reservation plugin - unbound request (unclean
[unfold.git] / portal / static / unbound_reservation_static / src / connectors-statemachine.js
diff --git a/portal/static/unbound_reservation_static/src/connectors-statemachine.js b/portal/static/unbound_reservation_static/src/connectors-statemachine.js
new file mode 100644 (file)
index 0000000..eac0f89
--- /dev/null
@@ -0,0 +1,268 @@
+/*
+ * jsPlumb
+ *
+ * Title:jsPlumb 1.5.5
+ *
+ * Provides a way to visually connect elements on an HTML page, using either SVG, Canvas
+ * elements, or VML.
+ *
+ * This file contains the state machine connectors.
+ *
+ * Thanks to Brainstorm Mobile Solutions for supporting the development of these.
+ *
+ * Copyright (c) 2010 - 2013 Simon Porritt (simon.porritt@gmail.com)
+ *
+ * http://jsplumb.org
+ * http://github.com/sporritt/jsplumb
+ * http://code.google.com/p/jsplumb
+ *
+ * Dual licensed under the MIT and GPL2 licenses.
+ */
+
+;(function() {
+
+       var Line = function(x1, y1, x2, y2) {
+
+               this.m = (y2 - y1) / (x2 - x1);
+               this.b = -1 * ((this.m * x1) - y1);
+       
+               this.rectIntersect = function(x,y,w,h) {
+                       var results = [], xInt, yInt;
+               
+                       //      try top face
+                       //      the equation of the top face is y = (0 * x) + b; y = b.
+                       xInt = (y - this.b) / this.m;
+                       // test that the X value is in the line's range.
+                       if (xInt >= x && xInt <= (x + w)) results.push([ xInt, (this.m * xInt) + this.b ]);
+               
+                       // try right face
+                       yInt = (this.m * (x + w)) + this.b;
+                       if (yInt >= y && yInt <= (y + h)) results.push([ (yInt - this.b) / this.m, yInt ]);
+               
+                       //      bottom face
+                       xInt = ((y + h) - this.b) / this.m;
+                       // test that the X value is in the line's range.
+                       if (xInt >= x && xInt <= (x + w)) results.push([ xInt, (this.m * xInt) + this.b ]);
+               
+                       // try left face
+                       yInt = (this.m * x) + this.b;
+                       if (yInt >= y && yInt <= (y + h)) results.push([ (yInt - this.b) / this.m, yInt ]);
+
+                       if (results.length == 2) {
+                               var midx = (results[0][0] + results[1][0]) / 2, midy = (results[0][1] + results[1][1]) / 2;
+                               results.push([ midx,midy ]);
+                               // now calculate the segment inside the rectangle where the midpoint lies.
+                               var xseg = midx <= x + (w / 2) ? -1 : 1,
+                                       yseg = midy <= y + (h / 2) ? -1 : 1;
+                               results.push([xseg, yseg]);
+                               return results;
+                       }
+               
+                       return null;
+
+               };
+       },
+       _segment = function(x1, y1, x2, y2) {
+               if (x1 <= x2 && y2 <= y1) return 1;
+               else if (x1 <= x2 && y1 <= y2) return 2;
+               else if (x2 <= x1 && y2 >= y1) return 3;
+               return 4;
+       },
+               
+               // the control point we will use depends on the faces to which each end of the connection is assigned, specifically whether or not the
+               // two faces are parallel or perpendicular.  if they are parallel then the control point lies on the midpoint of the axis in which they
+               // are parellel and varies only in the other axis; this variation is proportional to the distance that the anchor points lie from the
+               // center of that face.  if the two faces are perpendicular then the control point is at some distance from both the midpoints; the amount and
+               // direction are dependent on the orientation of the two elements. 'seg', passed in to this method, tells you which segment the target element
+               // lies in with respect to the source: 1 is top right, 2 is bottom right, 3 is bottom left, 4 is top left.
+               //
+               // sourcePos and targetPos are arrays of info about where on the source and target each anchor is located.  their contents are:
+               //
+               // 0 - absolute x
+               // 1 - absolute y
+               // 2 - proportional x in element (0 is left edge, 1 is right edge)
+               // 3 - proportional y in element (0 is top edge, 1 is bottom edge)
+               //      
+       _findControlPoint = function(midx, midy, segment, sourceEdge, targetEdge, dx, dy, distance, proximityLimit) {
+        // TODO (maybe)
+        // - if anchor pos is 0.5, make the control point take into account the relative position of the elements.
