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gridstack-engine.js.map
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gridstack-engine.js.map
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* gridstack-engine.ts 4.2.6\r\n * Copyright (c) 2021 Alain Dumesny - see GridStack root license\r\n */\r\n\r\nimport { Utils } from './utils';\r\nimport { GridStackNode, ColumnOptions, GridStackPosition, GridStackMoveOpts } from './types';\r\n\r\nexport type onChangeCB = (nodes: GridStackNode[], removeDOM?: boolean) => void;\r\n/** options used for creations - similar to GridStackOptions */\r\nexport interface GridStackEngineOptions {\r\n column?: number;\r\n maxRow?: number;\r\n float?: boolean;\r\n nodes?: GridStackNode[];\r\n onChange?: onChangeCB;\r\n}\r\n\r\n/**\r\n * Defines the GridStack engine that does most no DOM grid manipulation.\r\n * See GridStack methods and vars for descriptions.\r\n *\r\n * NOTE: values should not be modified directly - call the main GridStack API instead\r\n */\r\nexport class GridStackEngine {\r\n public column: number;\r\n public maxRow: number;\r\n public nodes: GridStackNode[];\r\n public onChange: onChangeCB;\r\n public addedNodes: GridStackNode[] = [];\r\n public removedNodes: GridStackNode[] = [];\r\n public batchMode: boolean;\r\n /** @internal */\r\n private _float: boolean;\r\n /** @internal */\r\n private _prevFloat: boolean;\r\n /** @internal */\r\n private _layouts?: Layout[][]; // maps column # to array of values nodes\r\n /** @internal */\r\n private _ignoreLayoutsNodeChange: boolean;\r\n /** @internal true if we have some items locked */\r\n private _hasLocked: boolean;\r\n /** @internal unique global internal _id counter NOT starting at 0 */\r\n private static _idSeq = 1;\r\n\r\n public constructor(opts: GridStackEngineOptions = {}) {\r\n this.column = opts.column || 12;\r\n this.onChange = opts.onChange;\r\n this._float = opts.float;\r\n this.maxRow = opts.maxRow;\r\n this.nodes = opts.nodes || [];\r\n }\r\n\r\n public batchUpdate(): GridStackEngine {\r\n if (this.batchMode) return this;\r\n this.batchMode = true;\r\n this._prevFloat = this._float;\r\n this._float = true; // let things go anywhere for now... commit() will restore and possibly reposition\r\n this.saveInitial(); // since begin update (which is called multiple times) won't do this\r\n return this;\r\n }\r\n\r\n public commit(): GridStackEngine {\r\n if (!this.batchMode) return this;\r\n this.batchMode = false;\r\n this._float = this._prevFloat;\r\n delete this._prevFloat;\r\n return this._packNodes()\r\n ._notify();\r\n }\r\n\r\n // use entire row for hitting area (will use bottom reverse sorted first) if we not actively moving DOWN and didn't already skip\r\n private _useEntireRowArea(node: GridStackNode, nn: GridStackPosition): boolean {\r\n return !this.float && !this._hasLocked && (!node._moving || node._skipDown || nn.y <= node.y);\r\n }\r\n\r\n /** @internal fix collision on given 'node', going to given new location 'nn', with optional 'collide' node already found.\r\n * return true if we moved. */\r\n private _fixCollisions(node: GridStackNode, nn = node, collide?: GridStackNode, opt: GridStackMoveOpts = {}): boolean {\r\n this._sortNodes(-1); // from last to first, so recursive collision move items in the right order\r\n\r\n collide = collide || this.collide(node, nn); // REAL area collide for swap and skip if none...\r\n if (!collide) return false;\r\n\r\n // swap check: if we're actively moving in gravity mode, see if we collide with an object the same size\r\n if (node._moving && !opt.nested && !this.float) {\r\n if (this.swap(node, collide)) return true;\r\n }\r\n\r\n // 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)\r\n let area = nn;\r\n if (this._useEntireRowArea(node, nn)) {\r\n area = {x: 0, w: this.column, y: nn.y, h: nn.h};\r\n collide = this.collide(node, area, opt.skip); // force new hit\r\n }\r\n\r\n let didMove = false;\r\n let newOpt: GridStackMoveOpts = {nested: true, pack: false};\r\n while (collide = collide || this.collide(node, area, opt.skip)) { // could collide with more than 1 item... so repeat for each\r\n let moved: boolean;\r\n // if colliding with a locked item OR moving down with top gravity (and collide could move up) -> skip past the collide,\r\n // but remember that skip down so we only do this once (and push others otherwise).