/* * jquery.coords * https://github.com/ducksboard/gridster.js * * Copyright (c) 2012 ducksboard * Licensed under the MIT licenses. */ ;(function($, window, document, undefined){ /** * Creates objects with coordinates (x1, y1, x2, y2, cx, cy, width, height) * to simulate DOM elements on the screen. * Coords is used by Gridster to create a faux grid with any DOM element can * collide. * * @class Coords * @param {HTMLElement|Object} obj The jQuery HTMLElement or a object with: left, * top, width and height properties. * @return {Object} Coords instance. * @constructor */ function Coords(obj) { if (obj[0] && $.isPlainObject(obj[0])) { this.data = obj[0]; }else { this.el = obj; } this.isCoords = true; this.coords = {}; this.init(); return this; } var fn = Coords.prototype; fn.init = function(){ this.set(); this.original_coords = this.get(); }; fn.set = function(update, not_update_offsets) { var el = this.el; if (el && !update) { this.data = el.offset(); this.data.width = el.width(); this.data.height = el.height(); } if (el && update && !not_update_offsets) { var offset = el.offset(); this.data.top = offset.top; this.data.left = offset.left; } var d = this.data; this.coords.x1 = d.left; this.coords.y1 = d.top; this.coords.x2 = d.left + d.width; this.coords.y2 = d.top + d.height; this.coords.cx = d.left + (d.width / 2); this.coords.cy = d.top + (d.height / 2); this.coords.width = d.width; this.coords.height = d.height; this.coords.el = el || false ; return this; }; fn.update = function(data){ if (!data && !this.el) { return this; } if (data) { var new_data = $.extend({}, this.data, data); this.data = new_data; return this.set(true, true); } this.set(true); return this; }; fn.get = function(){ return this.coords; }; //jQuery adapter $.fn.coords = function() { if (this.data('coords') ) { return this.data('coords'); } var ins = new Coords(this, arguments[0]); this.data('coords', ins); return ins; }; }(jQuery, window, document)); /* * jquery.collision * https://github.com/ducksboard/gridster.js * * Copyright (c) 2012 ducksboard * Licensed under the MIT licenses. */ ;(function($, window, document, undefined){ var defaults = { colliders_context: document.body // ,on_overlap: function(collider_data){}, // on_overlap_start : function(collider_data){}, // on_overlap_stop : function(collider_data){} }; /** * Detects collisions between a DOM element against other DOM elements or * Coords objects. * * @class Collision * @uses Coords * @param {HTMLElement} el The jQuery wrapped HTMLElement. * @param {HTMLElement|Array} colliders Can be a jQuery collection * of HTMLElements or an Array of Coords instances. * @param {Object} [options] An Object with all options you want to * overwrite: * @param {Function} [options.on_overlap_start] Executes a function the first * time each `collider ` is overlapped. * @param {Function} [options.on_overlap_stop] Executes a function when a * `collider` is no longer collided. * @param {Function} [options.on_overlap] Executes a function when the * mouse is moved during the collision. * @return {Object} Collision instance. * @constructor */ function Collision(el, colliders, options) { this.options = $.extend(defaults, options); this.$element = el; this.last_colliders = []; this.last_colliders_coords = []; if (typeof colliders === 'string' || colliders instanceof jQuery) { this.$colliders = $(colliders, this.options.colliders_context).not(this.$element); }else{ this.colliders = $(colliders); } this.init(); } var fn = Collision.prototype; fn.init = function() { this.find_collisions(); }; fn.overlaps = function(a, b) { var x = false; var y = false; if ((b.x1 >= a.x1 && b.x1 <= a.x2) || (b.x2 >= a.x1 && b.x2 <= a.x2) || (a.x1 >= b.x1 && a.x2 <= b.x2) ) { x = true; } if ((b.y1 >= a.y1 && b.y1 <= a.y2) || (b.y2 >= a.y1 && b.y2 <= a.y2) || (a.y1 >= b.y1 && a.y2 <= b.y2) ) { y = true; } return (x && y); }; fn.detect_overlapping_region = function(a, b){ var regionX = ''; var regionY = ''; if (a.y1 > b.cy && a.y1 < b.y2) { regionX = 'N'; } if (a.y2 > b.y1 && a.y2 < b.cy) { regionX = 'S'; } if (a.x1 > b.cx && a.x1 < b.x2) { regionY = 'W'; } if (a.x2 > b.x1 && a.x2 < b.cx) { regionY = 'E'; } return (regionX + regionY) || 'C'; }; fn.calculate_overlapped_area_coords = function(a, b){ var x1 = Math.max(a.x1, b.x1); var y1 = Math.max(a.y1, b.y1); var x2 = Math.min(a.x2, b.x2); var y2 = Math.min(a.y2, b.y2); return $({ left: x1, top: y1, width : (x2 - x1), height: (y2 - y1) }).coords().get(); }; fn.calculate_overlapped_area = function(coords){ return (coords.width * coords.height); }; fn.manage_colliders_start_stop = function(new_colliders_coords, start_callback, stop_callback){ var last = this.last_colliders_coords; for (var i = 0, il = last.length; i < il; i++) { if ($.inArray(last[i], new_colliders_coords) === -1) { start_callback.call(this, last[i]); } } for (var j = 0, jl = new_colliders_coords.length; j < jl; j++) { if ($.inArray(new_colliders_coords[j], last) === -1) { stop_callback.call(this, new_colliders_coords[j]); } } }; fn.find_collisions = function(player_data_coords){ var self = this; var colliders_coords = []; var colliders_data = []; var $colliders = (this.colliders || this.$colliders); var count = $colliders.length; var player_coords = self.$element.coords() .update(player_data_coords || false).get(); while(count--){ var $collider = self.$colliders ? $($colliders[count]) : $colliders[count]; var $collider_coords_ins = ($collider.isCoords) ? $collider : $collider.coords(); var collider_coords = $collider_coords_ins.get(); var overlaps = self.overlaps(player_coords, collider_coords); if (!overlaps) { continue; } var region = self.detect_overlapping_region( player_coords, collider_coords); //todo: make this an option if (region === 'C'){ var area_coords = self.calculate_overlapped_area_coords( player_coords, collider_coords); var area = self.calculate_overlapped_area(area_coords); var collider_data = { area: area, area_coords : area_coords, region: region, coords: collider_coords, player_coords: player_coords, el: $collider }; if (self.options.on_overlap) { self.options.on_overlap.call(this, collider_data); } colliders_coords.push($collider_coords_ins); colliders_data.push(collider_data); } } if (self.options.on_overlap_stop || self.options.on_overlap_start) { this.manage_colliders_start_stop(colliders_coords, self.options.on_overlap_start, self.options.on_overlap_stop); } this.last_colliders_coords = colliders_coords; return colliders_data; }; fn.get_closest_colliders = function(player_data_coords){ var colliders = this.find_collisions(player_data_coords); colliders.sort(function(a, b) { /* if colliders are being overlapped by the "C" (center) region, * we have to set a lower index in the array to which they are placed * above in the grid. */ if (a.region === 'C' && b.region === 'C') { if (a.coords.y1 < b.coords.y1 || a.coords.x1 < b.coords.x1) { return - 1; }else{ return 1; } } if (a.area < b.area) { return 1; } return 1; }); return colliders; }; //jQuery adapter $.fn.collision = function(collider, options) { return new Collision( this, collider, options ); }; }(jQuery, window, document)); ;(function(window, undefined) { /* Debounce and throttle functions taken from underscore.js */ window.debounce = function(func, wait, immediate) { var timeout; return function() { var context = this, args = arguments; var later = function() { timeout = null; if (!immediate) func.apply(context, args); }; if (immediate && !timeout) func.apply(context, args); clearTimeout(timeout); timeout = setTimeout(later, wait); }; }; window.throttle = function(func, wait) { var context, args, timeout, throttling, more, result; var whenDone = debounce( function(){ more = throttling = false; }, wait); return function() { context = this; args = arguments; var later = function() { timeout = null; if (more) func.apply(context, args); whenDone(); }; if (!timeout) timeout = setTimeout(later, wait); if (throttling) { more = true; } else { result = func.apply(context, args); } whenDone(); throttling = true; return result; }; }; })(window); /* * jquery.draggable * https://github.com/ducksboard/gridster.js * * Copyright (c) 2012 ducksboard * Licensed under the MIT licenses. */ ;(function($, window, document, undefined){ var defaults = { items: '.gs_w', distance: 1, limit: true, offset_left: 0, autoscroll: true, ignore_dragging: ['INPUT', 'TEXTAREA', 'SELECT', 'BUTTON'], handle: null // drag: function(e){}, // start : function(e, ui){}, // stop : function(e){} }; var $window = $(window); var isTouch = !!