From 210e8feae2fb4842bfb2de38666e6c41671fef3c Mon Sep 17 00:00:00 2001 From: Pliable Pixels Date: Wed, 27 Sep 2017 12:42:48 -0400 Subject: removed lib --- www/lib/vis/docs/network/configure.html | 193 ---- www/lib/vis/docs/network/edges.html | 712 ------------ www/lib/vis/docs/network/groups.html | 177 --- www/lib/vis/docs/network/index.html | 1644 ---------------------------- www/lib/vis/docs/network/interaction.html | 172 --- www/lib/vis/docs/network/layout.html | 169 --- www/lib/vis/docs/network/manipulation.html | 204 ---- www/lib/vis/docs/network/nodes.html | 742 ------------- www/lib/vis/docs/network/physics.html | 224 ---- 9 files changed, 4237 deletions(-) delete mode 100644 www/lib/vis/docs/network/configure.html delete mode 100644 www/lib/vis/docs/network/edges.html delete mode 100644 www/lib/vis/docs/network/groups.html delete mode 100644 www/lib/vis/docs/network/index.html delete mode 100644 www/lib/vis/docs/network/interaction.html delete mode 100644 www/lib/vis/docs/network/layout.html delete mode 100644 www/lib/vis/docs/network/manipulation.html delete mode 100644 www/lib/vis/docs/network/nodes.html delete mode 100644 www/lib/vis/docs/network/physics.html (limited to 'www/lib/vis/docs/network') diff --git a/www/lib/vis/docs/network/configure.html b/www/lib/vis/docs/network/configure.html deleted file mode 100644 index 98be9e16..00000000 --- a/www/lib/vis/docs/network/configure.html +++ /dev/null @@ -1,193 +0,0 @@ - - - - - - - - - - - - vis.js - Configure documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - configure

- -

Handles the HTML part of the canvas.

-

Options

-

The options for the canvas have to be contained in an object titled 'configure'.

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - - -

As shown above, alternative to supplying an object, you can supply a String, Array, Function or - Boolean. These will do the same as the filter option described below.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
enabledBooleantrueToggle the configuration interface on or off. This is an optional parameter. If left undefined and any of the other properties of this object are defined, this will be set to true. -
filterString, Array, Boolean, FunctiontrueWhen a boolean, true gives you all options, false will not show any. If a string is supplied, any - combination of the following is allowed: nodes, edges, layout, interaction, manipulation, physics, - selection, renderer. Feel free to come up with a fun seperating character. Finally, when supplied an - array of strings, any of the previously mentioned fields are accepted.

- When supplying a function, you receive two arguments. The option and the path of the option within the options object. If it returns true, the options will be shown in the configurator. Example: -
-function (option, path) {
-  return path.indexOf('physics') !== -1;
-}
- This only shows the physics options. -
containerDOM elementundefinedThis allows you to put the configure list in another HTML container than below the network.
showButtonBooleantrueShow the generate options button at the bottom of the configurator.
- -
- - - - - - - - - - - - - - - diff --git a/www/lib/vis/docs/network/edges.html b/www/lib/vis/docs/network/edges.html deleted file mode 100644 index 423f9a45..00000000 --- a/www/lib/vis/docs/network/edges.html +++ /dev/null @@ -1,712 +0,0 @@ - - - - - - - - - - vis.js - Edges documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - edges

- -

Handles the creation and deletion of edges and contains the global edge options and styles.

-

Options

- -

The options for the edges have to be contained in an object titled 'edges'. All of these options can be supplied per edge as well. Obviously, 'id' should not be defined globally but per edge. Options defined - in the global edges object, are applied to all edges. If an edge has options of its own, those will be used instead of the global options.

-

When you have given an edge an option, you will override the global option for that property. If you then set that option to null, - it will revert back to the default value. -

