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gridstack-engine.ts
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/**
* gridstack-engine.ts 8.3.0-dev
* Copyright (c) 2021-2022 Alain Dumesny - see GridStack root license
*/
import { Utils } from './utils';
import { GridStackNode, ColumnOptions, GridStackPosition, GridStackMoveOpts, SaveFcn, CompactOptions } from './types';
/** callback to update the DOM attributes since this class is generic (no HTML or other info) for items that changed - see _notify() */
type OnChangeCB = (nodes: GridStackNode[]) => void;
/** options used during creation - similar to GridStackOptions */
export interface GridStackEngineOptions {
column?: number;
maxRow?: number;
float?: boolean;
nodes?: GridStackNode[];
onChange?: OnChangeCB;
}
/**
* Defines the GridStack engine that does most no DOM grid manipulation.
* See GridStack methods and vars for descriptions.
*
* NOTE: values should not be modified directly - call the main GridStack API instead
*/
export class GridStackEngine {
public column: number;
public maxRow: number;
public nodes: GridStackNode[];
public addedNodes: GridStackNode[] = [];
public removedNodes: GridStackNode[] = [];
public batchMode: boolean;
/** @internal callback to update the DOM attributes */
protected onChange: OnChangeCB;
/** @internal */
protected _float: boolean;
/** @internal */
protected _prevFloat: boolean;
/** @internal cached layouts of difference column count so we can restore back (eg 12 -> 1 -> 12) */
protected _layouts?: GridStackNode[][]; // maps column # to array of values nodes
/** @internal true while we are resizing widgets during column resize to skip certain parts */
protected _inColumnResize: boolean;
/** @internal true if we have some items locked */
protected _hasLocked: boolean;
/** @internal unique global internal _id counter */
public static _idSeq = 0;
public constructor(opts: GridStackEngineOptions = {}) {
this.column = opts.column || 12;
this.maxRow = opts.maxRow;
this._float = opts.float;
this.nodes = opts.nodes || [];
this.onChange = opts.onChange;
}
public batchUpdate(flag = true, doPack = true): GridStackEngine {
if (!!this.batchMode === flag) return this;
this.batchMode = flag;
if (flag) {
this._prevFloat = this._float;
this._float = true; // let things go anywhere for now... will restore and possibly reposition later
this.saveInitial(); // since begin update (which is called multiple times) won't do this
} else {
this._float = this._prevFloat;
delete this._prevFloat;
if (doPack) this._packNodes();
this._notify();
}
return this;
}
// use entire row for hitting area (will use bottom reverse sorted first) if we not actively moving DOWN and didn't already skip
protected _useEntireRowArea(node: GridStackNode, nn: GridStackPosition): boolean {
return (!this.float || this.batchMode && !this._prevFloat) && !this._hasLocked && (!node._moving || node._skipDown || nn.y <= node.y);
}
/** @internal fix collision on given 'node', going to given new location 'nn', with optional 'collide' node already found.
* return true if we moved. */
protected _fixCollisions(node: GridStackNode, nn = node, collide?: GridStackNode, opt: GridStackMoveOpts = {}): boolean {
this.sortNodes(-1); // from last to first, so recursive collision move items in the right order
collide = collide || this.collide(node, nn); // REAL area collide for swap and skip if none...
if (!collide) return false;
// swap check: if we're actively moving in gravity mode, see if we collide with an object the same size
if (node._moving && !opt.nested && !this.float) {
if (this.swap(node, collide)) return true;
}
// during while() collisions MAKE SURE to check entire row so larger items don't leap frog small ones (push them all down starting last in grid)
let area = nn;
if (this._useEntireRowArea(node, nn)) {
area = {x: 0, w: this.column, y: nn.y, h: nn.h};
collide = this.collide(node, area, opt.skip); // force new hit
}
let didMove = false;
let newOpt: GridStackMoveOpts = {nested: true, pack: false};
while (collide = collide || this.collide(node, area, opt.skip)) { // could collide with more than 1 item... so repeat for each
let moved: boolean;
// if colliding with a locked item OR moving down with top gravity (and collide could move up) -> skip past the collide,
// but remember that skip down so we only do this once (and push others otherwise).