('ontouchstart' in window); var pointer_events = { start: isTouch ? 'touchstart' : 'mousedown.draggable', move: isTouch ? 'touchmove' : 'mousemove.draggable', end: isTouch ? 'touchend' : 'mouseup.draggable' }; /** * Basic drag implementation for DOM elements inside a container. * Provide start/stop/drag callbacks. * * @class Draggable * @param {HTMLElement} el The HTMLelement that contains all the widgets * to be dragged. * @param {Object} [options] An Object with all options you want to * overwrite: * @param {HTMLElement|String} [options.items] Define who will * be the draggable items. Can be a CSS Selector String or a * collection of HTMLElements. * @param {Number} [options.distance] Distance in pixels after mousedown * the mouse must move before dragging should start. * @param {Boolean} [options.limit] Constrains dragging to the width of * the container * @param {offset_left} [options.offset_left] Offset added to the item * that is being dragged. * @param {Number} [options.drag] Executes a callback when the mouse is * moved during the dragging. * @param {Number} [options.start] Executes a callback when the drag * starts. * @param {Number} [options.stop] Executes a callback when the drag stops. * @return {Object} Returns `el`. * @constructor */ function Draggable(el, options) { this.options = $.extend({}, defaults, options); this.$body = $(document.body); this.$container = $(el); this.$dragitems = $(this.options.items, this.$container); this.is_dragging = false; this.player_min_left = 0 + this.options.offset_left; this.init(); } var fn = Draggable.prototype; fn.init = function() { this.calculate_positions(); this.$container.css('position', 'relative'); this.disabled = false; this.events(); this.on_window_resize = throttle($.proxy(this.calculate_positions, this), 200); $(window).bind('resize', this.on_window_resize); }; fn.events = function() { this.proxied_on_select_start = $.proxy(this.on_select_start, this); this.$container.on('selectstart', this.proxied_on_select_start); this.proxied_drag_handler = $.proxy(this.drag_handler, this); this.$container.on(pointer_events.start, this.options.items, this.proxied_drag_handler); this.proxied_pointer_events_end = $.proxy(function(e) { this.is_dragging = false; if (this.disabled) { return; } this.$body.off(pointer_events.move); if (this.drag_start) { this.on_dragstop(e); } }, this); this.$body.on(pointer_events.end, this.proxied_pointer_events_end); }; fn.get_actual_pos = function($el) { var pos = $el.position(); return pos; }; fn.get_mouse_pos = function(e) { if (isTouch) { var oe = e.originalEvent; e = oe.touches.length ? oe.touches[0] : oe.changedTouches[0]; } return { left: e.clientX, top: e.clientY }; }; fn.get_offset = function(e) { e.preventDefault(); var mouse_actual_pos = this.get_mouse_pos(e); var diff_x = Math.round( mouse_actual_pos.left - this.mouse_init_pos.left); var diff_y = Math.round(mouse_actual_pos.top - this.mouse_init_pos.top); var left = Math.round(this.el_init_offset.left + diff_x - this.baseX); var top = Math.round( this.el_init_offset.top + diff_y - this.baseY + this.scrollOffset); if (this.options.limit) { if (left > this.player_max_left) { left = this.player_max_left; }else if(left < this.player_min_left) { left = this.player_min_left; } } return { left: left, top: top, mouse_left: mouse_actual_pos.left, mouse_top: mouse_actual_pos.top }; }; fn.manage_scroll = function(offset) { /* scroll document */ var nextScrollTop; var scrollTop = $window.scrollTop(); var min_window_y = scrollTop; var max_window_y = min_window_y + this.window_height; var mouse_down_zone = max_window_y - 50; var mouse_up_zone = min_window_y + 50; var abs_mouse_left = offset.mouse_left; var abs_mouse_top = min_window_y + offset.mouse_top; var max_player_y = (this.doc_height - this.window_height + this.player_height); if (abs_mouse_top >= mouse_down_zone) { nextScrollTop = scrollTop + 30; if (nextScrollTop < max_player_y) { $window.scrollTop(nextScrollTop); this.scrollOffset = this.scrollOffset + 30; } } if (abs_mouse_top <= mouse_up_zone) { nextScrollTop = scrollTop - 30; if (nextScrollTop > 0) { $window.scrollTop(nextScrollTop); this.scrollOffset = this.scrollOffset - 30; } } }; fn.calculate_positions = function(e) { this.window_height = $window.height(); }; fn.drag_handler = function(e) { var node = e.target.nodeName; if (this.disabled || e.which !== 1 && !isTouch) { return; } if (this.ignore_drag(e)) { return; } var self = this; var first = true; this.$player = $(e.currentTarget); this.el_init_pos = this.get_actual_pos(this.$player); this.mouse_init_pos = this.get_mouse_pos(e); this.offsetY = this.mouse_init_pos.top - this.el_init_pos.top; this.on_pointer_events_move = function(mme){ var mouse_actual_pos = self.get_mouse_pos(mme); var diff_x = Math.abs( mouse_actual_pos.left - self.mouse_init_pos.left); var diff_y = Math.abs( mouse_actual_pos.top - self.mouse_init_pos.top); if (!(diff_x > self.options.distance || diff_y > self.options.distance) ) { return false; } if (first) { first = false; self.on_dragstart.call(self, mme); return false; } if (self.is_dragging === true) { self.on_dragmove.call(self, mme); } return false; }; this.$body.on(pointer_events.move, this.on_pointer_events_move); return false; }; fn.on_dragstart = function(e) { e.preventDefault(); this.drag_start = true; this.is_dragging = true; var offset = this.$container.offset(); this.baseX = Math.round(offset.left); this.baseY = Math.round(offset.top); this.doc_height = $(document).height(); if (this.options.helper === 'clone') { this.$helper = this.$player.clone() .appendTo(this.$container).addClass('helper'); this.helper = true; }else{ this.helper = false; } this.scrollOffset = 0; this.el_init_offset = this.$player.offset(); this.player_width = this.$player.width(); this.player_height = this.$player.height(); this.player_max_left = (this.$container.width() - this.player_width + this.options.offset_left); if (this.options.start) { this.options.start.call(this.$player, e, { helper: this.helper ? this.$helper : this.$player }); } return false; }; fn.on_dragmove = function(e) { var offset = this.get_offset(e); this.options.autoscroll && this.manage_scroll(offset); (this.helper ? this.$helper : this.$player).css({ 'position': 'absolute', 'left' : offset.left, 'top' : offset.top }); var ui = { 'position': { 'left': offset.left, 'top': offset.top } }; if (this.options.drag) { this.options.drag.call(this.$player, e, ui); } return false; }; fn.on_dragstop = function(e) { var offset = this.get_offset(e); this.drag_start = false; var ui = { 'position': { 'left': offset.left, 'top': offset.top } }; if (this.options.stop) { this.options.stop.call(this.$player, e, ui); } if (this.helper) { this.$helper.remove(); } return false; }; fn.on_select_start = function(e) { if (this.disabled) { return; } if (this.ignore_drag(e)) { return; } return false; }; fn.enable = function() { this.disabled = false; }; fn.disable = function() { this.disabled = true; }; fn.destroy = function(){ this.disable(); this.$container.off('selectstart', this.proxied_on_select_start); this.$container.off(pointer_events.start, this.proxied_drag_handler); this.$body.off(pointer_events.end, this.proxied_pointer_events_end); this.$body.off(pointer_events.move, this.on_pointer_events_move); $(window).unbind('resize', this.on_window_resize); $.removeData(this.$container, 'drag'); }; fn.ignore_drag = function(event) { if (this.options.handle) { return !$(event.target).is(this.options.handle); } return $.inArray(event.target.nodeName, this.options.ignore_dragging) >= 0; }; //jQuery adapter $.fn.dragg = function ( options ) { return this.each(function () { if (!