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - - -

These options can also be set per individual edge.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
arrowsObject or StringundefinedTo draw an arrow with default settings a string can be supplied. For example: arrows:'to, from, - middle' or 'to;from', any combination with any seperating symbol is fine. If you - want to control the size of the arrowheads, you can supply an object. -
arrowStrikethroughBooleantrueWhen false, the edge stops at the arrow. This can be useful if you have thick lines and you want the arrow to end in a point. Middle arrows are not affected by this.
colorObject or StringObjectThe color object contains the color information of the edge in every situation. When the edge only needs - a single color, a color value like 'rgb(120,32,14)', '#ffffff' or - 'red' can be supplied instead of an object. -
dashesArray or BooleanfalseWhen true, the edge will be drawn as a dashed line. You can customize the dashes by supplying an Array. - Array formart: Array of numbers, gap length, dash length, gap length, dash length, ... etc. The array is - repeated until the distance is filled. - When using dashed lines in IE versions older than 11, the line will be drawn straight, not smooth. -
fontObject or StringfalseThis object defines the details of the label. A shorthand is also supported in the form 'size face - color' for example: '14px arial red'. -
fromNumber or StringEdges are between two nodes, one to and one from. This is where you define the from node. You have to supply the corresponding node ID. This naturally only applies to individual edges.
hiddenBooleanfalseWhen true, the edge is not drawn. It is part still part of the physics simulation however!
hoverWidthNumber or Function0.5Assuming the hover behaviour is enabled in the interaction module, the - hoverWidth determines the width of the edge when the user hovers over it with the mouse. If a number is - supplied, this number will be added to the width. - Because the width can be altered by the value and the scaling functions, a constant multiplier or added - value may not give the best results. To solve this, you can supply a function. Example: - -
-var options: {
-  edges: {
-    hoverWidth: function (width) {return width+1;}
-  }
-}
-
- It receives the Number width of the edge. In this simple example we add 1 to the width. You - can taylor the logic in the function as long as it returns a Number. -
idStringundefinedThe id of the edge. The id is optional for edges. When not supplied, an UUID will be assigned to the edge. This naturally only applies to individual edges.
labelStringundefinedThe label of the edge. HTML does not work in here because the network uses HTML5 Canvas.
labelHighlightBoldBooleantrueDetermines whether or not the label becomes bold when the edge is selected.
lengthNumberundefinedThe physics simulation gives edges a spring length. This value can override the length of the spring in - rest. -
physicsBooleantrueWhen true, the edge is part of the physics simulation. When false, it will not act as a spring.
scalingObjectObjectIf the value option is specified, the width of the edges will be scaled according to the - properties in this object. Keep in mind that when using scaling, the width option is - neglected. -
selectionWidthNumber or Function1The selectionWidth determines the width of the edge when the edge is selected. If a number is supplied, - this number will be added to the width. - Because the width can be altered by the value and the scaling functions, a constant multiplier or added - value may not give the best results. To solve this, you can supply a function. Example: - -
-var options: {
-  edges: {
-    selectionWidth: function (width) {return width*2;}
-  }
-}
-
- It receives the Number width of the edge. In this simple example multiply the width by 2. - You can taylor the logic in the function as long as it returns a Number. -
selfReferenceSizeNumberfalseWhen the to and from nodes are the same, a circle is drawn. This is the radius of that circle.
shadowObject or BooleanObjectWhen true, the edge casts a shadow using the default settings. This can be further refined by supplying - an object. -
smoothObject or BooleanObjectWhen true, the edge is drawn as a dynamic quadratic bezier curve. The drawing of these curves takes longer than - that of straight curves but it looks better. - There is a difference between dynamic smooth curves and static smooth curves. The dynamic smooth curves - have an invisible support node that takes part in the physics simulation. If you have a lot of edges, - you may want to consider picking a different type of smooth curves then dynamic for better performance. -
titleStringundefinedThe title is shown in a pop-up when the mouse moves over the edge.
toNumber or StringEdges are between two nodes, one to and one from. This is where you define the to node. You have to supply the corresponding node ID. This naturally only applies to individual edges.
valueNumberundefinedWhen a value is set, the edges' width will be scaled using the options in the scaling object defined - above. -
widthNumber1The width of the edge. If value is set, this is not used.
- -
- - - - - - - - - - - - - - - diff --git a/www/lib/vis/docs/network/groups.html b/www/lib/vis/docs/network/groups.html deleted file mode 100644 index caa8d178..00000000 --- a/www/lib/vis/docs/network/groups.html +++ /dev/null @@ -1,177 +0,0 @@ - - - - - - - - - - vis.js - Groups documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - groups

- -

Handles the group styling.

-

Options

- -

The options for the canvas have to be contained in an object titled 'groups'.

-

Click on the options shown to show how these options are supposed to be used.

- -
- -

All of the individual options are explained here:

- - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
useDefaultGroupsBooleantrueIf your nodes have groups defined that are not in the Groups module, the module loops over the groups it - does have, allocating one for each unknown group. When all are used, it goes back to the first group. By - setting this to false, the default groups will not be used in this cycle. -
group*Object - You can add multiple groups containing styling information that applies to a certain subset of groups. - All options described in the nodes module that make sense can be used here - (you're not going to set the same id or x,y position for a group of nodes). - Example: -
-var nodes = [
-    {id:1, group:'myGroup', label:"I'm in a custom group called 'myGroup'!"}
-]
-
-var options = {
-  groups: {
-    myGroup: {color:{background:'red'}, borderWidth:3}
-  }
-}
-
- *) the option is not called group, as shown by the example but can by any custom id, except for - 'useDefaultGroups'. -
- -
- - - - - - - - - - - - - - - \ No newline at end of file diff --git a/www/lib/vis/docs/network/index.html b/www/lib/vis/docs/network/index.html deleted file mode 100644 index cfd03d64..00000000 --- a/www/lib/vis/docs/network/index.html +++ /dev/null @@ -1,1644 +0,0 @@ - - - - - - - - - - vis.js - Network documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network

- -

Network is a visualization to display networks and networks consisting of nodes and edges. The visualization - is easy to use and supports custom shapes, styles, colors, sizes, images, and more. - - The network visualization works smooth on any modern browser for up to a few thousand nodes and edges. To - handle a larger amount of nodes, Network has clustering support. Network uses HTML canvas for rendering.

- -

As of 4.0, the network consists of individual modules which handle specific parts of the network. These modules - have their own docs, options, methods and events which you can access - by clicking on the modules in the list below.

