTouchY0 = pos0.y; + + break; + case 2: + _camera.isMoving = true; + _touchMode = 2; + + pos0 = position(_downTouches[0]); + pos1 = position(_downTouches[1]); + x0 = pos0.x; + y0 = pos0.y; + x1 = pos1.x; + y1 = pos1.y; + + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _startCameraAngle = _camera.angle; + _startCameraRatio = _camera.ratio; + + _startCameraX = _camera.x; + _startCameraY = _camera.y; + + _startTouchX0 = x0; + _startTouchY0 = y0; + _startTouchX1 = x1; + _startTouchY1 = y1; + + _startTouchAngle = Math.atan2( + _startTouchY1 - _startTouchY0, + _startTouchX1 - _startTouchX0 + ); + _startTouchDistance = Math.sqrt( + (_startTouchY1 - _startTouchY0) * + (_startTouchY1 - _startTouchY0) + + (_startTouchX1 - _startTouchX0) * + (_startTouchX1 - _startTouchX0) + ); + + e.preventDefault(); + return false; + } + } + } + + /** + * The handler listening to the 'touchend', 'touchcancel' and 'touchleave' + * event. It will update the touch mode if there are still at least one + * finger, and stop dragging else. + * + * @param {event} e A touch event. + */ + function _handleLeave(e) { + if (_settings('touchEnabled')) { + _downTouches = e.touches; + var inertiaRatio = _settings('touchInertiaRatio'); + + if (_movingTimeoutId) { + _isMoving = false; + clearTimeout(_movingTimeoutId); + } + + switch (_touchMode) { + case 2: + if (e.touches.length === 1) { + _handleStart(e); + + e.preventDefault(); + break; + } + /* falls through */ + case 1: + _camera.isMoving = false; + _self.dispatchEvent('stopDrag'); + + if (_isMoving) { + _doubleTap = false; + sigma.misc.animation.camera( + _camera, + { + x: _camera.x + + inertiaRatio * (_camera.x - _lastCameraX), + y: _camera.y + + inertiaRatio * (_camera.y - _lastCameraY) + }, + { + easing: 'quadraticOut', + duration: _settings('touchInertiaDuration') + } + ); + } + + _isMoving = false; + _touchMode = 0; + break; + } + } + } + + /** + * The handler listening to the 'touchmove' event. It will effectively drag + * the graph, and eventually zooms and turn it if the user is using two + * fingers. + * + * @param {event} e A touch event. + */ + function _handleMove(e) { + if (!_doubleTap && _settings('touchEnabled')) { + var x0, + x1, + y0, + y1, + cos, + sin, + end, + pos0, + pos1, + diff, + start, + dAngle, + dRatio, + newStageX, + newStageY, + newStageRatio, + newStageAngle; + + _downTouches = e.touches; + _isMoving = true; + + if (_movingTimeoutId) + clearTimeout(_movingTimeoutId); + + _movingTimeoutId = setTimeout(function() { + _isMoving = false; + }, _settings('dragTimeout')); + + switch (_touchMode) { + case 1: + pos0 = position(_downTouches[0]); + x0 = pos0.x; + y0 = pos0.y; + + diff = _camera.cameraPosition( + x0 - _startTouchX0, + y0 - _startTouchY0, + true + ); + + newStageX = _startCameraX - diff.x; + newStageY = _startCameraY - diff.y; + + if (newStageX !== _camera.x || newStageY !== _camera.y) { + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + + _camera.goTo({ + x: newStageX, + y: newStageY + }); + + _self.dispatchEvent('mousemove', + sigma.utils.mouseCoords(e, pos0.x, pos0.y)); + + _self.dispatchEvent('drag'); + } + break; + case 2: + pos0 = position(_downTouches[0]); + pos1 = position(_downTouches[1]); + x0 = pos0.x; + y0 = pos0.y; + x1 = pos1.x; + y1 = pos1.y; + + start = _camera.cameraPosition( + (_startTouchX0 + _startTouchX1) / 2 - + sigma.utils.getCenter(e).x, + (_startTouchY0 + _startTouchY1) / 2 - + sigma.utils.getCenter(e).y, + true + ); + end = _camera.cameraPosition( + (x0 + x1) / 2 - sigma.utils.getCenter(e).x, + (y0 + y1) / 2 - sigma.utils.getCenter(e).y, + true + ); + + dAngle = Math.atan2(y1 - y0, x1 - x0) - _startTouchAngle; + dRatio = Math.sqrt( + (y1 - y0) * (y1 - y0) + (x1 - x0) * (x1 - x0) + ) / _startTouchDistance; + + // Translation: + x0 = start.x; + y0 = start.y; + + // Homothetic transformation: + newStageRatio = _startCameraRatio / dRatio; + x0 = x0 * dRatio; + y0 = y0 * dRatio; + + // Rotation: + newStageAngle = _startCameraAngle - dAngle; + cos = Math.cos(-dAngle); + sin = Math.sin(-dAngle); + x1 = x0 * cos + y0 * sin; + y1 = y0 * cos - x0 * sin; + x0 = x1; + y0 = y1; + + // Finalize: + newStageX = x0 - end.x + _startCameraX; + newStageY = y0 - end.y + _startCameraY; + + if ( + newStageRatio !== _camera.ratio || + newStageAngle !== _camera.angle || + newStageX !== _camera.x || + newStageY !== _camera.y + ) { + _lastCameraX = _camera.x; + _lastCameraY = _camera.y; + _lastCameraAngle = _camera.angle; + _lastCameraRatio = _camera.ratio; + + _camera.goTo({ + x: newStageX, + y: newStageY, + angle: newStageAngle, + ratio: newStageRatio + }); + + _self.dispatchEvent('drag'); + } + + break; + } + + e.preventDefault(); + return false; + } + } + + /** + * The handler listening to the double tap custom event. It will + * basically zoom into the graph. + * + * @param {event} e A touch event. + */ + function _doubleTapHandler(e) { + var pos, + ratio, + animation; + + if (e.touches && e.touches.length === 1 && _settings('touchEnabled')) { + _doubleTap = true; + + ratio = 1 / _settings('doubleClickZoomingRatio'); + + pos = position(e.touches[0]); + _self.dispatchEvent('doubleclick', + sigma.utils.mouseCoords(e, pos.x, pos.y)); + + if (_settings('doubleClickEnabled')) { + pos = _camera.cameraPosition( + pos.x - sigma.utils.getCenter(e).x, + pos.y - sigma.utils.getCenter(e).y, + true + ); + + animation = { + duration: _settings('doubleClickZoomDuration'), + onComplete: function() { + _doubleTap = false; + } + }; + + sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation); + } + + if (e.preventDefault) + e.preventDefault(); + else + e.returnValue = false; + + e.stopPropagation(); + return false; + } + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + if (typeof conrad === 'undefined') + throw 'conrad is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + /** + * This function is the constructor of the canvas sigma's renderer. + * + * @param {sigma.classes.graph} graph The graph to render. + * @param {sigma.classes.camera} camera The camera. + * @param {configurable} settings The sigma instance settings + * function. + * @param {object} object The options object. + * @return {sigma.renderers.canvas} The renderer instance. + */ + sigma.renderers.canvas = function(graph, camera, settings, options) { + if (typeof options !== 'object') + throw 'sigma.renderers.canvas: Wrong arguments.'; + + if (!(options.container instanceof HTMLElement)) + throw 'Container not found.'; + + var k, + i, + l, + a, + fn, + self = this; + + sigma.classes.dispatcher.extend(this); + + // Initialize main attributes: + Object.defineProperty(this, 'conradId', { + value: sigma.utils.id() + }); + this.graph = graph; + this.camera = camera; + this.contexts = {}; + this.domElements = {}; + this.options = options; + this.container = this.options.container; + this.settings = ( + typeof options.settings === 'object' && + options.settings + ) ? + settings.embedObjects(options.settings) : + settings; + + // Node indexes: + this.nodesOnScreen = []; + this.edgesOnScreen = []; + + // Conrad related attributes: + this.jobs = {}; + + // Find the prefix: + this.options.prefix = 'renderer' + this.conradId + ':'; + + // Initialize the DOM elements: + if ( + !this.settings('batchEdgesDrawing') + ) { + this.initDOM('canvas', 'scene'); + this.contexts.edges = this.contexts.scene; + this.contexts.nodes = this.contexts.scene; + this.contexts.labels = this.contexts.scene; + } else { + this.initDOM('canvas', 'edges'); + this.initDOM('canvas', 'scene'); + this.contexts.nodes = this.contexts.scene; + this.contexts.labels = this.contexts.scene; + } + + this.initDOM('canvas', 'mouse'); + this.contexts.hover = this.contexts.mouse; + + // Initialize captors: + this.captors = []; + a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; + for (i = 0, l = a.length; i < l; i++) { + fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; + this.captors.push( + new fn( + this.domElements.mouse, + this.camera, + this.settings + ) + ); + } + + // Deal with sigma events: + sigma.misc.bindEvents.call(this, this.options.prefix); + sigma.misc.drawHovers.call(this, this.options.prefix); + + this.resize(false); + }; + + + + + /** + * This method renders the graph on the canvases. + * + * @param {?object} options Eventually an object of options. + * @return {sigma.renderers.canvas} Returns the instance itself. + */ + sigma.renderers.canvas.prototype.render = function(options) { + options = options || {}; + + var a, + i, + k, + l, + o, + id, + end, + job, + start, + edges, + renderers, + rendererType, + batchSize, + tempGCO, + index = {}, + graph = this.graph, + nodes = this.graph.nodes, + prefix = this.options.prefix || '', + drawEdges = this.settings(options, 'drawEdges'), + drawNodes = this.settings(options, 'drawNodes'), + drawLabels = this.settings(options, 'drawLabels'), + drawEdgeLabels = this.settings(options, 'drawEdgeLabels'), + embedSettings = this.settings.embedObjects(options, { + prefix: this.options.prefix + }); + + // Call the resize function: + this.resize(false); + + // Check the 'hideEdgesOnMove' setting: + if (this.settings(options, 'hideEdgesOnMove')) + if (this.camera.isAnimated || this.camera.isMoving) + drawEdges = false; + + // Apply the camera's view: + this.camera.applyView( + undefined, + this.options.prefix, + { + width: this.width, + height: this.height + } + ); + + // Clear canvases: + this.clear(); + + // Kill running jobs: + for (k in this.jobs) + if (conrad.hasJob(k)) + conrad.killJob(k); + + // Find which nodes are on screen: + this.edgesOnScreen = []; + this.nodesOnScreen = this.camera.quadtree.area( + this.camera.getRectangle(this.width, this.height) + ); + + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + index[a[i].id] = a[i]; + + // Draw edges: + // - If settings('batchEdgesDrawing') is true, the edges are displayed per + // batches. If not, they are drawn in one frame. + if (drawEdges) { + // First, let's identify which edges to draw. To do this, we just keep + // every edges that have at least one extremity displayed according to + // the quadtree and the "hidden" attribute. We also do not keep hidden + // edges. + for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { + o = a[i]; + if ( + (index[o.source] || index[o.target]) && + (!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden) + ) + this.edgesOnScreen.push(o); + } + + // If the "batchEdgesDrawing" settings is true, edges are batched: + if (this.settings(options, 'batchEdgesDrawing')) { + id = 'edges_' + this.conradId; + batchSize = embedSettings('canvasEdgesBatchSize'); + + edges = this.edgesOnScreen; + l = edges.length; + + start = 0; + end = Math.min(edges.length, start + batchSize); + + job = function() { + tempGCO = this.contexts.edges.globalCompositeOperation; + this.contexts.edges.globalCompositeOperation = 'destination-over'; + + renderers = sigma.canvas.edges; + for (i = start; i < end; i++) { + o = edges[i]; + (renderers[ + o.type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + o, + graph.nodes(o.source), + graph.nodes(o.target), + this.contexts.edges, + embedSettings + ); + } + + // Draw edge labels: + if (drawEdgeLabels) { + renderers = sigma.canvas.edges.labels; + for (i = start; i < end; i++) { + o = edges[i]; + if (!o.hidden) + (renderers[ + o.type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + o, + graph.nodes(o.source), + graph.nodes(o.target), + this.contexts.labels, + embedSettings + ); + } + } + + // Restore original globalCompositeOperation: + this.contexts.edges.globalCompositeOperation = tempGCO; + + // Catch job's end: + if (end === edges.length) { + delete this.jobs[id]; + return false; + } + + start = end + 1; + end = Math.min(edges.length, start + batchSize); + return true; + }; + + this.jobs[id] = job; + conrad.addJob(id, job.bind(this)); + + // If not, they are drawn in one frame: + } else { + renderers = sigma.canvas.edges; + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) { + o = a[i]; + (renderers[ + o.type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + o, + graph.nodes(o.source), + graph.nodes(o.target), + this.contexts.edges, + embedSettings + ); + } + + // Draw edge labels: + // - No batching + if (drawEdgeLabels) { + renderers = sigma.canvas.edges.labels; + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + (renderers[ + a[i].type || this.settings(options, 'defaultEdgeType') + ] || renderers.def)( + a[i], + graph.nodes(a[i].source), + graph.nodes(a[i].target), + this.contexts.labels, + embedSettings + ); + } + } + } + + // Draw nodes: + // - No batching + if (drawNodes) { + renderers = sigma.canvas.nodes; + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + (renderers[ + a[i].type || this.settings(options, 'defaultNodeType') + ] || renderers.def)( + a[i], + this.contexts.nodes, + embedSettings + ); + } + + // Draw labels: + // - No batching + if (drawLabels) { + renderers = sigma.canvas.labels; + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + (renderers[ + a[i].type || this.settings(options, 'defaultNodeType') + ] || renderers.def)( + a[i], + this.contexts.labels, + embedSettings + ); + } + + this.dispatchEvent('render'); + + return this; + }; + + /** + * This method creates a DOM element of the specified type, switches its + * position to "absolute", references it to the domElements attribute, and + * finally appends it to the container. + * + * @param {string} tag The label tag. + * @param {string} id The id of the element (to store it in "domElements"). + */ + sigma.renderers.canvas.prototype.initDOM = function(tag, id) { + var dom = document.createElement(tag); + + dom.style.position = 'absolute'; + dom.setAttribute('class', 'sigma-' + id); + + this.domElements[id] = dom; + this.container.appendChild(dom); + + if (tag.toLowerCase() === 'canvas') + this.contexts[id] = dom.getContext('2d'); + }; + + /** + * This method resizes each DOM elements in the container and stores the new + * dimensions. Then, it renders the graph. + * + * @param {?number} width The new width of the container. + * @param {?number} height The new height of the container. + * @return {sigma.renderers.canvas} Returns the instance itself. + */ + sigma.renderers.canvas.prototype.resize = function(w, h) { + var k, + oldWidth = this.width, + oldHeight = this.height, + pixelRatio = sigma.utils.getPixelRatio(); + + if (w !== undefined && h !== undefined) { + this.width = w; + this.height = h; + } else { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + + w = this.width; + h = this.height; + } + + if (oldWidth !