$.data(this, 'drag')) { $.data(this, 'drag', new Draggable( this, options )); } }); }; }(jQuery, window, document)); /* * jquery.gridster * https://github.com/ducksboard/gridster.js * * Copyright (c) 2012 ducksboard * Licensed under the MIT licenses. */ ;(function($, window, document, undefined) { //ToDo Max_cols and Max_size_x conflict.. need to unify var defaults = { namespace: '', widget_selector: 'li', static_class: 'static', widget_margins: [10, 10], widget_base_dimensions: [400, 225], extra_rows: 0, extra_cols: 0, min_cols: 1, max_cols: 60, min_rows: 15, max_rows: 15, max_size_x: 6, autogenerate_stylesheet: true, avoid_overlapped_widgets: true, shift_larger_widgets_down: true, serialize_params: function($w, wgd) { return { col: wgd.col, row: wgd.row, size_x: wgd.size_x, size_y: wgd.size_y }; }, collision: {}, draggable: { distance: 4, items: ".gs_w:not(.static)" } }; /** * @class Gridster * @uses Draggable * @uses Collision * @param {HTMLElement} el The HTMLelement that contains all the widgets. * @param {Object} [options] An Object with all options you want to * overwrite: * @param {HTMLElement|String} [options.widget_selector] Define who will * be the draggable widgets. Can be a CSS Selector String or a * collection of HTMLElements * @param {Array} [options.widget_margins] Margin between widgets. * The first index for the horizontal margin (left, right) and * the second for the vertical margin (top, bottom). * @param {Array} [options.widget_base_dimensions] Base widget dimensions * in pixels. The first index for the width and the second for the * height. * @param {Number} [options.extra_cols] Add more columns in addition to * those that have been calculated. * @param {Number} [options.extra_rows] Add more rows in addition to * those that have been calculated. * @param {Number} [options.min_cols] The minimum required columns. * @param {Number} [options.min_rows] The minimum required rows. * @param {Number} [options.max_size_x] The maximum number of columns * that a widget can span. * @param {Boolean} [options.autogenerate_stylesheet] If true, all the * CSS required to position all widgets in their respective columns * and rows will be generated automatically and injected to the * `
` of the document. You can set this to false, and write * your own CSS targeting rows and cols via data-attributes like so: * `[data-col="1"] { left: 10px; }` * @param {Boolean} [options.avoid_overlapped_widgets] Avoid that widgets loaded * from the DOM can be overlapped. It is helpful if the positions were * bad stored in the database or if there was any conflict. * @param {Function} [options.serialize_params] Return the data you want * for each widget in the serialization. Two arguments are passed: * `$w`: the jQuery wrapped HTMLElement, and `wgd`: the grid * coords object (`col`, `row`, `size_x`, `size_y`). * @param {Object} [options.collision] An Object with all options for * Collision class you want to overwrite. See Collision docs for * more info. * @param {Object} [options.draggable] An Object with all options for * Draggable class you want to overwrite. See Draggable docs for more * info. * * @constructor */ function Gridster(el, options) { this.options = $.extend(true, defaults, options); this.$el = $(el); this.$wrapper = this.$el.parent(); this.$widgets = this.$el.children(this.options.widget_selector).addClass('gs_w'); this.widgets = []; this.$changed = $([]); this.w_queue = {}; this.wrapper_width = this.$wrapper.width(); this.min_widget_width = (this.options.widget_margins[0] * 2) + this.options.widget_base_dimensions[0]; this.min_widget_height = (this.options.widget_margins[1] * 2) + this.options.widget_base_dimensions[1]; this.init(); } Gridster.generated_stylesheets = []; var fn = Gridster.prototype; fn.init = function() { this.generate_grid_and_stylesheet(); this.get_widgets_from_DOM(); this.set_dom_grid_height(); this.$wrapper.addClass('ready'); this.draggable(); $(window).bind( 'resize', throttle($.proxy(this.recalculate_faux_grid, this), 200)); }; /** * Disables dragging. * * @method disable * @return {Class} Returns the instance of the Gridster Class. */ fn.disable = function() { this.$wrapper.find('.player-revert').removeClass('player-revert'); this.drag_api.disable(); return this; }; /** * Enables dragging. * * @method enable * @return {Class} Returns the instance of the Gridster Class. */ fn.enable = function() { this.drag_api.enable(); return this; }; /** * Add a new widget to the grid. * * @method add_widget * @param {String|HTMLElement} html The string representing the HTML of the widget * or the HTMLElement. * @param {Number} [size_x] The nº of rows the widget occupies horizontally. * @param {Number} [size_y] The nº of columns the widget occupies vertically. * @param {Number} [col] The column the widget should start in. * @param {Number} [row] The row the widget should start in. * @return {HTMLElement} Returns the jQuery wrapped HTMLElement representing. * the widget that was just created. */ fn.add_widget = function(html, size_x, size_y, col, row) { var pos; size_x || (size_x = 1); size_y || (size_y = 1); if (!col & !row) { pos = this.next_position(size_x, size_y); }else{ pos = { col: col, row: row }; this.empty_cells(col, row, size_x, size_y); } var $w = $(html).attr({ 'data-col': pos.col, 'data-row': pos.row, 'data-sizex' : size_x, 'data-sizey' : size_y }).addClass('gs_w').appendTo(this.$el).hide(); this.$widgets = this.$widgets.add($w); this.$changed = this.$changed.add($w); this.register_widget($w); this.add_faux_rows(pos.size_y); //this.add_faux_cols(pos.size_x); this.set_dom_grid_height(); return $w.fadeIn(); }; /** * Change the size of a widget. * * @method resize_widget * @param {HTMLElement} $widget The jQuery wrapped HTMLElement * representing the widget. * @param {Number} size_x The number of columns that will occupy the widget. * @param {Number} size_y The number of rows that will occupy the widget. * @return {HTMLElement} Returns $widget. */ fn.resize_widget = function($widget, size_x, size_y) { var wgd = $widget.coords().grid; size_x || (size_x = wgd.size_x); size_y || (size_y = wgd.size_y); if (size_x > this.cols) { size_x = this.cols; } var old_cells_occupied = this.get_cells_occupied(wgd); var old_size_x = wgd.size_x; var old_size_y = wgd.size_y; var old_col = wgd.col; var new_col = old_col; var wider = size_x > old_size_x; var taller = size_y > old_size_y; if (old_col + size_x - 1 > this.cols) { var diff = old_col + (size_x - 1) - this.cols; var c = old_col - diff; new_col = Math.max(1, c); } var new_grid_data = { col: new_col, row: wgd.row, size_x: size_x, size_y: size_y }; var new_cells_occupied = this.get_cells_occupied(new_grid_data); var empty_cols = []; $.each(old_cells_occupied.cols, function(i, col) { if ($.inArray(col, new_cells_occupied.cols) === -1) { empty_cols.push(col); } }); var occupied_cols = []; $.each(new_cells_occupied.cols, function(i, col) { if ($.inArray(col, old_cells_occupied.cols) === -1) { occupied_cols.push(col); } }); var empty_rows = []; $.each(old_cells_occupied.rows, function(i, row) { if ($.inArray(row, new_cells_occupied.rows) === -1) { empty_rows.push(row); } }); var occupied_rows = []; $.each(new_cells_occupied.rows, function(i, row) { if ($.inArray(row, old_cells_occupied.rows) === -1) { occupied_rows.push(row); } }); this.remove_from_gridmap(wgd); if (occupied_cols.length) { var cols_to_empty = [ new_col, wgd.row, size_x, Math.min(old_size_y, size_y), $widget ]; this.empty_cells.apply(this, cols_to_empty); } if (occupied_rows.length) { var rows_to_empty = [new_col, wgd.row, size_x, size_y, $widget]; this.empty_cells.apply(this, rows_to_empty); } wgd.col = new_col; wgd.size_x = size_x; wgd.size_y = size_y; this.add_to_gridmap(new_grid_data, $widget); //update coords instance attributes $widget.data('coords').update({ width: (size_x * this.options.widget_base_dimensions[0] + ((size_x - 1) * this.options.widget_margins[0]) * 2), height: (size_y * this.options.widget_base_dimensions[1] + ((size_y - 1) * this.options.widget_margins[1]) * 2) }); if (size_y > old_size_y) { this.add_faux_rows(size_y - old_size_y); } if (size_x > old_size_x) { this.add_faux_cols(size_x - old_size_x); } $widget.attr({ 'data-col': new_col, 'data-sizex': size_x, 'data-sizey': size_y }); if (empty_cols.length) { var cols_to_remove_holes = [ empty_cols[0], wgd.row, empty_cols.length, Math.min(old_size_y, size_y), $widget ]; this.remove_empty_cells.apply(this, cols_to_remove_holes); } if (empty_rows.length) { var rows_to_remove_holes = [ new_col, wgd.row, size_x, size_y, $widget ]; this.remove_empty_cells.apply(this, rows_to_remove_holes); } return $widget; }; /** * Move down widgets in cells represented by the arguments col, row, size_x, * size_y * * @method empty_cells * @param {Number} col The column where the group of cells begin. * @param {Number} row The row where the group of cells begin. * @param {Number} size_x The number of columns that the group of cells * occupy. * @param {Number} size_y The number of rows that the group of cells * occupy. * @param {HTMLElement} $exclude Exclude widgets from being moved. * @return {Class} Returns the instance of the Gridster Class. */ fn.empty_cells = function(col, row, size_x, size_y, $exclude) { var $nexts = this.widgets_below({ col: col, row: row - size_y, size_x: size_x, size_y: size_y }); $nexts.not($exclude).each($.proxy(function(i, w) { var wgd = $(w).coords().grid; if (!