if (collide.locked || node._moving && !node._skipDown && nn.y > node.y && !this.float &&
// can take space we had, or before where we're going
(!this.collide(collide, {...collide, y: node.y}, node) || !this.collide(collide, {...collide, y: nn.y - collide.h}, node))) {
node._skipDown = (node._skipDown || nn.y > node.y);
moved = this.moveNode(node, {...nn, y: collide.y + collide.h, ...newOpt});
if (collide.locked && moved) {
Utils.copyPos(nn, node); // moving after lock become our new desired location
} else if (!collide.locked && moved && opt.pack) {
// we moved after and will pack: do it now and keep the original drop location, but past the old collide to see what else we might push way
this._packNodes();
nn.y = collide.y + collide.h;
Utils.copyPos(node, nn);
}
didMove = didMove || moved;
} else {
// move collide down *after* where we will be, ignoring where we are now (don't collide with us)
moved = this.moveNode(collide, {...collide, y: nn.y + nn.h, skip: node, ...newOpt});
}
if (!moved) { return didMove; } // break inf loop if we couldn't move after all (ex: maxRow, fixed)
collide = undefined;
}
return didMove;
}
/** return the nodes that intercept the given node. Optionally a different area can be used, as well as a second node to skip */
public collide(skip: GridStackNode, area = skip, skip2?: GridStackNode): GridStackNode {
const skipId = skip._id;
const skip2Id = skip2?._id;
return this.nodes.find(n => n._id !== skipId && n._id !== skip2Id && Utils.isIntercepted(n, area));
}
public collideAll(skip: GridStackNode, area = skip, skip2?: GridStackNode): GridStackNode[] {
const skipId = skip._id;
const skip2Id = skip2?._id;
return this.nodes.filter(n => n._id !== skipId && n._id !== skip2Id && Utils.isIntercepted(n, area));
}
/** does a pixel coverage collision based on where we started, returning the node that has the most coverage that is >50% mid line */
protected directionCollideCoverage(node: GridStackNode, o: GridStackMoveOpts, collides: GridStackNode[]): GridStackNode {
if (!o.rect || !node._rect) return;
let r0 = node._rect; // where started
let r = {...o.rect}; // where we are
// update dragged rect to show where it's coming from (above or below, etc...)
if (r.y > r0.y) {
r.h += r.y - r0.y;
r.y = r0.y;
} else {
r.h += r0.y - r.y;
}
if (r.x > r0.x) {
r.w += r.x - r0.x;
r.x = r0.x;
} else {
r.w += r0.x - r.x;
}
let collide: GridStackNode;
collides.forEach(n => {
if (n.locked || !n._rect) return;
let r2 = n._rect; // overlapping target
let yOver = Number.MAX_VALUE, xOver = Number.MAX_VALUE, overMax = 0.5; // need >50%
// depending on which side we started from, compute the overlap % of coverage
// (ex: from above/below we only compute the max horizontal line coverage)
if (r0.y < r2.y) { // from above
yOver = ((r.y + r.h) - r2.y) / r2.h;
} else if (r0.y+r0.h > r2.y+r2.h) { // from below
yOver = ((r2.y + r2.h) - r.y) / r2.h;
}
if (r0.x < r2.x) { // from the left
xOver = ((r.x + r.w) - r2.x) / r2.w;
} else if (r0.x+r0.w > r2.x+r2.w) { // from the right
xOver = ((r2.x + r2.w) - r.x) / r2.w;
}
let over = Math.min(xOver, yOver);
if (over > overMax) {
overMax = over;
collide = n;
}
});
o.collide = collide; // save it so we don't have to find it again
return collide;
}
/** does a pixel coverage returning the node that has the most coverage by area */
/*
protected collideCoverage(r: GridStackPosition, collides: GridStackNode[]): {collide: GridStackNode, over: number} {
let collide: GridStackNode;
let overMax = 0;
collides.forEach(n => {
if (n.locked || !n._rect) return;
let over = Utils.areaIntercept(r, n._rect);
if (over > overMax) {
overMax = over;
collide = n;
}
});
return {collide, over: overMax};
}
*/
/** called to cache the nodes pixel rectangles used for collision detection during drag */
public cacheRects(w: number, h: number, top: number, right: number, bottom: number, left: number): GridStackEngine
{
this.nodes.forEach(n =>
n._rect = {
y: n.y * h + top,
x: n.x * w + left,
w: n.w * w - left - right,
h: n.h * h - top - bottom
}
);
return this;
}
/** called to possibly swap between 2 nodes (same size or column, not locked, touching), returning true if successful */
public swap(a: GridStackNode, b: GridStackNode): boolean {
if (!b || b.locked || !a || a.locked) return false;
