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reducer.js
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import _ from 'lodash'
import { createReducer } from 'redux-act'
import * as actions from './actions'
import { getItem, getItemIdForDocId } from './selectors'
import { reuseOrGenerateItemId } from './utils'
const defaultState = {
// Some unimportant initial sizes, which are updated when loaded.
// TODO can we remove canvas and/or window size from state?
canvasSize: {
width: 800,
height: 600,
},
windowSize: {
width: 800,
height: 600,
},
// No items or edges yet.
visibleItems: {
// [itemId]: {docId, x, y, width, height}
},
edges: {
// [edgeId]: {linkId, sourceItemId, targetItemId}
},
expandedItem: undefined, // itemId
centeredItem: undefined, // itemId
focussedItem: undefined, // itemId
showDropSpace: false,
}
const ITEM_MIN_WIDTH = 100
const ITEM_MIN_HEIGHT = 20
// Note: this function is almost like a reducer, but it also returns a value.
// It is equivalent to actions.createItem, but for usage within other reducers.
function createItem(state, {docId, props}) {
let itemId = reuseOrGenerateItemId(state, {docId})
state = createItemWithId(state, {itemId, docId, props})
return {state, itemId}
}
function createItemWithId(state, {itemId, docId, props}) {
let newItem = {
...props,
docId,
flaggedForRemoval: undefined,
}
let visibleItems = {...state.visibleItems, [itemId]: newItem}
return {...state, visibleItems}
}
function changeDoc(state, {itemId, docId}) {
let item = getItem(state, itemId)
item = {...item, docId}
state = {...state, visibleItems: {...state.visibleItems, [itemId]: item}}
return state
}
function centerItem(state, {itemId, animate}, {currentView}) {
state = relocateItem(state, {itemId, xRelative: 0.5, yRelative: 0.5, animate}, {currentView})
let item = getItem(state, itemId)
let newItem = {...item, inTransition: animate, centered: true}
let visibleItems = {...state.visibleItems, [itemId]: newItem}
return {...state, visibleItems, centeredItem: itemId}
}
function centerDocWithFriends(state, {
docId, itemId, targetDocIds, sourceDocIds, targetsTargets,
sourcesSources, animate
}, {currentView}) {
// Flag all items, so items not reused will be removed further below.
state = flagAllItemsForRemoval(state)
// Do not keep old edges, remove them.
state = {...state, edges: {}}
if (itemId !== undefined) {
// Caller specified which item should be in the center. Prevent removal.
let item = getItem(state, itemId)
item = {...item, flaggedForRemoval: undefined}
let visibleItems = {...state.visibleItems, [itemId]: item}
state = {...state, visibleItems}
}
else {
// No item was passed, create a new item for the doc
let {state: newState, itemId: newItemId} = createItem(state, {docId})
state = newState
itemId = newItemId
}
// Let it fill 1/3 of window width, fix width/height ratio to 4:3
let width = state.windowSize.width/3
let height = width*3/4
state = resizeItem(state, {itemId, width, height, animate})
// Center it
state = centerItem(state, {itemId, animate}, {currentView})
// Show its friends (linked items) left and right of it
state = showItemFriends(state, {
itemId,
friendDocIds: targetDocIds,
side: 'right',
animate,
}, {currentView})
state = showItemFriends(state, {
itemId,
friendDocIds: sourceDocIds,
side: 'left',
animate,
}, {currentView})
_.forEach(targetDocIds, (docId) => {
let itemId = getItemIdForDocId(state, docId)
state = showItemFriends(state, {
itemId,
friendDocIds: targetsTargets[docId] || [],
side: 'right',
animate
})
})
_.forEach(sourceDocIds, (docId) => {
let itemId = getItemIdForDocId(state, docId)
state = showItemFriends(state, {
itemId,
friendDocIds: sourcesSources[docId] || [],
side: 'left',
animate
})
})
// Remove the items that have not been reused.