== this.width || oldHeight !== this.height) { + for (k in this.domElements) { + this.domElements[k].style.width = w + 'px'; + this.domElements[k].style.height = h + 'px'; + + if (this.domElements[k].tagName.toLowerCase() === 'canvas') { + this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px'); + this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px'); + + if (pixelRatio !== 1) + this.contexts[k].scale(pixelRatio, pixelRatio); + } + } + } + + return this; + }; + + /** + * This method clears each canvas. + * + * @return {sigma.renderers.canvas} Returns the instance itself. + */ + sigma.renderers.canvas.prototype.clear = function() { + for (var k in this.contexts) { + this.contexts[k].clearRect(0, 0, this.width, this.height); + } + + return this; + }; + + /** + * This method kills contexts and other attributes. + */ + sigma.renderers.canvas.prototype.kill = function() { + var k, + captor; + + // Kill captors: + while ((captor = this.captors.pop())) + captor.kill(); + delete this.captors; + + // Kill contexts: + for (k in this.domElements) { + this.domElements[k].parentNode.removeChild(this.domElements[k]); + delete this.domElements[k]; + delete this.contexts[k]; + } + delete this.domElements; + delete this.contexts; + }; + + + + + /** + * The labels, nodes and edges renderers are stored in the three following + * objects. When an element is drawn, its type will be checked and if a + * renderer with the same name exists, it will be used. If not found, the + * default renderer will be used instead. + * + * They are stored in different files, in the "./canvas" folder. + */ + sigma.utils.pkg('sigma.canvas.nodes'); + sigma.utils.pkg('sigma.canvas.edges'); + sigma.utils.pkg('sigma.canvas.labels'); +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + /** + * This function is the constructor of the canvas sigma's renderer. + * + * @param {sigma.classes.graph} graph The graph to render. + * @param {sigma.classes.camera} camera The camera. + * @param {configurable} settings The sigma instance settings + * function. + * @param {object} object The options object. + * @return {sigma.renderers.canvas} The renderer instance. + */ + sigma.renderers.webgl = function(graph, camera, settings, options) { + if (typeof options !== 'object') + throw 'sigma.renderers.webgl: Wrong arguments.'; + + if (!(options.container instanceof HTMLElement)) + throw 'Container not found.'; + + var k, + i, + l, + a, + fn, + _self = this; + + sigma.classes.dispatcher.extend(this); + + // Conrad related attributes: + this.jobs = {}; + + Object.defineProperty(this, 'conradId', { + value: sigma.utils.id() + }); + + // Initialize main attributes: + this.graph = graph; + this.camera = camera; + this.contexts = {}; + this.domElements = {}; + this.options = options; + this.container = this.options.container; + this.settings = ( + typeof options.settings === 'object' && + options.settings + ) ? + settings.embedObjects(options.settings) : + settings; + + // Find the prefix: + this.options.prefix = this.camera.readPrefix; + + // Initialize programs hash + Object.defineProperty(this, 'nodePrograms', { + value: {} + }); + Object.defineProperty(this, 'edgePrograms', { + value: {} + }); + Object.defineProperty(this, 'nodeFloatArrays', { + value: {} + }); + Object.defineProperty(this, 'edgeFloatArrays', { + value: {} + }); + Object.defineProperty(this, 'edgeIndicesArrays', { + value: {} + }); + + // Initialize the DOM elements: + if (this.settings(options, 'batchEdgesDrawing')) { + this.initDOM('canvas', 'edges', true); + this.initDOM('canvas', 'nodes', true); + } else { + this.initDOM('canvas', 'scene', true); + this.contexts.nodes = this.contexts.scene; + this.contexts.edges = this.contexts.scene; + } + + this.initDOM('canvas', 'labels'); + this.initDOM('canvas', 'mouse'); + this.contexts.hover = this.contexts.mouse; + + // Initialize captors: + this.captors = []; + a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; + for (i = 0, l = a.length; i < l; i++) { + fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; + this.captors.push( + new fn( + this.domElements.mouse, + this.camera, + this.settings + ) + ); + } + + // Deal with sigma events: + sigma.misc.bindEvents.call(this, this.camera.prefix); + sigma.misc.drawHovers.call(this, this.camera.prefix); + + this.resize(); + }; + + + + + /** + * This method will generate the nodes and edges float arrays. This step is + * separated from the "render" method, because to keep WebGL efficient, since + * all the camera and middlewares are modelised as matrices and they do not + * require the float arrays to be regenerated. + * + * Basically, when the user moves the camera or applies some specific linear + * transformations, this process step will be skipped, and the "render" + * method will efficiently refresh the rendering. + * + * And when the user modifies the graph colors or positions (applying a new + * layout or filtering the colors, for instance), this "process" step will be + * required to regenerate the float arrays. + * + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.process = function() { + var a, + i, + l, + k, + type, + renderer, + graph = this.graph, + options = sigma.utils.extend(options, this.options), + defaultEdgeType = this.settings(options, 'defaultEdgeType'), + defaultNodeType = this.settings(options, 'defaultNodeType'); + + // Empty float arrays: + for (k in this.nodeFloatArrays) + delete this.nodeFloatArrays[k]; + + for (k in this.edgeFloatArrays) + delete this.edgeFloatArrays[k]; + + for (k in this.edgeIndicesArrays) + delete this.edgeIndicesArrays[k]; + + // Sort edges and nodes per types: + for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { + type = a[i].type || defaultEdgeType; + k = (type && sigma.webgl.edges[type]) ? type : 'def'; + + if (!this.edgeFloatArrays[k]) + this.edgeFloatArrays[k] = { + edges: [] + }; + + this.edgeFloatArrays[k].edges.push(a[i]); + } + + for (a = graph.nodes(), i = 0, l = a.length; i < l; i++) { + type = a[i].type || defaultNodeType; + k = (type && sigma.webgl.nodes[type]) ? type : 'def'; + + if (!this.nodeFloatArrays[k]) + this.nodeFloatArrays[k] = { + nodes: [] + }; + + this.nodeFloatArrays[k].nodes.push(a[i]); + } + + // Push edges: + for (k in this.edgeFloatArrays) { + renderer = sigma.webgl.edges[k]; + a = this.edgeFloatArrays[k].edges; + + // Creating the necessary arrays + this.edgeFloatArrays[k].array = new Float32Array( + a.length * renderer.POINTS * renderer.ATTRIBUTES + ); + + for (i = 0, l = a.length; i < l; i++) { + + // Just check that the edge and both its extremities are visible: + if ( + !a[i].hidden && + !graph.nodes(a[i].source).hidden && + !graph.nodes(a[i].target).hidden + ) + renderer.addEdge( + a[i], + graph.nodes(a[i].source), + graph.nodes(a[i].target), + this.edgeFloatArrays[k].array, + i * renderer.POINTS * renderer.ATTRIBUTES, + options.prefix, + this.settings + ); + } + + if (typeof renderer.computeIndices === 'function') + this.edgeIndicesArrays[k] = renderer.computeIndices( + this.edgeFloatArrays[k].array + ); + } + + // Push nodes: + for (k in this.nodeFloatArrays) { + renderer = sigma.webgl.nodes[k]; + a = this.nodeFloatArrays[k].nodes; + + // Creating the necessary arrays + this.nodeFloatArrays[k].array = new Float32Array( + a.length * renderer.POINTS * renderer.ATTRIBUTES + ); + + for (i = 0, l = a.length; i < l; i++) { + if (!this.nodeFloatArrays[k].array) + this.nodeFloatArrays[k].array = new Float32Array( + a.length * renderer.POINTS * renderer.ATTRIBUTES + ); + + // Just check that the edge and both its extremities are visible: + if ( + !a[i].hidden + ) + renderer.addNode( + a[i], + this.nodeFloatArrays[k].array, + i * renderer.POINTS * renderer.ATTRIBUTES, + options.prefix, + this.settings + ); + } + } + + return this; + }; + + + + + /** + * This method renders the graph. It basically calls each program (and + * generate them if they do not exist yet) to render nodes and edges, batched + * per renderer. + * + * As in the canvas renderer, it is possible to display edges, nodes and / or + * labels in batches, to make the whole thing way more scalable. + * + * @param {?object} params Eventually an object of options. + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.render = function(params) { + var a, + i, + l, + k, + o, + program, + renderer, + self = this, + graph = this.graph, + nodesGl = this.contexts.nodes, + edgesGl = this.contexts.edges, + matrix = this.camera.getMatrix(), + options = sigma.utils.extend(params, this.options), + drawLabels = this.settings(options, 'drawLabels'), + drawEdges = this.settings(options, 'drawEdges'), + drawNodes = this.settings(options, 'drawNodes'); + + // Call the resize function: + this.resize(false); + + // Check the 'hideEdgesOnMove' setting: + if (this.settings(options, 'hideEdgesOnMove')) + if (this.camera.isAnimated || this.camera.isMoving) + drawEdges = false; + + // Clear canvases: + this.clear(); + + // Translate matrix to [width/2, height/2]: + matrix = sigma.utils.matrices.multiply( + matrix, + sigma.utils.matrices.translation(this.width / 2, this.height / 2) + ); + + // Kill running jobs: + for (k in this.jobs) + if (conrad.hasJob(k)) + conrad.killJob(k); + + if (drawEdges) { + if (this.settings(options, 'batchEdgesDrawing')) + (function() { + var a, + k, + i, + id, + job, + arr, + end, + start, + indices, + renderer, + batchSize, + currentProgram; + + id = 'edges_' + this.conradId; + batchSize = this.settings(options, 'webglEdgesBatchSize'); + a = Object.keys(this.edgeFloatArrays); + + if (!a.length) + return; + i = 0; + renderer = sigma.webgl.edges[a[i]]; + arr = this.edgeFloatArrays[a[i]].array; + indices = this.edgeIndicesArrays[a[i]]; + start = 0; + end = Math.min( + start + batchSize * renderer.POINTS, + arr.length / renderer.ATTRIBUTES + ); + + job = function() { + // Check program: + if (!this.edgePrograms[a[i]]) + this.edgePrograms[a[i]] = renderer.initProgram(edgesGl); + + if (start < end) { + edgesGl.useProgram(this.edgePrograms[a[i]]); + renderer.render( + edgesGl, + this.edgePrograms[a[i]], + arr, + { + settings: this.settings, + matrix: matrix, + width: this.width, + height: this.height, + ratio: this.camera.ratio, + scalingRatio: this.settings( + options, + 'webglOversamplingRatio' + ), + start: start, + count: end - start, + indicesData: indices + } + ); + } + + // Catch job's end: + if ( + end >= arr.length / renderer.ATTRIBUTES && + i === a.length - 1 + ) { + delete this.jobs[id]; + return false; + } + + if (end >= arr.length / renderer.ATTRIBUTES) { + i++; + arr = this.edgeFloatArrays[a[i]].array; + renderer = sigma.webgl.edges[a[i]]; + start = 0; + end = Math.min( + start + batchSize * renderer.POINTS, + arr.length / renderer.ATTRIBUTES + ); + } else { + start = end; + end = Math.min( + start + batchSize * renderer.POINTS, + arr.length / renderer.ATTRIBUTES + ); + } + + return true; + }; + + this.jobs[id] = job; + conrad.addJob(id, job.bind(this)); + }).call(this); + else { + for (k in this.edgeFloatArrays) { + renderer = sigma.webgl.edges[k]; + + // Check program: + if (!this.edgePrograms[k]) + this.edgePrograms[k] = renderer.initProgram(edgesGl); + + // Render + if (this.edgeFloatArrays[k]) { + edgesGl.useProgram(this.edgePrograms[k]); + renderer.render( + edgesGl, + this.edgePrograms[k], + this.edgeFloatArrays[k].array, + { + settings: this.settings, + matrix: matrix, + width: this.width, + height: this.height, + ratio: this.camera.ratio, + scalingRatio: this.settings(options, 'webglOversamplingRatio'), + indicesData: this.edgeIndicesArrays[k] + } + ); + } + } + } + } + + if (drawNodes) { + // Enable blending: + nodesGl.blendFunc(nodesGl.SRC_ALPHA, nodesGl.ONE_MINUS_SRC_ALPHA); + nodesGl.enable(nodesGl.BLEND); + + for (k in this.nodeFloatArrays) { + renderer = sigma.webgl.nodes[k]; + + // Check program: + if (!this.nodePrograms[k]) + this.nodePrograms[k] = renderer.initProgram(nodesGl); + + // Render + if (this.nodeFloatArrays[k]) { + nodesGl.useProgram(this.nodePrograms[k]); + renderer.render( + nodesGl, + this.nodePrograms[k], + this.nodeFloatArrays[k].array, + { + settings: this.settings, + matrix: matrix, + width: this.width, + height: this.height, + ratio: this.camera.ratio, + scalingRatio: this.settings(options, 'webglOversamplingRatio') + } + ); + } + } + } + + if (drawLabels) { + a = this.camera.quadtree.area( + this.camera.getRectangle(this.width, this.height) + ); + + // Apply camera view to these nodes: + this.camera.applyView( + undefined, + undefined, + { + nodes: a, + edges: [], + width: this.width, + height: this.height + } + ); + + o = function(key) { + return self.settings({ + prefix: self.camera.prefix + }, key); + }; + + for (i = 0, l = a.length; i < l; i++) + if (!a[i].hidden) + ( + sigma.canvas.labels[ + a[i].type || + this.settings(options, 'defaultNodeType') + ] || sigma.canvas.labels.def + )(a[i], this.contexts.labels, o); + } + + this.dispatchEvent('render'); + + return this; + }; + + + + + /** + * This method creates a DOM element of the specified type, switches its + * position to "absolute", references it to the domElements attribute, and + * finally appends it to the container. + * + * @param {string} tag The label tag. + * @param {string} id The id of the element (to store it in + * "domElements"). + * @param {?boolean} webgl Will init the WebGL context if true. + */ + sigma.renderers.webgl.prototype.initDOM = function(tag, id, webgl) { + var gl, + dom = document.createElement(tag), + self = this; + + dom.style.position = 'absolute'; + dom.setAttribute('class', 'sigma-' + id); + + this.domElements[id] = dom; + this.container.appendChild(dom); + + if (tag.toLowerCase() === 'canvas') { + this.contexts[id] = dom.getContext(webgl ? 'experimental-webgl' : '2d', { + preserveDrawingBuffer: true + }); + + // Adding webgl context loss listeners + if (webgl) { + dom.addEventListener('webglcontextlost', function(e) { + e.preventDefault(); + }, false); + + dom.addEventListener('webglcontextrestored', function(e) { + self.render(); + }, false); + } + } + }; + + /** + * This method resizes each DOM elements in the container and stores the new + * dimensions. Then, it renders the graph. + * + * @param {?number} width The new width of the container. + * @param {?number} height The new height of the container. + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.resize = function(w, h) { + var k, + oldWidth = this.width, + oldHeight = this.height, + pixelRatio = sigma.utils.getPixelRatio(); + + if (w !== undefined && h !