function _doSwap(): true { // assumes a is before b IFF they have different height (put after rather than exact swap)
let x = b.x, y = b.y;
b.x = a.x; b.y = a.y; // b -> a position
if (a.h != b.h) {
a.x = x; a.y = b.y + b.h; // a -> goes after b
} else if (a.w != b.w) {
a.x = b.x + b.w; a.y = y; // a -> goes after b
} else {
a.x = x; a.y = y; // a -> old b position
}
a._dirty = b._dirty = true;
return true;
}
let touching: boolean; // remember if we called it (vs undefined)
// same size and same row or column, and touching
if (a.w === b.w && a.h === b.h && (a.x === b.x || a.y === b.y) && (touching = Utils.isTouching(a, b)))
return _doSwap();
if (touching === false) return; // IFF ran test and fail, bail out
// check for taking same columns (but different height) and touching
if (a.w === b.w && a.x === b.x && (touching || (touching = Utils.isTouching(a, b)))) {
if (b.y < a.y) { let t = a; a = b; b = t; } // swap a <-> b vars so a is first
return _doSwap();
}
if (touching === false) return;
// check if taking same row (but different width) and touching
if (a.h === b.h && a.y === b.y && (touching || (touching = Utils.isTouching(a, b)))) {
if (b.x < a.x) { let t = a; a = b; b = t; } // swap a <-> b vars so a is first
return _doSwap();
}
return false;
}
public isAreaEmpty(x: number, y: number, w: number, h: number): boolean {
let nn: GridStackNode = {x: x || 0, y: y || 0, w: w || 1, h: h || 1};
return !this.collide(nn);
}
/** re-layout grid items to reclaim any empty space - optionally keeping the sort order exactly the same ('list' mode) vs truly finding an empty spaces */
public compact(layout: CompactOptions = 'compact', doSort = true): GridStackEngine {
if (this.nodes.length === 0) return this;
if (doSort) this.sortNodes();
const wasBatch = this.batchMode;
if (!wasBatch) this.batchUpdate();
const wasColumnResize = this._inColumnResize;
if (!wasColumnResize) this._inColumnResize = true; // faster addNode()
let copyNodes = this.nodes;
this.nodes = []; // pretend we have no nodes to conflict layout to start with...
copyNodes.forEach((n, index, list) => {
let after: GridStackNode;
if (!n.locked) {
n.autoPosition = true;
if (layout === 'list' && index) after = list[index - 1];
}
this.addNode(n, false, after); // 'false' for add event trigger
});
if (!wasColumnResize) delete this._inColumnResize;
if (!wasBatch) this.batchUpdate(false);
return this;
}
/** enable/disable floating widgets (default: `false`) See [example](http://gridstackjs.com/demo/float.html) */
public set float(val: boolean) {
if (this._float === val) return;
this._float = val || false;
if (!val) {
this._packNodes()._notify();
}
}
/** float getter method */
public get float(): boolean { return this._float || false; }
/** sort the nodes array from first to last, or reverse. Called during collision/placement to force an order */
public sortNodes(dir: 1 | -1 = 1, column = this.column): GridStackEngine {
this.nodes = Utils.sort(this.nodes, dir, column);
return this;
}
/** @internal called to top gravity pack the items back OR revert back to original Y positions when floating */
protected _packNodes(): GridStackEngine {
if (this.batchMode) { return this; }
this.sortNodes(); // first to last
if (this.float) {
// restore original Y pos
this.nodes.forEach(n => {
if (n._updating || n._orig === undefined || n.y === n._orig.y) return;
let newY = n.y;
while (newY > n._orig.y) {
--newY;
let collide = this.collide(n, {x: n.x, y: newY, w: n.w, h: n.h});
if (!collide) {
n._dirty = true;
n.y = newY;
}
}
});
} else {
// top gravity pack
this.nodes.forEach((n, i) => {
if (n.locked) return;
while (n.y > 0) {
let newY = i === 0 ? 0 : n.y - 1;
let canBeMoved = i === 0 || !this.collide(n, {x: n.x, y: newY, w: n.w, h: n.h});
if (!canBeMoved) break;
// Note: must be dirty (from last position) for GridStack::OnChange CB to update positions
// and move items back. The user 'change' CB should detect changes from the original
// starting position instead.
n._dirty = (n.y !== newY);
n.y = newY;
}
});
}
return this;
}
/**
* given a random node, makes sure it's coordinates/values are valid in the current grid
* @param node to adjust
* @param resizing if out of bound, resize down or move into the grid to fit ?
