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326 lines
11 KiB
Plaintext
326 lines
11 KiB
Plaintext
"use strict";
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/*
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Copyright [2014] [Diagramo]
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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/** Creates a minimap for the big canvas
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*
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* @constructor
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* @this {Minimap}
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* @param {HTMLObject} bigCanvas (usually the canvas object)
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* @param {HTMLObject} minimapContainer The minimap DOM Object (usually the container DIV)
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* @author Zack Newsham <zack_newsham@yahoo.co.uk>
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* @author Alex Gheorghiu <alex@scriptoid.com>
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*
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* @see See /documents/specs/minimap.jpg for a visual representation of the minimap architecture.
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* @see See minimap.css to fully understand the CSS positioning
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*/
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function Minimap(bigCanvas, minimapContainer){
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/**Keeps track it minimap is selected or not*/
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this.selected = false;
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/**The big canvas DOM object (canvas). You can get it also by document.getElementById('map')*/
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this.bigCanvas = bigCanvas;
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/**The minimap DOM object (div). You can get it also by document.getElementById('minimap')*/
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this.minimapContainer = minimapContainer;
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/*Stores reference to div selection rectangle (as a div)*/
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this.selection = document.createElement("div");
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this.selection.id = "selection";
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//create a canvas to paint the minimap on
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/**Reference to small DOM canvas (minimap)*/
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this.smallCanvas = document.createElement("canvas");
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this.smallCanvas.style.width = "100%";
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this.smallCanvas.style.height = "100%";
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//the size has to be specified so we get a minimap that has the same proportions as the map
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this.minimapContainer.style.height = Minimap.prefferedHeight + "px"; //initially it's zero
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this.minimapContainer.style.width = Minimap.prefferedWidth + "px";
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this.minimapContainer.appendChild(this.smallCanvas);
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this.minimapContainer.appendChild(this.selection);
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//If big canvas is scrolled --effect--> update minimap position
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this.bigCanvas.parentNode.onscroll = function (scrollObject){
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return function(event){
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scrollObject.updateMinimapPosition();
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}
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}(this);
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//Minimap move mouse --effect--> update map position
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this.minimapContainer.onmousemove = function(aMinimapObject){
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return function(event){
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aMinimapObject.onScrollMinimap(event);
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return false;
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}
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}(this);
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//Selection mouse down --effect--> select minimap
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this.selection.onmousedown = function(aMinimapObject){
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return function(event){
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/*prevent Firefox to allow canvas dragg effect. By default FF allows you
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* to drag the canvas out of it's place, similar to drag an image*/
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event.preventDefault();
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aMinimapObject.selected = true;
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}
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}(this);
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//Canvas mouse down --effect--> center selection
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this.smallCanvas.onmousedown = function(aMinimapObject){
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return function(event){
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aMinimapObject.selected = true;
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aMinimapObject.onScrollMinimap(event);
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}
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}(this);
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//because we have a fixed width this ratio will give us the (minimap width / bigmap width) percent
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/**The ratio between the big map and the small one*/
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this.ratio = 0;
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this.initMinimap();
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}
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/**Preffered/default width*/
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Minimap.prefferedWidth = 115;
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/**Preffered/default height*/
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Minimap.prefferedHeight = 250;
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Minimap.prototype = {
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constructor : Minimap,
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/**
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*Update the minimap (canvas) with a scalled down version of the big map (canvas)
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*@author Zack
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*TODO: because of this the whole paiting is very slow. We need to optimize it
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*Ideea: make update not real time....but with a delay...1 s for example so
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*instead of hundreds of micro repaint we will have only a few
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**/
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updateMinimap:function(){
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//this part should be moved somewhere more relevant, only here for testing
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var canvas = this.bigCanvas;
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//recreate a new image from encoded data
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//TODO: remove following lines....not used anymore?
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//var ctx = canvas.getContext("2d");
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//var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
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var thisCtx = this.smallCanvas.getContext("2d");
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thisCtx.beginPath();
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thisCtx.clearRect(0,0,this.smallCanvas.width,this.smallCanvas.height)
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thisCtx.closePath();
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thisCtx.stroke();
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thisCtx.save();
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/*@see http://STACKoverflow.com/questions/3448347/how-to-scale-an-imagedata-in-html-canvas*/
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thisCtx.scale(this.ratio/100 , this.ratio/100 );
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thisCtx.drawImage(canvas, 0,0);
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thisCtx.restore();
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},
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/**
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*Reset/init ratio and minimap's height
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*@author Zack, Alex
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**/
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initMinimap:function(){
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/*
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*We need to recompute the width and height of the minimap.