- - Show the getting started! - - -

Contents

- - -

Modules

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
configureGenerates an interactive option editor with filtering.
edgesHandles the creation and deletion of edges and contains the global edge options and styles.
groupsContains the groups and some options on how to handle nodes with non-existing groups.
interactionUsed for all user interaction with the network. Handles mouse and touch events and selection as well as - the navigation buttons and the popups. -
layoutGoverns the initial and hierarchical positioning.
manipulationSupplies an API and optional GUI to alter the data in the network.
nodesHandles the creation and deletion of nodes and contains the global node options and styles.
physicsDoes all the simulation moving the nodes and edges to their final positions, also governs - stabilization. -
- -
- -
-

Options

-
-var options = {
-  autoResize: true,
-  height: '100%',
-  width: '100%'
-  locale: 'en',
-  locales: locales,
-  clickToUse: false,
-  configure: {...},    // defined in the configure module.
-  edges: {...},        // defined in the edges module.
-  nodes: {...},        // defined in the nodes module.
-  groups: {...},       // defined in the groups module.
-  layout: {...},       // defined in the layout module.
-  interaction: {...},  // defined in the interaction module.
-  manipulation: {...}, // defined in the manipulation module.
-  physics: {...},      // defined in the physics module.
-}
-
-network.setOptions(options);
-
-

The individual options are explained below. The ones referring to modules are explained in the corresponding - module.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
autoResizeBooleantrueIf true, the Network will automatically detect when its container is resized, and redraw itself - accordingly. If false, the Network can be forced to repaint after its container has been resized - using the function redraw() and setSize(). -
widthString'100%'the width of the canvas. Can be in percentages or pixels (ie. '400px').
heightString'100%'the height of the canvas. Can be in percentages or pixels (ie. '400px').
localeString'en'Select the locale. By default, the language is English. -
localesObjectdefaultLocalesLocales object. By default - 'en', - 'de', - 'es', - 'it', - 'nl' - 'pt-br', - 'ru' - are supported. Take a look at the - locales section below - for more explaination on how to customize this. -
clickToUseBooleanfalseWhen a Network is configured to be clickToUse, it will react to mouse and touch events only when active. When active, a blue shadow border is displayed around the Network. The network is set active by clicking on it, and is changed to inactive again by clicking outside the Network or by pressing the ESC key. -
configureObjectObjectAll options in this object are explained in the configure module. -
edgesObjectObjectAll options in this object are explained in the edges module. -
nodesObjectObjectAll options in this object are explained in the nodes module. -
groupsObjectObjectAll options in this object are explained in the groups module. -
layoutObjectObjectAll options in this object are explained in the layout module. -
interactionObjectObjectAll options in this object are explained in the interaction module. -
manipulationObjectObjectAll options in this object are explained in the manipulation module. -
physicsObjectObjectAll options in this object are explained in the physics module. -
- -
-
-

Custom locales

- -

The locales object has the following format:

-
-var locales = {
-  en: {
-    edit: 'Edit',
-    del: 'Delete selected',
-    back: 'Back',
-    addNode: 'Add Node',
-    addEdge: 'Add Edge',
-    editNode: 'Edit Node',
-    editEdge: 'Edit Edge',
-    addDescription: 'Click in an empty space to place a new node.',
-    edgeDescription: 'Click on a node and drag the edge to another node to connect them.',
-    editEdgeDescription: 'Click on the control points and drag them to a node to connect to it.',
-    createEdgeError: 'Cannot link edges to a cluster.',
-    deleteClusterError: 'Clusters cannot be deleted.',
-    editClusterError: 'Clusters cannot be edited.'
-  }
-}
-

If you want to define your own locale, you can change the key ('en' here) and change all the strings. You can - then use your new key in the locale option.

-
-

-
-

Methods

- -

This is a list of all the methods in the public API. They have been grouped by category, which correspond to - the - modules listed above.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Global methods for the network.
destroy()
setData({nodes: vis - DataSet/Array,edges: vis - DataSet/Array}) -
setOptions(Object - options) -
on(String event name, Function callback) -
off(String event name, Function callback) -
once(String event name, Function callback) -
Methods related to the canvas.
canvasToDOM({x: - Number,y: - Number}) -
DOMtoCanvas({x: - Number,y: - Number}) -
redraw()
setSize(String - width,String - height) -
Clustering
cluster( - Object options) -
clusterByConnection( - String nodeId, - [Object options] - ) -
clusterByHubsize( - [Number hubsize], - [Object options]) -
clusterOutliers( - [Object options]) -
findNode( - String nodeId) -
getClusteredEdges( - String baseEdgeId) -
getBaseEdge( - String clusteredEdgeId) -
updateEdge( - String startEdgeId, Object options) -
updateClusteredNode( - String clusteredNodeId, Object options) -
isCluster( - String nodeId) -
getNodesInCluster( - String clusterNodeId) -
openCluster( - String nodeId, Object options) -
Layout
getSeed()
Manipulation methods to use the manipulation system without GUI.
enableEditMode()
disableEditMode()
addNodeMode()
editNode()
addEdgeMode()
editEdgeMode()
deleteSelected()
Methods to get information on nodes and edges.
getPositions([Array of - nodeIds]) -
storePositions()
moveNode(nodeId, Number x, Number y)
getBoundingBox(String - nodeId) -
getConnectedNodes(String - nodeId or edgeId) -
getConnectedEdges(String - nodeId) -
Physics methods to control when the simulation should run.
startSimulation()
stopSimulation()
stabilize([iterations])
Selection methods for nodes and edges.
getSelection()
getSelectedNodes()
getSelectedEdges()
getNodeAt({x: xPosition - DOM, y: yPosition DOM}) -
getEdgeAt({x: xPosition - DOM, y: yPosition DOM}) -
selectNodes(Array with - nodeIds,[Boolean - highlightEdges]) -
selectEdges(Array with - edgeIds) -
setSelection( - Object selection, - [Object options])
unselectAll()
Methods to control the viewport for zoom and animation.
getScale()
getViewPosition()
fit([Object - options]) -
focus( - String nodeId, - [Object options]) -
moveTo(Object - options) -
releaseNode()
Methods to use with the configurator module.
getOptionsFromConfigurator()
- -
-
- -