state = removeFlaggedItems(state)
return {...state}
}
function flagAllItemsForRemoval(state) {
let visibleItems = _.mapValues(state.visibleItems,
item => ({...item, flaggedForRemoval: true}))
state = {...state, visibleItems}
return state
}
function removeFlaggedItems(state) {
let flaggedItems = _.pickBy(state.visibleItems,
item => item.flaggedForRemoval)
_.forOwn(flaggedItems, (item, itemId) => {
state = hideItem(state, {itemId})
})
return state
}
function removeAllItems(state) {
state = {...state,
visibleItems: {},
edges: {},
expandedItem: undefined,
centeredItem: undefined,
focussedItem: undefined,
}
return state
}
function pruneEdges(state) {
// Remove edges to or from non-existing items
let visibleItems = state.visibleItems
let edges = _.pickBy(
state.edges,
edge => ( edge.sourceItemId in visibleItems
&& edge.targetItemId in visibleItems)
)
return {...state, edges}
}
function showItemFriends(state, {itemId, friendDocIds, friendItemIds, side='right', animate}) {
// If we were passed the docIds, show the docs and get the resulting itemIds
let friendsToRelocate = []
if (friendItemIds === undefined) {
friendItemIds = []
friendDocIds.forEach((friendDocId) => {
// If the item is already in view, do not move it nor draw yet another one.
let friendItemId = _.findKey(state.visibleItems, item => (item.docId === friendDocId && !item.flaggedForRemoval))
if (!friendItemId) {
// Create the item, or reuse one about to be thrown away.
let {state: state_, itemId: friendItemId_} = createItem(state, {docId: friendDocId})
state = state_, friendItemId = friendItemId_
friendsToRelocate.push(friendItemId)
}
friendItemIds.push(friendItemId)
})
}
else {
friendsToRelocate = friendItemIds
}
// Position the friends besides the given item
let newItems = {}
let item = getItem(state, itemId)
let nFriends = friendItemIds.length
friendsToRelocate.forEach((friendItemId, index) => {
let friendItem = getItem(state, friendItemId)
// Spacing between friends and item (and between other friends)
let width = item.width/2
// Default to 3/4 ratio for now. Squeeze the items if there are too many.
let height = Math.min(width*3/4, item.height/nFriends) // Note: ignores marginY
let marginX = width/4
let marginY = height/4
// Put the friends in a column either right or left of the item
let x = item.x + ((side == 'left') ? -(width+marginX) : item.width+marginX)
// Create a column, symmetrically up and down from the item's midline
let y = item.y + item.height/2 - height/2 + (index - (nFriends-1)/2) * (height + marginY)
let newItem = {
...friendItem,
x,
y,
width,
height,
inTransition: animate,
}
newItems[friendItemId] = newItem
})
let newEdges = {} // TODO edges should know their linkId, and be drawn automatically?
friendItemIds.forEach(friendItemId => {
newEdges[itemId+friendItemId] = {sourceItemId: itemId, targetItemId: friendItemId}
})
let visibleItems = {...state.visibleItems, ...newItems}
let edges = {...state.edges, ...newEdges}
return {...state, visibleItems, edges}
}
function hideEdge(state, {edgeId, itemId1, itemId2}) {
if (edgeId === undefined) {
edgeId = _.findKey(state.edges, edge => (
(edge.sourceItemId === itemId1 && edge.targetItemId === itemId2)
|| (edge.sourceItemId === itemId2 && edge.targetItemId === itemId1)
))
console.log(edgeId)
}
let edges = _.omit(state.edges, edgeId)
return {...state, edges}
}
function showEdge(state, {linkId, sourceItemId, targetItemId}) {
let edgeId = 'edge_'+linkId
return {...state, edges: {...state.edges, [edgeId]: {linkId, sourceItemId, targetItemId}}}
}
function hideItem(state, {itemId}) {
// Make shallow copy of state
state = {...state}
// Hide the item
state.visibleItems = _.omit(state.visibleItems, itemId)
// Clean up state
if (state.centeredItem === itemId)
state.centeredItem = undefined
if (state.expandedItem === itemId)
state.expandedItem = undefined
if (state.focussedItem === itemId)
state.focussedItem = undefined
// Hide edges to/from the item
state.edges = _.omitBy(
state.edges,
edge => (edge.sourceItemId===itemId || edge.targetItemId===itemId)
)
return state
}
function updateWindowSize(state, {height, width}, {currentView}) {
// Reflect new window size in our state.