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*Initially minimap has a Minimap.prefferedWidth x Minimap.prefferedHeight size
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*Now we will compute the vertical ration and horizontal one
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*and pick the smaller one as general ratio and based on that we will
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*recompute the width and height of the minimap
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**/
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var horizontalRatio = Minimap.prefferedWidth * 100 / ($(this.bigCanvas).width()); //horizontal ratio
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var verticalRatio = Minimap.prefferedHeight * 100 / ($(this.bigCanvas).height()); //vertical ratio
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//pick smaller ratio
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if(horizontalRatio < verticalRatio){
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this.ratio = horizontalRatio;
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}
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else{
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this.ratio = verticalRatio;
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}
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//recompute width and height
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var width = $(this.bigCanvas).width() * this.ratio / 100;
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var height = $(this.bigCanvas).height() * this.ratio / 100;
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//update minimap container sizes
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this.minimapContainer.style.width = width +"px";
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this.minimapContainer.style.height = height + "px";
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//small canvas will fill all it's parent space (it's a gas :) )
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this.smallCanvas.width = $(this.minimapContainer).width();
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this.smallCanvas.height = $(this.minimapContainer).height();
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//compute selection size
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var selectionWidth = this.ratio * ($(this.bigCanvas.parentNode).width() - scrollBarWidth) / 100;
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var selectionHeight = this.ratio * ($(this.bigCanvas.parentNode).height() - scrollBarWidth) / 100;
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if(selectionWidth > $(this.minimapContainer).width()){ //if selection bigger than the container trim it
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selectionWidth = $(this.minimapContainer).width();
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}
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if(selectionHeight > $(this.minimapContainer).height()){ //if selection bigger than the container trim it
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selectionHeight = $(this.minimapContainer).height();
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}
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//update selection
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this.selection.style.width = selectionWidth + "px";
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this.selection.style.height = selectionHeight + "px";
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},
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/**Called by Minimap, usually it just moves/shift the big canvas into the right
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*position
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**/
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updateMapPosition:function(){
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var x = parseInt(this.selection.style.left.replace("px",""));//+border
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var y = parseInt(this.selection.style.top.replace("px",""));//+border
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this.bigCanvas.parentNode.scrollLeft = x / this.ratio * 100;
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this.bigCanvas.parentNode.scrollTop = y / this.ratio * 100;
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},
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/**
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*Called whenever we scroll the big map/canvas. It will update the minimap
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*@author Zack
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*/
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updateMinimapPosition:function(){
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//get big map's offset
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var x = parseInt(this.bigCanvas.parentNode.scrollLeft);
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var y = parseInt(this.bigCanvas.parentNode.scrollTop);
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//compute minimap's offset
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x = x * this.ratio / 100 ;
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y = y * this.ratio / 100 ;
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//apply the offset
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this.selection.style.left = x + "px";
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this.selection.style.top = y + "px";
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},
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/**Called when we move over the minimap and the 'minimap' was previously selected
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*@param {Event} event - the event triggered
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*@author Zack
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**/
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onScrollMinimap:function(event){
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if(this.selected == true){ //we will 'action' only if the select are is selected
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//try to reposition the selection
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var mousePos = this.getInternalXY(event);
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var containerWidth = this.minimapContainer.style.width.replace("px","");
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var containerHeight = this.minimapContainer.style.height.replace("px","");
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var width = this.selection.style.width.replace("px","");
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var height = this.selection.style.height.replace("px","");
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//if we are scrolling outside the area, put us back in
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if(mousePos[0] - width/2 < 0){
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mousePos[0] = width/2;
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}
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if(mousePos[1] - height/2 < 0){
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mousePos[1] = height/2;
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}
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if(mousePos[0] + width/2 > containerWidth){
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mousePos[0] = containerWidth - width/2;
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}
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if(mousePos[1] + height/2 > containerHeight){
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mousePos[1] = containerHeight - height/2;
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}
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//update our minimap
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if(mousePos[0] != undefined){
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this.selection.style.left = mousePos[0] - width/2 + "px";
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this.selection.style.top = mousePos[1] - height/2 + "px";
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}
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//update the actual area
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this.updateMapPosition();
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}
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else{
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this.selected = false;
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}
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},
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/**
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*Computes the boundary of minimap relative to the whole page
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*@author Zack
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*@author (comments) Alex
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*@see <a href="http://www.quirksmode.org/js/findpos.html">http://www.quirksmode.org/js/findpos.html</a>
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**/
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getBounds:function(){
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var thisMinX = 0;
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var thisMinY = 0;
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var obj = this.minimapContainer;
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/*Go recursively up in the hierarchy (parent) and find the minx and min y*/
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do{
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thisMinX += obj.offsetLeft;
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thisMinY += obj.offsetTop;
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/*offsetParent - Returns a reference to the object that is the current
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*element's offset positioning context*/
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}while(obj = obj.offsetParent);
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/*Add minimap's width and height*/
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var thisMaxX = thisMinX + parseInt(this.minimapContainer.style.width.replace("px",""));
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var thisMaxY = thisMinY + parseInt(this.minimapContainer.style.height.replace("px",""));
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return [thisMinX, thisMinY, thisMaxX, thisMaxY];
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},
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/**Get the (x, y) position relative to
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*current DOM object (minimap div in our case)
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*@param {Event} event - the event triggered
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*@return {Array} of [x, y] relative position inside DOM object
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*@author Zack
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*@author (comments) Alex
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**/
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getInternalXY:function(event){
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var position = [];
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var thisBounds = this.getBounds();
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if(event.pageX >= thisBounds[0] && event.pageX <= thisBounds[2] //if event inside [Ox bounds
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&& event.pageY >= thisBounds[1] && event.pageY <= thisBounds[3]) //if event inside [Oy bounds
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{
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position = [event.pageX - thisBounds[0], event.pageY - thisBounds[1]];
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}
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return position;
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}
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} |