上節講到如何創建組件,清除設計器視圖,以及設計視圖的持久化和恢復,本節將重點講如何實現組件間的連線,前面章節有提到為了方便從持久化文件中恢復,組件和連線是分別存放的:nodes和lines對象,兩個組件實現連線主要也還是通過鼠標拖動事件實現,但前提是有一個連接點的概念,即我們要從組件上、下、左、右四個錨點中開始拖動,在拖動過程中繪制跟隨線,拖到目標組件上時出現錨點,在錨點上釋放鼠標,在兩個錨點間繪制連線,並將連線加到lines數組中。
下圖是要實現的錨點圖樣例:

錨點為紅色邊框,整個組件可以作為一個錨點,同時四個x也可作為特定方位的錨點,錨點出現時鼠標為十字形狀,代表允許按下鼠標拖動連線了。大家注意,我在打開按鈕的邊上增加了一個checkbox連線,用來指示是在連線狀態與否,取消這個勾選,是不會出現連線錨點的,選擇、拖動組件只有在非連線狀態下進行,兩者互斥。
function Connector(node) { this.node = node; this.group = null; } Connector.prototype = { destroy: function () { this.group.remove(); }, hiTest: function (event) { var bounds = this.node.getBound(); if (event.point.x >= bounds.x - 5 && event.point.x <= bounds.x + 5 && event.point.y >= bounds.y + bounds.height / 2 - 5 && event.point.y <= bounds.y + bounds.height / 2 + 5) { //在左連線指示器框中 this.group.children[0].bounds.x = bounds.x - 5; this.group.children[0].bounds.y = bounds.y + bounds.height / 2 - 5; this.group.children[0].bounds.width = 10; this.group.children[0].bounds.height = 10; } else if (event.point.x >= bounds.x + bounds.width - 5 && event.point.x <= bounds.x + bounds.width + 5 && event.point.y >= bounds.y + bounds.height / 2 - 5 && event.point.y <= bounds.y + bounds.height / 2 + 5) { //在右連線指示器框中 this.group.children[0].bounds.x = bounds.x + bounds.width - 5; this.group.children[0].bounds.y = bounds.y + bounds.height / 2 - 5; this.group.children[0].bounds.width = 10; this.group.children[0].bounds.height = 10; } else if (event.point.x >= bounds.x + bounds.width / 2 - 5 && event.point.x <= bounds.x + bounds.width / 2 + 5 && event.point.y >= bounds.y - 5 && event.point.y <= bounds.y + 5) { //在上連線指示器框中 this.group.children[0].bounds.x = bounds.x + bounds.width / 2 - 5; this.group.children[0].bounds.y = bounds.y - 5; this.group.children[0].bounds.width = 10; this.group.children[0].bounds.height = 10; } else if (event.point.x >= bounds.x + bounds.width / 2 - 5 && event.point.x <= bounds.x + bounds.width / 2 + 5 && event.point.y >= bounds.y + bounds.height - 5 && event.point.y <= bounds.y + bounds.height+ 5) { //在下連線指示器框中 this.group.children[0].bounds.x = bounds.x + bounds.width / 2 - 5; this.group.children[0].bounds.y = bounds.y + bounds.height - 5; this.group.children[0].bounds.width = 10; this.group.children[0].bounds.height = 10; } else { this.group.children[0].bounds.x = bounds.x this.group.children[0].bounds.y = bounds.y; this.group.children[0].bounds.width = bounds.width; this.group.children[0].bounds.height = bounds.height; } }, render: function () { var me = this; var color = 'white'; this.group = new paper.Group(); var rect = new paper.Path.Rectangle({ point: [this.node.getBound().x, this.node.getBound().y], size: [this.node.getBound().width, this.node.getBound().height], strokeColor: 'red', strokeWidth: 2 }) rect.onMouseDown = function (event) { debugger; }; this.group.addChild(rect); var bounds = this.node.getBound(); var topCross1 = new paper.Path.Line({ from: [bounds.x + bounds.width / 2 - 2.5, bounds.y - 2.5], to: [bounds.x + bounds.width / 2 + 2.5, bounds.y + 2.5], strokeColor: 'blue' }); this.group.addChild(topCross1); var topCross2 = new paper.Path.Line({ from: [bounds.x + bounds.width / 2 - 2.5, bounds.y + 2.5],to: [bounds.x + bounds.width / 2 + 2.5, bounds.y - 2.5], strokeColor: 'blue' }); this.group.addChild(topCross2); var rightCross1 = new paper.Path.Line({ from: [bounds.x + bounds.width - 2.5, bounds.y + bounds.height / 2 - 2.5], to: [bounds.x + bounds.width + 2.5, bounds.y + bounds.height / 2 + 