== undefined) { + this.width = w; + this.height = h; + } else { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + + w = this.width; + h = this.height; + } + + if (oldWidth !== this.width || oldHeight !== this.height) { + for (k in this.domElements) { + this.domElements[k].style.width = w + 'px'; + this.domElements[k].style.height = h + 'px'; + + if (this.domElements[k].tagName.toLowerCase() === 'canvas') { + // If simple 2D canvas: + if (this.contexts[k] && this.contexts[k].scale) { + this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px'); + this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px'); + + if (pixelRatio !== 1) + this.contexts[k].scale(pixelRatio, pixelRatio); + } else { + this.domElements[k].setAttribute( + 'width', + (w * this.settings('webglOversamplingRatio')) + 'px' + ); + this.domElements[k].setAttribute( + 'height', + (h * this.settings('webglOversamplingRatio')) + 'px' + ); + } + } + } + } + + // Scale: + for (k in this.contexts) + if (this.contexts[k] && this.contexts[k].viewport) + this.contexts[k].viewport( + 0, + 0, + this.width * this.settings('webglOversamplingRatio'), + this.height * this.settings('webglOversamplingRatio') + ); + + return this; + }; + + /** + * This method clears each canvas. + * + * @return {sigma.renderers.webgl} Returns the instance itself. + */ + sigma.renderers.webgl.prototype.clear = function() { + this.contexts.labels.clearRect(0, 0, this.width, this.height); + this.contexts.nodes.clear(this.contexts.nodes.COLOR_BUFFER_BIT); + this.contexts.edges.clear(this.contexts.edges.COLOR_BUFFER_BIT); + + return this; + }; + + /** + * This method kills contexts and other attributes. + */ + sigma.renderers.webgl.prototype.kill = function() { + var k, + captor; + + // Kill captors: + while ((captor = this.captors.pop())) + captor.kill(); + delete this.captors; + + // Kill contexts: + for (k in this.domElements) { + this.domElements[k].parentNode.removeChild(this.domElements[k]); + delete this.domElements[k]; + delete this.contexts[k]; + } + delete this.domElements; + delete this.contexts; + }; + + + + + /** + * The object "sigma.webgl.nodes" contains the different WebGL node + * renderers. The default one draw nodes as discs. Here are the attributes + * any node renderer must have: + * + * {number} POINTS The number of points required to draw a node. + * {number} ATTRIBUTES The number of attributes needed to draw one point. + * {function} addNode A function that adds a node to the data stack that + * will be given to the buffer. Here is the arguments: + * > {object} node + * > {number} index The node index in the + * nodes array. + * > {Float32Array} data The stack. + * > {object} options Some options. + * {function} render The function that will effectively render the nodes + * into the buffer. + * > {WebGLRenderingContext} gl + * > {WebGLProgram} program + * > {Float32Array} data The stack to give to the + * buffer. + * > {object} params An object containing some + * options, like width, + * height, the camera ratio. + * {function} initProgram The function that will initiate the program, with + * the relevant shaders and parameters. It must return + * the newly created program. + * + * Check sigma.webgl.nodes.def or sigma.webgl.nodes.fast to see how it + * works more precisely. + */ + sigma.utils.pkg('sigma.webgl.nodes'); + + + + + /** + * The object "sigma.webgl.edges" contains the different WebGL edge + * renderers. The default one draw edges as direct lines. Here are the + * attributes any edge renderer must have: + * + * {number} POINTS The number of points required to draw an edge. + * {number} ATTRIBUTES The number of attributes needed to draw one point. + * {function} addEdge A function that adds an edge to the data stack that + * will be given to the buffer. Here is the arguments: + * > {object} edge + * > {object} source + * > {object} target + * > {Float32Array} data The stack. + * > {object} options Some options. + * {function} render The function that will effectively render the edges + * into the buffer. + * > {WebGLRenderingContext} gl + * > {WebGLProgram} program + * > {Float32Array} data The stack to give to the + * buffer. + * > {object} params An object containing some + * options, like width, + * height, the camera ratio. + * {function} initProgram The function that will initiate the program, with + * the relevant shaders and parameters. It must return + * the newly created program. + * + * Check sigma.webgl.edges.def or sigma.webgl.edges.fast to see how it + * works more precisely. + */ + sigma.utils.pkg('sigma.webgl.edges'); + + + + + /** + * The object "sigma.canvas.labels" contains the different + * label renderers for the WebGL renderer. Since displaying texts in WebGL is + * definitely painful and since there a way less labels to display than nodes + * or edges, the default renderer simply renders them in a canvas. + * + * A labels renderer is a simple function, taking as arguments the related + * node, the renderer and a settings function. + */ + sigma.utils.pkg('sigma.canvas.labels'); +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + if (typeof conrad === 'undefined') + throw 'conrad is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + /** + * This function is the constructor of the svg sigma's renderer. + * + * @param {sigma.classes.graph} graph The graph to render. + * @param {sigma.classes.camera} camera The camera. + * @param {configurable} settings The sigma instance settings + * function. + * @param {object} object The options object. + * @return {sigma.renderers.svg} The renderer instance. + */ + sigma.renderers.svg = function(graph, camera, settings, options) { + if (typeof options !== 'object') + throw 'sigma.renderers.svg: Wrong arguments.'; + + if (!(options.container instanceof HTMLElement)) + throw 'Container not found.'; + + var i, + l, + a, + fn, + self = this; + + sigma.classes.dispatcher.extend(this); + + // Initialize main attributes: + this.graph = graph; + this.camera = camera; + this.domElements = { + graph: null, + groups: {}, + nodes: {}, + edges: {}, + labels: {}, + hovers: {} + }; + this.measurementCanvas = null; + this.options = options; + this.container = this.options.container; + this.settings = ( + typeof options.settings === 'object' && + options.settings + ) ? + settings.embedObjects(options.settings) : + settings; + + // Is the renderer meant to be freestyle? + this.settings('freeStyle', !!this.options.freeStyle); + + // SVG xmlns + this.settings('xmlns', 'http://www.w3.org/2000/svg'); + + // Indexes: + this.nodesOnScreen = []; + this.edgesOnScreen = []; + + // Find the prefix: + this.options.prefix = 'renderer' + sigma.utils.id() + ':'; + + // Initialize the DOM elements + this.initDOM('svg'); + + // Initialize captors: + this.captors = []; + a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; + for (i = 0, l = a.length; i < l; i++) { + fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; + this.captors.push( + new fn( + this.domElements.graph, + this.camera, + this.settings + ) + ); + } + + // Bind resize: + window.addEventListener('resize', function() { + self.resize(); + }); + + // Deal with sigma events: + // TODO: keep an option to override the DOM events? + sigma.misc.bindDOMEvents.call(this, this.domElements.graph); + this.bindHovers(this.options.prefix); + + // Resize + this.resize(false); + }; + + /** + * This method renders the graph on the svg scene. + * + * @param {?object} options Eventually an object of options. + * @return {sigma.renderers.svg} Returns the instance itself. + */ + sigma.renderers.svg.prototype.render = function(options) { + options = options || {}; + + var a, + i, + k, + e, + l, + o, + source, + target, + start, + edges, + renderers, + subrenderers, + index = {}, + graph = this.graph, + nodes = this.graph.nodes, + prefix = this.options.prefix || '', + drawEdges = this.settings(options, 'drawEdges'), + drawNodes = this.settings(options, 'drawNodes'), + drawLabels = this.settings(options, 'drawLabels'), + embedSettings = this.settings.embedObjects(options, { + prefix: this.options.prefix, + forceLabels: this.options.forceLabels + }); + + // Check the 'hideEdgesOnMove' setting: + if (this.settings(options, 'hideEdgesOnMove')) + if (this.camera.isAnimated || this.camera.isMoving) + drawEdges = false; + + // Apply the camera's view: + this.camera.applyView( + undefined, + this.options.prefix, + { + width: this.width, + height: this.height + } + ); + + // Hiding everything + // TODO: find a more sensible way to perform this operation + this.hideDOMElements(this.domElements.nodes); + this.hideDOMElements(this.domElements.edges); + this.hideDOMElements(this.domElements.labels); + + // Find which nodes are on screen + this.edgesOnScreen = []; + this.nodesOnScreen = this.camera.quadtree.area( + this.camera.getRectangle(this.width, this.height) + ); + + // Node index + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) + index[a[i].id] = a[i]; + + // Find which edges are on screen + for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { + o = a[i]; + if ( + (index[o.source] || index[o.target]) && + (!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden) + ) + this.edgesOnScreen.push(o); + } + + // Display nodes + //--------------- + renderers = sigma.svg.nodes; + subrenderers = sigma.svg.labels; + + //-- First we create the nodes which are not already created + if (drawNodes) + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) { + if (!a[i].hidden && !this.domElements.nodes[a[i].id]) { + + // Node + e = (renderers[a[i].type] || renderers.def).create( + a[i], + embedSettings + ); + + this.domElements.nodes[a[i].id] = e; + this.domElements.groups.nodes.appendChild(e); + + // Label + e = (subrenderers[a[i].type] || subrenderers.def).create( + a[i], + embedSettings + ); + + this.domElements.labels[a[i].id] = e; + this.domElements.groups.labels.appendChild(e); + } + } + + //-- Second we update the nodes + if (drawNodes) + for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) { + + if (a[i].hidden) + continue; + + // Node + (renderers[a[i].type] || renderers.def).update( + a[i], + this.domElements.nodes[a[i].id], + embedSettings + ); + + // Label + (subrenderers[a[i].type] || subrenderers.def).update( + a[i], + this.domElements.labels[a[i].id], + embedSettings + ); + } + + // Display edges + //--------------- + renderers = sigma.svg.edges; + + //-- First we create the edges which are not already created + if (drawEdges) + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) { + if (!this.domElements.edges[a[i].id]) { + source = nodes(a[i].source); + target = nodes(a[i].target); + + e = (renderers[a[i].type] || renderers.def).create( + a[i], + source, + target, + embedSettings + ); + + this.domElements.edges[a[i].id] = e; + this.domElements.groups.edges.appendChild(e); + } + } + + //-- Second we update the edges + if (drawEdges) + for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) { + source = nodes(a[i].source); + target = nodes(a[i].target); + + (renderers[a[i].type] || renderers.def).update( + a[i], + this.domElements.edges[a[i].id], + source, + target, + embedSettings + ); + } + + this.dispatchEvent('render'); + + return this; + }; + + /** + * This method creates a DOM element of the specified type, switches its + * position to "absolute", references it to the domElements attribute, and + * finally appends it to the container. + * + * @param {string} tag The label tag. + * @param {string} id The id of the element (to store it in "domElements"). + */ + sigma.renderers.svg.prototype.initDOM = function(tag) { + var dom = document.createElementNS(this.settings('xmlns'), tag), + c = this.settings('classPrefix'), + g, + l, + i; + + dom.style.position = 'absolute'; + dom.setAttribute('class', c + '-svg'); + + // Setting SVG namespace + dom.setAttribute('xmlns', this.settings('xmlns')); + dom.setAttribute('xmlns:xlink', 'http://www.w3.org/1999/xlink'); + dom.setAttribute('version', '1.1'); + + // Creating the measurement canvas + var canvas = document.createElement('canvas'); + canvas.setAttribute('class', c + '-measurement-canvas'); + + // Appending elements + this.domElements.graph = this.container.appendChild(dom); + + // Creating groups + var groups = ['edges', 'nodes', 'labels', 'hovers']; + for (i = 0, l = groups.length; i < l; i++) { + g = document.createElementNS(this.settings('xmlns'), 'g'); + + g.setAttributeNS(null, 'id', c + '-group-' + groups[i]); + g.setAttributeNS(null, 'class', c + '-group'); + + this.domElements.groups[groups[i]] = + this.domElements.graph.appendChild(g); + } + + // Appending measurement canvas + this.container.appendChild(canvas); + this.measurementCanvas = canvas.getContext('2d'); + }; + + /** + * This method hides a batch of SVG DOM elements. + * + * @param {array} elements An array of elements to hide. + * @param {object} renderer The renderer to use. + * @return {sigma.renderers.svg} Returns the instance itself. + */ + sigma.renderers.svg.prototype.hideDOMElements = function(elements) { + var o, + i; + + for (i in elements) { + o = elements[i]; + sigma.svg.utils.hide(o); + } + + return this; + }; + + /** + * This method binds the hover events to the renderer. + * + * @param {string} prefix The renderer prefix. + */ + // TODO: add option about whether to display hovers or not + sigma.renderers.svg.prototype.bindHovers = function(prefix) { + var renderers = sigma.svg.hovers, + self = this, + hoveredNode; + + function overNode(e) { + var node = e.data.node, + embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + if (!embedSettings('enableHovering')) + return; + + var hover = (renderers[node.type] || renderers.def).create( + node, + self.domElements.nodes[node.id], + self.measurementCanvas, + embedSettings + ); + + self.domElements.hovers[node.id] = hover; + + // Inserting the hover in the dom + self.domElements.groups.hovers.appendChild(hover); + hoveredNode = node; + } + + function outNode(e) { + var node = e.data.node, + embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + if (!embedSettings('enableHovering')) + return; + + // Deleting element + self.domElements.groups.hovers.removeChild( + self.domElements.hovers[node.id] + ); + hoveredNode = null; + delete self.domElements.hovers[node.id]; + + // Reinstate + self.domElements.groups.nodes.appendChild( + self.domElements.nodes[node.id] + ); + } + + // OPTIMIZE: perform a real update rather than a deletion + function update() { + if (!hoveredNode) + return; + + var embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + // Deleting element before update + self.domElements.groups.hovers.removeChild( + self.domElements.hovers[hoveredNode.id] + ); + delete self.domElements.hovers[hoveredNode.id]; + + var hover = (renderers[hoveredNode.type] || renderers.def).create( + hoveredNode, + self.domElements.nodes[hoveredNode.id], + self.measurementCanvas, + embedSettings + ); + + self.domElements.hovers[hoveredNode.id] = hover; + + // Inserting the hover in the dom + self.domElements.groups.hovers.appendChild(hover); + } + + // Binding events + this.bind('overNode', overNode); + this.bind('outNode', outNode); + + // Update on render + this.bind('render', update); + }; + + /** + * This method resizes each DOM elements in the container and stores the new + * dimensions. Then, it renders the graph. + * + * @param {?number} width The new width of the container. + * @param {?number} height The new height of the container. + * @return {sigma.renderers.svg} Returns the instance itself. + */ + sigma.renderers.svg.prototype.resize = function(w, h) { + var oldWidth = this.width, + oldHeight = this.height, + pixelRatio = 1; + + if (w !