*/
public prepareNode(node: GridStackNode, resizing?: boolean): GridStackNode {
node = node || {};
node._id = node._id ?? GridStackEngine._idSeq++;
// if we're missing position, have the grid position us automatically (before we set them to 0,0)
if (node.x === undefined || node.y === undefined || node.x === null || node.y === null) {
node.autoPosition = true;
}
// assign defaults for missing required fields
let defaults: GridStackNode = { x: 0, y: 0, w: 1, h: 1};
Utils.defaults(node, defaults);
if (!node.autoPosition) { delete node.autoPosition; }
if (!node.noResize) { delete node.noResize; }
if (!node.noMove) { delete node.noMove; }
Utils.sanitizeMinMax(node);
// check for NaN (in case messed up strings were passed. can't do parseInt() || defaults.x above as 0 is valid #)
if (typeof node.x == 'string') { node.x = Number(node.x); }
if (typeof node.y == 'string') { node.y = Number(node.y); }
if (typeof node.w == 'string') { node.w = Number(node.w); }
if (typeof node.h == 'string') { node.h = Number(node.h); }
if (isNaN(node.x)) { node.x = defaults.x; node.autoPosition = true; }
if (isNaN(node.y)) { node.y = defaults.y; node.autoPosition = true; }
if (isNaN(node.w)) { node.w = defaults.w; }
if (isNaN(node.h)) { node.h = defaults.h; }
return this.nodeBoundFix(node, resizing);
}
/** part2 of preparing a node to fit inside our grid - checks for x,y,w from grid dimensions */
public nodeBoundFix(node: GridStackNode, resizing?: boolean): GridStackNode {
let before = node._orig || Utils.copyPos({}, node);
if (node.maxW) { node.w = Math.min(node.w, node.maxW); }
if (node.maxH) { node.h = Math.min(node.h, node.maxH); }
if (node.minW && node.minW <= this.column) { node.w = Math.max(node.w, node.minW); }
if (node.minH) { node.h = Math.max(node.h, node.minH); }
// if user loaded a larger than allowed widget for current # of columns (or force 1 column mode),
// remember it's position & width so we can restore back (1 -> 12 column) #1655 #1985
// IFF we're not in the middle of column resizing!
const saveOrig = this.column === 1 || node.x + node.w > this.column;
if (saveOrig && this.column < 12 && !this._inColumnResize && node._id && this.findCacheLayout(node, 12) === -1) {
let copy = {...node}; // need _id + positions
if (copy.autoPosition) { delete copy.x; delete copy.y; }
else copy.x = Math.min(11, copy.x);
copy.w = Math.min(12, copy.w);
this.cacheOneLayout(copy, 12);
}
if (node.w > this.column) {
node.w = this.column;
} else if (node.w < 1) {
node.w = 1;
}
if (this.maxRow && node.h > this.maxRow) {
node.h = this.maxRow;
} else if (node.h < 1) {
node.h = 1;
}
if (node.x < 0) {
node.x = 0;
}
if (node.y < 0) {
node.y = 0;
}
if (node.x + node.w > this.column) {
if (resizing) {
node.w = this.column - node.x;
} else {
node.x = this.column - node.w;
}
}
if (this.maxRow && node.y + node.h > this.maxRow) {
if (resizing) {
node.h = this.maxRow - node.y;
} else {
node.y = this.maxRow - node.h;
}
}
if (!Utils.samePos(node, before)) {
node._dirty = true;
}
return node;
}
/** returns a list of modified nodes from their original values */
public getDirtyNodes(verify?: boolean): GridStackNode[] {
// compare original x,y,w,h instead as _dirty can be a temporary state
if (verify) {
return this.nodes.filter(n => n._dirty && !Utils.samePos(n, n._orig));
}
return this.nodes.filter(n => n._dirty);
}
/** @internal call this to call onChange callback with dirty nodes so DOM can be updated */
protected _notify(removedNodes?: GridStackNode[]): GridStackEngine {
if (this.batchMode || !this.onChange) return this;
let dirtyNodes = (removedNodes || []).concat(this.getDirtyNodes());
this.onChange(dirtyNodes);
return this;
}
/** @internal remove dirty and last tried info */
public cleanNodes(): GridStackEngine {
if (this.batchMode) return this;
this.nodes.forEach(n => {
delete n._dirty;
delete n._lastTried;
});
return this;
}
/** @internal called to save initial position/size to track real dirty state.
* Note: should be called right after we call change event (so next API is can detect changes)
* as well as right before we start move/resize/enter (so we can restore items to prev values) */
public saveInitial(): GridStackEngine {
this.nodes.forEach(n => {
n._orig = Utils.copyPos({}, n);
delete n._dirty;
});
this._hasLocked = this.nodes.some(n => n.locked);
return this;
}
/** @internal restore all the nodes back to initial values (called when we leave) */
public restoreInitial(): GridStackEngine {
this.nodes.forEach(n => {
if (Utils.samePos(n, n._orig)) return;
Utils.copyPos(n, n._orig);
n._dirty = true;
});
this._notify();
return this;
}
/** find the first available empty spot for the given node width/height, updating the x,y attributes. return true if found.