2.5], strokeColor: 'blue' }); this.group.addChild(rightCross1); var rightCross2 = new paper.Path.Line({ from: [bounds.x + bounds.width - 2.5, bounds.y + bounds.height / 2 + 2.5], to: [bounds.x + bounds.width + 2.5, bounds.y + bounds.height / 2 - 2.5], strokeColor: 'blue' }); this.group.addChild(rightCross2); var leftCross1 = new paper.Path.Line({ from: [bounds.x - 2.5, bounds.y + bounds.height / 2 - 2.5], to: [bounds.x + 2.5, bounds.y + bounds.height / 2 + 2.5], strokeColor: 'blue' }); this.group.addChild(leftCross1); var leftCross2 = new paper.Path.Line({ from: [bounds.x - 2.5, bounds.y + bounds.height / 2 + 2.5], to: [bounds.x + 2.5, bounds.y + bounds.height / 2 - 2.5], strokeColor: 'blue' }); this.group.addChild(leftCross2); var bottomCross1 = new paper.Path.Line({ from: [bounds.x + bounds.width / 2 - 2.5, bounds.y + bounds.height - 2.5], to: [bounds.x + bounds.width / 2 + 2.5, bounds.y + bounds.height + 2.5], strokeColor: 'blue' }); this.group.addChild(bottomCross1); var bottomCross2 = new paper.Path.Line({ from: [bounds.x + bounds.width / 2 - 2.5, bounds.y + bounds.height + 2.5], to: [bounds.x + bounds.width / 2 + 2.5, bounds.y + bounds.height - 2.5], strokeColor: 'blue' }); this.group.addChild(bottomCross2); this.group.bringToFront(); var drag = false; return this; } };
上面代碼hiTest方法用於測式當前鼠標位置是顯示哪個錨點:整個組件/上/下/左/右,並移動對應的錨點紅色矩形。render畫了一個紅色矩形和四個連接點x。
在VisualDesigner中增加lining屬性指示是否畫線狀態,
在Component中增加activeConnector指示當前活動的連接器錨點
在Component.init方法中增加了鼠標進入,退出后的連接點創建和刪除,如下代碼片斷:
Component.prototype.init = function (options) { if (options == undefined) options = {}; this.properties = $.extend(options, Component.DEFAULTS); this.group = new paper.Group(); this.designer = undefined; //當前設計器,createElement時賦值 var me = this; var drag = false; this.activateConnector = null; //活動的連線指示符 this.group.onClick = function (event) { if (!me.designer.lining) //非畫線狀態才允許選中 me.group.children[0].selected = !me.group.children[0].selected; } this.group.onMouseDown = function (event) { if (!me.designer.lining) //非畫線狀態才允許拖動 drag = (event.event.button == 0); else { drawing = true; } } this.group.onMouseUp = function () { drag = false; document.body.style.cursor = 'default'; } this.group.onMouseDrag = function (event) { if (drag && !me.designer.lining) //非畫線狀態才允許拖動 { if (me.activateConnector) //在拖動元素時如果有連線指示器則清除。 { me.activateConnector.destroy(); me.activateConnector = null; } me.properties.x += event.delta.x; me.properties.y += event.delta.y; this.translate(event.delta.x, event.delta.y); document.body.style.cursor = 'move'; } } this.group.onMouseEnter = function (event) { if (!me.activateConnector && me.designer.lining) //還沒有創建連接指示框,且當前為連線狀態 { me.designer.selectAll(false);//取消選中所有元素,if any me.activateConnector = new Connector(me).render(); document.body.style.cursor = 'crosshair'; } } this.group.onMouseLeave = function (event) { if (me.designer.lining && me.activateConnector) { //當前為連線狀態,且移出了組件范圍 ,擦除連線指示框 me.activateConnector.destroy(); me.activateConnector = null; console.log("delete in group") document.body.style.cursor = 'default'; } } this.group.onMouseMove = function (event) { if (me.designer.lining && me.activateConnector) { //當前為連線狀態,且在組件范圍 ,檢測四個邊線連線指示框 me.activateConnector.hiTest(event) } } return this; }
這里說一個小插曲,因為要在組件的代碼里訪問設計器的成員(如是否畫線狀態visualDesigner.lining),我在Component里增加了一個designer對象來保存當前設計器,並在代碼中訪問,可保存設計視圖時出現JSON對象序例化時出現遞歸的異常 ,因為序列化nodes組件對象數組時,每一個組件里有VisualDesigner對象而VisualDesigner對象里又有nodes對象的數組,首先想到的是特定的屬性不要序列化,查資料后發現JSON.stringify里有第二個參數,可以為可序列化屬性名稱的白名單數組,也可以為函數,此外因為屬性名稱並不完全確定,所以用函數:
VisualDesigner.prototype.getContent = function () { debugger; return JSON.stringify({ "nodes": this.nodes, "lines": this.lines }, function (k, v) { if (k == "designer") { return undefined; } return v; }); }
依據面向對象的編程方法單一職責原則,增加了一個類(lineManager),專門用來管理連線的過程管理,在連線時要保持住前一個結點,在拖動結束時畫出線,代碼如下:
function LineManager(designer) { this.designer = designer; this.line = null;//當前跟隨線 this.start = null;//當前正在畫線的起點元素 this.startPos=null; var tool=new paper.Tool(); //設計器元素之外的移動也要顯示跟隨線, var me=this; tool.onMouseMove=function(event){ me.draging(event.point); } tool.onMouseUp=function(event) { //設計器元素之外的釋放不生成連線,清除已有開始結點等信息, if (me.line) me.line.remove(); me.start=null; me.startPos=null; me.line=null; } } LineManager.prototype = { dragStart: function (co,pos) { this.start = co; var xy = co.node.getConnectorCenter(pos); //獲取當前鼠標位置處連接點的中央坐標 this.startPos=xy; this.line = new paper.Path.Line({ from: [xy.x, xy.y], to: [xy.x, xy.y], strokeWidth: 2, strokeColor: 'red' }); }, draging: function (pos) { if (this.line !== null ) { var txy = this.calcLine(this.startPos.x, this.startPos.y, pos.x, pos.y); this.line.set({ pathData: 'M' + this.startPos.x + ',' + this.startPos.y + ' L' + txy.x + ',' + txy.y }); } }, dragEnd:function(co,pos) { var xy = co.node.getConnectorCenter(pos); //獲取當前鼠標位置處連接點的中央坐標 if (this.line !== null ) { if (this.start.node.properties.id!=co.node.properties.id){ this.designer.createLine("曲線",{targetType:co.node.getConnectorDirection(this.startPos,pos),source:this.start.node.properties.id,target:co.node.properties.id,sxy:this.startPos,txy:xy}); } this.line.remove(); } this.start=null; //清除畫線狀態,等待重新畫線 this.startPos=null; }, calcLine: function (x1, y1, x2, y2) { var vx = x2 - x1; var vy = y2 - y1; var d = Math.sqrt(vx * vx + vy * vy); vx /= d; vy /= d; d = Math.max(0, d - 5); return { 'x': Math.round(x1 + vx * d), 'y': Math.round(y1 + vy * d) } } }
同時增加了曲線的類(貝塞爾曲線),
function BezierLine() { } BezierLine.prototype = $.extend({}, Component.prototype); BezierLine.prototype = $.extend(BezierLine.prototype, { render: function (options) { this.properties.typeName = "曲線"; this.properties.strokeWidth = 2; this.properties.strokeColor = 'red'; this.properties=$.extend(this.properties,options) this.properties.x = Math.min(this.properties.sxy.x, this.properties.txy.x); this.properties.y = Math.min(this.properties.sxy.y, this.properties.txy.y); this.properties.width = Math.abs(this.properties.txy.x - this.properties.sxy.x); this.properties.height = Math.abs(this.properties.txy.y - this.properties.sxy.y); var wire = new paper.Path(this.calcPath(this.properties.targetType, this.properties.sxy.x, this.properties.sxy.y, this.properties.txy.x, this.properties.txy.y)); wire.strokeWidth = this.properties.strokeWidth; wire.strokeColor=this.properties.strokeColor; wire.sendToBack(); this.group=new paper.Group(); this.group.addChild(wire); //this.group.translate(this.properties.x, this.properties.y); return this; }, calcPath:function(type, x1, y1, x2, y2) { var path= ""; if(type =="left" || type == "right") path= 'M ' + x1 + ', ' + y1 + 'C ' + (x1 + (x2 - x1) / 2) + ', ' + y1 + ' ' + (x2 - (x2 - x1) / 2) + ', ' + y2 + ' ' + x2 + ', ' + y2; else if (type=="up" || type == "down") path='M' + x1 + ', ' + y1 + 'C ' + x1 + ', ' + (y1 + (y2 - y1) / 2) + ' ' + x2 + ', ' + (y2 - (y2 - y1) / 2) + ' ' + x2 + ', ' + y2; return path; } });
最后效果圖如下:

源代碼:sample.1.5.rar
(本文為原創,在引用代碼和文字時請注明出處)