== undefined && h !== undefined) { + this.width = w; + this.height = h; + } else { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + + w = this.width; + h = this.height; + } + + if (oldWidth !== this.width || oldHeight !== this.height) { + this.domElements.graph.style.width = w + 'px'; + this.domElements.graph.style.height = h + 'px'; + + if (this.domElements.graph.tagName.toLowerCase() === 'svg') { + this.domElements.graph.setAttribute('width', (w * pixelRatio)); + this.domElements.graph.setAttribute('height', (h * pixelRatio)); + } + } + + return this; + }; + + + /** + * The labels, nodes and edges renderers are stored in the three following + * objects. When an element is drawn, its type will be checked and if a + * renderer with the same name exists, it will be used. If not found, the + * default renderer will be used instead. + * + * They are stored in different files, in the "./svg" folder. + */ + sigma.utils.pkg('sigma.svg.nodes'); + sigma.utils.pkg('sigma.svg.edges'); + sigma.utils.pkg('sigma.svg.labels'); +}).call(this); + +;(function(global) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.renderers'); + + // Check if WebGL is enabled: + var canvas, + webgl = !!global.WebGLRenderingContext; + if (webgl) { + canvas = document.createElement('canvas'); + try { + webgl = !!( + canvas.getContext('webgl') || + canvas.getContext('experimental-webgl') + ); + } catch (e) { + webgl = false; + } + } + + // Copy the good renderer: + sigma.renderers.def = webgl ? + sigma.renderers.webgl : + sigma.renderers.canvas; +})(this); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.nodes'); + + /** + * This node renderer will display nodes as discs, shaped in triangles with + * the gl.TRIANGLES display mode. So, to be more precise, to draw one node, + * it will store three times the center of node, with the color and the size, + * and an angle indicating which "corner" of the triangle to draw. + * + * The fragment shader does not deal with anti-aliasing, so make sure that + * you deal with it somewhere else in the code (by default, the WebGL + * renderer will oversample the rendering through the webglOversamplingRatio + * value). + */ + sigma.webgl.nodes.def = { + POINTS: 3, + ATTRIBUTES: 5, + addNode: function(node, data, i, prefix, settings) { + var color = sigma.utils.floatColor( + node.color || settings('defaultNodeColor') + ); + + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = color; + data[i++] = 0; + + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = color; + data[i++] = 2 * Math.PI / 3; + + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = color; + data[i++] = 4 * Math.PI / 3; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var positionLocation = + gl.getAttribLocation(program, 'a_position'), + sizeLocation = + gl.getAttribLocation(program, 'a_size'), + colorLocation = + gl.getAttribLocation(program, 'a_color'), + angleLocation = + gl.getAttribLocation(program, 'a_angle'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + 1 / Math.pow(params.ratio, params.settings('nodesPowRatio')) + ); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + + gl.enableVertexAttribArray(positionLocation); + gl.enableVertexAttribArray(sizeLocation); + gl.enableVertexAttribArray(colorLocation); + gl.enableVertexAttribArray(angleLocation); + + gl.vertexAttribPointer( + positionLocation, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer( + sizeLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer( + colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 12 + ); + gl.vertexAttribPointer( + angleLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 16 + ); + + gl.drawArrays( + gl.TRIANGLES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position;', + 'attribute float a_size;', + 'attribute float a_color;', + 'attribute float a_angle;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + + 'varying vec4 color;', + 'varying vec2 center;', + 'varying float radius;', + + 'void main() {', + // Multiply the point size twice: + 'radius = a_size * u_ratio;', + + // Scale from [[-1 1] [-1 1]] to the container: + 'vec2 position = (u_matrix * vec3(a_position, 1)).xy;', + // 'center = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);', + 'center = position * u_scale;', + 'center = vec2(center.x, u_scale * u_resolution.y - center.y);', + + 'position = position +', + '2.0 * radius * vec2(cos(a_angle), sin(a_angle));', + 'position = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);', + + 'radius = radius * u_scale;', + + 'gl_Position = vec4(position, 0, 1);', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + 'varying vec2 center;', + 'varying float radius;', + + 'void main(void) {', + 'vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);', + + 'vec2 m = gl_FragCoord.xy - center;', + 'float diff = radius - sqrt(m.x * m.x + m.y * m.y);', + + // Here is how we draw a disc instead of a square: + 'if (diff > 0.0)', + 'gl_FragColor = color;', + 'else', + 'gl_FragColor = color0;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.nodes'); + + /** + * This node renderer will display nodes in the fastest way: Nodes are basic + * squares, drawn through the gl.POINTS drawing method. The size of the nodes + * are represented with the "gl_PointSize" value in the vertex shader. + * + * It is the fastest node renderer here since the buffer just takes one line + * to draw each node (with attributes "x", "y", "size" and "color"). + * + * Nevertheless, this method has some problems, especially due to some issues + * with the gl.POINTS: + * - First, if the center of a node is outside the scene, the point will not + * be drawn, even if it should be partly on screen. + * - I tried applying a fragment shader similar to the one in the default + * node renderer to display them as discs, but it did not work fine on + * some computers settings, filling the discs with weird gradients not + * depending on the actual color. + */ + sigma.webgl.nodes.fast = { + POINTS: 1, + ATTRIBUTES: 4, + addNode: function(node, data, i, prefix, settings) { + data[i++] = node[prefix + 'x']; + data[i++] = node[prefix + 'y']; + data[i++] = node[prefix + 'size']; + data[i++] = sigma.utils.floatColor( + node.color || settings('defaultNodeColor') + ); + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var positionLocation = + gl.getAttribLocation(program, 'a_position'), + sizeLocation = + gl.getAttribLocation(program, 'a_size'), + colorLocation = + gl.getAttribLocation(program, 'a_color'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + 1 / Math.pow(params.ratio, params.settings('nodesPowRatio')) + ); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + + gl.enableVertexAttribArray(positionLocation); + gl.enableVertexAttribArray(sizeLocation); + gl.enableVertexAttribArray(colorLocation); + + gl.vertexAttribPointer( + positionLocation, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer( + sizeLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer( + colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 12 + ); + + gl.drawArrays( + gl.POINTS, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position;', + 'attribute float a_size;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + + 'varying vec4 color;', + + 'void main() {', + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(a_position, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Multiply the point size twice: + // - x SCALING_RATIO to correct the canvas scaling + // - x 2 to correct the formulae + 'gl_PointSize = a_size * u_ratio * u_scale * 2.0;', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'float border = 0.01;', + 'float radius = 0.5;', + + 'vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);', + 'vec2 m = gl_PointCoord - vec2(0.5, 0.5);', + 'float dist = radius - sqrt(m.x * m.x + m.y * m.y);', + + 'float t = 0.0;', + 'if (dist > border)', + 't = 1.0;', + 'else if (dist > 0.0)', + 't = dist / border;', + + 'gl_FragColor = mix(color0, color, t);', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.edges'); + + /** + * This edge renderer will display edges as lines going from the source node + * to the target node. To deal with edge thicknesses, the lines are made of + * two triangles forming rectangles, with the gl.TRIANGLES drawing mode. + * + * It is expensive, since drawing a single edge requires 6 points, each + * having 7 attributes (source position, target position, thickness, color + * and a flag indicating which vertice of the rectangle it is). + */ + sigma.webgl.edges.def = { + POINTS: 6, + ATTRIBUTES: 7, + addEdge: function(edge, source, target, data, i, prefix, settings) { + var w = (edge[prefix + 'size'] || 1) / 2, + x1 = source[prefix + 'x'], + y1 = source[prefix + 'y'], + x2 = target[prefix + 'x'], + y2 = target[prefix + 'y'], + color = edge.color; + + if (!color) + switch (settings('edgeColor')) { + case 'source': + color = source.color || settings('defaultNodeColor'); + break; + case 'target': + color = target.color || settings('defaultNodeColor'); + break; + default: + color = settings('defaultEdgeColor'); + break; + } + + // Normalize color: + color = sigma.utils.floatColor(color); + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = 1.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = 1.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = 0.0; + data[i++] = color; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var colorLocation = + gl.getAttribLocation(program, 'a_color'), + positionLocation1 = + gl.getAttribLocation(program, 'a_position1'), + positionLocation2 = + gl.getAttribLocation(program, 'a_position2'), + thicknessLocation = + gl.getAttribLocation(program, 'a_thickness'), + minusLocation = + gl.getAttribLocation(program, 'a_minus'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + matrixHalfPiLocation = + gl.getUniformLocation(program, 'u_matrixHalfPi'), + matrixHalfPiMinusLocation = + gl.getUniformLocation(program, 'u_matrixHalfPiMinus'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio')) + ); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + gl.uniformMatrix2fv( + matrixHalfPiLocation, + false, + sigma.utils.matrices.rotation(Math.PI / 2, true) + ); + gl.uniformMatrix2fv( + matrixHalfPiMinusLocation, + false, + sigma.utils.matrices.rotation(-Math.PI / 2, true) + ); + + gl.enableVertexAttribArray(colorLocation); + gl.enableVertexAttribArray(positionLocation1); + gl.enableVertexAttribArray(positionLocation2); + gl.enableVertexAttribArray(thicknessLocation); + gl.enableVertexAttribArray(minusLocation); + + gl.vertexAttribPointer(positionLocation1, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer(positionLocation2, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer(thicknessLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 16 + ); + gl.vertexAttribPointer(minusLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 20 + ); + gl.vertexAttribPointer(colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 24 + ); + + gl.drawArrays( + gl.TRIANGLES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position1;', + 'attribute vec2 a_position2;', + 'attribute float a_thickness;', + 'attribute float a_minus;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + 'uniform mat2 u_matrixHalfPi;', + 'uniform mat2 u_matrixHalfPiMinus;', + + 'varying vec4 color;', + + 'void main() {', + // Find the good point: + 'vec2 position = a_thickness * u_ratio *', + 'normalize(a_position2 - a_position1);', + + 'mat2 matrix = a_minus * u_matrixHalfPiMinus +', + '(1.0 - a_minus) * u_matrixHalfPi;', + + 'position = matrix * position + a_position1;', + + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(position, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'gl_FragColor = color;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.edges'); + + /** + * This edge renderer will display edges as lines with the gl.LINES display + * mode. Since this mode does not support well thickness, edges are all drawn + * with the same thickness (3px), independantly of the edge attributes or the + * zooming ratio. + */ + sigma.webgl.edges.fast = { + POINTS: 2, + ATTRIBUTES: 3, + addEdge: function(edge, source, target, data, i, prefix, settings) { + var w = (edge[prefix + 'size'] || 1) / 2, + x1 = source[prefix + 'x'], + y1 = source[prefix + 'y'], + x2 = target[prefix + 'x'], + y2 = target[prefix + 'y'], + color = edge.color; + + if (!color) + switch (settings('edgeColor')) { + case 'source': + color = source.color || settings('defaultNodeColor'); + break; + case 'target': + color = target.color || settings('defaultNodeColor'); + break; + default: + color = settings('defaultEdgeColor'); + break; + } + + // Normalize color: + color = sigma.utils.floatColor(color); + + data[i++] = x1; + data[i++] = y1; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = color; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var colorLocation = + gl.getAttribLocation(program, 'a_color'), + positionLocation = + gl.getAttribLocation(program, 'a_position'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + + gl.enableVertexAttribArray(positionLocation); + gl.enableVertexAttribArray(colorLocation); + + gl.vertexAttribPointer(positionLocation, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer(colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + + gl.lineWidth(3); + gl.drawArrays( + gl.LINES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_position;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform mat3 u_matrix;', + + 'varying vec4 color;', + + 'void main() {', + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(a_position, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'gl_FragColor = color;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.webgl.edges'); + + /** + * This edge renderer will display edges as arrows going from the source node + * to the target node. To deal with edge thicknesses, the lines are made of + * three triangles: two forming rectangles, with the gl.TRIANGLES drawing + * mode. + * + * It is expensive, since drawing a single edge requires 9 points, each + * having a lot of attributes. + */ + sigma.webgl.edges.arrow = { + POINTS: 9, + ATTRIBUTES: 11, + addEdge: function(edge, source, target, data, i, prefix, settings) { + var w = (edge[prefix + 'size'] || 1) / 2, + x1 = source[prefix + 'x'], + y1 = source[prefix + 'y'], + x2 = target[prefix + 'x'], + y2 = target[prefix + 'y'], + targetSize = target[prefix + 'size'], + color = edge.color; + + if (!color) + switch (settings('edgeColor')) { + case 'source': + color = source.color || settings('defaultNodeColor'); + break; + case 'target': + color = target.color || settings('defaultNodeColor'); + break; + default: + color = settings('defaultEdgeColor'); + break; + } + + // Normalize color: + color = sigma.utils.floatColor(color); + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x1; + data[i++] = y1; + data[i++] = x2; + data[i++] = y2; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = 0.0; + data[i++] = color; + + // Arrow head: + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = -1.