let newWindowSize = {height, width}
let newCanvasSize = {
height: newWindowSize.height-1, // -1 to prevent scrollbars in Firefox. A rounding issue?
width: newWindowSize.width-1,
}
state = {...state, windowSize: newWindowSize, canvasSize: newCanvasSize}
// Update expanded item, if any.
if (state.expandedItem) { // TODO this should not be here.. how to make it implicitly reactive?
state = expandItem(state, {itemId: state.expandedItem, animate: false}, {currentView})
}
return state
}
function relocateItem(state, {itemId, x, y, dx, dy, xRelative, yRelative, animate}, {currentView}) {
let item = getItem(state, itemId)
if (xRelative!==undefined) {
let winWidth = state.windowSize.width
x = currentView.scrollX + winWidth*xRelative - item.width/2
}
if (yRelative!==undefined) {
let winHeight = state.windowSize.height
y = currentView.scrollY + winHeight*yRelative - item.height/2
}
if (x===undefined)
x = item.x + dx
if (y===undefined)
y = item.y + dy
let newItem = {...item, x, y, inTransition: animate}
return {...state, visibleItems: {...state.visibleItems, [itemId]: newItem}}
}
function resizeItem(state, {itemId, width, height, dwidth, dheight, animate}) {
// Resize to given width&height, or adjust size with dwidth&dheight
let item = getItem(state, itemId)
if (width===undefined)
width = Math.max(item.width + dwidth, ITEM_MIN_WIDTH)
if (height===undefined)
height = Math.max(item.height + dheight, ITEM_MIN_HEIGHT)
let newItem = {...item, width, height, inTransition: animate}
return {...state, visibleItems: {...state.visibleItems, [itemId]: newItem}}
}
function setItemRatio(state, {itemId, ratio, keepFixed, animate}) {
let item = getItem(state, itemId)
let width = item.width
let height = item.height
if (keepFixed===undefined) {
// Keep surface area constant
let area = item.width * item.height
width = Math.sqrt(area * ratio)
height = width / ratio
}
else if (keepFixed==='height') {
width = item.height * ratio
}
else if (keepFixed==='width') {
height = item.width / ratio
}
return resizeItem(state, {itemId, width, height, animate})
}
function scaleItem(state, {itemId, dscale, origin, animate}) {
let item = getItem(state, itemId)
let oldWidth = item.width
let oldHeight = item.height
let newWidth = oldWidth * (1+dscale)
let newHeight = oldHeight * (1+dscale)
// Limit size to something arbitrary but reasonable
let maxWidth = state.canvasSize.width
let maxHeight = state.canvasSize.height
if ( newWidth < ITEM_MIN_WIDTH && oldWidth > ITEM_MIN_WIDTH
|| newHeight < ITEM_MIN_HEIGHT && oldHeight > ITEM_MIN_HEIGHT
|| newWidth > maxWidth && oldWidth < maxWidth
|| newHeight > maxHeight && oldHeight < maxHeight)
return state
// Move the item to keep the specified origin point at the same spot.