(wgd.row <= (row + size_y - 1))) { return; } var diff = (row + size_y) - wgd.row; this.move_widget_down($(w), diff); }, this)); this.set_dom_grid_height(); return this; }; /** * Move up widgets below cells represented by the arguments col, row, size_x, * size_y. * * @method remove_empty_cells * @param {Number} col The column where the group of cells begin. * @param {Number} row The row where the group of cells begin. * @param {Number} size_x The number of columns that the group of cells * occupy. * @param {Number} size_y The number of rows that the group of cells * occupy. * @param {HTMLElement} $exclude Exclude widgets from being moved. * @return {Class} Returns the instance of the Gridster Class. */ fn.remove_empty_cells = function(col, row, size_x, size_y, exclude) { var $nexts = this.widgets_below({ col: col, row: row, size_x: size_x, size_y: size_y }); /* $nexts.not(exclude).each($.proxy(function(i, widget) { console.log("from_remove") this.move_widget_up( $(widget), size_y ); }, this)); */ this.set_dom_grid_height(); return this; }; /** * Get the most left column below to add a new widget. * * @method next_position * @param {Number} size_x The nº of rows the widget occupies horizontally. * @param {Number} size_y The nº of columns the widget occupies vertically. * @return {Object} Returns a grid coords object representing the future * widget coords. */ fn.next_position = function(size_x, size_y) { size_x || (size_x = 1); size_y || (size_y = 1); var ga = this.gridmap; var cols_l = ga.length; var valid_pos = []; var rows_l; for (var c = 1; c < cols_l; c++) { rows_l = ga[c].length; for (var r = 1; r <= rows_l; r++) { var can_move_to = this.can_move_to({ size_x: size_x, size_y: size_y }, c, r); if (can_move_to) { valid_pos.push({ col: c, row: r, size_y: size_y, size_x: size_x }); } } } if (valid_pos.length) { return this.sort_by_row_and_col_asc(valid_pos)[0]; } return false; }; fn.remove_by_grid = function(col, row){ var $w = this.is_widget(col, row); if($w){ this.remove_widget($w); } } /** * Remove a widget from the grid. * * @method remove_widget * @param {HTMLElement} el The jQuery wrapped HTMLElement you want to remove. * @param {Boolean|Function} silent If true, widgets below the removed one * will not move up. If a Function is passed it will be used as callback. * @param {Function} callback Function executed when the widget is removed. * @return {Class} Returns the instance of the Gridster Class. */ fn.remove_widget = function(el, silent, callback) { var $el = el instanceof jQuery ? el : $(el); var wgd = $el.coords().grid; // if silent is a function assume it's a callback if ($.isFunction(silent)) { callback = silent; silent = false; } this.cells_occupied_by_placeholder = {}; this.$widgets = this.$widgets.not($el); var $nexts = this.widgets_below($el); this.remove_from_gridmap(wgd); $el.fadeOut($.proxy(function() { $el.remove(); if (!silent) { $nexts.each($.proxy(function(i, widget) { this.move_widget_up( $(widget), wgd.size_y ); }, this)); } this.set_dom_grid_height(); if (callback) { callback.call(this, el); } }, this)); }; /** * Remove all widgets from the grid. * * @method remove_all_widgets * @param {Function} callback Function executed for each widget removed. * @return {Class} Returns the instance of the Gridster Class. */ fn.remove_all_widgets = function(callback) { this.$widgets.each($.proxy(function(i, el){ this.remove_widget(el, true, callback); }, this)); return this; }; /** * Returns a serialized array of the widgets in the grid. * * @method serialize * @param {HTMLElement} [$widgets] The collection of jQuery wrapped * HTMLElements you want to serialize. If no argument is passed all widgets * will be serialized. * @return {Array} Returns an Array of Objects with the data specified in * the serialize_params option. */ fn.serialize = function($widgets) { $widgets || ($widgets = this.$widgets); var result = []; $widgets.each($.proxy(function(i, widget) { if(typeof($(widget).coords().grid) != "undefined"){ result.push(this.options.serialize_params( $(widget), $(widget).coords().grid ) ); } }, this)); return result; }; /** * Returns a serialized array of the widgets that have changed their * position. * * @method serialize_changed * @return {Array} Returns an Array of Objects with the data specified in * the serialize_params option. */ fn.serialize_changed = function() { return this.serialize(this.$changed); }; /** * Creates the grid coords object representing the widget a add it to the * mapped array of positions. * * @method register_widget * @return {Array} Returns the instance of the Gridster class. */ fn.register_widget = function($el) { var wgd = { 'col': parseInt($el.attr('data-col'), 10), 'row': parseInt($el.attr('data-row'), 10), 'size_x': parseInt($el.attr('data-sizex'), 10), 'size_y': parseInt($el.attr('data-sizey'), 10), 'el': $el }; if (this.options.avoid_overlapped_widgets && !this.can_move_to( {size_x: wgd.size_x, size_y: wgd.size_y}, wgd.col, wgd.row) ) { /*if(!$el.hasClass('.disp_ad')){ $el.remove(); return false; }*/ wgd = this.next_position(wgd.size_x, wgd.size_y); wgd.el = $el; $el.attr({ 'data-col': wgd.col, 'data-row': wgd.row, 'data-sizex': wgd.size_x, 'data-sizey': wgd.size_y }); } // attach Coord object to player data-coord attribute $el.data('coords', $el.coords()); // Extend Coord object with grid position info $el.data('coords').grid = wgd; this.add_to_gridmap(wgd, $el); return this; }; /** * Update in the mapped array of positions the value of cells represented by * the grid coords object passed in the `grid_data` param. * * @param {Object} grid_data The grid coords object representing the cells * to update in the mapped array. * @param {HTMLElement|Boolean} value Pass `false` or the jQuery wrapped * HTMLElement, depends if you want to delete an existing position or add * a new one. * @method update_widget_position * @return {Class} Returns the instance of the Gridster Class. */ fn.update_widget_position = function(grid_data, value) { this.for_each_cell_occupied(grid_data, function(col, row) { if (!this.gridmap[col]) { return this; } this.gridmap[col][row] = value; }); return this; }; /** * Remove a widget from the mapped array of positions. * * @method remove_from_gridmap * @param {Object} grid_data The grid coords object representing the cells * to update in the mapped array. * @return {Class} Returns the instance of the Gridster Class. */ fn.remove_from_gridmap = function(grid_data) { return this.update_widget_position(grid_data, false); }; /** * Add a widget to the mapped array of positions. * * @method add_to_gridmap * @param {Object} grid_data The grid coords object representing the cells * to update in the mapped array. * @param {HTMLElement|Boolean} value The value to set in the specified * position . * @return {Class} Returns the instance of the Gridster Class. */ fn.add_to_gridmap = function(grid_data, value) { this.update_widget_position(grid_data, value || grid_data.el); /*if (grid_data.el) { var $widgets = this.widgets_below(grid_data.el); $widgets.each($.proxy(function(i, widget) { console.log("from_add_to_gridmap"); this.move_widget_up( $(widget)); }, this)); } */ }; /** * Make widgets draggable. * * @uses Draggable * @method draggable * @return {Class} Returns the instance of the Gridster Class. */ fn.draggable = function() { var self = this; var draggable_options = $.extend(true, {}, this.options.draggable, { offset_left: this.options.widget_margins[0], start: function(event, ui) { self.$widgets.filter('.player-revert') .removeClass('player-revert'); self.$player = $(this); self.$helper = self.options.draggable.helper === 'clone' ? $(ui.helper) : self.$player; self.helper = !self.$helper.is(self.