grafana/public/app/plugins/panel/canvas/components/connections/ConnectionSVG.tsx
Drew Slobodnjak dfdf119f7f
Canvas: Improve connection vertex logic (#87580)
Canvas: Prevent machine error causing logic swap
2024-05-09 14:38:43 -07:00

595 lines
22 KiB
TypeScript

import { css } from '@emotion/css';
import React, { useEffect, useMemo, useRef, useState } from 'react';
import { GrafanaTheme2 } from '@grafana/data';
import { useStyles2 } from '@grafana/ui';
import { config } from 'app/core/config';
import { ConnectionDirection } from 'app/features/canvas';
import { Scene } from 'app/features/canvas/runtime/scene';
import { ConnectionCoordinates } from '../../panelcfg.gen';
import { ConnectionState } from '../../types';
import {
calculateAngle,
calculateCoordinates,
calculateDistance,
calculateMidpoint,
getConnectionStyles,
getParentBoundingClientRect,
} from '../../utils';
import { CONNECTION_VERTEX_ADD_ID, CONNECTION_VERTEX_ID } from './Connections';
type Props = {
setSVGRef: (anchorElement: SVGSVGElement) => void;
setLineRef: (anchorElement: SVGLineElement) => void;
setSVGVertexRef: (anchorElement: SVGSVGElement) => void;
setVertexPathRef: (anchorElement: SVGPathElement) => void;
setVertexRef: (anchorElement: SVGCircleElement) => void;
scene: Scene;
};
let idCounter = 0;
const htmlElementTypes = ['input', 'textarea'];
export const ConnectionSVG = ({
setSVGRef,
setLineRef,
setSVGVertexRef,
setVertexPathRef,
setVertexRef,
scene,
}: Props) => {
const styles = useStyles2(getStyles);
const headId = Date.now() + '_' + idCounter++;
const CONNECTION_LINE_ID = useMemo(() => `connectionLineId-${headId}`, [headId]);
const EDITOR_HEAD_ID = useMemo(() => `editorHead-${headId}`, [headId]);
const defaultArrowColor = config.theme2.colors.text.primary;
const defaultArrowSize = 2;
const defaultArrowDirection = ConnectionDirection.Forward;
const maximumVertices = 10;
const [selectedConnection, setSelectedConnection] = useState<ConnectionState | undefined>(undefined);
// Need to use ref to ensure state is not stale in event handler
const selectedConnectionRef = useRef(selectedConnection);
useEffect(() => {
selectedConnectionRef.current = selectedConnection;
});
useEffect(() => {
if (scene.panel.context.instanceState?.selectedConnection) {
setSelectedConnection(scene.panel.context.instanceState?.selectedConnection);
}
}, [scene.panel.context.instanceState?.selectedConnection]);
const onKeyUp = (e: KeyboardEvent) => {
const target = e.target;
if (!(target instanceof HTMLElement)) {
return;
}
if (htmlElementTypes.indexOf(target.nodeName.toLowerCase()) > -1) {
return;
}
// Backspace (8) or delete (46)
if (e.keyCode === 8 || e.keyCode === 46) {
if (selectedConnectionRef.current && selectedConnectionRef.current.source) {
selectedConnectionRef.current.source.options.connections =
selectedConnectionRef.current.source.options.connections?.filter(
(connection) => connection !== selectedConnectionRef.current?.info
);
selectedConnectionRef.current.source.onChange(selectedConnectionRef.current.source.options);
setSelectedConnection(undefined);
scene.connections.select(undefined);
scene.connections.updateState();
scene.save();
}
} else {
// Prevent removing event listener if key is not delete
return;
}
document.removeEventListener('keyup', onKeyUp);
scene.selecto!.rootContainer!.removeEventListener('click', clearSelectedConnection);
};
const clearSelectedConnection = (event: MouseEvent) => {
const eventTarget = event.target;
const shouldResetSelectedConnection = !(
eventTarget instanceof SVGLineElement && eventTarget.id === CONNECTION_LINE_ID
);
if (shouldResetSelectedConnection) {
setSelectedConnection(undefined);
scene.connections.select(undefined);
}
};
const selectConnection = (connection: ConnectionState) => {
if (scene.isEditingEnabled) {
setSelectedConnection(connection);
scene.connections.select(connection);
document.addEventListener('keyup', onKeyUp);