\r\n if (collide.locked || node._moving && !node._skipDown && nn.y > node.y && !this.float &&\r\n // can take space we had, or before where we're going\r\n (!this.collide(collide, {...collide, y: node.y}, node) || !this.collide(collide, {...collide, y: nn.y - collide.h}, node))) {\r\n node._skipDown = (node._skipDown || nn.y > node.y);\r\n moved = this.moveNode(node, {...nn, y: collide.y + collide.h, ...newOpt});\r\n if (collide.locked && moved) {\r\n Utils.copyPos(nn, node); // moving after lock become our new desired location\r\n } else if (!collide.locked && moved && opt.pack) {\r\n // 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\r\n this._packNodes();\r\n nn.y = collide.y + collide.h;\r\n Utils.copyPos(node, nn);\r\n }\r\n didMove = didMove || moved;\r\n } else {\r\n // move collide down *after* where we will be, ignoring where we are now (don't collide with us)\r\n moved = this.moveNode(collide, {...collide, y: nn.y + nn.h, skip: node, ...newOpt});\r\n }\r\n if (!moved) { return didMove; } // break inf loop if we couldn't move after all (ex: maxRow, fixed)\r\n collide = undefined;\r\n }\r\n return didMove;\r\n }\r\n\r\n /** return the nodes that intercept the given node. Optionally a different area can be used, as well as a second node to skip */\r\n public collide(skip: GridStackNode, area = skip, skip2?: GridStackNode): GridStackNode {\r\n return this.nodes.find(n => n !== skip && n !== skip2 && Utils.isIntercepted(n, area));\r\n }\r\n public collideAll(skip: GridStackNode, area = skip, skip2?: GridStackNode): GridStackNode[] {\r\n return this.nodes.filter(n => n !== skip && n !== skip2 && Utils.isIntercepted(n, area));\r\n }\r\n\r\n /** does a pixel coverage collision, returning the node that has the most coverage that is >50% mid line */\r\n public collideCoverage(node: GridStackNode, o: GridStackMoveOpts, collides: GridStackNode[]): GridStackNode {\r\n if (!o.rect || !node._rect) return;\r\n let r0 = node._rect; // where started\r\n let r = {...o.rect}; // where we are\r\n\r\n // update dragged rect to show where it's coming from (above or below, etc...)\r\n if (r.y > r0.y) {\r\n r.h += r.y - r0.y;\r\n r.y = r0.y;\r\n } else {\r\n r.h += r0.y - r.y;\r\n }\r\n if (r.x > r0.x) {\r\n r.w += r.x - r0.x;\r\n r.x = r0.x;\r\n } else {\r\n r.w += r0.x - r.x;\r\n }\r\n\r\n let collide: GridStackNode;\r\n collides.forEach(n => {\r\n if (n.locked || !n._rect) return;\r\n let r2 = n._rect; // overlapping target\r\n let yOver = Number.MAX_VALUE, xOver = Number.MAX_VALUE, overMax = 0.5; // need >50%\r\n // depending on which side we started from, compute the overlap % of coverage\r\n // (ex: from above/below we only compute the max horizontal line coverage)\r\n if (r0.y < r2.y) { // from above\r\n yOver = ((r.y + r.h) - r2.y) / r2.h;\r\n } else if (r0.y+r0.h > r2.y+r2.h) { // from below\r\n yOver = ((r2.y + r2.h) - r.y) / r2.h;\r\n }\r\n if (r0.x < r2.x) { // from the left\r\n xOver = ((r.x + r.w) - r2.x) / r2.w;\r\n } else if (r0.x+r0.w > r2.x+r2.w) { // from the right\r\n xOver = ((r2.x + r2.w) - r.x) / r2.w;\r\n }\r\n let over = Math.min(xOver, yOver);\r\n if (over > overMax) {\r\n overMax = over;\r\n collide = n;\r\n }\r\n });\r\n return collide;\r\n }\r\n\r\n /** called to cache the nodes pixel rectangles used for collision detection during drag */\r\n public cacheRects(w: number, h: number, top: number, right: number, bottom: number, left: number): GridStackEngine\r\n {\r\n this.nodes.forEach(n =>\r\n n._rect = {\r\n y: n.y * h + top,\r\n x: n.x * w + left,\r\n w: n.w * w - left - right,\r\n h: n.h * h - top - bottom\r\n }\r\n );\r\n return this;\r\n }\r\n\r\n /** called to possibly swap between 2 nodes (same size or column, not locked, touching), returning true if successful */\r\n public swap(a: GridStackNode, b: GridStackNode): boolean {\r\n if (!b || b.locked || !a || a.locked) return false;\r\n\r\n function _doSwap(): true { // assumes a is before b IFF they have different height (put after rather than exact swap)\r\n let x = b.x, y = b.y;\r\n b.x = a.x; b.y = a.y; // b -> a position\r\n if (a.h != b.h) {\r\n a.x = x; a.y = b.y + b.h; // a -> goes after b\r\n } else {\r\n a.x = x; a.y = y; // a -> old b position\r\n }\r\n a._dirty = b._dirty = true;\r\n return true;\r\n }\r\n let touching: boolean; // remember if we called it (vs undefined)\r\n\r\n // same size and same row or column, and touching\r\n if (a.w === b.w && a.h === b.h && (a.x === b.x || a.y === b.y) && (touching = Utils.isTouching(a, b)))\r\n return _doSwap();\r\n if (touching === false) return; // ran test and fail, bail out\r\n\r\n // check for taking same columns (but different height) and touching\r\n if (a.w === b.w && a.x === b.x && (touching || Utils.isTouching(a, b))) {\r\n if (b.y < a.y) { let t = a; a = b; b = t; } // swap a <-> b vars so a is first\r\n return _doSwap();\r\n }\r\n\r\n /* different X will be weird (expect vertical swap) and different height overlap, so too complex. user regular layout instead\r\n // else check if swapping would not collide with anything else (requiring a re-layout)\r\n if (!this.collide(a, {x: a.x, y: a.y, w: b.w, h: b.h}, b) &&\r\n !this.collide(a, {x: b.x, y: b.y, w: a.w, h: a.h}, b))\r\n return _doSwap(); */\r\n return false;\r\n }\r\n\r\n public isAreaEmpty(x: number, y: number, w: number, h: number): boolean {\r\n let nn: GridStackNode = {x: x || 0, y: y || 0, w: w || 1, h: h || 1};\r\n return !this.collide(nn);\r\n }\r\n\r\n /** re-layout grid items to reclaim any empty space */\r\n public compact(): GridStackEngine {\r\n if (this.nodes.length === 0) return this;\r\n this.batchUpdate()\r\n ._sortNodes();\r\n let copyNodes = this.nodes;\r\n this.nodes = []; // pretend we have no nodes to conflict layout to start with...\r\n copyNodes.forEach(node => {\r\n if (!node.locked) {\r\n node.autoPosition = true;\r\n }\r\n this.addNode(node, false); // 'false' for add event trigger\r\n node._dirty = true; // will force attr update\r\n });\r\n return this.commit();\r\n }\r\n\r\n /** enable/disable floating widgets (default: `false`) See [example](http://gridstackjs.com/demo/float.html) */\r\n public set float(val: boolean) {\r\n if (this._float === val) return;\r\n this._float = val || false;\r\n if (!val) {\r\n this._packNodes()._notify();\r\n }\r\n }\r\n\r\n /** float getter method */\r\n public get float(): boolean { return this._float || false; }\r\n\r\n /** @internal */\r\n private _sortNodes(dir?: -1 | 1): GridStackEngine {\r\n this.nodes = Utils.sort(this.nodes, dir, this.column);\r\n return this;\r\n }\r\n\r\n /** @internal called to top gravity pack the items back OR revert back to original Y positions when floating */\r\n private _packNodes(): GridStackEngine {\r\n this._sortNodes(); // first to last\r\n\r\n if (this.float) {\r\n // restore original Y pos\r\n this.nodes.forEach(n => {\r\n if (n._updating || n._orig === undefined || n.y === n._orig.y) return;\r\n let newY = n.y;\r\n while (newY > n._orig.y) {\r\n --newY;\r\n let collide = this.collide(n, {x: n.x, y: newY, w: n.w, h: n.h});\r\n if (!collide) {\r\n n._dirty = true;\r\n n.y = newY;\r\n }\r\n }\r\n });\r\n } else {\r\n // top gravity pack\r\n this.nodes.forEach((n, i) => {\r\n if (n.locked) return;\r\n while (n.y > 0) {\r\n let newY = i === 0 ? 0 : n.y - 1;\r\n let canBeMoved = i === 0 || !this.collide(n, {x: n.x, y: newY, w: n.w, h: n.h});\r\n if (!canBeMoved) break;\r\n // Note: must be dirty (from last position) for GridStack::OnChange CB to update positions\r\n // and move items back. The user 'change' CB should detect changes from the original\r\n // starting position instead.\r\n n._dirty = (n.y !== newY);\r\n n.y = newY;\r\n }\r\n });\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * given a random node, makes sure it's coordinates/values are valid in the current grid\r\n * @param node to adjust\r\n * @param resizing if out of bound, resize down or move into the grid to fit ?