Cluster methods options object

- -

The options object supplied to the cluster functions can contain these properties:

- - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
joinCondition(
  nodeOptions: Object
)
FunctionOptional for all but the cluster method. The cluster module loops over all nodes that are - selected to be in the cluster and calls this function with their data as argument. - If this function returns true, this node will be added to the cluster. You have access to all - options - (including the default) - as well as any custom fields you may have added to the node to determine whether or not to include - it in - the cluster. Example: -
-var nodes = [
-  {id: 4, label: 'Node 4'},
-  {id: 5, label: 'Node 5'},
-  {id: 6, label: 'Node 6', cid:1},
-  {id: 7, label: 'Node 7', cid:1}
-]
-
-var options = {
-  joinCondition:function(nodeOptions) {
-    return nodeOptions.cid === 1;
-  }
-}
-
-network.clustering.cluster(options);
-
-
processProperties(
  clusterOptions: Object,
-   childNodesOptions: Array,
-   childEdgesOptions: Array
)
FunctionOptional. Before creating the new cluster node, this (optional) function will be called with - the - properties supplied by you (clusterNodeProperties), all contained nodes and all - contained - edges. You can use this to update the - properties of the cluster based on which items it contains. The function should return the - properties to - create the cluster node. In the example below, we ensure preservation of mass and value when forming - the - cluster: -
-var options = {
-  processProperties: function (clusterOptions,
-      childNodes, childEdges) {
-    var totalMass = 0;
-    var totalValue = 0;
-    for (var i = 0; i < childNodes.length; i++) {
-      totalMass += childNodes[i].mass;
-      totalValue = childNodes[i].value
-        ? totalValue + childNodes[i].value
-        : totalValue;
-    }
-    clusterOptions.mass = totalMass;
-    if (totalValue > 0) {
-      clusterOptions.value = totalValue;
-    }
-    return clusterOptions;
-  },
-}
-
-
clusterNodePropertiesObjectOptional. This is an object containing the options for the cluster node. All options - described - in the nodes module are allowed. This allows you to style your cluster - node - any way you want. This is also the style object that is provided in the processProperties function - for - fine tuning. If undefined, default node options will be used.

- Default functionality only allows clustering if the cluster will contain 2 or more nodes. To allow clustering of single nodes you can use the allowSingleNodeCluster : true property. -
-    clusterNodeProperties: {
-        allowSingleNodeCluster: true
-    }
-
-
clusterEdgePropertiesObjectOptional. This is an object containing the options for the edges connected to the cluster. - All - options described in the edges module are allowed. Using this, you can - style - the edges connecting to the cluster any way you want. If none are provided, the options from the - edges - that are replaced are used. If undefined, default edge options will be used. -
-
-

-
-

Events

- -

This is a list of all the events in the public API. They are collected here from all individual modules.