scene.selecto!.rootContainer!.addEventListener('click', clearSelectedConnection);
}
};
// Figure out target and then target's relative coordinates drawing (if no target do parent)
const renderConnections = () => {
return (
scene.connections.state
// Render selected connection last, ensuring it is above other connections
.sort((_a, b) => (selectedConnection === b && scene.panel.context.instanceState.selectedConnection ? -1 : 0))
.map((v, idx) => {
const { source, target, info, vertices, index } = v;
const sourceRect = source.div?.getBoundingClientRect();
const parent = source.div?.parentElement;
const transformScale = scene.scale;
const parentRect = getParentBoundingClientRect(scene);
if (!sourceRect || !parent || !parentRect) {
return;
}
const { x1, y1, x2, y2 } = calculateCoordinates(sourceRect, parentRect, info, target, transformScale);
let { xStart, yStart, xEnd, yEnd } = { xStart: x1, yStart: y1, xEnd: x2, yEnd: y2 };
if (v.sourceOriginal && v.targetOriginal) {
xStart = v.sourceOriginal.x;
yStart = v.sourceOriginal.y;
xEnd = v.targetOriginal.x;
yEnd = v.targetOriginal.y;
} else if (source.options.connections) {
// If original source or target coordinates are not set for the current connection, set them
if (
!source.options.connections[index].sourceOriginal ||
!source.options.connections[index].targetOriginal
) {
source.options.connections[index].sourceOriginal = { x: x1, y: y1 };
source.options.connections[index].targetOriginal = { x: x2, y: y2 };
}
}
const midpoint = calculateMidpoint(x1, y1, x2, y2);
const xDist = xEnd - xStart;
const yDist = yEnd - yStart;
const { strokeColor, strokeWidth, strokeRadius, arrowDirection, lineStyle, shouldAnimate } =
getConnectionStyles(info, scene, defaultArrowSize, defaultArrowDirection);
const isSelected = selectedConnection === v && scene.panel.context.instanceState.selectedConnection;
const connectionCursorStyle = scene.isEditingEnabled ? 'grab' : '';
const selectedStyles = { stroke: '#44aaff', strokeOpacity: 0.6, strokeWidth: strokeWidth + 5 };
const CONNECTION_HEAD_ID_START = `connectionHeadStart-${headId + Math.random()}`;
const CONNECTION_HEAD_ID_END = `connectionHeadEnd-${headId + Math.random()}`;
const radius = strokeRadius;
// Create vertex path and populate array of add vertex controls
const addVertices: ConnectionCoordinates[] = [];
let pathString = `M${x1} ${y1} `;
if (vertices?.length) {
vertices.map((vertex, index) => {
const x = vertex.x;
const y = vertex.y;
// Convert vertex relative coordinates to scene coordinates
const X = x * xDist + xStart;
const Y = y * yDist + yStart;
// Initialize coordinates for first arc control point
let xa = X;
let ya = Y;
// Initialize coordinates for second arc control point
let xb = X;
let yb = Y;
// Initialize half arc distance and segment angles
let lHalfArc = 0;
let angle1 = 0;
let angle2 = 0;
// Only calculate arcs if there is a radius
if (radius) {
if (index < vertices.length - 1) {
const Xn = vertices[index + 1].x * xDist + xStart;
const Yn = vertices[index + 1].y * yDist + yStart;
if (index === 0) {
// First vertex
angle1 = calculateAngle(x1, y1, X, Y);
angle2 = calculateAngle(X, Y, Xn, Yn);
} else {
// All vertices
const previousVertex = vertices[index - 1];
const Xp = previousVertex.x * xDist + xStart;
const Yp = previousVertex.y * yDist + yStart;
angle1 = calculateAngle(Xp, Yp, X, Y);
angle2 = calculateAngle(X, Y, Xn, Yn);
}
} else {
// Last vertex
if (index > 0) {
// Not also the first vertex
const previousVertex = vertices[index - 1];
const Xp = previousVertex.x * xDist + xStart;
const Yp = previousVertex.y * yDist + yStart;
angle1 = calculateAngle(Xp, Yp, X, Y);
} else {
angle1 = calculateAngle(x1, y1, X, Y);
}
angle2 = calculateAngle(X, Y, x2, y2);
}
// Calculate angle between two segments where arc will be placed
const theta = angle2 - angle1; //radians
// Attempt to determine if arc is counter clockwise (ccw)
const ccw = theta < 0;