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = color; + + data[i++] = x2; + data[i++] = y2; + data[i++] = x1; + data[i++] = y1; + data[i++] = w; + data[i++] = targetSize; + data[i++] = 1.0; + data[i++] = 0.0; + data[i++] = 1.0; + data[i++] = 1.0; + data[i++] = color; + }, + render: function(gl, program, data, params) { + var buffer; + + // Define attributes: + var positionLocation1 = + gl.getAttribLocation(program, 'a_pos1'), + positionLocation2 = + gl.getAttribLocation(program, 'a_pos2'), + thicknessLocation = + gl.getAttribLocation(program, 'a_thickness'), + targetSizeLocation = + gl.getAttribLocation(program, 'a_tSize'), + delayLocation = + gl.getAttribLocation(program, 'a_delay'), + minusLocation = + gl.getAttribLocation(program, 'a_minus'), + headLocation = + gl.getAttribLocation(program, 'a_head'), + headPositionLocation = + gl.getAttribLocation(program, 'a_headPosition'), + colorLocation = + gl.getAttribLocation(program, 'a_color'), + resolutionLocation = + gl.getUniformLocation(program, 'u_resolution'), + matrixLocation = + gl.getUniformLocation(program, 'u_matrix'), + matrixHalfPiLocation = + gl.getUniformLocation(program, 'u_matrixHalfPi'), + matrixHalfPiMinusLocation = + gl.getUniformLocation(program, 'u_matrixHalfPiMinus'), + ratioLocation = + gl.getUniformLocation(program, 'u_ratio'), + nodeRatioLocation = + gl.getUniformLocation(program, 'u_nodeRatio'), + arrowHeadLocation = + gl.getUniformLocation(program, 'u_arrowHead'), + scaleLocation = + gl.getUniformLocation(program, 'u_scale'); + + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + + gl.uniform2f(resolutionLocation, params.width, params.height); + gl.uniform1f( + ratioLocation, + params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio')) + ); + gl.uniform1f( + nodeRatioLocation, + Math.pow(params.ratio, params.settings('nodesPowRatio')) / + params.ratio + ); + gl.uniform1f(arrowHeadLocation, 5.0); + gl.uniform1f(scaleLocation, params.scalingRatio); + gl.uniformMatrix3fv(matrixLocation, false, params.matrix); + gl.uniformMatrix2fv( + matrixHalfPiLocation, + false, + sigma.utils.matrices.rotation(Math.PI / 2, true) + ); + gl.uniformMatrix2fv( + matrixHalfPiMinusLocation, + false, + sigma.utils.matrices.rotation(-Math.PI / 2, true) + ); + + gl.enableVertexAttribArray(positionLocation1); + gl.enableVertexAttribArray(positionLocation2); + gl.enableVertexAttribArray(thicknessLocation); + gl.enableVertexAttribArray(targetSizeLocation); + gl.enableVertexAttribArray(delayLocation); + gl.enableVertexAttribArray(minusLocation); + gl.enableVertexAttribArray(headLocation); + gl.enableVertexAttribArray(headPositionLocation); + gl.enableVertexAttribArray(colorLocation); + + gl.vertexAttribPointer(positionLocation1, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 0 + ); + gl.vertexAttribPointer(positionLocation2, + 2, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 8 + ); + gl.vertexAttribPointer(thicknessLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 16 + ); + gl.vertexAttribPointer(targetSizeLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 20 + ); + gl.vertexAttribPointer(delayLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 24 + ); + gl.vertexAttribPointer(minusLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 28 + ); + gl.vertexAttribPointer(headLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 32 + ); + gl.vertexAttribPointer(headPositionLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 36 + ); + gl.vertexAttribPointer(colorLocation, + 1, + gl.FLOAT, + false, + this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, + 40 + ); + + gl.drawArrays( + gl.TRIANGLES, + params.start || 0, + params.count || (data.length / this.ATTRIBUTES) + ); + }, + initProgram: function(gl) { + var vertexShader, + fragmentShader, + program; + + vertexShader = sigma.utils.loadShader( + gl, + [ + 'attribute vec2 a_pos1;', + 'attribute vec2 a_pos2;', + 'attribute float a_thickness;', + 'attribute float a_tSize;', + 'attribute float a_delay;', + 'attribute float a_minus;', + 'attribute float a_head;', + 'attribute float a_headPosition;', + 'attribute float a_color;', + + 'uniform vec2 u_resolution;', + 'uniform float u_ratio;', + 'uniform float u_nodeRatio;', + 'uniform float u_arrowHead;', + 'uniform float u_scale;', + 'uniform mat3 u_matrix;', + 'uniform mat2 u_matrixHalfPi;', + 'uniform mat2 u_matrixHalfPiMinus;', + + 'varying vec4 color;', + + 'void main() {', + // Find the good point: + 'vec2 pos = normalize(a_pos2 - a_pos1);', + + 'mat2 matrix = (1.0 - a_head) *', + '(', + 'a_minus * u_matrixHalfPiMinus +', + '(1.0 - a_minus) * u_matrixHalfPi', + ') + a_head * (', + 'a_headPosition * u_matrixHalfPiMinus * 0.6 +', + '(a_headPosition * a_headPosition - 1.0) * mat2(1.0)', + ');', + + 'pos = a_pos1 + (', + // Deal with body: + '(1.0 - a_head) * a_thickness * u_ratio * matrix * pos +', + // Deal with head: + 'a_head * u_arrowHead * a_thickness * u_ratio * matrix * pos +', + // Deal with delay: + 'a_delay * pos * (', + 'a_tSize / u_nodeRatio +', + 'u_arrowHead * a_thickness * u_ratio', + ')', + ');', + + // Scale from [[-1 1] [-1 1]] to the container: + 'gl_Position = vec4(', + '((u_matrix * vec3(pos, 1)).xy /', + 'u_resolution * 2.0 - 1.0) * vec2(1, -1),', + '0,', + '1', + ');', + + // Extract the color: + 'float c = a_color;', + 'color.b = mod(c, 256.0); c = floor(c / 256.0);', + 'color.g = mod(c, 256.0); c = floor(c / 256.0);', + 'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;', + 'color.a = 1.0;', + '}' + ].join('\n'), + gl.VERTEX_SHADER + ); + + fragmentShader = sigma.utils.loadShader( + gl, + [ + 'precision mediump float;', + + 'varying vec4 color;', + + 'void main(void) {', + 'gl_FragColor = color;', + '}' + ].join('\n'), + gl.FRAGMENT_SHADER + ); + + program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]); + + return program; + } + }; +})(); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.canvas.labels'); + + /** + * This label renderer will just display the label on the right of the node. + * + * @param {object} node The node object. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.labels.def = function(node, context, settings) { + var fontSize, + prefix = settings('prefix') || '', + size = node[prefix + 'size']; + + if (size < settings('labelThreshold')) + return; + + if (!node.label || typeof node.label !== 'string') + return; + + fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + context.font = (settings('fontStyle') ? settings('fontStyle') + ' ' : '') + + fontSize + 'px ' + settings('font'); + context.fillStyle = (settings('labelColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelColor'); + + context.fillText( + node.label, + Math.round(node[prefix + 'x'] + size + 3), + Math.round(node[prefix + 'y'] + fontSize / 3) + ); + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.canvas.hovers'); + + /** + * This hover renderer will basically display the label with a background. + * + * @param {object} node The node object. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.hovers.def = function(node, context, settings) { + var x, + y, + w, + h, + e, + fontStyle = settings('hoverFontStyle') || settings('fontStyle'), + prefix = settings('prefix') || '', + size = node[prefix + 'size'], + fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + // Label background: + context.font = (fontStyle ? fontStyle + ' ' : '') + + fontSize + 'px ' + (settings('hoverFont') || settings('font')); + + context.beginPath(); + context.fillStyle = settings('labelHoverBGColor') === 'node' ? + (node.color || settings('defaultNodeColor')) : + settings('defaultHoverLabelBGColor'); + + if (node.label && settings('labelHoverShadow')) { + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + context.shadowBlur = 8; + context.shadowColor = settings('labelHoverShadowColor'); + } + + if (node.label && typeof node.label === 'string') { + x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2); + y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2); + w = Math.round( + context.measureText(node.label).width + fontSize / 2 + size + 7 + ); + h = Math.round(fontSize + 4); + e = Math.round(fontSize / 2 + 2); + + context.moveTo(x, y + e); + context.arcTo(x, y, x + e, y, e); + context.lineTo(x + w, y); + context.lineTo(x + w, y + h); + context.lineTo(x + e, y + h); + context.arcTo(x, y + h, x, y + h - e, e); + context.lineTo(x, y + e); + + context.closePath(); + context.fill(); + + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + context.shadowBlur = 0; + } + + // Node border: + if (settings('borderSize') > 0) { + context.beginPath(); + context.fillStyle = settings('nodeBorderColor') === 'node' ? + (node.color || settings('defaultNodeColor')) : + settings('defaultNodeBorderColor'); + context.arc( + node[prefix + 'x'], + node[prefix + 'y'], + size + settings('borderSize'), + 0, + Math.PI * 2, + true + ); + context.closePath(); + context.fill(); + } + + // Node: + var nodeRenderer = sigma.canvas.nodes[node.type] || sigma.canvas.nodes.def; + nodeRenderer(node, context, settings); + + // Display the label: + if (node.label && typeof node.label === 'string') { + context.fillStyle = (settings('labelHoverColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelHoverColor'); + + context.fillText( + node.label, + Math.round(node[prefix + 'x'] + size + 3), + Math.round(node[prefix + 'y'] + fontSize / 3) + ); + } + }; +}).call(this); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.nodes'); + + /** + * The default node renderer. It renders the node as a simple disc. + * + * @param {object} node The node object. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.nodes.def = function(node, context, settings) { + var prefix = settings('prefix') || ''; + + context.fillStyle = node.color || settings('defaultNodeColor'); + context.beginPath(); + context.arc( + node[prefix + 'x'], + node[prefix + 'y'], + node[prefix + 'size'], + 0, + Math.PI * 2, + true + ); + + context.closePath(); + context.fill(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edges'); + + /** + * The default edge renderer. It renders the edge as a simple line. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edges.def = function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + size = edge[prefix + 'size'] || 1, + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo( + source[prefix + 'x'], + source[prefix + 'y'] + ); + context.lineTo( + target[prefix + 'x'], + target[prefix + 'y'] + ); + context.stroke(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edges'); + + /** + * This edge renderer will display edges as arrows going from the source node + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edges.arrow = function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + size = edge[prefix + 'size'] || 1, + tSize = target[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y'], + aSize = Math.max(size * 2.5, settings('minArrowSize')), + d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)), + aX = sX + (tX - sX) * (d - aSize - tSize) / d, + aY = sY + (tY - sY) * (d - aSize - tSize) / d, + vX = (tX - sX) * aSize / d, + vY = (tY - sY) * aSize / d; + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + context.lineTo( + aX, + aY + ); + context.stroke(); + + context.fillStyle = color; + context.beginPath(); + context.moveTo(aX + vX, aY + vY); + context.lineTo(aX + vY * 0.6, aY - vX * 0.6); + context.lineTo(aX - vY * 0.6, aY + vX * 0.6); + context.lineTo(aX + vX, aY + vY); + context.closePath(); + context.fill(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.def = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + size = edge[prefix + 'size'] || 1, + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + size *= settings('edgeHoverSizeRatio'); + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo( + source[prefix + 'x'], + source[prefix + 'y'] + ); + context.lineTo( + target[prefix + 'x'], + target[prefix + 'y'] + ); + context.stroke(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.curve = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1), + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + cp = {}, + sSize = source[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y']; + + cp = (source.id === target.id) ? + sigma.utils.getSelfLoopControlPoints(sX, sY, sSize) : + sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + if (source.id === target.id) { + context.bezierCurveTo(cp.x1, cp.y1, cp.x2, cp.y2, tX, tY); + } else { + context.quadraticCurveTo(cp.x, cp.y, tX, tY); + } + context.stroke(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.arrow = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + size = edge[prefix + 'size'] || 1, + tSize = target[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y']; + + size = (edge.hover) ? + settings('edgeHoverSizeRatio') * size : size; + var aSize = size * 2.5, + d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)), + aX = sX + (tX - sX) * (d - aSize - tSize) / d, + aY = sY + (tY - sY) * (d - aSize - tSize) / d, + vX = (tX - sX) * aSize / d, + vY = (tY - sY) * aSize / d; + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + context.lineTo( + aX, + aY + ); + context.stroke(); + + context.fillStyle = color; + context.beginPath(); + context.moveTo(aX + vX, aY + vY); + context.lineTo(aX + vY * 0.6, aY - vX * 0.6); + context.lineTo(aX - vY * 0.6, aY + vX * 0.6); + context.lineTo(aX + vX, aY + vY); + context.closePath(); + context.fill(); + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.canvas.edgehovers'); + + /** + * This hover renderer will display the edge with a different color or size. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.edgehovers.curvedArrow = + function(edge, source, target, context, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'), + cp = {}, + size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1), + tSize = target[prefix + 'size'], + sX = source[prefix + 'x'], + sY = source[prefix + 'y'], + tX = target[prefix + 'x'], + tY = target[prefix + 'y'], + d, + aSize, + aX, + aY, + vX, + vY; + + cp = (source.id === target.id) ? + sigma.utils.getSelfLoopControlPoints(sX, sY, tSize) : + sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY); + + if (source.id === target.id) { + d = Math.sqrt(Math.pow(tX - cp.x1, 2) + Math.pow(tY - cp.y1, 2)); + aSize = size * 2.5; + aX = cp.x1 + (tX - cp.x1) * (d - aSize - tSize) / d; + aY = cp.y1 + (tY - cp.y1) * (d - aSize - tSize) / d; + vX = (tX - cp.x1) * aSize / d; + vY = (tY - cp.y1) * aSize / d; + } + else { + d = Math.sqrt(Math.pow(tX - cp.x, 2) + Math.pow(tY - cp.y, 2)); + aSize = size * 2.5; + aX = cp.x + (tX - cp.x) * (d - aSize - tSize) / d; + aY = cp.y + (tY - cp.y) * (d - aSize - tSize) / d; + vX = (tX - cp.x) * aSize / d; + vY = (tY - cp.y) * aSize / d; + } + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + if (settings('edgeHoverColor') === 'edge') { + color = edge.hover_color || color; + } else { + color = edge.hover_color || settings('defaultEdgeHoverColor') || color; + } + + context.strokeStyle = color; + context.lineWidth = size; + context.beginPath(); + context.moveTo(sX, sY); + if (source.id === target.id) { + context.bezierCurveTo(cp.x2, cp.y2, cp.x1, cp.y1, aX, aY); + } else { + context.quadraticCurveTo(cp.x, cp.y, aX, aY); + } + context.stroke(); + + context.fillStyle = color; + context.beginPath(); + context.moveTo(aX + vX, aY + vY); + context.lineTo(aX + vY * 0.6, aY - vX * 0.6); + context.lineTo(aX - vY * 0.6, aY + vX * 0.6); + context.lineTo(aX + vX, aY + vY); + context.closePath(); + context.fill(); + }; +})(); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.canvas.extremities'); + + /** + * The default renderer for hovered edge extremities. It renders the edge + * extremities as hovered. + * + * @param {object} edge The edge object. + * @param {object} source node The edge source node. + * @param {object} target node The edge target node. + * @param {CanvasRenderingContext2D} context The canvas context. + * @param {configurable} settings The settings function. + */ + sigma.canvas.extremities.def = + function(edge, source, target, context, settings) { + // Source Node: + ( + sigma.canvas.hovers[source.type] || + sigma.canvas.hovers.def + ) ( + source, context, settings + ); + + // Target Node: + ( + sigma.canvas.hovers[target.type] || + sigma.canvas.hovers.def + ) ( + target, context, settings + ); + }; +}).call(this); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.utils'); + + /** + * Some useful functions used by sigma's SVG renderer. + */ + sigma.svg.utils = { + + /** + * SVG Element show. + * + * @param {DOMElement} element The DOM element to show. + */ + show: function(element) { + element.style.display = ''; + return this; + }, + + /** + * SVG Element hide. + * + * @param {DOMElement} element The DOM element to hide. + */ + hide: function(element) { + element.style.display = 'none'; + return this; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.nodes'); + + /** + * The default node renderer. It renders the node as a simple disc. + */ + sigma.svg.nodes.def = { + + /** + * SVG Element creation. + * + * @param {object} node The node object. + * @param {configurable} settings The settings function. + */ + create: function(node, settings) { + var prefix = settings('prefix') || '', + circle = document.createElementNS(settings('xmlns'), 'circle'); + + // Defining the node's circle + circle.setAttributeNS(null, 'data-node-id', node.id); + circle.setAttributeNS(null, 'class', settings('classPrefix') + '-node'); + circle.setAttributeNS( + null, 'fill', node.color || settings('defaultNodeColor')); + + // Returning the DOM Element + return circle; + }, + + /** + * SVG Element update. + * + * @param {object} node The node object. + * @param {DOMElement} circle The node DOM element. + * @param {configurable} settings The settings function. + */ + update: function(node, circle, settings) { + var prefix = settings('prefix') || ''; + + // Applying changes + // TODO: optimize - check if necessary + circle.setAttributeNS(null, 'cx', node[prefix + 'x']); + circle.setAttributeNS(null, 'cy', node[prefix + 'y']); + circle.setAttributeNS(null, 'r', node[prefix + 'size']); + + // Updating only if not freestyle + if (!settings('freeStyle')) + circle.setAttributeNS( + null, 'fill', node.color || settings('defaultNodeColor')); + + // Showing + circle.style.display = ''; + + return this; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.edges'); + + /** + * The default edge renderer. It renders the node as a simple line. + */ + sigma.svg.edges.def = { + + /** + * SVG Element creation. + * + * @param {object} edge The edge object. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + create: function(edge, source, target, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + var line = document.createElementNS(settings('xmlns'), 'line'); + + // Attributes + line.setAttributeNS(null, 'data-edge-id', edge.id); + line.setAttributeNS(null, 'class', settings('classPrefix') + '-edge'); + line.setAttributeNS(null, 'stroke', color); + + return line; + }, + + /** + * SVG Element update. + * + * @param {object} edge The edge object. + * @param {DOMElement} line The line DOM Element. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + update: function(edge, line, source, target, settings) { + var prefix = settings('prefix') || ''; + + line.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1); + line.setAttributeNS(null, 'x1', source[prefix + 'x']); + line.setAttributeNS(null, 'y1', source[prefix + 'y']); + line.setAttributeNS(null, 'x2', target[prefix + 'x']); + line.setAttributeNS(null, 'y2', target[prefix + 'y']); + + // Showing + line.style.display = ''; + + return this; + } + }; +})(); + +;(function() { + 'use strict'; + + sigma.utils.pkg('sigma.svg.edges'); + + /** + * The curve edge renderer. It renders the node as a bezier curve. + */ + sigma.svg.edges.curve = { + + /** + * SVG Element creation. + * + * @param {object} edge The edge object. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + create: function(edge, source, target, settings) { + var color = edge.color, + prefix = settings('prefix') || '', + edgeColor = settings('edgeColor'), + defaultNodeColor = settings('defaultNodeColor'), + defaultEdgeColor = settings('defaultEdgeColor'); + + if (!color) + switch (edgeColor) { + case 'source': + color = source.color || defaultNodeColor; + break; + case 'target': + color = target.color || defaultNodeColor; + break; + default: + color = defaultEdgeColor; + break; + } + + var path = document.createElementNS(settings('xmlns'), 'path'); + + // Attributes + path.setAttributeNS(null, 'data-edge-id', edge.id); + path.setAttributeNS(null, 'class', settings('classPrefix') + '-edge'); + path.setAttributeNS(null, 'stroke', color); + + return path; + }, + + /** + * SVG Element update. + * + * @param {object} edge The edge object. + * @param {DOMElement} line The line DOM Element. + * @param {object} source The source node object. + * @param {object} target The target node object. + * @param {configurable} settings The settings function. + */ + update: function(edge, path, source, target, settings) { + var prefix = settings('prefix') || ''; + + path.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1); + + // Control point + var cx = (source[prefix + 'x'] + target[prefix + 'x']) / 2 + + (target[prefix + 'y'] - source[prefix + 'y']) / 4, + cy = (source[prefix + 'y'] + target[prefix + 'y']) / 2 + + (source[prefix + 'x'] - target[prefix + 'x']) / 4; + + // Path + var p = 'M' + source[prefix + 'x'] + ',' + source[prefix + 'y'] + ' ' + + 'Q' + cx + ',' + cy + ' ' + + target[prefix + 'x'] + ',' + target[prefix + 'y']; + + // Updating attributes + path.setAttributeNS(null, 'd', p); + path.setAttributeNS(null, 'fill', 'none'); + + // Showing + path.style.display = ''; + + return this; + } + }; +})(); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.svg.labels'); + + /** + * The default label renderer. It renders the label as a simple text. + */ + sigma.svg.labels.def = { + + /** + * SVG Element creation. + * + * @param {object} node The node object. + * @param {configurable} settings The settings function. + */ + create: function(node, settings) { + var prefix = settings('prefix') || '', + size = node[prefix + 'size'], + text = document.createElementNS(settings('xmlns'), 'text'); + + var fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + var fontColor = (settings('labelColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelColor'); + + text.setAttributeNS(null, 'data-label-target', node.id); + text.setAttributeNS(null, 'class', settings('classPrefix') + '-label'); + text.setAttributeNS(null, 'font-size', fontSize); + text.setAttributeNS(null, 'font-family', settings('font')); + text.setAttributeNS(null, 'fill', fontColor); + + text.innerHTML = node.label; + text.textContent = node.label; + + return text; + }, + + /** + * SVG Element update. + * + * @param {object} node The node object. + * @param {DOMElement} text The label DOM element. + * @param {configurable} settings The settings function. + */ + update: function(node, text, settings) { + var prefix = settings('prefix') || '', + size = node[prefix + 'size']; + + var fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size; + + // Case when we don't want to display the label + if (!settings('forceLabels') && size < settings('labelThreshold')) + return; + + if (typeof node.label !== 'string') + return; + + // Updating + text.setAttributeNS(null, 'x', + Math.round(node[prefix + 'x'] + size + 3)); + text.setAttributeNS(null, 'y', + Math.round(node[prefix + 'y'] + fontSize / 3)); + + // Showing + text.style.display = ''; + + return this; + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.svg.hovers'); + + /** + * The default hover renderer. + */ + sigma.svg.hovers.def = { + + /** + * SVG Element creation. + * + * @param {object} node The node object. + * @param {CanvasElement} measurementCanvas A fake canvas handled by + * the svg to perform some measurements and + * passed by the renderer. + * @param {DOMElement} nodeCircle The node DOM Element. + * @param {configurable} settings The settings function. + */ + create: function(node, nodeCircle, measurementCanvas, settings) { + + // Defining visual properties + var x, + y, + w, + h, + e, + d, + fontStyle = settings('hoverFontStyle') || settings('fontStyle'), + prefix = settings('prefix') || '', + size = node[prefix + 'size'], + fontSize = (settings('labelSize') === 'fixed') ? + settings('defaultLabelSize') : + settings('labelSizeRatio') * size, + fontColor = (settings('labelHoverColor') === 'node') ? + (node.color || settings('defaultNodeColor')) : + settings('defaultLabelHoverColor'); + + // Creating elements + var group = document.createElementNS(settings('xmlns'), 'g'), + rectangle = document.createElementNS(settings('xmlns'), 'rect'), + circle = document.createElementNS(settings('xmlns'), 'circle'), + text = document.createElementNS(settings('xmlns'), 'text'); + + // Defining properties + group.setAttributeNS(null, 'class', settings('classPrefix') + '-hover'); + group.setAttributeNS(null, 'data-node-id', node.id); + + if (typeof node.label === 'string') { + + // Text + text.innerHTML = node.label; + text.textContent = node.label; + text.setAttributeNS( + null, + 'class', + settings('classPrefix') + '-hover-label'); + text.setAttributeNS(null, 'font-size', fontSize); + text.setAttributeNS(null, 'font-family', settings('font')); + text.setAttributeNS(null, 'fill', fontColor); + text.setAttributeNS(null, 'x', + Math.round(node[prefix + 'x'] + size + 3)); + text.setAttributeNS(null, 'y', + Math.round(node[prefix + 'y'] + fontSize / 3)); + + // Measures + // OPTIMIZE: Find a better way than a measurement canvas + x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2); + y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2); + w = Math.round( + measurementCanvas.measureText(node.label).width + + fontSize / 2 + size + 9 + ); + h = Math.round(fontSize + 4); + e = Math.round(fontSize / 2 + 2); + + // Circle + circle.setAttributeNS( + null, + 'class', + settings('classPrefix') + '-hover-area'); + circle.setAttributeNS(null, 'fill', '#fff'); + circle.setAttributeNS(null, 'cx', node[prefix + 'x']); + circle.setAttributeNS(null, 'cy', node[prefix + 'y']); + circle.setAttributeNS(null, 'r', e); + + // Rectangle + rectangle.setAttributeNS( + null, + 'class', + settings('classPrefix') + '-hover-area'); + rectangle.setAttributeNS(null, 'fill', '#fff'); + rectangle.setAttributeNS(null, 'x', node[prefix + 'x'] + e / 4); + rectangle.setAttributeNS(null, 'y', node[prefix + 'y'] - e); + rectangle.setAttributeNS(null, 'width', w); + rectangle.setAttributeNS(null, 'height', h); + } + + // Appending childs + group.appendChild(circle); + group.appendChild(rectangle); + group.appendChild(text); + group.appendChild(nodeCircle); + + return group; + } + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.middlewares'); + sigma.utils.pkg('sigma.utils'); + + /** + * This middleware will rescale the graph such that it takes an optimal space + * on the renderer. + * + * As each middleware, this function is executed in the scope of the sigma + * instance. + * + * @param {?string} readPrefix The read prefix. + * @param {?string} writePrefix The write prefix. + * @param {object} options The parameters. + */ + sigma.middlewares.rescale = function(readPrefix, writePrefix, options) { + var i, + l, + a, + b, + c, + d, + scale, + margin, + n = this.graph.nodes(), + e = this.graph.edges(), + settings = this.settings.embedObjects(options || {}), + bounds = settings('bounds') || sigma.utils.getBoundaries( + this.graph, + readPrefix, + true + ), + minX = bounds.minX, + minY = bounds.minY, + maxX = bounds.maxX, + maxY = bounds.maxY, + sizeMax = bounds.sizeMax, + weightMax = bounds.weightMax, + w = settings('width') || 1, + h = settings('height') || 1, + rescaleSettings = settings('autoRescale'), + validSettings = { + nodePosition: 1, + nodeSize: 1, + edgeSize: 1 + }; + + /** + * What elements should we rescale? + */ + if (!