- -

These events are fired by the interaction module. They are related to user input.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NamePropertiesDescription
Events triggered by human interaction, selection, dragging etc.
click - Object - Fired when the user clicks the mouse or taps on a touchscreen device. Passes an object with properties structured as: - -
{
-  nodes: [Array of selected nodeIds],
-  edges: [Array of selected edgeIds],
-  event: [Object] original click event,
-  pointer: {
-    DOM: {x:pointer_x, y:pointer_y},
-    canvas: {x:canvas_x, y:canvas_y}
-  }
-}
-
-
doubleClicksame as click.Fired when the user double clicks the mouse or double taps on a touchscreen device. Since a double - click - is in fact 2 clicks, 2 click events are fired, followed by a double click event. If you do not want - to - use the click events if a double click event is fired, just check the time between click events - before - processing them. -
oncontextsame as click.Fired when the user click on the canvas with the right mouse button. The right mouse button does not - select by default. You can use the method getNodeAt to select the node if you - want. -
holdsame as click.Fired when the user clicks and holds the mouse or taps and holds on a touchscreen device. A click - event - is also fired in this case. -
releasesame as click.Fired after drawing on the canvas has been completed. Can be used to draw on top of the network. -
selectsame as click.Fired when the selection has changed by user action. This means a node or edge has been selected, - added - to the selection or deselected. All select events are only triggered on click and hold. -
selectNodesame as click.Fired when a node has been selected by the user.
selectEdgesame as click.Fired when a edge has been selected by the user.
deselectNodeObject - Fired when a node (or nodes) has (or have) been deselected by the user. The previous selection is the list of nodes and edges that were selected before the last user event. Passes an object with properties structured as: -
{
-  nodes: [Array of selected nodeIds],
-  edges: [Array of selected edgeIds],
-  event: [Object] original click event,
-  pointer: {
-    DOM: {x:pointer_x, y:pointer_y},
-    canvas: {x:canvas_x, y:canvas_y}
-    }
-  },
-  previousSelection: {
-    nodes: [Array of previously selected nodeIds],
-    edges: [Array of previously selected edgeIds]
-  }
-}
-
-
deselectEdgesame as deselectNode.Fired when a edge (or edges) has (or have) been deselected by the user. The previous selection is - the - list of nodes and edges that were selected before the last user event. -
dragStartsame as click.Fired when starting a drag.
draggingsame as click.Fired when dragging node(s) or the view.
dragEndsame as click.Fired when the drag has finished.
hoverNode{node: nodeId}Fired if the option interaction:{hover:true} is enabled and the mouse hovers over a node.
blurNode{node: nodeId}Fired if the option interaction:{hover:true} is enabled and the mouse moved away from a node it was hovering over before.
hoverEdge{edge: edgeId}Fired if the option interaction:{hover:true} is enabled and the mouse hovers over an edge.
blurEdge{edge: edgeId}Fired if the option interaction:{hover:true} is enabled and the mouse moved away from an edge it was hovering over before.
zoom{direction:'+'/'-', scale: Number}Fired when the user zooms in or out. The properties tell you which direction the zoom is in. The scale is a number greater than 0, which is the same that you get with network.getScale().
showPopupid of item corresponding to popupFired when the popup (tooltip) is shown.
hidePopupnoneFired when the popup (tooltip) is hidden.
Events triggered the physics simulation. Can be used to trigger GUI updates.
startStabilizingnoneFired when stabilization starts. This is also the case when you drag a node and the physics - simulation - restarts to stabilize again. Stabilization does not neccesarily imply 'without showing'. -
stabilizationProgressObjectFired when a multiple of the updateInterval number of iterations is reached. This only occurs in the 'hidden' stabilization. Passes an object with properties structured as: - -
{
-  iterations: Number // iterations so far,
-  total: Number      // total iterations in options
-}
-
stabilizationIterationsDonenoneFired when the 'hidden' stabilization finishes. This does not necessarily mean the network is stabilized; it could also mean that the amount of iterations defined in the options has been reached. -
stabilizedObjectFired when the network has stabilized or when the stopSimulation() has been called. The amount of iterations it took could be used to tweak the maximum amount of iterations needed to stabilize the network. Passes an object with properties structured as: -
{
-  iterations: Number // iterations it took
-}
- -
Event triggered by the canvas.
resizeObjectFired when the size of the canvas has been resized, either by a redraw call when the container div has changed in size, a setSize() call with new values or a setOptions() with new width and/or height values. Passes an object with properties structured as: - -
-{
-  width: Number     // the new width  of the canvas
-  height: Number    // the new height of the canvas
-  oldWidth: Number  // the old width  of the canvas
-  oldHeight: Number // the old height of the canvas
-}
-
-
Events triggered by the rendering module. Can be used to draw custom elements on the - canvas. -
initRedrawnoneFired before the redrawing begins. The simulation step has completed at this point. Can be used to - move - custom elements before starting drawing the new frame. -
beforeDrawingcanvas contextFired after the canvas has been cleared, scaled and translated to the viewing position but before - all - edges and nodes are drawn. Can be used to draw behind the network. -
afterDrawingcanvas contextFired after drawing on the canvas has been completed. Can be used to draw on top of the network. -
Event triggered by the view module.
animationFinishednoneFired when an animation is finished.
Event triggered by the configuration module.
configChangeObjectFired when a user changes any option in the configurator. The options object can be used with the setOptions method or stringified using JSON.stringify(). - You do not have to manually put the options into the network: this is done automatically. You can use the event - to store user options in the database. -
- -
- -

-
-

Importing data

- -

Network contains conversion utilities to import data from Gephi and graphs in the DOT language.

- -

Import data from Gephi

- -

- Network can import data straight from an exported json file from gephi. You can get the JSON exporter here: - https://marketplace.gephi.org/plugin/json-exporter/. - An example exists showing how to get a JSON file into Vis: -

- -

- Example usage: -

- -
-// load the JSON file containing the Gephi network.
-var gephiJSON = loadJSON("./datasources/WorldCup2014.json"); // code in importing_from_gephi.
-
-// you can customize the result like with these options. These are explained below.
-// These are the default options.
-var parserOptions = {
-  edges: {
-    inheritColors: false
-  },
-  nodes: {
-    fixed: true,
-    parseColor: false
-  }
-}
-
-// parse the gephi file to receive an object
-// containing nodes and edges in vis format.
-var parsed = vis.network.convertGephi(gephiJSON, parserOptions);
-
-// provide data in the normal fashion
-var data = {
-  nodes: parsed.nodes,
-  edged: parsed.edges
-};
-
-// create a network
-var network = new vis.Network(container, data);
-
- -
-

Gephi parser options

- - There are a few options you can use to tell Vis what to do with the data from Gephi. - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
nodes.fixedBooleantrueWhen false, the nodes will move according to the physics model after import. If true, the nodes do - not move at all. If set to true, the node positions have to be defined to avoid infinite recursion - errors in the physics. -
nodes.parseColorBooleanfalseIf true, the color will be parsed by the vis parser, generating extra colors for the borders, - highlighs and hover. If false, the node will be the supplied color. -
edges.inheritColorBooleanfalseWhen true, the color supplied by gephi is ignored and the inherit color mode is used with the global - setting. -
- -

Import data in DOT language

- -

- Network supports data in the - DOT language. - To use data in the DOT language, you can use the vis.network.convertDot converter to transform the DOT - language - into a vis.Network compatible nodes, edges and options objects. You can extend the options object with other - options if you'd like. -