\r\n */\r\n public prepareNode(node: GridStackNode, resizing?: boolean): GridStackNode {\r\n node = node || {};\r\n node._id = node._id || GridStackEngine._idSeq++;\r\n\r\n // if we're missing position, have the grid position us automatically (before we set them to 0,0)\r\n if (node.x === undefined || node.y === undefined || node.x === null || node.y === null) {\r\n node.autoPosition = true;\r\n }\r\n\r\n // assign defaults for missing required fields\r\n let defaults: GridStackNode = { x: 0, y: 0, w: 1, h: 1};\r\n Utils.defaults(node, defaults);\r\n\r\n if (!node.autoPosition) { delete node.autoPosition; }\r\n if (!node.noResize) { delete node.noResize; }\r\n if (!node.noMove) { delete node.noMove; }\r\n\r\n // check for NaN (in case messed up strings were passed. can't do parseInt() || defaults.x above as 0 is valid #)\r\n if (typeof node.x == 'string') { node.x = Number(node.x); }\r\n if (typeof node.y == 'string') { node.y = Number(node.y); }\r\n if (typeof node.w == 'string') { node.w = Number(node.w); }\r\n if (typeof node.h == 'string') { node.h = Number(node.h); }\r\n if (isNaN(node.x)) { node.x = defaults.x; node.autoPosition = true; }\r\n if (isNaN(node.y)) { node.y = defaults.y; node.autoPosition = true; }\r\n if (isNaN(node.w)) { node.w = defaults.w; }\r\n if (isNaN(node.h)) { node.h = defaults.h; }\r\n\r\n return this.nodeBoundFix(node, resizing);\r\n }\r\n\r\n /** part2 of preparing a node to fit inside our grid - checks for x,y from grid dimensions */\r\n public nodeBoundFix(node: GridStackNode, resizing?: boolean): GridStackNode {\r\n\r\n if (node.maxW) { node.w = Math.min(node.w, node.maxW); }\r\n if (node.maxH) { node.h = Math.min(node.h, node.maxH); }\r\n if (node.minW) { node.w = Math.max(node.w, node.minW); }\r\n if (node.minH) { node.h = Math.max(node.h, node.minH); }\r\n\r\n if (node.w > this.column) {\r\n // if user loaded a larger than allowed widget for current # of columns,\r\n // remember it's full width so we can restore back (1 -> 12 column) #1655\r\n if (this.column < 12) {\r\n node.w = Math.min(12, node.w);\r\n this.cacheOneLayout(node, 12);\r\n }\r\n node.w = this.column;\r\n } else if (node.w < 1) {\r\n node.w = 1;\r\n }\r\n\r\n if (this.maxRow && node.h > this.maxRow) {\r\n node.h = this.maxRow;\r\n } else if (node.h < 1) {\r\n node.h = 1;\r\n }\r\n\r\n if (node.x < 0) {\r\n node.x = 0;\r\n }\r\n if (node.y < 0) {\r\n node.y = 0;\r\n }\r\n\r\n if (node.x + node.w > this.column) {\r\n if (resizing) {\r\n node.w = this.column - node.x;\r\n } else {\r\n node.x = this.column - node.w;\r\n }\r\n }\r\n if (this.maxRow && node.y + node.h > this.maxRow) {\r\n if (resizing) {\r\n node.h = this.maxRow - node.y;\r\n } else {\r\n node.y = this.maxRow - node.h;\r\n }\r\n }\r\n\r\n return node;\r\n }\r\n\r\n public getDirtyNodes(verify?: boolean): GridStackNode[] {\r\n // compare original x,y,w,h instead as _dirty can be a temporary state\r\n if (verify) {\r\n return this.nodes.filter(n => n._dirty && !Utils.samePos(n, n._orig));\r\n }\r\n return this.nodes.filter(n => n._dirty);\r\n }\r\n\r\n /** @internal call this to call onChange CB with dirty nodes */\r\n private _notify(nodes?: GridStackNode | GridStackNode[], removeDOM = true): GridStackEngine {\r\n if (this.batchMode) return this;\r\n nodes = (nodes === undefined ? [] : (Array.isArray(nodes) ? nodes : [nodes]) );\r\n let dirtyNodes = nodes.concat(this.getDirtyNodes());\r\n this.onChange && this.onChange(dirtyNodes, removeDOM);\r\n return this;\r\n }\r\n\r\n /** @internal remove dirty and last tried info */\r\n public cleanNodes(): GridStackEngine {\r\n if (this.batchMode) return this;\r\n this.nodes.forEach(n => {\r\n delete n._dirty;\r\n delete n._lastTried;\r\n });\r\n return this;\r\n }\r\n\r\n /** @internal called to save initial position/size to track real dirty state.