// Half arc is used for arc control points
lHalfArc = radius * Math.tan(theta / 2);
if (ccw) {
lHalfArc *= -1;
}
}
if (index === 0) {
// For first vertex
addVertices.push(
calculateMidpoint((x1 - xStart) / (xEnd - xStart), (y1 - yStart) / (yEnd - yStart), x, y)
);
// Only calculate arcs if there is a radius
if (radius) {
// Length of segment
const lSegment = calculateDistance(X, Y, x1, y1);
if (Math.abs(lHalfArc) > 0.5 * Math.abs(lSegment)) {
// Limit curve control points to mid segment
lHalfArc = 0.5 * lSegment;
}
// Default next point to last point
let Xn = x2;
let Yn = y2;
if (index < vertices.length - 1) {
// Not also the last point
const nextVertex = vertices[index + 1];
Xn = nextVertex.x * xDist + xStart;
Yn = nextVertex.y * yDist + yStart;
}
// Length of next segment
const lSegmentNext = calculateDistance(X, Y, Xn, Yn);
if (Math.abs(lHalfArc) > 0.5 * Math.abs(lSegmentNext)) {
// Limit curve control points to mid segment
lHalfArc = 0.5 * lSegmentNext;
}
// Calculate arc control points
const lDelta = lSegment - lHalfArc;
xa = Math.round(lDelta * Math.cos(angle1) + x1);
ya = Math.round(lDelta * Math.sin(angle1) + y1);
xb = Math.round(lHalfArc * Math.cos(angle2) + X);
yb = Math.round(lHalfArc * Math.sin(angle2) + Y);
// Check if arc control points are inside of segment, otherwise swap sign
if ((xa > X && xa > x1) || (xa < X && xa < x1)) {
xa = (lDelta + 2 * lHalfArc) * Math.cos(angle1) + x1;
ya = (lDelta + 2 * lHalfArc) * Math.sin(angle1) + y1;
xb = -lHalfArc * Math.cos(angle2) + X;
yb = -lHalfArc * Math.sin(angle2) + Y;
}
}
} else {
// For all other vertices
const previousVertex = vertices[index - 1];
addVertices.push(calculateMidpoint(previousVertex.x, previousVertex.y, x, y));
// Only calculate arcs if there is a radius
if (radius) {
// Convert previous vertex relative coorindates to scene coordinates
const Xp = previousVertex.x * xDist + xStart;
const Yp = previousVertex.y * yDist + yStart;
// Length of segment
const lSegment = calculateDistance(X, Y, Xp, Yp);
if (Math.abs(lHalfArc) > 0.5 * Math.abs(lSegment)) {
// Limit curve control points to mid segment
lHalfArc = 0.5 * lSegment;
}
// Default next point to last point
let Xn = x2;
let Yn = y2;
if (index < vertices.length - 1) {
// Not also the last point
const nextVertex = vertices[index + 1];
Xn = nextVertex.x * xDist + xStart;
Yn = nextVertex.y * yDist + yStart;
}
// Length of next segment
const lSegmentNext = calculateDistance(X, Y, Xn, Yn);
if (Math.abs(lHalfArc) > 0.5 * Math.abs(lSegmentNext)) {
// Limit curve control points to mid segment
lHalfArc = 0.5 * lSegmentNext;
}
// Calculate arc control points
const lDelta = lSegment - lHalfArc;
xa = Math.round(lDelta * Math.cos(angle1) + Xp);
ya = Math.round(lDelta * Math.sin(angle1) + Yp);
xb = Math.round(lHalfArc * Math.cos(angle2) + X);
yb = Math.round(lHalfArc * Math.sin(angle2) + Y);
// Check if arc control points are inside of segment, otherwise swap sign
if ((xa > X && xa > Xp) || (xa < X && xa < Xp)) {
xa = (lDelta + 2 * lHalfArc) * Math.cos(angle1) + Xp;
ya = (lDelta + 2 * lHalfArc) * Math.sin(angle1) + Yp;
xb = -lHalfArc * Math.cos(angle2) + X;
yb = -lHalfArc * Math.sin(angle2) + Y;
}
}
}
if (index === vertices.length - 1) {
// For last vertex only
addVertices.push(
calculateMidpoint((x2 - xStart) / (xEnd - xStart), (y2 - yStart) / (yEnd - yStart), x, y)
);
}
// Add segment to path
pathString += `L${xa} ${ya} `;
if (lHalfArc !== 0) {
// Add arc if applicable
pathString += `Q ${X} ${Y} ${xb} ${yb} `;
}
});
// Add last segment
pathString += `L${x2} ${y2}`;
}
const markerStart =
arrowDirection === ConnectionDirection.Reverse || arrowDirection === ConnectionDirection.Both
? `url(#${CONNECTION_HEAD_ID_START})`
: undefined;
const markerEnd =
arrowDirection === ConnectionDirection.Forward || arrowDirection === ConnectionDirection.Both
? `url(#${CONNECTION_HEAD_ID_END})`
: undefined;
const getAnimationDirection = () => {