$player); self.on_start_drag.call(self, event, ui); self.$el.trigger('gridster:dragstart'); }, stop: function(event, ui) { self.on_stop_drag.call(self, event, ui); self.$el.trigger('gridster:dragstop'); }, drag: throttle(function(event, ui) { self.on_drag.call(self, event, ui); self.$el.trigger('gridster:drag'); }, 60) }); this.drag_api = this.$el.dragg(draggable_options).data('drag'); return this; }; /** * This function is executed when the player begins to be dragged. * * @method on_start_drag * @param {Event} The original browser event * @param {Object} A prepared ui object. */ fn.on_start_drag = function(event, ui) { this.$helper.add(this.$player).add(this.$wrapper).addClass('dragging'); this.$player.addClass('player'); this.player_grid_data = this.$player.coords().grid; this.placeholder_grid_data = $.extend({}, this.player_grid_data); //set new grid height along the dragging period this.$el.css('height', this.$el.height() + (this.player_grid_data.size_y * this.min_widget_height)); var colliders = this.faux_grid; var coords = this.$player.data('coords').coords; this.cells_occupied_by_player = this.get_cells_occupied( this.player_grid_data); this.cells_occupied_by_placeholder = this.get_cells_occupied( this.placeholder_grid_data); this.last_cols = []; this.last_rows = []; // see jquery.collision.js this.collision_api = this.$helper.collision( colliders, this.options.collision); this.$preview_holder = $('', { 'class': 'preview-holder', 'data-row': this.$player.attr('data-row'), 'data-col': this.$player.attr('data-col'), css: { width: coords.width, height: coords.height } }).appendTo(this.$el); if (this.options.draggable.start) { this.options.draggable.start.call(this, event, ui); } }; /** * This function is executed when the player is being dragged. * * @method on_drag * @param {Event} The original browser event * @param {Object} A prepared ui object. */ fn.on_drag = function(event, ui) { //break if dragstop has been fired if (this.$player === null) { return false; } var abs_offset = { left: ui.position.left + this.baseX, top: ui.position.top + this.baseY }; this.colliders_data = this.collision_api.get_closest_colliders( abs_offset); this.on_overlapped_column_change( this.on_start_overlapping_column, this.on_stop_overlapping_column ); this.on_overlapped_row_change( this.on_start_overlapping_row, this.on_stop_overlapping_row ); if (this.helper && this.$player) { this.$player.css({ 'left': ui.position.left, 'top': ui.position.top }); } if (this.options.draggable.drag) { this.options.draggable.drag.call(this, event, ui); } }; /** * This function is executed when the player stops being dragged. * * @method on_stop_drag * @param {Event} The original browser event * @param {Object} A prepared ui object. */ fn.on_stop_drag = function(event, ui) { this.$helper.add(this.$player).add(this.$wrapper) .removeClass('dragging'); ui.position.left = ui.position.left + this.baseX; ui.position.top = ui.position.top + this.baseY; this.colliders_data = this.collision_api.get_closest_colliders(ui.position); this.on_overlapped_column_change( this.on_start_overlapping_column, this.on_stop_overlapping_column ); this.on_overlapped_row_change( this.on_start_overlapping_row, this.on_stop_overlapping_row ); this.$player.addClass('player-revert').removeClass('player') .attr({ 'data-col': this.placeholder_grid_data.col, 'data-row': this.placeholder_grid_data.row }).css({ 'left': '', 'top': '' }); this.$changed = this.$changed.add(this.$player); this.cells_occupied_by_player = this.get_cells_occupied( this.placeholder_grid_data); this.set_cells_player_occupies( this.placeholder_grid_data.col, this.placeholder_grid_data.row); this.$player.coords().grid.row = this.placeholder_grid_data.row; this.$player.coords().grid.col = this.placeholder_grid_data.col; if (this.options.draggable.stop) { this.options.draggable.stop.call(this, event, ui); } this.$preview_holder.remove(); this.$player = null; this.$helper = null; this.placeholder_grid_data = {}; this.player_grid_data = {}; this.cells_occupied_by_placeholder = {}; this.cells_occupied_by_player = {}; this.w_queue = {}; this.set_dom_grid_height(); }; /** * Executes the callbacks passed as arguments when a column begins to be * overlapped or stops being overlapped. * * @param {Function} start_callback Function executed when a new column * begins to be overlapped. The column is passed as first argument. * @param {Function} stop_callback Function executed when a column stops * being overlapped. The column is passed as first argument. * @method on_overlapped_column_change * @return {Class} Returns the instance of the Gridster Class. */ fn.on_overlapped_column_change = function(start_callback, stop_callback) { if (!this.colliders_data.length) { return; } var cols = this.get_targeted_columns( this.colliders_data[0].el.data.col); var last_n_cols = this.last_cols.length; var n_cols = cols.length; var i; for (i = 0; i < n_cols; i++) { if ($.inArray(cols[i], this.last_cols) === -1) { (start_callback || $.noop).call(this, cols[i]); } } for (i = 0; i< last_n_cols; i++) { if ($.inArray(this.last_cols[i], cols) === -1) { (stop_callback || $.noop).call(this, this.last_cols[i]); } } this.last_cols = cols; return this; }; /** * Executes the callbacks passed as arguments when a row starts to be * overlapped or stops being overlapped. * * @param {Function} start_callback Function executed when a new row begins * to be overlapped. The row is passed as first argument. * @param {Function} stop_callback Function executed when a row stops being * overlapped. The row is passed as first argument. * @method on_overlapped_row_change * @return {Class} Returns the instance of the Gridster Class. */ fn.on_overlapped_row_change = function(start_callback, end_callback) { if (!this.colliders_data.length) { return; } var rows = this.get_targeted_rows(this.colliders_data[0].el.data.row); var last_n_rows = this.last_rows.length; var n_rows = rows.length; var i; for (i = 0; i < n_rows; i++) { if ($.inArray(rows[i], this.last_rows) === -1) { (start_callback || $.noop).call(this, rows[i]); } } for (i = 0; i < last_n_rows; i++) { if ($.inArray(this.last_rows[i], rows) === -1) { (end_callback || $.noop).call(this, this.last_rows[i]); } } this.last_rows = rows; }; /** * Sets the current position of the player * * @param {Function} start_callback Function executed when a new row begins * to be overlapped. The row is passed as first argument. * @param {Function} stop_callback Function executed when a row stops being * overlapped. The row is passed as first argument. * @method set_player * @return {Class} Returns the instance of the Gridster Class. */ fn.set_player = function(col, row, no_player) { var self = this; var swap = false; if (!no_player) { this.empty_cells_player_occupies(); } var cell = !no_player ? self.colliders_data[0].el.data : {col: col}; var to_col = cell.col; var to_row = cell.row || row; this.player_grid_data = { col: to_col, row: to_row, size_y : this.player_grid_data.size_y, size_x : this.player_grid_data.size_x }; this.cells_occupied_by_player = this.get_cells_occupied( this.player_grid_data); //Added placeholder for more advanced movement. this.cells_occupied_by_placeholder = this.get_cells_occupied( this.placeholder_grid_data); var $overlapped_widgets = this.get_widgets_overlapped( this.player_grid_data); var player_size_y = this.player_grid_data.size_y; var player_size_x = this.player_grid_data.size_x; var placeholder_cells = this.cells_occupied_by_placeholder; var $gr = this; //Queue Swaps $overlapped_widgets.each($.proxy(function(i, w){ var $w = $(w); var wgd = $w.coords().grid; // Ensure all values are in integer format wgd.col = parseInt(wgd.col); wgd.row = parseInt(wgd.row); wgd.size_x = parseInt(wgd.size_x); wgd.size_y = parseInt(wgd.size_y); player_size_x = parseInt(player_size_x); player_size_y = parseInt(player_size_y); var outside_col = placeholder_cells.cols[0]+player_size_x-1; var outside_row = placeholder_cells.rows[0]+player_size_y-1; if ($w.hasClass($gr.options.static_class)){ //next iteration return true; } if(wgd.size_x <= player_size_x && wgd.size_y <= player_size_y){ if(!$gr.is_swap_occupied(placeholder_cells.cols[0], wgd.row, wgd.size_x, wgd.size_y) && !$gr.is_player_in(placeholder_cells.cols[0], wgd.row) && !