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+;(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 = '1.1.0';
+
+
+
+
+ /**
+ * 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 (HTMLElement === undefined)
+ var HTMLElement = function() {};
+
+if (window === undefined)
+ var 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.<WebGLShader>} shaders The shaders to attach.
+ * @param {Array.<string>} attribs The attribs names.
+ * @param {Array.<number>} 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,
+ cos = Math.cos(this.angle),
+ sin = Math.sin(this.angle),
+ nodeRatio = Math.pow(this.ratio, this.settings('nodesPowRatio')),
+ edgeRatio = Math.pow(this.ratio, this.settings('edgesPowRatio')),
+ xOffset = (options.width || 0) / 2,
+ yOffset = (options.height || 0) / 2;
+
+ for (i = 0, l = nodes.length; i < l; i++) {
+ node = nodes[i];
+ node[write + 'x'] =
+ (
+ ((node[read + 'x'] || 0) - this.x) * cos +
+ ((node[read + 'y'] || 0) - this.y) * sin
+ ) / this.ratio + xOffset;
+ node[write + 'y'] =
+ (
+ ((node[read + 'y'] || 0) - this.y) * cos -
+ ((node[read + 'x'] || 0) - this.x) * sin
+ ) / this.ratio + 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;
+
+ if (_settings('mouseEnabled') && _settings('mouseWheelEnabled')) {
+ ratio = sigma.utils.getDelta(e) > 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 curves.
+ *
+ * @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.curve = 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'),
+ 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;
+ }
+
+ 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.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.edges');
+
+ /**
+ * This edge renderer will display edges as curves with arrow heading.
+ *
+ * @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.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 = 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,
+ 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));
+ 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));
+ 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;
+ }
+
+ 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() {
+ '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);