\r\n * Note: should be called right after we call change event (so next API is can detect changes)\r\n * as well as right before we start move/resize/enter (so we can restore items to prev values) */\r\n public saveInitial(): GridStackEngine {\r\n this.nodes.forEach(n => {\r\n n._orig = Utils.copyPos({}, n);\r\n delete n._dirty;\r\n });\r\n this._hasLocked = this.nodes.some(n => n.locked);\r\n return this;\r\n }\r\n\r\n /** @internal restore all the nodes back to initial values (called when we leave) */\r\n public restoreInitial(): GridStackEngine {\r\n this.nodes.forEach(n => {\r\n if (Utils.samePos(n, n._orig)) return;\r\n Utils.copyPos(n, n._orig);\r\n n._dirty = true;\r\n });\r\n this._notify();\r\n return this;\r\n }\r\n\r\n /** call to add the given node to our list, fixing collision and re-packing */\r\n public addNode(node: GridStackNode, triggerAddEvent = false): GridStackNode {\r\n let dup: GridStackNode;\r\n if (dup = this.nodes.find(n => n._id === node._id)) return dup; // prevent inserting twice! return it instead.\r\n\r\n node = this.prepareNode(node);\r\n delete node._temporaryRemoved;\r\n delete node._removeDOM;\r\n\r\n if (node.autoPosition) {\r\n this._sortNodes();\r\n\r\n for (let i = 0;; ++i) {\r\n let x = i % this.column;\r\n let y = Math.floor(i / this.column);\r\n if (x + node.w > this.column) {\r\n continue;\r\n }\r\n let box = {x, y, w: node.w, h: node.h};\r\n if (!this.nodes.find(n => Utils.isIntercepted(box, n))) {\r\n node.x = x;\r\n node.y = y;\r\n delete node.autoPosition; // found our slot\r\n break;\r\n }\r\n }\r\n }\r\n\r\n this.nodes.push(node);\r\n triggerAddEvent && this.addedNodes.push(node);\r\n\r\n this._fixCollisions(node);\r\n this._packNodes()\r\n ._notify();\r\n return node;\r\n }\r\n\r\n public removeNode(node: GridStackNode, removeDOM = true, triggerEvent = false): GridStackEngine {\r\n if (!this.nodes.find(n => n === node)) {\r\n // TEST console.log(`Error: GridStackEngine.removeNode() node._id=${node._id} not found!`)\r\n return this;\r\n }\r\n if (triggerEvent) { // we wait until final drop to manually track removed items (rather than during drag)\r\n this.removedNodes.push(node);\r\n }\r\n if (removeDOM) node._removeDOM = true; // let CB remove actual HTML (used to set _id to null, but then we loose layout info)\r\n // don't use 'faster' .splice(findIndex(),1) in case node isn't in our list, or in multiple times.\r\n this.nodes = this.nodes.filter(n => n !== node);\r\n return this._packNodes()\r\n ._notify(node);\r\n }\r\n\r\n public removeAll(removeDOM = true): GridStackEngine {\r\n delete this._layouts;\r\n if (this.nodes.length === 0) return this;\r\n 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)\r\n this.removedNodes = this.nodes;\r\n this.nodes = [];\r\n return this._notify(this.removedNodes);\r\n }\r\n\r\n /** checks if item can be moved (layout constrain) vs moveNode(), returning true if was able to move.\r\n * In more complicated cases (maxRow) it will attempt at moving the item and fixing\r\n * others in a clone first, then apply those changes if still within specs. */\r\n public moveNodeCheck(node: GridStackNode, o: GridStackMoveOpts): boolean {\r\n // if (node.locked) return false;\r\n if (!this.changedPosConstrain(node, o)) return false;\r\n o.pack = true;\r\n\r\n // simpler case: move item directly...\r\n if (!this.maxRow/* && !this._hasLocked*/) {\r\n return this.moveNode(node, o);\r\n }\r\n\r\n // complex case: create a clone with NO maxRow (will check for out of bounds at the end)\r\n let clonedNode: GridStackNode;\r\n let clone = new GridStackEngine({\r\n column: this.column,\r\n float: this.float,\r\n nodes: this.nodes.map(n => {\r\n if (n === node) {\r\n clonedNode = {...n};\r\n return clonedNode;\r\n }\r\n return {...n};\r\n })\r\n });\r\n if (!clonedNode) return false;\r\n\r\n let canMove = clone.moveNode(clonedNode, o);\r\n // if maxRow make sure we are still valid size\r\n if (this.maxRow && canMove) {\r\n canMove = (clone.getRow() <= this.maxRow);\r\n // turns out we can't grow, then see if we can swap instead (ex: full grid)\r\n if (!canMove) {\r\n let collide = this.collide(node, o);\r\n if (collide && this.swap(node, collide)) {\r\n this._notify();\r\n return true;\r\n }\r\n }\r\n }\r\n if (!canMove) return false;\r\n\r\n // if clone was able to move, copy those mods over to us now instead of caller trying to do this all over!