(rescaleSettings instanceof Array)) + rescaleSettings = ['nodePosition', 'nodeSize', 'edgeSize']; + + for (i = 0, l = rescaleSettings.length; i < l; i++) + if (!validSettings[rescaleSettings[i]]) + throw new Error( + 'The rescale setting "' + rescaleSettings[i] + '" is not recognized.' + ); + + var np = ~rescaleSettings.indexOf('nodePosition'), + ns = ~rescaleSettings.indexOf('nodeSize'), + es = ~rescaleSettings.indexOf('edgeSize'); + + /** + * First, we compute the scaling ratio, without considering the sizes + * of the nodes : Each node will have its center in the canvas, but might + * be partially out of it. + */ + scale = settings('scalingMode') === 'outside' ? + Math.max( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ) : + Math.min( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ); + + /** + * Then, we correct that scaling ratio considering a margin, which is + * basically the size of the biggest node. + * This has to be done as a correction since to compare the size of the + * biggest node to the X and Y values, we have to first get an + * approximation of the scaling ratio. + **/ + margin = + ( + settings('rescaleIgnoreSize') ? + 0 : + (settings('maxNodeSize') || sizeMax) / scale + ) + + (settings('sideMargin') || 0); + maxX += margin; + minX -= margin; + maxY += margin; + minY -= margin; + + // Fix the scaling with the new extrema: + scale = settings('scalingMode') === 'outside' ? + Math.max( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ) : + Math.min( + w / Math.max(maxX - minX, 1), + h / Math.max(maxY - minY, 1) + ); + + // Size homothetic parameters: + if (!settings('maxNodeSize') && !settings('minNodeSize')) { + a = 1; + b = 0; + } else if (settings('maxNodeSize') === settings('minNodeSize')) { + a = 0; + b = +settings('maxNodeSize'); + } else { + a = (settings('maxNodeSize') - settings('minNodeSize')) / sizeMax; + b = +settings('minNodeSize'); + } + + if (!settings('maxEdgeSize') && !settings('minEdgeSize')) { + c = 1; + d = 0; + } else if (settings('maxEdgeSize') === settings('minEdgeSize')) { + c = 0; + d = +settings('minEdgeSize'); + } else { + c = (settings('maxEdgeSize') - settings('minEdgeSize')) / weightMax; + d = +settings('minEdgeSize'); + } + + // Rescale the nodes and edges: + for (i = 0, l = e.length; i < l; i++) + e[i][writePrefix + 'size'] = + e[i][readPrefix + 'size'] * (es ? c : 1) + (es ? d : 0); + + for (i = 0, l = n.length; i < l; i++) { + n[i][writePrefix + 'size'] = + n[i][readPrefix + 'size'] * (ns ? a : 1) + (ns ? b : 0); + n[i][writePrefix + 'x'] = + (n[i][readPrefix + 'x'] - (maxX + minX) / 2) * (np ? scale : 1); + n[i][writePrefix + 'y'] = + (n[i][readPrefix + 'y'] - (maxY + minY) / 2) * (np ? scale : 1); + } + }; + + sigma.utils.getBoundaries = function(graph, prefix, doEdges) { + var i, + l, + e = graph.edges(), + n = graph.nodes(), + weightMax = -Infinity, + sizeMax = -Infinity, + minX = Infinity, + minY = Infinity, + maxX = -Infinity, + maxY = -Infinity; + + if (doEdges) + for (i = 0, l = e.length; i < l; i++) + weightMax = Math.max(e[i][prefix + 'size'], weightMax); + + for (i = 0, l = n.length; i < l; i++) { + sizeMax = Math.max(n[i][prefix + 'size'], sizeMax); + maxX = Math.max(n[i][prefix + 'x'], maxX); + minX = Math.min(n[i][prefix + 'x'], minX); + maxY = Math.max(n[i][prefix + 'y'], maxY); + minY = Math.min(n[i][prefix + 'y'], minY); + } + + weightMax = weightMax || 1; + sizeMax = sizeMax || 1; + + return { + weightMax: weightMax, + sizeMax: sizeMax, + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY + }; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.middlewares'); + + /** + * This middleware will just copy the graphic properties. + * + * @param {?string} readPrefix The read prefix. + * @param {?string} writePrefix The write prefix. + */ + sigma.middlewares.copy = function(readPrefix, writePrefix) { + var i, + l, + a; + + if (writePrefix + '' === readPrefix + '') + return; + + a = this.graph.nodes(); + for (i = 0, l = a.length; i < l; i++) { + a[i][writePrefix + 'x'] = a[i][readPrefix + 'x']; + a[i][writePrefix + 'y'] = a[i][readPrefix + 'y']; + a[i][writePrefix + 'size'] = a[i][readPrefix + 'size']; + } + + a = this.graph.edges(); + for (i = 0, l = a.length; i < l; i++) + a[i][writePrefix + 'size'] = a[i][readPrefix + 'size']; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc.animation.running'); + + /** + * Generates a unique ID for the animation. + * + * @return {string} Returns the new ID. + */ + var _getID = (function() { + var id = 0; + return function() { + return '' + (++id); + }; + })(); + + /** + * This function animates a camera. It has to be called with the camera to + * animate, the values of the coordinates to reach and eventually some + * options. It returns a number id, that you can use to kill the animation, + * with the method sigma.misc.animation.kill(id). + * + * The available options are: + * + * {?number} duration The duration of the animation. + * {?function} onNewFrame A callback to execute when the animation + * enter a new frame. + * {?function} onComplete A callback to execute when the animation + * is completed or killed. + * {?(string|function)} easing The name of a function from the package + * sigma.utils.easings, or a custom easing + * function. + * + * @param {camera} camera The camera to animate. + * @param {object} target The coordinates to reach. + * @param {?object} options Eventually an object to specify some options to + * the function. The available options are + * presented in the description of the function. + * @return {number} The animation id, to make it easy to kill + * through the method "sigma.misc.animation.kill". + */ + sigma.misc.animation.camera = function(camera, val, options) { + if ( + !(camera instanceof sigma.classes.camera) || + typeof val !== 'object' || + !val + ) + throw 'animation.camera: Wrong arguments.'; + + if ( + typeof val.x !== 'number' && + typeof val.y !== 'number' && + typeof val.ratio !== 'number' && + typeof val.angle !== 'number' + ) + throw 'There must be at least one valid coordinate in the given val.'; + + var fn, + id, + anim, + easing, + duration, + initialVal, + o = options || {}, + start = sigma.utils.dateNow(); + + // Store initial values: + initialVal = { + x: camera.x, + y: camera.y, + ratio: camera.ratio, + angle: camera.angle + }; + + duration = o.duration; + easing = typeof o.easing !== 'function' ? + sigma.utils.easings[o.easing || 'quadraticInOut'] : + o.easing; + + fn = function() { + var coef, + t = o.duration ? (sigma.utils.dateNow() - start) / o.duration : 1; + + // If the animation is over: + if (t >= 1) { + camera.isAnimated = false; + camera.goTo({ + x: val.x !== undefined ? val.x : initialVal.x, + y: val.y !== undefined ? val.y : initialVal.y, + ratio: val.ratio !== undefined ? val.ratio : initialVal.ratio, + angle: val.angle !== undefined ? val.angle : initialVal.angle + }); + + cancelAnimationFrame(id); + delete sigma.misc.animation.running[id]; + + // Check callbacks: + if (typeof o.onComplete === 'function') + o.onComplete(); + + // Else, let's keep going: + } else { + coef = easing(t); + camera.isAnimated = true; + camera.goTo({ + x: val.x !== undefined ? + initialVal.x + (val.x - initialVal.x) * coef : + initialVal.x, + y: val.y !== undefined ? + initialVal.y + (val.y - initialVal.y) * coef : + initialVal.y, + ratio: val.ratio !== undefined ? + initialVal.ratio + (val.ratio - initialVal.ratio) * coef : + initialVal.ratio, + angle: val.angle !== undefined ? + initialVal.angle + (val.angle - initialVal.angle) * coef : + initialVal.angle + }); + + // Check callbacks: + if (typeof o.onNewFrame === 'function') + o.onNewFrame(); + + anim.frameId = requestAnimationFrame(fn); + } + }; + + id = _getID(); + anim = { + frameId: requestAnimationFrame(fn), + target: camera, + type: 'camera', + options: o, + fn: fn + }; + sigma.misc.animation.running[id] = anim; + + return id; + }; + + /** + * Kills a running animation. It triggers the eventual onComplete callback. + * + * @param {number} id The id of the animation to kill. + * @return {object} Returns the sigma.misc.animation package. + */ + sigma.misc.animation.kill = function(id) { + if (arguments.length !== 1 || typeof id !== 'number') + throw 'animation.kill: Wrong arguments.'; + + var o = sigma.misc.animation.running[id]; + + if (o) { + cancelAnimationFrame(id); + delete sigma.misc.animation.running[o.frameId]; + + if (o.type === 'camera') + o.target.isAnimated = false; + + // Check callbacks: + if (typeof (o.options || {}).onComplete === 'function') + o.options.onComplete(); + } + + return this; + }; + + /** + * Kills every running animations, or only the one with the specified type, + * if a string parameter is given. + * + * @param {?(string|object)} filter A string to filter the animations to kill + * on their type (example: "camera"), or an + * object to filter on their target. + * @return {number} Returns the number of animations killed + * that way. + */ + sigma.misc.animation.killAll = function(filter) { + var o, + id, + count = 0, + type = typeof filter === 'string' ? filter : null, + target = typeof filter === 'object' ? filter : null, + running = sigma.misc.animation.running; + + for (id in running) + if ( + (!type || running[id].type === type) && + (!target || running[id].target === target) + ) { + o = sigma.misc.animation.running[id]; + cancelAnimationFrame(o.frameId); + delete sigma.misc.animation.running[id]; + + if (o.type === 'camera') + o.target.isAnimated = false; + + // Increment counter: + count++; + + // Check callbacks: + if (typeof (o.options || {}).onComplete === 'function') + o.options.onComplete(); + } + + return count; + }; + + /** + * Returns "true" if any animation that is currently still running matches + * the filter given to the function. + * + * @param {string|object} filter A string to filter the animations to kill + * on their type (example: "camera"), or an + * object to filter on their target. + * @return {boolean} Returns true if any running animation + * matches. + */ + sigma.misc.animation.has = function(filter) { + var id, + type = typeof filter === 'string' ? filter : null, + target = typeof filter === 'object' ? filter : null, + running = sigma.misc.animation.running; + + for (id in running) + if ( + (!type || running[id].type === type) && + (!target || running[id].target === target) + ) + return true; + + return false; + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc'); + + /** + * This helper will bind any no-DOM renderer (for instance canvas or WebGL) + * to its captors, to properly dispatch the good events to the sigma instance + * to manage clicking, hovering etc... + * + * It has to be called in the scope of the related renderer. + */ + sigma.misc.bindEvents = function(prefix) { + var i, + l, + mX, + mY, + captor, + self = this; + + function getNodes(e) { + if (e) { + mX = 'x' in e.data ? e.data.x : mX; + mY = 'y' in e.data ? e.data.y : mY; + } + + var i, + j, + l, + n, + x, + y, + s, + inserted, + selected = [], + modifiedX = mX + self.width / 2, + modifiedY = mY + self.height / 2, + point = self.camera.cameraPosition( + mX, + mY + ), + nodes = self.camera.quadtree.point( + point.x, + point.y + ); + + if (nodes.length) + for (i = 0, l = nodes.length; i < l; i++) { + n = nodes[i]; + x = n[prefix + 'x']; + y = n[prefix + 'y']; + s = n[prefix + 'size']; + + if ( + !n.hidden && + modifiedX > x - s && + modifiedX < x + s && + modifiedY > y - s && + modifiedY < y + s && + Math.sqrt( + Math.pow(modifiedX - x, 2) + + Math.pow(modifiedY - y, 2) + ) < s + ) { + // Insert the node: + inserted = false; + + for (j = 0; j < selected.length; j++) + if (n.size > selected[j].size) { + selected.splice(j, 0, n); + inserted = true; + break; + } + + if (!inserted) + selected.push(n); + } + } + + return selected; + } + + + function getEdges(e) { + if (!self.settings('enableEdgeHovering')) { + // No event if the setting is off: + return []; + } + + var isCanvas = ( + sigma.renderers.canvas && self instanceof sigma.renderers.canvas); + + if (!isCanvas) { + // A quick hardcoded rule to prevent people from using this feature + // with the WebGL renderer (which is not good enough at the moment): + throw new Error( + 'The edge events feature is not compatible with the WebGL renderer' + ); + } + + if (e) { + mX = 'x' in e.data ? e.data.x : mX; + mY = 'y' in e.data ? e.data.y : mY; + } + + var i, + j, + l, + a, + edge, + s, + maxEpsilon = self.settings('edgeHoverPrecision'), + source, + target, + cp, + nodeIndex = {}, + inserted, + selected = [], + modifiedX = mX + self.width / 2, + modifiedY = mY + self.height / 2, + point = self.camera.cameraPosition( + mX, + mY + ), + edges = []; + + if (isCanvas) { + var nodesOnScreen = self.camera.quadtree.area( + self.camera.getRectangle(self.width, self.height) + ); + for (a = nodesOnScreen, i = 0, l = a.length; i < l; i++) + nodeIndex[a[i].id] = a[i]; + } + + if (self.camera.edgequadtree !