// (item-relative, so giving origin={x:0, y:0} pins the top-left corner)
let {x, y} = origin
let maxX = state.canvasSize.width - newWidth
let maxY = state.canvasSize.height - newHeight
let newX = Math.min(Math.max(item.x - x*dscale, 0), maxX)
let newY = Math.min(Math.max(item.y - y*dscale, 0), maxY)
let newItem = {...item, width: newWidth, height: newHeight, x: newX, y: newY, inTransition: animate}
return {...state, visibleItems: {...state.visibleItems, [itemId]: newItem}}
}
function expandItem(state, {itemId, animate}, {currentView}) {
if (state.expandedItem) {
state = unexpand(state, {animate})
}
// Remember previous position, to restore when unexpanding
let item = getItem(state, itemId)
let oldPosition = {
width: item.width,
height: item.height,
x: item.x,
y: item.y,
}
// Fill most of the window
let maxWidth = state.windowSize.width
let maxHeight = state.windowSize.height
let width = 0.95 * maxWidth
let height = 0.95 * maxHeight
// Put it in currently viewed area (in case canvas is bigger than window)
let {scrollX, scrollY} = currentView
let x = scrollX + state.windowSize.width/2 - width/2
let y = scrollY + state.windowSize.height/2 - height/2
let newItem = {...item, x, y, width, height, oldPosition, expanded: true, inTransition: animate}
return {...state, visibleItems: {...state.visibleItems, [itemId]: newItem}, expandedItem: itemId}
}
function unexpand(state, {animate}) {
let itemId = state.expandedItem
if (itemId === undefined) {
return state
}
let item = getItem(state, itemId)
// Return to previously stored position
let newItem = {...item, ...item.oldPosition, oldPosition:undefined,
expanded: false, inTransition: animate}
let visibleItems = {...state.visibleItems, [itemId]: newItem}
return {...state, visibleItems, expandedItem: undefined}
}
function setItemDragged(state, {itemId, value}) {
let item = getItem(state, itemId)
let newItem = {...item, beingDragged: value}
let visibleItems = {...state.visibleItems, [itemId]: newItem}
return {...state, visibleItems}
}
function handleDragEnter(state, {}) {
return {...state, showDropSpace: true}
}
function handleDragLeave(state, {}) {
return {...state, showDropSpace: false}
}
function focusItem(state, {itemId}) {
return {...state, focussedItem: itemId}
}
function unfocus(state, {itemId}) {
if (itemId === undefined || state.focussedItem === itemId) {
state = {...state, focussedItem: undefined}
}
return state
}
function setProps(state, {itemId, props}) {
let item = getItem(state, itemId)
let newItem = {...item, ...props}
let visibleItems = {...state.visibleItems, [itemId]: newItem}
return {...state, visibleItems}
}
const reducer = createReducer(
{
[actions.createItemWithId]: createItemWithId,
[actions.changeDoc]: changeDoc,
[actions.centerItem]: centerItem,
[actions.centerDocWithFriends]: centerDocWithFriends,
[actions.removeAllItems]: removeAllItems,
[actions.showItemFriends]: showItemFriends,
[actions.hideEdge]: hideEdge,
[actions.showEdge]: showEdge,
[actions.hideItem]: hideItem,
[actions.updateWindowSize]: updateWindowSize,
[actions.relocateItem]: relocateItem,
[actions.resizeItem]: resizeItem,
[actions.setItemRatio]: setItemRatio,
[actions.scaleItem]: scaleItem,
[actions.expandItem]: expandItem,
[actions.unexpand]: unexpand,
[actions.focusItem]: focusItem,
[actions.unfocus]: unfocus,
[actions.setProps]: setProps,
[actions.setItemDragged]: setItemDragged,
[actions.handleDragEnter]: handleDragEnter,
[actions.handleDragLeave]: handleDragLeave,
},
defaultState
)
export default function canvasReducer(state, action) {
state = reducer(state, action)
// Hacky workaround: after any action that is not dragging, we stop dragging.
// (because it seems hard to reliably notice when dragging has ended).
if (action.type !== actions.handleDragEnter.getType()) {
state = {...state, showDropSpace: false}
}
return state
}