\r\n // Note: we can't use the list directly as elements and other parts point to actual node, so copy content\r\n clone.nodes.filter(n => n._dirty).forEach(c => {\r\n let n = this.nodes.find(a => a._id === c._id);\r\n if (!n) return;\r\n Utils.copyPos(n, c);\r\n n._dirty = true;\r\n });\r\n this._notify();\r\n return true;\r\n }\r\n\r\n /** return true if can fit in grid height constrain only (always true if no maxRow) */\r\n public willItFit(node: GridStackNode): boolean {\r\n delete node._willFitPos;\r\n if (!this.maxRow) return true;\r\n // create a clone with NO maxRow and check if still within size\r\n let clone = new GridStackEngine({\r\n column: this.column,\r\n float: this.float,\r\n nodes: this.nodes.map(n => {return {...n}})\r\n });\r\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\r\n this.cleanupNode(n);\r\n delete n.el; delete n._id; delete n.content; delete n.grid;\r\n clone.addNode(n);\r\n if (clone.getRow() <= this.maxRow) {\r\n node._willFitPos = Utils.copyPos({}, n);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /** true if x,y or w,h are different after clamping to min/max */\r\n public changedPosConstrain(node: GridStackNode, p: GridStackPosition): boolean {\r\n // make sure w,h are set\r\n p.w = p.w || node.w;\r\n p.h = p.h || node.h;\r\n if (node.x !== p.x || node.y !== p.y) return true;\r\n // check constrained w,h\r\n if (node.maxW) { p.w = Math.min(p.w, node.maxW); }\r\n if (node.maxH) { p.h = Math.min(p.h, node.maxH); }\r\n if (node.minW) { p.w = Math.max(p.w, node.minW); }\r\n if (node.minH) { p.h = Math.max(p.h, node.minH); }\r\n return (node.w !== p.w || node.h !== p.h);\r\n }\r\n\r\n /** return true if the passed in node was actually moved (checks for no-op and locked) */\r\n public moveNode(node: GridStackNode, o: GridStackMoveOpts): boolean {\r\n if (!node || /*node.locked ||*/ !o) return false;\r\n if (o.pack === undefined) o.pack = true;\r\n\r\n // constrain the passed in values and check if we're still changing our node\r\n if (typeof o.x !== 'number') { o.x = node.x; }\r\n if (typeof o.y !== 'number') { o.y = node.y; }\r\n if (typeof o.w !== 'number') { o.w = node.w; }\r\n if (typeof o.h !== 'number') { o.h = node.h; }\r\n let resizing = (node.w !== o.w || node.h !== o.h);\r\n let nn: GridStackNode = Utils.copyPos({}, node, true); // get min/max out first, then opt positions next\r\n Utils.copyPos(nn, o);\r\n nn = this.nodeBoundFix(nn, resizing);\r\n Utils.copyPos(o, nn);\r\n\r\n if (Utils.samePos(node, o)) return false;\r\n let prevPos: GridStackPosition = Utils.copyPos({}, node);\r\n\r\n // during while() collisions make sure to check entire row so larger items don't leap frog small ones (push them all down)\r\n let area = nn;\r\n // if (this._useEntireRowArea(node, nn)) {\r\n // area = {x: 0, w: this.column, y: nn.y, h: nn.h};\r\n // }\r\n\r\n // check if we will need to fix collision at our new location\r\n let collides = this.collideAll(node, area, o.skip);\r\n let needToMove = true;\r\n if (collides.length) {\r\n // now check to make sure we actually collided over 50% surface area while dragging\r\n let collide = node._moving && !o.nested ? this.collideCoverage(node, o, collides) : collides[0];\r\n if (collide) {\r\n needToMove = !this._fixCollisions(node, nn, collide, o); // check if already moved...\r\n } else {\r\n needToMove = false; // we didn't cover >50% for a move, skip...\r\n }\r\n }\r\n\r\n // now move (to the original ask vs the collision version which might differ) and repack things\r\n if (needToMove) {\r\n node._dirty = true;\r\n Utils.copyPos(node, nn);\r\n }\r\n if (o.pack) {\r\n this._packNodes()\r\n ._notify();\r\n }\r\n return !Utils.samePos(node, prevPos); // pack might have moved things back\r\n }\r\n\r\n public getRow(): number {\r\n return this.nodes.reduce((row, n) => Math.max(row, n.y + n.h), 0);\r\n }\r\n\r\n public beginUpdate(node: GridStackNode): GridStackEngine {\r\n if (!node._updating) {\r\n node._updating = true;\r\n delete node._skipDown;\r\n if (!this.batchMode) this.saveInitial();\r\n }\r\n return this;\r\n }\r\n\r\n public endUpdate(): GridStackEngine {\r\n let n = this.nodes.find(n => n._updating);\r\n if (n) {\r\n delete n._updating;\r\n delete n._skipDown;\r\n }\r\n return this;\r\n }\r\n\r\n /** saves a copy of the current layout returning a list of widgets for serialization */\r\n public save(saveElement = true): GridStackNode[] {\r\n let list: GridStackNode[] = [];\r\n this._sortNodes();\r\n this.nodes.forEach(n => {\r\n let w: GridStackNode = {};\r\n for (let key in n) { if (key[0] !