== undefined) { + edges = self.camera.edgequadtree.point( + point.x, + point.y + ); + } + + function insertEdge(selected, edge) { + inserted = false; + + for (j = 0; j < selected.length; j++) + if (edge.size > selected[j].size) { + selected.splice(j, 0, edge); + inserted = true; + break; + } + + if (!inserted) + selected.push(edge); + } + + if (edges.length) + for (i = 0, l = edges.length; i < l; i++) { + edge = edges[i]; + source = self.graph.nodes(edge.source); + target = self.graph.nodes(edge.target); + // (HACK) we can't get edge[prefix + 'size'] on WebGL renderer: + s = edge[prefix + 'size'] || + edge['read_' + prefix + 'size']; + + // First, let's identify which edges are drawn. To do this, we keep + // every edges that have at least one extremity displayed according to + // the quadtree and the "hidden" attribute. We also do not keep hidden + // edges. + // Then, let's check if the mouse is on the edge (we suppose that it + // is a line segment). + + if ( + !edge.hidden && + !source.hidden && !target.hidden && + (!isCanvas || + (nodeIndex[edge.source] || nodeIndex[edge.target])) && + sigma.utils.getDistance( + source[prefix + 'x'], + source[prefix + 'y'], + modifiedX, + modifiedY) > source[prefix + 'size'] && + sigma.utils.getDistance( + target[prefix + 'x'], + target[prefix + 'y'], + modifiedX, + modifiedY) > target[prefix + 'size'] + ) { + if (edge.type == 'curve' || edge.type == 'curvedArrow') { + if (source.id === target.id) { + cp = sigma.utils.getSelfLoopControlPoints( + source[prefix + 'x'], + source[prefix + 'y'], + source[prefix + 'size'] + ); + if ( + sigma.utils.isPointOnBezierCurve( + modifiedX, + modifiedY, + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y'], + cp.x1, + cp.y1, + cp.x2, + cp.y2, + Math.max(s, maxEpsilon) + )) { + insertEdge(selected, edge); + } + } + else { + cp = sigma.utils.getQuadraticControlPoint( + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y']); + if ( + sigma.utils.isPointOnQuadraticCurve( + modifiedX, + modifiedY, + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y'], + cp.x, + cp.y, + Math.max(s, maxEpsilon) + )) { + insertEdge(selected, edge); + } + } + } else if ( + sigma.utils.isPointOnSegment( + modifiedX, + modifiedY, + source[prefix + 'x'], + source[prefix + 'y'], + target[prefix + 'x'], + target[prefix + 'y'], + Math.max(s, maxEpsilon) + )) { + insertEdge(selected, edge); + } + } + } + + return selected; + } + + + function bindCaptor(captor) { + var nodes, + edges, + overNodes = {}, + overEdges = {}; + + function onClick(e) { + if (!self.settings('eventsEnabled')) + return; + + self.dispatchEvent('click', e.data); + + nodes = getNodes(e); + edges = getEdges(e); + + if (nodes.length) { + self.dispatchEvent('clickNode', { + node: nodes[0], + captor: e.data + }); + self.dispatchEvent('clickNodes', { + node: nodes, + captor: e.data + }); + } else if (edges.length) { + self.dispatchEvent('clickEdge', { + edge: edges[0], + captor: e.data + }); + self.dispatchEvent('clickEdges', { + edge: edges, + captor: e.data + }); + } else + self.dispatchEvent('clickStage', {captor: e.data}); + } + + function onDoubleClick(e) { + if (!self.settings('eventsEnabled')) + return; + + self.dispatchEvent('doubleClick', e.data); + + nodes = getNodes(e); + edges = getEdges(e); + + if (nodes.length) { + self.dispatchEvent('doubleClickNode', { + node: nodes[0], + captor: e.data + }); + self.dispatchEvent('doubleClickNodes', { + node: nodes, + captor: e.data + }); + } else if (edges.length) { + self.dispatchEvent('doubleClickEdge', { + edge: edges[0], + captor: e.data + }); + self.dispatchEvent('doubleClickEdges', { + edge: edges, + captor: e.data + }); + } else + self.dispatchEvent('doubleClickStage', {captor: e.data}); + } + + function onRightClick(e) { + if (!self.settings('eventsEnabled')) + return; + + self.dispatchEvent('rightClick', e.data); + + nodes = getNodes(e); + edges = getEdges(e); + + if (nodes.length) { + self.dispatchEvent('rightClickNode', { + node: nodes[0], + captor: e.data + }); + self.dispatchEvent('rightClickNodes', { + node: nodes, + captor: e.data + }); + } else if (edges.length) { + self.dispatchEvent('rightClickEdge', { + edge: edges[0], + captor: e.data + }); + self.dispatchEvent('rightClickEdges', { + edge: edges, + captor: e.data + }); + } else + self.dispatchEvent('rightClickStage', {captor: e.data}); + } + + function onOut(e) { + if (!self.settings('eventsEnabled')) + return; + + var k, + i, + l, + le, + outNodes = [], + outEdges = []; + + for (k in overNodes) + outNodes.push(overNodes[k]); + + overNodes = {}; + // Dispatch both single and multi events: + for (i = 0, l = outNodes.length; i < l; i++) + self.dispatchEvent('outNode', { + node: outNodes[i], + captor: e.data + }); + if (outNodes.length) + self.dispatchEvent('outNodes', { + nodes: outNodes, + captor: e.data + }); + + overEdges = {}; + // Dispatch both single and multi events: + for (i = 0, le = outEdges.length; i < le; i++) + self.dispatchEvent('outEdge', { + edge: outEdges[i], + captor: e.data + }); + if (outEdges.length) + self.dispatchEvent('outEdges', { + edges: outEdges, + captor: e.data + }); + } + + function onMove(e) { + if (!self.settings('eventsEnabled')) + return; + + nodes = getNodes(e); + edges = getEdges(e); + + var i, + k, + node, + edge, + newOutNodes = [], + newOverNodes = [], + currentOverNodes = {}, + l = nodes.length, + newOutEdges = [], + newOverEdges = [], + currentOverEdges = {}, + le = edges.length; + + // Check newly overred nodes: + for (i = 0; i < l; i++) { + node = nodes[i]; + currentOverNodes[node.id] = node; + if (!overNodes[node.id]) { + newOverNodes.push(node); + overNodes[node.id] = node; + } + } + + // Check no more overred nodes: + for (k in overNodes) + if (!currentOverNodes[k]) { + newOutNodes.push(overNodes[k]); + delete overNodes[k]; + } + + // Dispatch both single and multi events: + for (i = 0, l = newOverNodes.length; i < l; i++) + self.dispatchEvent('overNode', { + node: newOverNodes[i], + captor: e.data + }); + for (i = 0, l = newOutNodes.length; i < l; i++) + self.dispatchEvent('outNode', { + node: newOutNodes[i], + captor: e.data + }); + if (newOverNodes.length) + self.dispatchEvent('overNodes', { + nodes: newOverNodes, + captor: e.data + }); + if (newOutNodes.length) + self.dispatchEvent('outNodes', { + nodes: newOutNodes, + captor: e.data + }); + + // Check newly overred edges: + for (i = 0; i < le; i++) { + edge = edges[i]; + currentOverEdges[edge.id] = edge; + if (!overEdges[edge.id]) { + newOverEdges.push(edge); + overEdges[edge.id] = edge; + } + } + + // Check no more overred edges: + for (k in overEdges) + if (!currentOverEdges[k]) { + newOutEdges.push(overEdges[k]); + delete overEdges[k]; + } + + // Dispatch both single and multi events: + for (i = 0, le = newOverEdges.length; i < le; i++) + self.dispatchEvent('overEdge', { + edge: newOverEdges[i], + captor: e.data + }); + for (i = 0, le = newOutEdges.length; i < le; i++) + self.dispatchEvent('outEdge', { + edge: newOutEdges[i], + captor: e.data + }); + if (newOverEdges.length) + self.dispatchEvent('overEdges', { + edges: newOverEdges, + captor: e.data + }); + if (newOutEdges.length) + self.dispatchEvent('outEdges', { + edges: newOutEdges, + captor: e.data + }); + } + + // Bind events: + captor.bind('click', onClick); + captor.bind('mousedown', onMove); + captor.bind('mouseup', onMove); + captor.bind('mousemove', onMove); + captor.bind('mouseout', onOut); + captor.bind('doubleclick', onDoubleClick); + captor.bind('rightclick', onRightClick); + self.bind('render', onMove); + } + + for (i = 0, l = this.captors.length; i < l; i++) + bindCaptor(this.captors[i]); + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc'); + + /** + * This helper will bind any DOM renderer (for instance svg) + * to its captors, to properly dispatch the good events to the sigma instance + * to manage clicking, hovering etc... + * + * It has to be called in the scope of the related renderer. + */ + sigma.misc.bindDOMEvents = function(container) { + var self = this, + graph = this.graph; + + // DOMElement abstraction + function Element(domElement) { + + // Helpers + this.attr = function(attrName) { + return domElement.getAttributeNS(null, attrName); + }; + + // Properties + this.tag = domElement.tagName; + this.class = this.attr('class'); + this.id = this.attr('id'); + + // Methods + this.isNode = function() { + return !!~this.class.indexOf(self.settings('classPrefix') + '-node'); + }; + + this.isEdge = function() { + return !!~this.class.indexOf(self.settings('classPrefix') + '-edge'); + }; + + this.isHover = function() { + return !!~this.class.indexOf(self.settings('classPrefix') + '-hover'); + }; + } + + // Click + function click(e) { + if (!self.settings('eventsEnabled')) + return; + + // Generic event + self.dispatchEvent('click', e); + + // Are we on a node? + var element = new Element(e.target); + + if (element.isNode()) + self.dispatchEvent('clickNode', { + node: graph.nodes(element.attr('data-node-id')) + }); + else + self.dispatchEvent('clickStage'); + + e.preventDefault(); + e.stopPropagation(); + } + + // Double click + function doubleClick(e) { + if (!self.settings('eventsEnabled')) + return; + + // Generic event + self.dispatchEvent('doubleClick', e); + + // Are we on a node? + var element = new Element(e.target); + + if (element.isNode()) + self.dispatchEvent('doubleClickNode', { + node: graph.nodes(element.attr('data-node-id')) + }); + else + self.dispatchEvent('doubleClickStage'); + + e.preventDefault(); + e.stopPropagation(); + } + + // On over + function onOver(e) { + var target = e.toElement || e.target; + + if (!self.settings('eventsEnabled') || !target) + return; + + var el = new Element(target); + + if (el.isNode()) { + self.dispatchEvent('overNode', { + node: graph.nodes(el.attr('data-node-id')) + }); + } + else if (el.isEdge()) { + var edge = graph.edges(el.attr('data-edge-id')); + self.dispatchEvent('overEdge', { + edge: edge, + source: graph.nodes(edge.source), + target: graph.nodes(edge.target) + }); + } + } + + // On out + function onOut(e) { + var target = e.fromElement || e.originalTarget; + + if (!self.settings('eventsEnabled')) + return; + + var el = new Element(target); + + if (el.isNode()) { + self.dispatchEvent('outNode', { + node: graph.nodes(el.attr('data-node-id')) + }); + } + else if (el.isEdge()) { + var edge = graph.edges(el.attr('data-edge-id')); + self.dispatchEvent('outEdge', { + edge: edge, + source: graph.nodes(edge.source), + target: graph.nodes(edge.target) + }); + } + } + + // Registering Events: + + // Click + container.addEventListener('click', click, false); + sigma.utils.doubleClick(container, 'click', doubleClick); + + // Touch counterparts + container.addEventListener('touchstart', click, false); + sigma.utils.doubleClick(container, 'touchstart', doubleClick); + + // Mouseover + container.addEventListener('mouseover', onOver, true); + + // Mouseout + container.addEventListener('mouseout', onOut, true); + }; +}).call(this); + +;(function(undefined) { + 'use strict'; + + if (typeof sigma === 'undefined') + throw 'sigma is not declared'; + + // Initialize packages: + sigma.utils.pkg('sigma.misc'); + + /** + * This method listens to "overNode", "outNode", "overEdge" and "outEdge" + * events from a renderer and renders the nodes differently on the top layer. + * The goal is to make any node label readable with the mouse, and to + * highlight hovered nodes and edges. + * + * It has to be called in the scope of the related renderer. + */ + sigma.misc.drawHovers = function(prefix) { + var self = this, + hoveredNodes = {}, + hoveredEdges = {}; + + this.bind('overNode', function(event) { + var node = event.data.node; + if (!node.hidden) { + hoveredNodes[node.id] = node; + draw(); + } + }); + + this.bind('outNode', function(event) { + delete hoveredNodes[event.data.node.id]; + draw(); + }); + + this.bind('overEdge', function(event) { + var edge = event.data.edge; + if (!edge.hidden) { + hoveredEdges[edge.id] = edge; + draw(); + } + }); + + this.bind('outEdge', function(event) { + delete hoveredEdges[event.data.edge.id]; + draw(); + }); + + this.bind('render', function(event) { + draw(); + }); + + function draw() { + + var k, + source, + target, + hoveredNode, + hoveredEdge, + c = self.contexts.hover.canvas, + defaultNodeType = self.settings('defaultNodeType'), + defaultEdgeType = self.settings('defaultEdgeType'), + nodeRenderers = sigma.canvas.hovers, + edgeRenderers = sigma.canvas.edgehovers, + extremitiesRenderers = sigma.canvas.extremities, + embedSettings = self.settings.embedObjects({ + prefix: prefix + }); + + // Clear self.contexts.hover: + self.contexts.hover.clearRect(0, 0, c.width, c.height); + + // Node render: single hover + if ( + embedSettings('enableHovering') && + embedSettings('singleHover') && + Object.keys(hoveredNodes).length + ) { + hoveredNode = hoveredNodes[Object.keys(hoveredNodes)[0]]; + ( + nodeRenderers[hoveredNode.type] || + nodeRenderers[defaultNodeType] || + nodeRenderers.def + )( + hoveredNode, + self.contexts.hover, + embedSettings + ); + } + + // Node render: multiple hover + if ( + embedSettings('enableHovering') && + !embedSettings('singleHover') + ) + for (k in hoveredNodes) + ( + nodeRenderers[hoveredNodes[k].type] || + nodeRenderers[defaultNodeType] || + nodeRenderers.def + )( + hoveredNodes[k], + self.contexts.hover, + embedSettings + ); + + // Edge render: single hover + if ( + embedSettings('enableEdgeHovering') && + embedSettings('singleHover') && + Object.keys(hoveredEdges).length + ) { + hoveredEdge = hoveredEdges[Object.keys(hoveredEdges)[0]]; + source = self.graph.nodes(hoveredEdge.source); + target = self.graph.nodes(hoveredEdge.target); + + if (! hoveredEdge.hidden) { + ( + edgeRenderers[hoveredEdge.type] || + edgeRenderers[defaultEdgeType] || + edgeRenderers.def + ) ( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + + if (embedSettings('edgeHoverExtremities')) { + ( + extremitiesRenderers[hoveredEdge.type] || + extremitiesRenderers.def + )( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + + } else { + // Avoid edges rendered over nodes: + ( + sigma.canvas.nodes[source.type] || + sigma.canvas.nodes.def + ) ( + source, + self.contexts.hover, + embedSettings + ); + ( + sigma.canvas.nodes[target.type] || + sigma.canvas.nodes.def + ) ( + target, + self.contexts.hover, + embedSettings + ); + } + } + } + + // Edge render: multiple hover + if ( + embedSettings('enableEdgeHovering') && + !embedSettings('singleHover') + ) { + for (k in hoveredEdges) { + hoveredEdge = hoveredEdges[k]; + source = self.graph.nodes(hoveredEdge.source); + target = self.graph.nodes(hoveredEdge.target); + + if (!hoveredEdge.hidden) { + ( + edgeRenderers[hoveredEdge.type] || + edgeRenderers[defaultEdgeType] || + edgeRenderers.def + ) ( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + + if (embedSettings('edgeHoverExtremities')) { + ( + extremitiesRenderers[hoveredEdge.type] || + extremitiesRenderers.def + )( + hoveredEdge, + source, + target, + self.contexts.hover, + embedSettings + ); + } else { + // Avoid edges rendered over nodes: + ( + sigma.canvas.nodes[source.type] || + sigma.canvas.nodes.def + ) ( + source, + self.contexts.hover, + embedSettings + ); + ( + sigma.canvas.nodes[target.type] || + sigma.canvas.nodes.def + ) ( + target, + self.contexts.hover, + embedSettings + ); + } + } + } + } + } + }; +}).call(this);