- -

- Example usage: -

- -
-// provide data in the DOT language
-var DOTstring = 'dinetwork {1 -> 1 -> 2; 2 -> 3; 2 -- 4; 2 -> 1 }';
-var parsedData = vis.network.convertDot(DOTstring);
-
-var data = {
-  nodes: parsedData.nodes,
-  edges: parsedData.edges
-}
-
-var options = parsedData.options;
-
-// you can extend the options like a normal JSON variable:
-options.nodes = {
-  color: 'red'
-}
-
-// create a network
-var network = new vis.Network(container, data, options);
-
-
- - -
- - - - - - - - - - - - - - - diff --git a/www/lib/vis/docs/network/interaction.html b/www/lib/vis/docs/network/interaction.html deleted file mode 100644 index 5483636b..00000000 --- a/www/lib/vis/docs/network/interaction.html +++ /dev/null @@ -1,172 +0,0 @@ - - - - - - - - - - vis.js - Interaction documentation. - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - interaction

-

Used for all user interaction with the network. Handles mouse and touch events as well as the navigation buttons and the popups.

-

Options

-

The options for the interaction module have to be contained in an object titled 'interaction'.

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - - -

This is a list of all the methods in the public API. They are collected here from all individual modules.

- - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
dragNodes Boolean true When true, the nodes that are not fixed can be dragged by the user.
dragView Boolean true When true, the view can be dragged around by the user.
hideEdgesOnDrag Boolean false When true, the edges are not drawn when dragging the view. This can greatly speed up responsiveness on dragging, improving user experience.
hideNodesOnDrag Boolean false When true, the nodes are not drawn when dragging the view. This can greatly speed up responsiveness on dragging, improving user experience.
hover Boolean false When true, the nodes use their hover colors when the mouse moves over them.
hoverConnectedEdges Boolean true When true, on hovering over a node, it's connecting edges are highlighted.
keyboard Object or Boolean Object When true, the keyboard shortcuts are enabled with the default settings. For further customization, you can supply an object.
multiselect Boolean false When true, a longheld click (or touch) as well as a control-click will add to the selection.
navigationButtons Boolean false When true, navigation buttons are drawn on the network canvas. These are HTML buttons and can be completely customized using CSS.
selectable BooleantrueWhen true, the nodes and edges can be selected by the user.
selectConnectedEdges BooleantrueWhen true, on selecting a node, its connecting edges are highlighted.
tooltipDelay Number 300 When nodes or edges have a defined 'title' field, this can be shown as a pop-up tooltip. The tooltip itself is an HTML element that can be fully styled using CSS. The delay is the amount of time in milliseconds it takes before the tooltip is shown.
zoomView Boolean true When true, the user can zoom in.
- -
- - - - - - - - - - - - - - - \ No newline at end of file diff --git a/www/lib/vis/docs/network/layout.html b/www/lib/vis/docs/network/layout.html deleted file mode 100644 index 3b38048b..00000000 --- a/www/lib/vis/docs/network/layout.html +++ /dev/null @@ -1,169 +0,0 @@ - - - - - - - - - vis.js - Layout documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - layout

-

Acts as the camera that looks on the canvas. Does the animation, zooming and focusing.

-

Options

-

The options for the layout module have to be contained in an object titled 'layout'.

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - -

When enabling the hierarchical layout, it overrules some of the other options. The physics is set to the hierarchical repulsion solver and dynamic smooth edges are converted to static smooth edges.

- - - - - - - - - - - - - - -
NameTypeDefaultDescription
randomSeedNumberundefined When NOT using the hierarchical layout, the nodes are randomly positioned initially. This means that the settled result is different every time. If you provide a random seed manually, the layout will be the same every time. Ideally you try with an undefined seed, reload until you are happy with the layout and use the getSeed() method to ascertain the seed.
improvedLayoutBooleantrue When enabled, the network will use the Kamada Kawai algorithm for initial layout. For networks larger than 100 nodes, clustering will be performed automatically to reduce the amount of nodes. This can greatly improve the stabilization times. If the network is very interconnected (no or few leaf nodes), this may not work and it will revert back to the old method. Performance will be improved in the future.
hierarchicalObject or BooleanObject When true, the layout engine positions the nodes in a hierarchical fashion using default settings. For customization you can supply an object.
- -
- - - - - - - - - - - - - - - \ No newline at end of file diff --git a/www/lib/vis/docs/network/manipulation.html b/www/lib/vis/docs/network/manipulation.html deleted file mode 100644 index 7f8db952..00000000 --- a/www/lib/vis/docs/network/manipulation.html +++ /dev/null @@ -1,204 +0,0 @@ - - - - - - - - - vis.js - Manipulation documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - manipulation

-

Acts as the camera that looks on the canvas. Does the animation, zooming and focusing.

-

Options

-

The options for the manipulation module have to be contained in an object titled 'manipulation'.

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - - - - - - - - - - - - -
NameTypeDefaultDescription
enabled Boolean false Toggle the manipulation system on or off. Even when false, the manipulation API through the methods will still work. This property is optional. If you define any of the options below and enabled is undefined, this will be set to true.
initiallyActive Boolean true Toggle whether the toolbar is visible initially or if only the edit button is visible initially.
addNode Boolean or Function true You can use these options to switch certain functionalities on or off of attach - a handler function to them. These functions are called before the action is performed. If a node is going to be added through the manipulation system, - the addNode function will be called first. With this, you can provide a gui for your users, abort the process or anything else you want to do. For all except the editNode functionality, these handler functions are optional. -

- - When you supply a boolean, you only toggle the 'add node' button on the GUI of the manipulation system. The lack of handling function could effect the API when using the methods. - When a function is supplied, it will be called when the user clicks the canvas in 'addNode' mode. This function will receive two variables: the properties of the node that can be created and a callback function. If you call the callback function with the properties of the new node, the node will be added.