== '_' && n[key] !== null && n[key] !== undefined ) w[key] = n[key]; }\r\n // delete other internals\r\n delete w.grid;\r\n if (!saveElement) delete w.el;\r\n // delete default values (will be re-created on read)\r\n if (!w.autoPosition) delete w.autoPosition;\r\n if (!w.noResize) delete w.noResize;\r\n if (!w.noMove) delete w.noMove;\r\n if (!w.locked) delete w.locked;\r\n list.push(w);\r\n });\r\n return list;\r\n }\r\n\r\n /** @internal called whenever a node is added or moved - updates the cached layouts */\r\n public layoutsNodesChange(nodes: GridStackNode[]): GridStackEngine {\r\n if (!this._layouts || this._ignoreLayoutsNodeChange) return this;\r\n // remove smaller layouts - we will re-generate those on the fly... larger ones need to update\r\n this._layouts.forEach((layout, column) => {\r\n if (!layout || column === this.column) return this;\r\n if (column < this.column) {\r\n this._layouts[column] = undefined;\r\n }\r\n else {\r\n // we save the original x,y,w (h isn't cached) to see what actually changed to propagate better.\r\n // Note: we don't need to check against out of bound scaling/moving as that will be done when using those cache values.\r\n nodes.forEach(node => {\r\n if (!node._orig) return; // didn't change (newly added ?)\r\n let n = layout.find(l => l._id === node._id);\r\n if (!n) return; // no cache for new nodes. Will use those values.\r\n let ratio = column / this.column;\r\n // Y changed, push down same amount\r\n // TODO: detect doing item 'swaps' will help instead of move (especially in 1 column mode)\r\n if (node.y !== node._orig.y) {\r\n n.y += (node.y - node._orig.y);\r\n }\r\n // X changed, scale from new position\r\n if (node.x !== node._orig.x) {\r\n n.x = Math.round(node.x * ratio);\r\n }\r\n // width changed, scale from new width\r\n if (node.w !== node._orig.w) {\r\n n.w = Math.round(node.w * ratio);\r\n }\r\n // ...height always carries over from cache\r\n });\r\n }\r\n });\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal Called to scale the widget width & position up/down based on the column change.\r\n * Note we store previous layouts (especially original ones) to make it possible to go\r\n * from say 12 -> 1 -> 12 and get back to where we were.\r\n *\r\n * @param oldColumn previous number of columns\r\n * @param column new column number\r\n * @param nodes different sorted list (ex: DOM order) instead of current list\r\n * @param layout specify the type of re-layout that will happen (position, size, etc...).\r\n * Note: items will never be outside of the current column boundaries. default (moveScale). Ignored for 1 column\r\n */\r\n public updateNodeWidths(oldColumn: number, column: number, nodes: GridStackNode[], layout: ColumnOptions = 'moveScale'): GridStackEngine {\r\n if (!this.nodes.length || oldColumn === column) return this;\r\n\r\n // cache the current layout in case they want to go back (like 12 -> 1 -> 12) as it requires original data\r\n this.cacheLayout(this.nodes, oldColumn);\r\n\r\n // if we're going to 1 column and using DOM order rather than default sorting, then generate that layout\r\n if (column === 1 && nodes && nodes.length) {\r\n let top = 0;\r\n nodes.forEach(n => {\r\n n.x = 0;\r\n n.w = 1;\r\n n.y = Math.max(n.y, top);\r\n top = n.y + n.h;\r\n });\r\n } else {\r\n nodes = Utils.sort(this.nodes, -1, oldColumn); // current column reverse sorting so we can insert last to front (limit collision)\r\n }\r\n\r\n // see if we have cached previous layout.\r\n let cacheNodes = this._layouts[column] || [];\r\n // if not AND we are going up in size start with the largest layout as down-scaling is more accurate\r\n let lastIndex = this._layouts.length - 1;\r\n if (cacheNodes.length === 0 && column > oldColumn && column < lastIndex) {\r\n cacheNodes = this._layouts[lastIndex] || [];\r\n if (cacheNodes.length) {\r\n // pretend we came from that larger column by assigning those values as starting point\r\n oldColumn = lastIndex;\r\n cacheNodes.forEach(cacheNode => {\r\n let j = nodes.findIndex(n => n._id === cacheNode._id);\r\n if (j !