+        if (distance <= proximityLimit) return [midx, midy];
+
+        if (segment === 1) {
+            if (sourceEdge[3] <= 0 && targetEdge[3] >= 1) return [ midx + (sourceEdge[2] < 0.5 ? -1 * dx : dx), midy ];
+            else if (sourceEdge[2] >= 1 && targetEdge[2] <= 0) return [ midx, midy + (sourceEdge[3] < 0.5 ? -1 * dy : dy) ];
+            else return [ midx + (-1 * dx) , midy + (-1 * dy) ];
+        }
+        else if (segment === 2) {
+            if (sourceEdge[3] >= 1 && targetEdge[3] <= 0) return [ midx + (sourceEdge[2] < 0.5 ? -1 * dx : dx), midy ];
+            else if (sourceEdge[2] >= 1 && targetEdge[2] <= 0) return [ midx, midy + (sourceEdge[3] < 0.5 ? -1 * dy : dy) ];
+            else return [ midx + (1 * dx) , midy + (-1 * dy) ];
+        }
+        else if (segment === 3) {
+            if (sourceEdge[3] >= 1 && targetEdge[3] <= 0) return [ midx + (sourceEdge[2] < 0.5 ? -1 * dx : dx), midy ];
+            else if (sourceEdge[2] <= 0 && targetEdge[2] >= 1) return [ midx, midy + (sourceEdge[3] < 0.5 ? -1 * dy : dy) ];
+            else return [ midx + (-1 * dx) , midy + (-1 * dy) ];
+        }
+        else if (segment === 4) {
+            if (sourceEdge[3] <= 0 && targetEdge[3] >= 1) return [ midx + (sourceEdge[2] < 0.5 ? -1 * dx : dx), midy ];
+            else if (sourceEdge[2] <= 0 && targetEdge[2] >= 1) return [ midx, midy + (sourceEdge[3] < 0.5 ? -1 * dy : dy) ];
+            else return [ midx + (1 * dx) , midy + (-1 * dy) ];
+        }
+
+       };      
+       
+       /**
+     * Class: Connectors.StateMachine
+     * Provides 'state machine' connectors.
+     */
+       /*
+        * Function: Constructor
+        * 
+        * Parameters:
+        * curviness -  measure of how "curvy" the connectors will be.  this is translated as the distance that the
+     *                Bezier curve's control point is from the midpoint of the straight line connecting the two
+     *              endpoints, and does not mean that the connector is this wide.  The Bezier curve never reaches
+     *              its control points; they act as gravitational masses. defaults to 10.
+        * margin       -       distance from element to start and end connectors, in pixels.  defaults to 5.
+        * proximityLimit  -   sets the distance beneath which the elements are consider too close together to bother
+        *                                              with fancy curves. by default this is 80 pixels.
+        * loopbackRadius       -       the radius of a loopback connector.  optional; defaults to 25.
+        * showLoopback   -   If set to false this tells the connector that it is ok to paint connections whose source and target is the same element with a connector running through the element. The default value for this is true; the connector always makes a loopback connection loop around the element rather than passing through it.
+       */
+       var StateMachine = function(params) {
+               params = params || {};
+               this.type = "StateMachine";
+
+               var self = this,
+                       _super =  jsPlumb.Connectors.AbstractConnector.apply(this, arguments),
+                       curviness = params.curviness || 10,
+                       margin = params.margin || 5,
+                       proximityLimit = params.proximityLimit || 80,
+                       clockwise = params.orientation && params.orientation === "clockwise",
+                       loopbackRadius = params.loopbackRadius || 25,
+                       showLoopback = params.showLoopback !== false;
+               
+               this._compute = function(paintInfo, params) {
+                       var w = Math.abs(params.sourcePos[0] - params.targetPos[0]),
+                               h = Math.abs(params.sourcePos[1] - params.targetPos[1]),
+                               x = Math.min(params.sourcePos[0], params.targetPos[0]),
+                               y = Math.min(params.sourcePos[1], params.targetPos[1]);                         
+               
+                       if (!showLoopback || (params.sourceEndpoint.elementId !== params.targetEndpoint.elementId)) {                            
+                               var _sx = params.sourcePos[0] < params.targetPos[0] ? 0  : w,
+                                       _sy = params.sourcePos[1] < params.targetPos[1] ? 0:h,
+                                       _tx = params.sourcePos[0] < params.targetPos[0] ? w : 0,
+                                       _ty = params.sourcePos[1] < params.targetPos[1] ? h : 0;
+            
+                               // now adjust for the margin
+                               if (params.sourcePos[2] === 0) _sx -= margin;
+               if (params.sourcePos[2] === 1) _sx += margin;
+               if (params.sourcePos[3] === 0) _sy -= margin;
+               if (params.sourcePos[3] === 1) _sy += margin;
+               if (params.targetPos[2] === 0) _tx -= margin;
+               if (params.targetPos[2] === 1) _tx += margin;
+               if (params.targetPos[3] === 0) _ty -= margin;
+               if (params.targetPos[3] === 1) _ty += margin;
+
+               //
+                   // these connectors are quadratic bezier curves, having a single control point. if both anchors 
+               // are located at 0.5 on their respective faces, the control point is set to the midpoint and you
+                   // get a straight line.  this is also the case if the two anchors are within 'proximityLimit', since
+                       // it seems to make good aesthetic sense to do that. outside of that, the control point is positioned 
+                       // at 'curviness' pixels away along the normal to the straight line connecting the two anchors.