* optionally you can pass your own existing node list and column count, otherwise defaults to that engine data.
* Optionally pass a widget to start search AFTER, meaning the order will remain the same but possibly have empty slots we skipped
*/
public findEmptyPosition(node: GridStackNode, nodeList = this.nodes, column = this.column, after?: GridStackNode): boolean {
let start = after ? after.y * column + (after.x + after.w) : 0;
let found = false;
for (let i = start; !found; ++i) {
let x = i % column;
let y = Math.floor(i / column);
if (x + node.w > column) {
continue;
}
let box = {x, y, w: node.w, h: node.h};
if (!nodeList.find(n => Utils.isIntercepted(box, n))) {
if (node.x !== x || node.y !== y) node._dirty = true;
node.x = x;
node.y = y;
delete node.autoPosition;
found = true;
}
}
return found;
}
/** call to add the given node to our list, fixing collision and re-packing */
public addNode(node: GridStackNode, triggerAddEvent = false, after?: GridStackNode): GridStackNode {
let dup = this.nodes.find(n => n._id === node._id);
if (dup) return dup; // prevent inserting twice! return it instead.
// skip prepareNode if we're in middle of column resize (not new) but do check for bounds!
node = this._inColumnResize ? this.nodeBoundFix(node) : this.prepareNode(node);
delete node._temporaryRemoved;
delete node._removeDOM;
let skipCollision: boolean;
if (node.autoPosition && this.findEmptyPosition(node, this.nodes, this.column, after)) {
delete node.autoPosition; // found our slot
skipCollision = true;
}
this.nodes.push(node);
if (triggerAddEvent) { this.addedNodes.push(node); }
if (!skipCollision) this._fixCollisions(node);
if (!this.batchMode) { this._packNodes()._notify(); }
return node;
}
public removeNode(node: GridStackNode, removeDOM = true, triggerEvent = false): GridStackEngine {
if (!this.nodes.find(n => n._id === node._id)) {
// TEST console.log(`Error: GridStackEngine.removeNode() node._id=${node._id} not found!`)
return this;
}
if (triggerEvent) { // we wait until final drop to manually track removed items (rather than during drag)
this.removedNodes.push(node);
}
if (removeDOM) node._removeDOM = true; // let CB remove actual HTML (used to set _id to null, but then we loose layout info)
// don't use 'faster' .splice(findIndex(),1) in case node isn't in our list, or in multiple times.
this.nodes = this.nodes.filter(n => n._id !== node._id);
if (!node._isAboutToRemove) this._packNodes(); // if dragged out, no need to relayout as already done...
this._notify([node]);
return this;
}
public removeAll(removeDOM = true): GridStackEngine {
delete this._layouts;
if (!this.nodes.length) return this;
removeDOM && this.nodes.forEach(n => n._removeDOM = true); // let CB remove actual HTML (used to set _id to null, but then we loose layout info)
this.removedNodes = this.nodes;
this.nodes = [];
return this._notify(this.removedNodes);
}
/** checks if item can be moved (layout constrain) vs moveNode(), returning true if was able to move.
* In more complicated cases (maxRow) it will attempt at moving the item and fixing
* others in a clone first, then apply those changes if still within specs. */
public moveNodeCheck(node: GridStackNode, o: GridStackMoveOpts): boolean {
// if (node.locked) return false;
if (!this.changedPosConstrain(node, o)) return false;
o.pack = true;
// simpler case: move item directly...
if (!this.maxRow) {
return this.moveNode(node, o);
}
// complex case: create a clone with NO maxRow (will check for out of bounds at the end)
let clonedNode: GridStackNode;
let clone = new GridStackEngine({
column: this.column,
float: this.float,
nodes: this.nodes.map(n => {
if (n._id === node._id) {
clonedNode = {...n};
return clonedNode;
}
return {...n};
})
});
if (!clonedNode) return false;
// check if we're covering 50% collision and could move
let canMove = clone.moveNode(clonedNode, o) && clone.getRow() <= this.maxRow;
// else check if we can force a swap (float=true, or different shapes) on non-resize
if (!canMove && !o.resizing && o.collide) {
let collide = o.collide.el.gridstackNode; // find the source node the clone collided with at 50%
if (this.swap(node, collide)) { // swaps and mark dirty
this._notify();
return true;
}
}
if (!canMove) return false;
// if clone was able to move, copy those mods over to us now instead of caller trying to do this all over!