== -1) {\r\n // still current, use cache info positions\r\n nodes[j].x = cacheNode.x;\r\n nodes[j].y = cacheNode.y;\r\n nodes[j].w = cacheNode.w;\r\n }\r\n });\r\n cacheNodes = []; // we still don't have new column cached data... will generate from larger one.\r\n }\r\n }\r\n\r\n // if we found cache re-use those nodes that are still current\r\n let newNodes: GridStackNode[] = [];\r\n cacheNodes.forEach(cacheNode => {\r\n let j = nodes.findIndex(n => n._id === cacheNode._id);\r\n if (j !== -1) {\r\n // still current, use cache info positions\r\n nodes[j].x = cacheNode.x;\r\n nodes[j].y = cacheNode.y;\r\n nodes[j].w = cacheNode.w;\r\n newNodes.push(nodes[j]);\r\n nodes.splice(j, 1);\r\n }\r\n });\r\n // ...and add any extra non-cached ones\r\n if (nodes.length) {\r\n if (typeof layout === 'function') {\r\n layout(column, oldColumn, newNodes, nodes);\r\n } else {\r\n let ratio = column / oldColumn;\r\n let move = (layout === 'move' || layout === 'moveScale');\r\n let scale = (layout === 'scale' || layout === 'moveScale');\r\n nodes.forEach(node => {\r\n node.x = (column === 1 ? 0 : (move ? Math.round(node.x * ratio) : Math.min(node.x, column - 1)));\r\n node.w = ((column === 1 || oldColumn === 1) ? 1 :\r\n scale ? (Math.round(node.w * ratio) || 1) : (Math.min(node.w, column)));\r\n newNodes.push(node);\r\n });\r\n nodes = [];\r\n }\r\n }\r\n\r\n // finally re-layout them in reverse order (to get correct placement)\r\n newNodes = Utils.sort(newNodes, -1, column);\r\n this._ignoreLayoutsNodeChange = true;\r\n this.batchUpdate();\r\n this.nodes = []; // pretend we have no nodes to start with (we use same structures) to simplify layout\r\n newNodes.forEach(node => {\r\n this.addNode(node, false); // 'false' for add event trigger\r\n node._dirty = true; // force attr update\r\n }, this);\r\n this.commit();\r\n delete this._ignoreLayoutsNodeChange;\r\n return this;\r\n }\r\n\r\n /**\r\n * call to cache the given layout internally to the given location so we can restore back when column changes size\r\n * @param nodes list of nodes\r\n * @param column corresponding column index to save it under\r\n * @param clear if true, will force other caches to be removed (default false)\r\n */\r\n public cacheLayout(nodes: GridStackNode[], column: number, clear = false): GridStackEngine {\r\n let copy: Layout[] = [];\r\n nodes.forEach((n, i) => {\r\n n._id = n._id || GridStackEngine._idSeq++; // make sure we have an id in case this is new layout, else re-use id already set\r\n 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\r\n });\r\n this._layouts = clear ? [] : this._layouts || []; // use array to find larger quick\r\n this._layouts[column] = copy;\r\n return this;\r\n }\r\n\r\n /**\r\n * call to cache the given node layout internally to the given location so we can restore back when column changes size\r\n * @param node single node to cache\r\n * @param column corresponding column index to save it under\r\n */\r\n public cacheOneLayout(n: GridStackNode, column: number): GridStackEngine {\r\n n._id = n._id || GridStackEngine._idSeq++;\r\n let layout: Layout = {x: n.x, y: n.y, w: n.w, _id: n._id}\r\n this._layouts = this._layouts || [];\r\n this._layouts[column] = this._layouts[column] || [];\r\n let index = this._layouts[column].findIndex(l => l._id === n._id);\r\n index === -1 ? this._layouts[column].push(layout) : this._layouts[column][index] = layout;\r\n return this;\r\n }\r\n\r\n\r\n /** called to remove all internal values but the _id */\r\n public cleanupNode(node: GridStackNode): GridStackEngine {\r\n for (let prop in node) {\r\n if (prop[0] === '_' && prop !== '_id') delete node[prop];\r\n }\r\n return this;\r\n }\r\n}\r\n\r\n/** @internal class to store per column layout bare minimal info (subset of GridStackWidget) */\r\ninterface Layout {\r\n x: number;\r\n y: number;\r\n w: number;\r\n _id: number; // so we can find full node back\r\n}\r\n"]}