Example: -
-var options = {
-  manipulation: {
-    addNode: function(nodeData,callback) {
-      nodeData.label = 'hello world';
-      callback(nodeData);
-    }
-  }
-}
-
- This function changes the label of the new node into 'hello world'. If you do not want the node created, do not call the callback function or call the callback function null or no argument.
addEdge Boolean or Function true If boolean, toggle the availability of the 'addEdge' button in the GUI, the API through the methods will still work except (obviously) there will be no handler function. - When a function is supplied, it will be called when the user drags the new edge from one node to the next in 'addEdge' mode. This function will receive two variables: the properties of the edge that can be created and a callback function. If you call the callback function with the properties of the new edge, the edge will be added.

Example: -
-var options = {
-  manipulation: {
-    addEdge: function(edgeData,callback) {
-      if (edgeData.from === edgeData.to) {
-        var r = confirm("Do you want to connect the node to itself?");
-        if (r === true) {
-          callback(edgeData);
-        }
-      }
-      else {
-        callback(edgeData);
-      }
-    }
-  }
-}
-
- This example code will show a popup if you connect a node to itself to ask you if that was what you wanted. If you do not want the edge created, do not call the callback function or call the callback function null or no argument.
editNode Function undefined Editing of nodes is only possible when a handling function is supplied. If this is not the case, editing of nodes will be disabled. The function will be called when a node is selected and the 'Edit Node' button on the toolbar is pressed. This function will be called like the addNode function with the node's data and a callback function.
editEdge Boolean or Function true If boolean, toggle the editing of edges in the GUI. When a function is supplied, it will be called when an edge is selected and the 'Edit Edge' button on the toolbar is pressed. This function will be called in the same way the addEdge function was called. If the callback is not performed, the edge will remain hanging where it was released. To cancel, call the callback function with null as argument or without arguments.
deleteNode Boolean or Function true If boolean, toggle the deletion of nodes in the GUI. If function, it will be called when a node is selected and the 'Delete selected' button is pressed. When using a function, it will receive a callback and an object with an array of selected nodeIds and an array of selected edges Ids. These are the items that will be deleted if the callback is performed.
deleteEdge Boolean or Function true If boolean, toggle the deletion of edges in the GUI. If function, it will be called when an edge is selected and the 'Delete selected' button is pressed. When using a function, it will receive a callback and an object with an array of selected nodeIds (empty) and an array of selected edges Ids. These are the items that will be deleted if the callback is performed.
controlNodeStyle Object ObjectYou can supply any styling information you'd like here. All fields described in the nodes module are allowed except obviously for id, x, y and fixed.

Default: -
-{
-  shape:'dot',
-  size:6,
-  color: {
-    background: '#ff0000',
-    border: '#3c3c3c',
-    highlight: {
-      background: '#07f968',
-      border: '#3c3c3c'
-    }
-  },
-  borderWidth: 2,
-  borderWidthSelected: 2
-}
-
-
- - - - - - - - - - - - - - - \ No newline at end of file diff --git a/www/lib/vis/docs/network/nodes.html b/www/lib/vis/docs/network/nodes.html deleted file mode 100644 index c3cd63a1..00000000 --- a/www/lib/vis/docs/network/nodes.html +++ /dev/null @@ -1,742 +0,0 @@ - - - - - - - - - - vis.js - Nodes documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - nodes

- -

Handles the creation and deletion of nodes and contains the global node options and styles.

-

Options

-

The options for the nodes have to be contained in an object titled 'nodes'. All of these options can be supplied per node as well. Obviously, 'id' should not be defined globally but per node. Options defined - in the global nodes object, are applied to all nodes. If a node has options of its own, those will be used instead of the global options.

-

When you have given a node an option, you will override the global option for that property, and also the group option for that property if the node is in a group. If you then set that option to null, - it will revert back to the default value. -