let values = '100;0';
if (arrowDirection === ConnectionDirection.Reverse) {
values = '0;100';
}
return values;
};
return (
<svg className={styles.connection} key={idx}>
<g onClick={() => selectConnection(v)}>
<defs>
<marker
id={CONNECTION_HEAD_ID_START}
markerWidth="10"
markerHeight="7"
refX="0"
refY="3.5"
orient="auto"
stroke={strokeColor}
>
<polygon points="10 0, 0 3.5, 10 7" fill={strokeColor} />
</marker>
<marker
id={CONNECTION_HEAD_ID_END}
markerWidth="10"
markerHeight="7"
refX="10"
refY="3.5"
orient="auto"
stroke={strokeColor}
>
<polygon points="0 0, 10 3.5, 0 7" fill={strokeColor} />
</marker>
</defs>
{vertices?.length ? (
<g>
<path
id={`${CONNECTION_LINE_ID}_transparent`}
d={pathString}
cursor={connectionCursorStyle}
pointerEvents="auto"
stroke="transparent"
strokeWidth={15}
fill={'none'}
style={isSelected ? selectedStyles : {}}
/>
<path
d={pathString}
stroke={strokeColor}
strokeWidth={strokeWidth}
strokeDasharray={lineStyle}
strokeDashoffset={1}
fill={'none'}
markerEnd={markerEnd}
markerStart={markerStart}
>
{shouldAnimate && (
<animate
attributeName="stroke-dashoffset"
values={getAnimationDirection()}
dur="5s"
calcMode="linear"
repeatCount="indefinite"
fill={'freeze'}
/>
)}
</path>
{isSelected && (
<g>
{vertices.map((value, index) => {
return (
<circle
id={CONNECTION_VERTEX_ID}
data-index={index}
key={`${CONNECTION_VERTEX_ID}${index}_${idx}`}
cx={value.x * xDist + xStart}
cy={value.y * yDist + yStart}
r={5}
stroke={strokeColor}
className={styles.vertex}
cursor={'crosshair'}
pointerEvents="auto"
/>
);
})}
{vertices.length < maximumVertices &&
addVertices.map((value, index) => {
return (
<circle
id={CONNECTION_VERTEX_ADD_ID}
data-index={index}
key={`${CONNECTION_VERTEX_ADD_ID}${index}_${idx}`}
cx={value.x * xDist + xStart}
cy={value.y * yDist + yStart}
r={4}
stroke={strokeColor}
className={styles.addVertex}
cursor={'crosshair'}
pointerEvents="auto"
/>
);
})}
</g>
)}
</g>
) : (
<g>
<line
id={`${CONNECTION_LINE_ID}_transparent`}
cursor={connectionCursorStyle}
pointerEvents="auto"
stroke="transparent"
strokeWidth={15}
style={isSelected ? selectedStyles : {}}
x1={x1}
y1={y1}
x2={x2}
y2={y2}
/>
<line
id={CONNECTION_LINE_ID}
stroke={strokeColor}
pointerEvents="auto"
strokeWidth={strokeWidth}
markerEnd={markerEnd}
markerStart={markerStart}
strokeDasharray={lineStyle}
strokeDashoffset={1}
x1={x1}
y1={y1}
x2={x2}
y2={y2}
cursor={connectionCursorStyle}
>
{shouldAnimate && (
<animate
attributeName="stroke-dashoffset"
values={getAnimationDirection()}
dur="5s"
calcMode="linear"
repeatCount="indefinite"
fill={'freeze'}
/>
)}
</line>
{isSelected && (
<circle
id={CONNECTION_VERTEX_ADD_ID}
data-index={0}
cx={midpoint.x}
cy={midpoint.y}
r={4}
stroke={strokeColor}
className={styles.addVertex}
cursor={'crosshair'}
pointerEvents="auto"
/>
)}
</g>
)}
</g>
</svg>
);
})
);
};
return (
<>
<svg ref={setSVGRef} className={styles.editorSVG}>
<defs>
<marker
id={EDITOR_HEAD_ID}
markerWidth="10"
markerHeight="7"
refX="10"
refY="3.5"
orient="auto"
stroke={defaultArrowColor}
>
<polygon points="0 0, 10 3.5, 0 7" fill={defaultArrowColor} />
</marker>
</defs>
<line ref={setLineRef} stroke={defaultArrowColor} strokeWidth={2} markerEnd={`url(#${EDITOR_HEAD_ID})`} />
</svg>
<svg ref={setSVGVertexRef} className={styles.editorSVG}>
<path
ref={setVertexPathRef}
stroke={defaultArrowColor}
strokeWidth={2}
strokeDasharray={'5, 5'}
fill={'none'}
/>
<circle ref={setVertexRef} stroke={defaultArrowColor} r={4} className={styles.vertex} />
</svg>
{renderConnections()}
</>
);
};
const getStyles = (theme: GrafanaTheme2) => ({
editorSVG: css({
position: 'absolute',
pointerEvents: 'none',
width: '100%',
height: '100%',
zIndex: 1000,
display: 'none',
}),
connection: css({
position: 'absolute',
width: '100%',
height: '100%',
zIndex: 1000,
pointerEvents: 'none',
}),
vertex: css({
fill: '#44aaff',
strokeWidth: 2,
}),
addVertex: css({
fill: '#44aaff',
opacity: 0.5,
strokeWidth: 1,
}),
});