// Note: we can't use the list directly as elements and other parts point to actual node, so copy content
clone.nodes.filter(n => n._dirty).forEach(c => {
let n = this.nodes.find(a => a._id === c._id);
if (!n) return;
Utils.copyPos(n, c);
n._dirty = true;
});
this._notify();
return true;
}
/** return true if can fit in grid height constrain only (always true if no maxRow) */
public willItFit(node: GridStackNode): boolean {
delete node._willFitPos;
if (!this.maxRow) return true;
// create a clone with NO maxRow and check if still within size
let clone = new GridStackEngine({
column: this.column,
float: this.float,
nodes: this.nodes.map(n => {return {...n}})
});
let n = {...node}; // clone node so we don't mod any settings on it but have full autoPosition and min/max as well! #1687
this.cleanupNode(n);
delete n.el; delete n._id; delete n.content; delete n.grid;
clone.addNode(n);
if (clone.getRow() <= this.maxRow) {
node._willFitPos = Utils.copyPos({}, n);
return true;
}
return false;
}
/** true if x,y or w,h are different after clamping to min/max */
public changedPosConstrain(node: GridStackNode, p: GridStackPosition): boolean {
// first make sure w,h are set for caller
p.w = p.w || node.w;
p.h = p.h || node.h;
if (node.x !== p.x || node.y !== p.y) return true;
// check constrained w,h
if (node.maxW) { p.w = Math.min(p.w, node.maxW); }
if (node.maxH) { p.h = Math.min(p.h, node.maxH); }
if (node.minW) { p.w = Math.max(p.w, node.minW); }
if (node.minH) { p.h = Math.max(p.h, node.minH); }
return (node.w !== p.w || node.h !== p.h);
}
/** return true if the passed in node was actually moved (checks for no-op and locked) */
public moveNode(node: GridStackNode, o: GridStackMoveOpts): boolean {
if (!node || /*node.locked ||*/ !o) return false;
let wasUndefinedPack: boolean;
if (o.pack === undefined) {
wasUndefinedPack = o.pack = true;
}
// constrain the passed in values and check if we're still changing our node
if (typeof o.x !== 'number') { o.x = node.x; }
if (typeof o.y !== 'number') { o.y = node.y; }
if (typeof o.w !== 'number') { o.w = node.w; }
if (typeof o.h !== 'number') { o.h = node.h; }
let resizing = (node.w !== o.w || node.h !== o.h);
let nn: GridStackNode = Utils.copyPos({}, node, true); // get min/max out first, then opt positions next
Utils.copyPos(nn, o);
nn = this.nodeBoundFix(nn, resizing);
Utils.copyPos(o, nn);
if (Utils.samePos(node, o)) return false;
let prevPos: GridStackPosition = Utils.copyPos({}, node);
// check if we will need to fix collision at our new location
let collides = this.collideAll(node, nn, o.skip);
let needToMove = true;
if (collides.length) {
let activeDrag = node._moving && !o.nested;
// check to make sure we actually collided over 50% surface area while dragging
let collide = activeDrag ? this.directionCollideCoverage(node, o, collides) : collides[0];
// if we're enabling creation of sub-grids on the fly, see if we're covering 80% of either one, if we didn't already do that
if (activeDrag && collide && node.grid?.opts?.subGridDynamic && !node.grid._isTemp) {
let over = Utils.areaIntercept(o.rect, collide._rect);
let a1 = Utils.area(o.rect);
let a2 = Utils.area(collide._rect);
let perc = over / (a1 < a2 ? a1 : a2);
if (perc > .8) {
collide.grid.makeSubGrid(collide.el, undefined, node);
collide = undefined;
}
}
if (collide) {
needToMove = !this._fixCollisions(node, nn, collide, o); // check if already moved...
} else {
needToMove = false; // we didn't cover >50% for a move, skip...