$gr.is_in_queue(placeholder_cells.cols[0], wgd.row, $w)){ swap = $gr.queue_widget(placeholder_cells.cols[0], wgd.row, $w); } else if(!$gr.is_swap_occupied(outside_col, wgd.row, wgd.size_x, wgd.size_y) && !$gr.is_player_in(outside_col, wgd.row) && !$gr.is_in_queue(outside_col, wgd.row, $w)){ swap = $gr.queue_widget(outside_col, wgd.row, $w); } else if(!$gr.is_swap_occupied(wgd.col, placeholder_cells.rows[0], wgd.size_x, wgd.size_y) && !$gr.is_player_in(wgd.col, placeholder_cells.rows[0]) && !$gr.is_in_queue(wgd.col, placeholder_cells.rows[0], $w)){ swap = $gr.queue_widget(wgd.col, placeholder_cells.rows[0], $w); } else if(!$gr.is_swap_occupied(wgd.col, outside_row, wgd.size_x, wgd.size_y) && !$gr.is_player_in(wgd.col, outside_row) && !$gr.is_in_queue(wgd.col, outside_row, $w)){ swap = $gr.queue_widget(wgd.col, outside_row, $w); } else if(!$gr.is_swap_occupied(placeholder_cells.cols[0],placeholder_cells.rows[0], wgd.size_x, wgd.size_y) && !$gr.is_player_in(placeholder_cells.cols[0],placeholder_cells.rows[0]) && !$gr.is_in_queue(placeholder_cells.cols[0],placeholder_cells.rows[0], $w)){ swap = $gr.queue_widget(placeholder_cells.cols[0], placeholder_cells.rows[0], $w); } else { //in one last attempt we check for any other empty spaces for (var c = 0; c < player_size_x; c++){ for (var r = 0; r < player_size_y; r++){ var colc = placeholder_cells.cols[0]+c; var rowc = placeholder_cells.rows[0]+r; if (!$gr.is_swap_occupied(colc,rowc, wgd.size_x, wgd.size_y) && !$gr.is_player_in(colc,rowc) && !$gr.is_in_queue(colc, rowc, $w)){ swap = $gr.queue_widget(colc, rowc, $w); c = player_size_x; break; } } } } } else if ($gr.options.shift_larger_widgets_down && !swap) { $overlapped_widgets.each($.proxy(function(i, w){ var $w = $(w); var wgd = $w.coords().grid; if($gr.can_go_down($w)){ $gr.move_widget_down($w, $gr.player_grid_data.size_y); $gr.set_placeholder(to_col, to_row); } })); } $gr.clean_up_changed(); })); /* To show queued items in console for(var key in this.w_queue){ console.log("key " +key); console.log(this.w_queue[key]); } */ //Move queued widgets if(swap && this.can_placeholder_be_set(to_col, to_row, player_size_x, player_size_y)){ for(var key in this.w_queue){ var col = parseInt(key.split("_")[0]); var row = parseInt(key.split("_")[1]); if (this.w_queue[key] != "full"){ this.new_move_widget_to(this.w_queue[key], col, row); } } this.set_placeholder(to_col, to_row); } /* if there is not widgets overlapping in the new player position, * update the new placeholder position. */ if (!$overlapped_widgets.length) { var pp = this.can_go_player_up(this.player_grid_data); if (pp !== false) { to_row = pp; } if(this.can_placeholder_be_set(to_col, to_row, player_size_x, player_size_y)){ this.set_placeholder(to_col, to_row); } } this.w_queue = {}; return { col: to_col, row: to_row }; }; fn.is_swap_occupied = function(col, row, w_size_x, w_size_y) { var occupied = false; for (var c = 0; c < w_size_x; c++){ for (var r = 0; r < w_size_y; r++){ var colc = col + c; var rowc = row + r; var key = colc+"_"+rowc; if(this.is_occupied(colc,rowc)){ occupied = true; } else if(key in this.w_queue){ if(this.w_queue[key] == "full"){ occupied = true; continue; } $tw = this.w_queue[key]; tgd = $tw.coords().grid; //remove queued items if no longer under player. if(!this.is_widget_under_player(tgd.col,tgd.row)){ delete this.w_queue[key]; } } if(rowc > parseInt(this.options.max_rows)){ occupied = true; } if(colc > parseInt(this.options.max_cols)){ occupied = true; } if (this.is_player_in(colc,rowc)){ occupied = true; } } } return occupied; } fn.can_placeholder_be_set = function(col, row, player_size_x, player_size_y){ var can_set = true; for (var c = 0; c < player_size_x; c++){ for (var r = 0; r < player_size_y; r++){ var colc = col + c; var rowc = row + r; var key = colc+"_"+rowc; var $tw = this.is_widget(colc, rowc); //if this space is occupied and not queued for move. if(rowc > parseInt(this.options.max_rows)){ can_set = false; } if(colc > parseInt(this.options.max_cols)){ can_set = false; } if(this.is_occupied(colc,rowc) && !this.is_widget_queued_and_can_move($tw)){ can_set = false; } } } return can_set; } fn.queue_widget = function(col, row, $widget){ var $w = $widget var wgd = $w.coords().grid; var primary_key = col+"_"+row; if (primary_key in this.w_queue){ return false; } this.w_queue[primary_key] = $w; for (var c = 0; c < wgd.size_x; c++){ for (var r = 0; r < wgd.size_y; r++){ var colc = col + c; var rowc = row + r; var key = colc+"_"+rowc; if (key == primary_key){ continue; } this.w_queue[key] = "full"; } } return true; } fn.is_widget_queued_and_can_move = function($widget){ var queued = false; if ($widget === false){ return false; } for(var key in this.w_queue){ if(this.w_queue[key] == "full"){ continue; } if(this.w_queue[key].attr("data-col") == $widget.attr("data-col") && this.w_queue[key].attr("data-row") == $widget.attr("data-row")){ queued = true; //test whole space var $w = this.w_queue[key]; var dcol = parseInt(key.split("_")[0]); var drow = parseInt(key.split("_")[1]); var wgd = $w.coords().grid; for (var c = 0; c < wgd.size_x; c++){ for (var r = 0; r < wgd.size_y; r++){ var colc = dcol + c; var rowc = drow + r; if (this.is_player_in(colc,rowc)){ queued = false; } } } } } return queued } fn.is_in_queue = function(col,row, $widget){ var queued = false; var key = col+"_"+row; if ((key in this.w_queue)){ if (this.w_queue[key] == "full"){ queued = true; } else { $tw = this.w_queue[key]; tgd = $tw.coords().grid; if(!this.is_widget_under_player(tgd.col,tgd.row)){ delete this.w_queue[key] queued = false; } else if(this.w_queue[key].attr("data-col") == $widget.attr("data-col") && this.w_queue[key].attr("data-row") == $widget.attr("data-row")) { delete this.w_queue[key] queued = false; } else { queued = true; } } } return queued; } /** * See which of the widgets in the $widgets param collection can go to * a upper row and which not. * * @method widgets_contraints * @param {HTMLElements} $widgets A jQuery wrapped collection of * HTMLElements. * @return {Array} Returns a literal Object with two keys: `can_go_up` & * `can_not_go_up`. Each contains a set of HTMLElements. */ fn.widgets_constraints = function($widgets) { var $widgets_can_go_up = $([]); var $widgets_can_not_go_up; var wgd_can_go_up = []; var wgd_can_not_go_up = []; $widgets.each($.proxy(function(i, w) { var $w = $(w); var wgd = $w.coords().grid; if (this.can_go_widget_up(wgd)) { $widgets_can_go_up = $widgets_can_go_up.add($w); wgd_can_go_up.push(wgd); }else{ wgd_can_not_go_up.push(wgd); } }, this)); $widgets_can_not_go_up = $widgets.not($widgets_can_go_up); return { can_go_up: this.sort_by_row_asc(wgd_can_go_up), can_not_go_up: this.sort_by_row_desc(wgd_can_not_go_up) }; }; /** * Sorts an Array of grid coords objects (representing the grid coords of * each widget) in ascending way. * * @method sort_by_row_asc * @param {Array} widgets Array of grid coords objects * @return {Array} Returns the array sorted. */ fn.sort_by_row_asc = function(widgets) { widgets = widgets.sort(function(a, b) { if (!a.row) { a = $(a).coords().grid; b = $(b).coords().grid; } if (a.row > b.row) { return 1; } return -1; }); return widgets; }; /** * Sorts an Array of grid coords objects (representing the grid coords of * each widget) placing first the empty cells upper left. * * @method sort_by_row_and_col_asc * @param {Array} widgets Array of grid coords objects * @return {Array} Returns the array sorted. */ fn.sort_by_row_and_col_asc = function(widgets) { widgets = widgets.sort(function(a, b) { if (a.row > b.row || a.row === b.row && a.col > b.col) { return 1; } return -1; }); return widgets; }; /** * Sorts an Array of grid coords objects by column (representing the grid * coords of each widget) in ascending way. * * @method sort_by_col_asc * @param {Array} widgets Array of grid coords objects * @return {Array} Returns the array sorted. */ fn.sort_by_col_asc = function(widgets) { widgets = widgets.sort(function(a, b) { if (a.col > b.col) { return 1; } return -1; }); return widgets; }; /** * Sorts an Array of grid coords objects (representing the grid coords of * each widget) in descending way. * * @method sort_by_row_desc * @param {Array} widgets Array of grid coords objects * @return {Array} Returns the array sorted. */ fn.sort_by_row_desc = function(widgets) { widgets = widgets.sort(function(a, b) { if (a.row + a.size_y < b.row + b.size_y) { return 1; } return -1; }); return widgets; }; /** * Sorts an Array of grid coords objects (representing the grid coords of * each widget) in descending way. * Depreciated. * * @method manage_movements * @param {HTMLElements} $widgets A jQuery collection of HTMLElements * representing the widgets you want to move. * @param {Number} to_col The column to which we want to move the widgets. * @param {Number} to_row The row to which we want to move the widgets. * @return {Class} Returns the instance of the Gridster Class. */ fn.manage_movements = function($widgets, to_col, to_row) { $.each($widgets, $.proxy(function(i, w) { var wgd = w; var $w = wgd.el; var can_go_widget_up = this.can_go_widget_up(wgd); if (can_go_widget_up) { //target CAN go up //so move widget up this.move_widget_to($w, can_go_widget_up); this.set_placeholder(to_col, can_go_widget_up + wgd.size_y); } else { //target can't go up var can_go_player_up = this.can_go_player_up( this.player_grid_data); if (!can_go_player_up) { // target can't go up // player cant't go up // so we need to move widget down to a position that dont // overlaps player var y = (to_row + this.player_grid_data.size_y) - wgd.row; if (this.can_go_down($w)){ console.log("In Move Down!") this.move_widget_down($w, y); this.set_placeholder(to_col, to_row); } } } }, this)); return this; }; /** * Determines if there is a widget in the row and col given. Or if the * HTMLElement passed as first argument is the player. * * @method is_player * @param {Number|HTMLElement} col_or_el A jQuery wrapped collection of * HTMLElements. * @param {Number} [row] The column to which we want to move the widgets. * @return {Boolean} Returns true or false. */ fn.is_player = function(col_or_el, row) { if (row && !this.gridmap[col_or_el]) { return false; } var $w = row ? this.gridmap[col_or_el][row] : col_or_el; return $w && ($w.is(this.$player) || $w.is(this.$helper)); }; /** * Determines if the widget that is being dragged is currently over the row * and col given. * * @method is_player_in * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean} Returns true or false. */ fn.is_player_in = function(col, row) { var c = this.cells_occupied_by_player || {}; return $.inArray(col, c.cols) >= 0 && $.inArray(row, c.rows) >= 0; }; /** * Determines if the placeholder is currently over the row and col given. * * @method is_placeholder_in * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean} Returns true or false. */ fn.is_placeholder_in = function(col, row) { var c = this.cells_occupied_by_placeholder || {}; return this.is_placeholder_in_col(col) && $.inArray(row, c.rows) >= 0; }; /** * Determines if the placeholder is currently over the column given. * * @method is_placeholder_in_col * @param {Number} col The column to check. * @return {Boolean} Returns true or false. */ fn.is_placeholder_in_col = function(col) { var c = this.cells_occupied_by_placeholder || []; return $.inArray(col, c.cols) >= 0; }; /** * Determines if the cell represented by col and row params is empty. * * @method is_empty * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean} Returns true or false. */ fn.is_empty = function(col, row) { if (typeof this.gridmap[col] !== 'undefined' && typeof this.gridmap[col][row] !== 'undefined' && this.gridmap[col][row] === false ) { return true; } return false; }; /** * Determines if the cell represented by col and row params is occupied. * * @method is_occupied * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean} Returns true or false. */ fn.is_occupied = function(col, row) { if (!this.gridmap[col]) { return false; } if (this.gridmap[col][row]) { return true; } return false; }; /** * Determines if there is a widget in the cell represented by col/row params. * * @method is_widget * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean|HTMLElement} Returns false if there is no widget, * else returns the jQuery HTMLElement */ fn.is_widget = function(col, row) { var cell = this.gridmap[col]; if (!cell) { return false; } cell = cell[row]; if (cell) { return cell; } return false; }; /** * Determines if widget is supposed to be static. * @method is_static * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean} Returns true if widget exists and has static class, * else returns false */ fn.is_static = function(col, row) { var cell = this.gridmap[col]; if (!cell) { return false; } cell = cell[row]; if (cell) { if(cell.hasClass(this.options.static_class)){ return true; } } return false; }; /** * Determines if there is a widget in the cell represented by col/row * params and if this is under the widget that is being dragged. * * @method is_widget_under_player * @param {Number} col The column to check. * @param {Number} row The row to check. * @return {Boolean} Returns true or false. */ fn.is_widget_under_player = function(col, row) { if (this.is_widget(col, row)) { return this.is_player_in(col, row); } return false; }; /** * Get widgets overlapping with the player or with the object passed * representing the grid cells. * * @method get_widgets_under_player * @return {HTMLElement} Returns a jQuery collection of HTMLElements */ fn.get_widgets_under_player = function(cells) { cells || (cells = this.cells_occupied_by_player || {cols: [], rows: []}); var $widgets = $([]); $.each(cells.cols, $.proxy(function(i, col) { $.each(cells.rows, $.proxy(function(i, row) { if(this.is_widget(col, row)) { $widgets = $widgets.add(this.gridmap[col][row]); } }, this)); }, this)); return $widgets; }; /** * Put placeholder at the row and column specified. * * @method set_placeholder * @param {Number} col The column to which we want to move the * placeholder. * @param {Number} row The row to which we want to move the * placeholder. * @return {Class} Returns the instance of the Gridster Class. */ fn.set_placeholder = function(col, row) { var phgd = $.extend({}, this.placeholder_grid_data); var $nexts = this.widgets_below({ col: phgd.col, row: phgd.row, size_y: phgd.size_y, size_x: phgd.size_x }); // Prevents widgets go out of the grid var right_col = (col + parseInt(phgd.size_x) - 1); if (right_col > this.cols) { col = col - (right_col - col); } var moved_down = this.placeholder_grid_data.row < row; var changed_column = this.placeholder_grid_data.col !== col; this.placeholder_grid_data.col = col; this.placeholder_grid_data.row = row; this.cells_occupied_by_placeholder = this.get_cells_occupied( this.placeholder_grid_data); this.$preview_holder.attr({ 'data-row' : row, 'data-col' : col }); if (moved_down || changed_column) { $nexts.each($.proxy(function(i, widget) { //Make sure widget is at it's topmost position $w = $(widget); wgd = $w.coords().grid; var can_go_widget_up = this.can_go_widget_up(wgd); if (can_go_widget_up) { this.move_widget_to($w, can_go_widget_up); } }, this)); } var $widgets_under_ph = this.get_widgets_under_player(this.cells_occupied_by_placeholder); if ($widgets_under_ph.length) { $widgets_under_ph.each($.proxy(function(i, widget) { var $w = $(widget); this.move_widget_down( $w, row + phgd.size_y - $w.data('coords').grid.row); }, this)); } }; /** * Determines whether the player can move to a position above. * * @method can_go_player_up * @param {Object} widget_grid_data The actual grid coords object of the * player. * @return {Number|Boolean} If the player can be moved to an upper row * returns the row number, else returns false. */ fn.can_go_player_up = function(widget_grid_data) { var p_bottom_row = widget_grid_data.row + widget_grid_data.size_y - 1; var result = true; var upper_rows = []; var min_row = 10000; var $widgets_under_player = this.get_widgets_under_player(); /* generate an array with columns as index and array with upper rows * empty as value */ this.for_each_column_occupied(widget_grid_data, function(tcol) { var grid_col = this.gridmap[tcol]; var r = p_bottom_row + 1; upper_rows[tcol] = []; while (--r > 0) { if (this.is_empty(tcol, r) || this.is_player(tcol, r) || this.is_widget(tcol, r) && grid_col[r].is($widgets_under_player) ) { upper_rows[tcol].push(r); min_row = r < min_row ? r : min_row; }else{ break; } } if (upper_rows[tcol].length === 0) { result = false; return true; //break } upper_rows[tcol].sort(); }); if (!result) { return false; } return this.get_valid_rows(widget_grid_data, upper_rows, min_row); }; /** * Determines