ArtArchive/Class5/marc_network/public/sigma/examples/custom-node-renderer.html

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<!-- START SIGMA IMPORTS -->
<script src="../src/sigma.core.js"></script>
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<!-- END SIGMA IMPORTS -->
<div id="container">
<style>
#graph-container {
top: 0;
bottom: 0;
left: 0;
right: 0;
position: absolute;
}
</style>
<div id="graph-container"></div>
</div>
<script>
/**
* This is a basic example on how to develop a custom node renderer. In
* this example, the renderer will display an image clipped in a disc,
* with a border colored according the node's "color" value.
*
* If a node as the value "image" to its attribute "type", then it will
* displayed with the node renderer "sigma.canvas.nodes.image", with the
* url being its "url" value.
*
* IMPORTANT: This node renderer just works with the canvas renderer. If
* you do want to display images with the WebGL renderer, you will have
* to develop a specific WebGL node renderer.
*/
sigma.utils.pkg('sigma.canvas.nodes');
sigma.canvas.nodes.image = (function() {
var _cache = {},
_loading = {},
_callbacks = {};
// Return the renderer itself:
var renderer = function(node, context, settings) {
var args = arguments,
prefix = settings('prefix') || '',
size = node[prefix + 'size'],
color = node.color || settings('defaultNodeColor'),
url = node.url;
if (_cache[url]) {
context.save();
// Draw the clipping disc:
context.beginPath();
context.arc(
node[prefix + 'x'],
node[prefix + 'y'],
node[prefix + 'size'],
0,
Math.PI * 2,
true
);
context.closePath();
context.clip();
// Draw the image
context.drawImage(
_cache[url],
node[prefix + 'x'] - size,
node[prefix + 'y'] - size,
2 * size,
2 * size
);
// Quit the "clipping mode":
context.restore();
// Draw the border:
context.beginPath();
context.arc(
node[prefix + 'x'],
node[prefix + 'y'],
node[prefix + 'size'],
0,
Math.PI * 2,
true
);
context.lineWidth = size / 5;
context.strokeStyle = node.color || settings('defaultNodeColor');
context.stroke();
} else {
sigma.canvas.nodes.image.cache(url);
sigma.canvas.nodes.def.apply(
sigma.canvas.nodes,
args
);
}
};
// Let's add a public method to cache images, to make it possible to
// preload images before the initial rendering:
renderer.cache = function(url, callback) {
if (callback)
_callbacks[url] = callback;
if (_loading[url])
return;
var img = new Image();
img.onload = function() {
_loading[url] = false;
_cache[url] = img;
if (_callbacks[url]) {
_callbacks[url].call(this, img);
delete _callbacks[url];
}
};
_loading[url] = true;
img.src = url;
};
return renderer;
})();
// Now that's the renderer has been implemented, let's generate a graph
// to render:
var i,
s,
img,
N = 100,
E = 500,
g = {
nodes: [],
edges: []
},
urls = [
'img/img1.png',
'img/img2.png',
'img/img3.png',
'img/img4.png'
],
loaded = 0,
colors = [
'#617db4',
'#668f3c',
'#c6583e',
'#b956af'
];
// Generate a random graph, with ~30% nodes having the type "image":
for (i = 0; i < N; i++) {
img = Math.random() >= 0.7;
g.nodes.push({
id: 'n' + i,
label: 'Node ' + i,
type: img ? 'image' : 'def',
url: img ? urls[Math.floor(Math.random() * urls.length)] : null,
x: Math.random(),
y: Math.random(),
size: Math.random(),
color: colors[Math.floor(Math.random() * colors.length)]
});
}
for (i = 0; i < E; i++)
g.edges.push({
id: 'e' + i,
source: 'n' + (Math.random() * N | 0),
target: 'n' + (Math.random() * N | 0),
size: Math.random()
});
// Then, wait for all images to be loaded before instanciating sigma:
urls.forEach(function(url) {
sigma.canvas.nodes.image.cache(
url,
function() {
if (++loaded === urls.length)
// Instantiate sigma:
s = new sigma({
graph: g,
renderer: {
// IMPORTANT:
// This works only with the canvas renderer, so the
// renderer type set as "canvas" is necessary here.
container: document.getElementById('graph-container'),
type: 'canvas'
},
settings: {
minNodeSize: 8,
maxNodeSize: 16,
}
});
}
);
});
</script>