if (wasUndefinedPack) delete o.pack;
}
}
// now move (to the original ask vs the collision version which might differ) and repack things
if (needToMove) {
node._dirty = true;
Utils.copyPos(node, nn);
}
if (o.pack) {
this._packNodes()
._notify();
}
return !Utils.samePos(node, prevPos); // pack might have moved things back
}
public getRow(): number {
return this.nodes.reduce((row, n) => Math.max(row, n.y + n.h), 0);
}
public beginUpdate(node: GridStackNode): GridStackEngine {
if (!node._updating) {
node._updating = true;
delete node._skipDown;
if (!this.batchMode) this.saveInitial();
}
return this;
}
public endUpdate(): GridStackEngine {
let n = this.nodes.find(n => n._updating);
if (n) {
delete n._updating;
delete n._skipDown;
}
return this;
}
/** saves a copy of the largest column layout (eg 12 even when rendering oneColumnMode) so we don't loose orig layout,
* returning a list of widgets for serialization */
public save(saveElement = true, saveCB?: SaveFcn): GridStackNode[] {
// use the highest layout for any saved info so we can have full detail on reload #1849
let len = this._layouts?.length;
let layout = len && this.column !== (len - 1) ? this._layouts[len - 1] : null;
let list: GridStackNode[] = [];
this.sortNodes();
this.nodes.forEach(n => {
let wl = layout?.find(l => l._id === n._id);
let w: GridStackNode = {...n};
// use layout info instead if set
if (wl) { w.x = wl.x; w.y = wl.y; w.w = wl.w; }
Utils.removeInternalForSave(w, !saveElement);
if (saveCB) saveCB(n, w);
list.push(w);
});
return list;
}
/** @internal called whenever a node is added or moved - updates the cached layouts */
public layoutsNodesChange(nodes: GridStackNode[]): GridStackEngine {
if (!this._layouts || this._inColumnResize) return this;
// remove smaller layouts - we will re-generate those on the fly... larger ones need to update
this._layouts.forEach((layout, column) => {
if (!layout || column === this.column) return this;
if (column < this.column) {
this._layouts[column] = undefined;
}
else {
// we save the original x,y,w (h isn't cached) to see what actually changed to propagate better.
// NOTE: we don't need to check against out of bound scaling/moving as that will be done when using those cache values. #1785
let ratio = column / this.column;
nodes.forEach(node => {
if (!node._orig) return; // didn't change (newly added ?)
let n = layout.find(l => l._id === node._id);
if (!n) return; // no cache for new nodes. Will use those values.
// Y changed, push down same amount
// TODO: detect doing item 'swaps' will help instead of move (especially in 1 column mode)
if (node.y !== node._orig.y) {
n.y += (node.y - node._orig.y);
}
// X changed, scale from new position
if (node.x !== node._orig.x) {
n.x = Math.round(node.x * ratio);
}
// width changed, scale from new width
if (node.w !== node._orig.w) {
n.w = Math.round(node.w * ratio);
}
// ...height always carries over from cache
});
}
});
return this;
}
/**
* @internal Called to scale the widget width & position up/down based on the column change.
* Note we store previous layouts (especially original ones) to make it possible to go
* from say 12 -> 1 -> 12 and get back to where we were.
*
* @param prevColumn previous number of columns
* @param column new column number
* @param nodes different sorted list (ex: DOM order) instead of current list
* @param layout specify the type of re-layout that will happen (position, size, etc...).
* Note: items will never be outside of the current column boundaries. default (moveScale). Ignored for 1 column
*/
public columnChanged(prevColumn: number, column: number, nodes: GridStackNode[], layout: ColumnOptions = 'moveScale'): GridStackEngine {
if (!this.nodes.length || !column || prevColumn === column) return this;
// simpler shortcuts layouts
const doCompact = layout === 'compact' || layout === 'list';
if (doCompact) {
this.sortNodes(1, prevColumn); // sort with original layout once and only once (new column will affect order otherwise)
}
// cache the current layout in case they want to go back (like 12 -> 1 -> 12) as it requires original data IFF we're sizing down (see below)
if (column < prevColumn) this.cacheLayout(this.nodes, prevColumn);
this.batchUpdate(); // do this EARLY as it will call saveInitial() so we can detect where we started for _dirty and collision
let newNodes: GridStackNode[] = [];
// if we're going to 1 column and using DOM order (item passed in) rather than default sorting, then generate that layout
let domOrder = false;
if (column === 1 && nodes?.length) {
domOrder = true;
let top = 0;
nodes.forEach(n => {
n.x = 0;
n.w = 1;
n.y = Math.max(n.y, top);
top = n.y + n.h;
});
newNodes = nodes;
nodes = [];
} else {
nodes = doCompact ? this.nodes : Utils.sort(this.nodes, -1, prevColumn); // current column reverse sorting so we can insert last to front (limit collision)
}
// see if we have cached previous layout IFF we are going up in size (restore) otherwise always
// generate next size down from where we are (looks more natural as you gradually size down).