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - - -

These options can also be set per individual node. All of the individual options are explained here:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
borderWidthNumber1The width of the border of the node.
borderWidthSelectedNumber2The width of the border of the node when it is selected. When undefined, the borderWidth * 2 is used.
brokenImageStringundefinedWhen the shape is set to image or circularImage, this option can be an URL to - a backup image in case the URL supplied in the image option cannot be resolved. -
colorObject or StringObjectThe color object contains the color information of the node in every situation. When the node only needs - a single color, a color value like 'rgba(120,32,14,1)', '#ffffff' or 'red' - can be supplied instead of an object. -
fixedObject or BooleanObjectWhen true, the node will not move but IS part of the physics simulation. When defined as an object, - movement in either X or Y direction can be disabled. -
fontObject or StringfalseThis object defines the details of the label. A shorthand is also supported in the form 'size face - color' for example: '14px arial red'. -
groupStringundefinedWhen not undefined, the node will belong to the defined group. Styling information of - that group will apply to this node. Node specific styling overrides group styling. -
hiddenBooleanfalseWhen true, the node will not be shown. It will still be part of the physics simulation though!
iconObjectObjectThese options are only used when the shape is set to icon.
idStringundefinedThe id of the node. The id is mandatory for nodes and they have to be unique. This should obviously be set per node, not globally.
imageStringundefinedWhen the shape is set to image or circularImage, this option should be the URL - to an image. If the image cannot be found, the brokenImage option can be used. -
labelStringundefinedThe label is the piece of text shown in or under the node, depending on the shape.
labelHighlightBoldBooleantrueDetermines whether or not the label becomes bold when the node is selected.
levelNumberundefinedWhen using the hierarchical layout, the level determines where the node is going to be positioned.
massNumber1The barnesHut physics model (which is enabled by default) is based on an inverted gravity model. By - increasing the mass of a node, you increase it's repulsion. Values lower than 1 are not recommended. -
physicsBooleantrueWhen false, the node is not part of the physics simulation. It will not move except for from manual - dragging. -
scalingObjectObjectIf the value option is specified, the size of the nodes will be scaled according to the - properties in this object. All node shapes can be scaled, but some only when label scaling is enabled as - their size is based on the size of the label. - Only scalable when label scaling is enabled are: - ellipse, circle, database, box, text. - Always scalable are: - image, circularImage, diamond, dot, - star, triangle, triangleDown, square and - icon. Keep in mind that when using scaling, the size option is neglected. -
shadowObject or BooleanObjectWhen true, the node casts a shadow using the default settings. This can be further refined by supplying - an object. -
shapeString'ellipse'The shape defines what the node looks like. There are two types of nodes. One type has the label inside - of it and the other type has the label underneath it. The types with the label inside of it are: - ellipse, circle, database, box, text. - The ones with the label outside of it are: image, circularImage, - diamond, dot, star, triangle, - triangleDown, square and icon. -
shapePropertiesObjectObjectThis object contains configuration for specific shapes -
sizeNumber25The size is used to determine the size of node shapes that do not have the label inside of them. These - shapes are: image, circularImage, diamond, dot, - star, triangle, triangleDown, square and - icon
titleString or ElementundefinedTitle to be displayed when the user hovers over the node. The title can be an HTML element or a string - containing plain text or HTML. -
valueNumberundefinedWhen a value is set, the nodes will be scaled using the options in the scaling object defined above. -
xNumberundefinedThis gives a node an initial x position. When using the hierarchical layout, either the x or y position - is set by the layout engine depending on the type of view. The other value remains untouched. When using - stabilization, the stabilized position may be different from the initial one. To lock the node to that - position use the physics or fixed options. -
yNumberundefinedThis gives a node an initial y position. When using the hierarchical layout, either the x or y position - is set by the layout engine depending on the type of view. The other value remains untouched. When using - stabilization, the stabilized position may be different from the initial one. To lock the node to that - position use the physics or fixed options. -
- -
- - - - - - - - - - - - - - - diff --git a/www/lib/vis/docs/network/physics.html b/www/lib/vis/docs/network/physics.html deleted file mode 100644 index c8fe9920..00000000 --- a/www/lib/vis/docs/network/physics.html +++ /dev/null @@ -1,224 +0,0 @@ - - - - - - - - - vis.js - Physics documentation. - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

Network - physics

-

Handles the physics simulation, moving the nodes and edges to show them clearly.

-

Options

-

The options for the physics have to be contained in an object titled 'physics'.

-

Click on the full options or shorthand options to show how these options are supposed to be used.

- -
- - - -

All of the individual options are explained here:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDefaultDescription
enabled Boolean true Toggle the physics system on or off. This property is optional. If you define any of the options below and enabled is undefined, this will be set to true.
barnesHut Object Object BarnesHut is a quadtree based gravity model. This is the fastest, default and recommended solver for non-hierarchical layouts.
forceAtlas2Based Object Object Force Atlas 2 has been developed by Jacomi et al (2014) for use with Gephi. The forceAtlas2Based solver makes use of some of the equations provided - by them and makes use of the barnesHut implementation in vis. The main differences are the central gravity model, - which is here distance independent, and the repulsion being linear instead of quadratic. Finally, all node masses have a - multiplier based on the amount of connected edges plus one.
repulsion Object Object The repulsion model assumes nodes have a simplified repulsion field around them. It's force linearly decreases from 1 (at 0.5*nodeDistance and smaller) to 0 (at 2*nodeDistance).
hierarchicalRepulsion Object Object This model is based on the repulsion solver but the levels are taken into account and the forces are normalized.
maxVelocity Number 50 The physics module limits the maximum velocity of the nodes to increase the time to stabilization. This is the maximium value.
minVelocity Number 0.1 Once the minimum velocity is reached for all nodes, we assume the network has been stabilized and the simulation stops.
solver String 'barnesHut'You can select your own solver. Possible options: 'barnesHut', 'repulsion', 'hierarchicalRepulsion', 'forceAtlas2Based'. When setting the hierarchical layout, the hierarchical repulsion solver is automaticaly selected, regardless of what you fill in here.
stabilization Object | BooleanObject When true, the network is stabilized on load using default settings. If false, stabilization is disabled. To further customize this, you can supply an object.
timestep Number 0.5 The physics simulation is discrete. This means we take a step in time, calculate the forces, move the nodes and take another step. If you increase this number the steps will be too large and the network can get unstable. If you see a lot of jittery movement in the network, you may want to reduce this value a little.
adaptiveTimestep Boolean true If this is enabled, the timestep will intelligently be adapted (only during the stabilization stage if stabilization is enabled!) to greatly decrease stabilization times. The timestep configured above is taken as the minimum timestep. This can be further improved by using the improvedLayout algorithm.
- -
- - - - - - - - - - - - - - - \ No newline at end of file -- cgit v1.2.3