+                   // 
+                       // there may be two improvements to this.  firstly, we might actually support the notion of avoiding nodes
+               // in the UI, or at least making a good effort at doing so.  if a connection would pass underneath some node,
+               // for example, we might increase the distance the control point is away from the midpoint in a bid to
+               // steer it around that node.  this will work within limits, but i think those limits would also be the likely
+               // limits for, once again, aesthetic good sense in the layout of a chart using these connectors.
+               //
+               // the second possible change is actually two possible changes: firstly, it is possible we should gradually
+               // decrease the 'curviness' as the distance between the anchors decreases; start tailing it off to 0 at some
+               // point (which should be configurable).  secondly, we might slightly increase the 'curviness' for connectors
+               // with respect to how far their anchor is from the center of its respective face. this could either look cool,
+               // or stupid, and may indeed work only in a way that is so subtle as to have been a waste of time.
+               //
+
+                               var _midx = (_sx + _tx) / 2, _midy = (_sy + _ty) / 2, 
+                   m2 = (-1 * _midx) / _midy, theta2 = Math.atan(m2),
+                   dy =  (m2 == Infinity || m2 == -Infinity) ? 0 : Math.abs(curviness / 2 * Math.sin(theta2)),
+                                   dx =  (m2 == Infinity || m2 == -Infinity) ? 0 : Math.abs(curviness / 2 * Math.cos(theta2)),
+                                   segment = _segment(_sx, _sy, _tx, _ty),
+                                   distance = Math.sqrt(Math.pow(_tx - _sx, 2) + Math.pow(_ty - _sy, 2)),                      
+                       // calculate the control point.  this code will be where we'll put in a rudimentary element avoidance scheme; it
+                       // will work by extending the control point to force the curve to be, um, curvier.
+                                       _controlPoint = _findControlPoint(_midx,
+                                                  _midy,
+                                                  segment,
+                                                  params.sourcePos,
+                                                  params.targetPos,
+                                                  curviness, curviness,
+                                                  distance,
+                                                  proximityLimit);
+
+                               _super.addSegment(this, "Bezier", {
+                                       x1:_tx, y1:_ty, x2:_sx, y2:_sy,
+                                       cp1x:_controlPoint[0], cp1y:_controlPoint[1],
+                                       cp2x:_controlPoint[0], cp2y:_controlPoint[1]
+                               });                             
+            }
+            else {
+               // a loopback connector.  draw an arc from one anchor to the other.             
+                       var x1 = params.sourcePos[0], x2 = params.sourcePos[0], y1 = params.sourcePos[1] - margin, y2 = params.sourcePos[1] - margin,                           
+                                       cx = x1, cy = y1 - loopbackRadius,                              
+                                       // canvas sizing stuff, to ensure the whole painted area is visible.
+                                       _w = 2 * loopbackRadius, 
+                                       _h = 2 * loopbackRadius,
+                                       _x = cx - loopbackRadius, 
+                                       _y = cy - loopbackRadius;
+
+                               paintInfo.points[0] = _x;
+                               paintInfo.points[1] = _y;
+                               paintInfo.points[2] = _w;
+                               paintInfo.points[3] = _h;
+                               
+                               // ADD AN ARC SEGMENT.
+                               _super.addSegment(this, "Arc", {
+                                       loopback:true,
+                                       x1:(x1 - _x) + 4,
+                                       y1:y1 - _y,
+                                       startAngle:0,
+                                       endAngle: 2 * Math.PI,
+                                       r:loopbackRadius,
+                                       ac:!clockwise,
+                                       x2:(x1 - _x) - 4,
+                                       y2:y1 - _y,
+                                       cx:cx - _x,
+                                       cy:cy - _y
+                               });
+            }                           
+        };                        
+       };
+       jsPlumb.registerConnectorType(StateMachine, "StateMachine");
+})();
+
+/*
+       // a possible rudimentary avoidance scheme, old now, perhaps not useful.
+        //      if (avoidSelector) {
+               //                  var testLine = new Line(sourcePos[0] + _sx,sourcePos[1] + _sy,sourcePos[0] + _tx,sourcePos[1] + _ty);
+               //                  var sel = jsPlumb.getSelector(avoidSelector);
+               //                  for (var i = 0; i < sel.length; i++) {
+               //                          var id = jsPlumb.getId(sel[i]);
+               //                          if (id != sourceEndpoint.elementId && id != targetEndpoint.elementId) {
+               //                                  o = jsPlumb.getOffset(id), s = jsPlumb.getSize(id);
+//
+//                                                 if (o && s) {
+//                                                         var collision = testLine.rectIntersect(o.left,o.top,s[0],s[1]);
+//                                                         if (collision) {
+                                                                   // set the control point to be a certain distance from the midpoint of the two points that
+                                                                   // the line crosses on the rectangle.
+                                                                   // TODO where will this 75 number come from?
+                                       //                          _controlX = collision[2][0] + (75 * collision[3][0]);
+                               //      /                           _controlY = collision[2][1] + (75 * collision[3][1]);
+//                                                         }
+//                                                 }
+                                       //  }
+       //                          }
+              //}
+    */
\ No newline at end of file