if (column > prevColumn && this._layouts) {
const cacheNodes = this._layouts[column] || [];
// ...if not, start with the largest layout (if not already there) as down-scaling is more accurate
// by pretending we came from that larger column by assigning those values as starting point
let lastIndex = this._layouts.length - 1;
if (!cacheNodes.length && prevColumn !== lastIndex && this._layouts[lastIndex]?.length) {
prevColumn = lastIndex;
this._layouts[lastIndex].forEach(cacheNode => {
let n = nodes.find(n => n._id === cacheNode._id);
if (n) {
// still current, use cache info positions
if (!doCompact) {
n.x = cacheNode.x;
n.y = cacheNode.y;
}
n.w = cacheNode.w;
}
});
}
// if we found cache re-use those nodes that are still current
cacheNodes.forEach(cacheNode => {
let j = nodes.findIndex(n => n._id === cacheNode._id);
if (j !== -1) {
// still current, use cache info positions
if (doCompact) {
nodes[j].w = cacheNode.w; // only w is used, and don't trim the list
return;
}
if (cacheNode.autoPosition || isNaN(cacheNode.x) || isNaN(cacheNode.y)) {
this.findEmptyPosition(cacheNode, newNodes);
}
if (!cacheNode.autoPosition) {
nodes[j].x = cacheNode.x;
nodes[j].y = cacheNode.y;
nodes[j].w = cacheNode.w;
newNodes.push(nodes[j]);
}
nodes.splice(j, 1);
}
});
}
// much simpler layout that just compacts
if (doCompact) {
this.compact(layout, false);
} else {
// ...and add any extra non-cached ones
if (nodes.length) {
if (typeof layout === 'function') {
layout(column, prevColumn, newNodes, nodes);
} else if (!domOrder) {
let ratio = (doCompact || layout === 'none') ? 1 : column / prevColumn;
let move = (layout === 'move' || layout === 'moveScale');
let scale = (layout === 'scale' || layout === 'moveScale');
nodes.forEach(node => {
// NOTE: x + w could be outside of the grid, but addNode() below will handle that
node.x = (column === 1 ? 0 : (move ? Math.round(node.x * ratio) : Math.min(node.x, column - 1)));
node.w = ((column === 1 || prevColumn === 1) ? 1 : scale ? (Math.round(node.w * ratio) || 1) : (Math.min(node.w, column)));
newNodes.push(node);
});
nodes = [];
}
}
// finally re-layout them in reverse order (to get correct placement)
if (!domOrder) newNodes = Utils.sort(newNodes, -1, column);
this._inColumnResize = true; // prevent cache update
this.nodes = []; // pretend we have no nodes to start with (add() will use same structures) to simplify layout
newNodes.forEach(node => {
this.addNode(node, false); // 'false' for add event trigger
delete node._orig; // make sure the commit doesn't try to restore things back to original
});
}
this.nodes.forEach(n => delete n._orig); // clear _orig before batch=false so it doesn't handle float=true restore
this.batchUpdate(false, !doCompact);
delete this._inColumnResize;
return this;
}
/**
* call to cache the given layout internally to the given location so we can restore back when column changes size
* @param nodes list of nodes
* @param column corresponding column index to save it under
* @param clear if true, will force other caches to be removed (default false)
*/
public cacheLayout(nodes: GridStackNode[], column: number, clear = false): GridStackEngine {
let copy: GridStackNode[] = [];
nodes.forEach((n, i) => {
n._id = n._id ?? GridStackEngine._idSeq++; // make sure we have an id in case this is new layout, else re-use id already set
copy[i] = {x: n.x, y: n.y, w: n.w, _id: n._id} // only thing we change is x,y,w and id to find it back
});
this._layouts = clear ? [] : this._layouts || []; // use array to find larger quick
this._layouts[column] = copy;
return this;
}
/**
* call to cache the given node layout internally to the given location so we can restore back when column changes size
* @param node single node to cache
* @param column corresponding column index to save it under
*/
public cacheOneLayout(n: GridStackNode, column: number): GridStackEngine {
n._id = n._id ?? GridStackEngine._idSeq++;
let l: GridStackNode = {x: n.x, y: n.y, w: n.w, _id: n._id}
if (n.autoPosition) { delete l.x; delete l.y; l.autoPosition = true; }
this._layouts = this._layouts || [];
this._layouts[column] = this._layouts[column] || [];
let index = this.findCacheLayout(n, column);
if (index === -1)
this._layouts[column].push(l);
else
this._layouts[column][index] = l;
return this;
}
protected findCacheLayout(n: GridStackNode, column: number): number {
return this._layouts?.[column]?.findIndex(l => l._id === n._id) ?? -1;
}
/** called to remove all internal values but the _id */
public cleanupNode(node: GridStackNode): GridStackEngine {
for (let prop in node) {
if (prop[0] === '_' && prop !== '_id') delete node[prop];
}
return this;
}
}