whether a widget can move to a position above. * * @method can_go_widget_up * @param {Object} widget_grid_data The actual grid coords object of the * widget we want to check. * @return {Number|Boolean} If the widget can be moved to an upper row * returns the row number, else returns false. */ fn.can_go_widget_up = function(widget_grid_data) { var p_bottom_row = widget_grid_data.row + widget_grid_data.size_y - 1; var result = true; var upper_rows = []; var min_row = 10000; /* generate an array with columns as index and array with topmost rows * empty as value */ this.for_each_column_occupied(widget_grid_data, function(tcol) { var grid_col = this.gridmap[tcol]; upper_rows[tcol] = []; var r = p_bottom_row + 1; // iterate over each row while (--r > 0) { if (this.is_widget(tcol, r) && !this.is_player_in(tcol, r)) { if (!grid_col[r].is(widget_grid_data.el)) { break; } } if (!this.is_player(tcol, r) && !this.is_placeholder_in(tcol, r) && !this.is_player_in(tcol, r)) { upper_rows[tcol].push(r); } if (r < min_row) { min_row = r; } } if (upper_rows[tcol].length === 0) { result = false; return true; //break } upper_rows[tcol].sort(); }); if (!result) { return false; } return this.get_valid_rows(widget_grid_data, upper_rows, min_row); }; /** * Search a valid row for the widget represented by `widget_grid_data' in * the `upper_rows` array. Iteration starts from row specified in `min_row`. * * @method get_valid_rows * @param {Object} widget_grid_data The actual grid coords object of the * player. * @param {Array} upper_rows An array with columns as index and arrays * of valid rows as values. * @param {Number} min_row The upper row from which the iteration will start. * @return {Number|Boolean} Returns the upper row valid from the `upper_rows` * for the widget in question. */ fn.get_valid_rows = function(widget_grid_data, upper_rows, min_row) { var p_top_row = widget_grid_data.row; var p_bottom_row = widget_grid_data.row + widget_grid_data.size_y - 1; var size_y = widget_grid_data.size_y; var r = min_row - 1; var valid_rows = []; while (++r <= p_bottom_row ) { var common = true; $.each(upper_rows, function(col, rows) { if ($.isArray(rows) && $.inArray(r, rows) === -1) { common = false; } }); if (common === true) { valid_rows.push(r); if (valid_rows.length === size_y) { break; } } } var new_row = false; if (size_y === 1) { if (valid_rows[0] !== p_top_row) { new_row = valid_rows[0] || false; } }else{ if (valid_rows[0] !== p_top_row) { new_row = this.get_consecutive_numbers_index( valid_rows, size_y); } } return new_row; }; fn.get_consecutive_numbers_index = function(arr, size_y) { var max = arr.length; var result = []; var first = true; var prev = -1; // or null? for (var i=0; i < max; i++) { if (first || arr[i] === prev + 1) { result.push(i); if (result.length === size_y) { break; } first = false; }else{ result = []; first = true; } prev = arr[i]; } return result.length >= size_y ? arr[result[0]] : false; }; /** * Get widgets overlapping with the player. * * @method get_widgets_overlapped * @return {HTMLElements} Returns a jQuery collection of HTMLElements. */ fn.get_widgets_overlapped = function() { var $w; var $widgets = $([]); var used = []; var rows_from_bottom = this.cells_occupied_by_player.rows.slice(0); rows_from_bottom.reverse(); $.each(this.cells_occupied_by_player.cols, $.proxy(function(i, col) { $.each(rows_from_bottom, $.proxy(function(i, row) { // if there is a widget in the player position if (!this.gridmap[col]) { return true; } //next iteration var $w = this.gridmap[col][row]; if (this.is_occupied(col, row) && !this.is_player($w) && $.inArray($w, used) === -1 ) { $widgets = $widgets.add($w); used.push($w); } }, this)); }, this)); return $widgets; }; /** * This callback is executed when the player begins to collide with a column. * * @method on_start_overlapping_column * @param {Number} col The collided column. * @return {HTMLElements} Returns a jQuery collection of HTMLElements. */ fn.on_start_overlapping_column = function(col) { this.set_player(col, false); }; /** * A callback executed when the player begins to collide with a row. * * @method on_start_overlapping_row * @param {Number} col The collided row. * @return {HTMLElements} Returns a jQuery collection of HTMLElements. */ fn.on_start_overlapping_row = function(row) { this.set_player(false, row); }; /** * A callback executed when the the player ends to collide with a column. * * @method on_stop_overlapping_column * @param {Number} col The collided row. * @return {HTMLElements} Returns a jQuery collection of HTMLElements. */ fn.on_stop_overlapping_column = function(col) { //this.set_player(col, false); var self = this; if(this.options.shift_larger_widgets_down){ this.for_each_widget_below(col, this.cells_occupied_by_player.rows[0], function(tcol, trow) { self.move_widget_up(this, self.player_grid_data.size_y); }); } }; /** * This callback is executed when the player ends to collide with a row. * * @method on_stop_overlapping_row * @param {Number} row The collided row. * @return {HTMLElements} Returns a jQuery collection of HTMLElements. */ fn.on_stop_overlapping_row = function(row) { //this.set_player(false, row); var self = this; var cols = this.cells_occupied_by_player.cols; if(this.options.shift_larger_widgets_down){ for (var c = 0, cl = cols.length; c < cl; c++) { this.for_each_widget_below(cols[c], row, function(tcol, trow) { console.log("from_on_stop_overlapping_row"); self.move_widget_up(this, self.player_grid_data.size_y); }); } } }; //Not yet part of api - DM. fn.new_move_widget_to = function($widget, col, row){ var self = this; var widget_grid_data = $widget.coords().grid; this.remove_from_gridmap(widget_grid_data); widget_grid_data.row = row; widget_grid_data.col = col; this.add_to_gridmap(widget_grid_data); $widget.attr('data-row', row); $widget.attr('data-col', col); this.update_widget_position(widget_grid_data, $widget); this.$changed = this.$changed.add($widget); return this; } /** * Move a widget to a specific row. The cell or cells must be empty. * If the widget has widgets below, all of these widgets will be moved also * if they can. * * @method move_widget_to * @param {HTMLElement} $widget The jQuery wrapped HTMLElement of the * widget is going to be moved. * @return {Class} Returns the instance of the Gridster Class. */ fn.move_widget_to = function($widget, row) { var self = this; var widget_grid_data = $widget.coords().grid; var diff = row - widget_grid_data.row; var $next_widgets = this.widgets_below($widget); var can_move_to_new_cell = this.can_move_to( widget_grid_data, widget_grid_data.col, row, $widget); if (can_move_to_new_cell === false) { return false; } this.remove_from_gridmap(widget_grid_data); widget_grid_data.row = row; this.add_to_gridmap(widget_grid_data); $widget.attr('data-row', row); this.$changed = this.$changed.add($widget); $next_widgets.each(function(i, widget) { var $w = $(widget); var wgd = $w.coords().grid; var can_go_up = self.can_go_widget_up(wgd); if (can_go_up && can_go_up !== wgd.row) { self.move_widget_to($w, can_go_up); } }); return this; }; /** * Move up the specified widget and all below it. * * @method move_widget_up * @param {HTMLElement} $widget The widget you want to move. * @param {Number} [y_units] The number of cells that the widget has to move. * @return {Class} Returns the instance of the Gridster Class. */ fn.move_widget_up = function($widget, y_units) { var el_grid_data = $widget.coords().grid; var actual_row = el_grid_data.row; var moved = []; var can_go_up = true; y_units || (y_units = 1); if (!this.can_go_up($widget)) { return false; } //break; this.for_each_column_occupied(el_grid_data, function(col) { // can_go_up if ($.inArray($widget, moved) === -1) { var widget_grid_data = $widget.coords().grid; var next_row = actual_row - y_units; next_row = this.can_go_up_to_row( widget_grid_data, col, next_row); if (!next_row) { return true; } var $next_widgets = this.widgets_below($widget); this.remove_from_gridmap(widget_grid_data); widget_grid_data.row = next_row; this.add_to_gridmap(widget_grid_data); $widget.attr('data-row', widget_grid_data.row); this.$changed = this.$changed.add($widget); moved.push($widget); /* $next_widgets.each($.proxy(function(i, widget) { console.log("from_within_move_widget_up"); this.move_widget_up($(widget), y_units); }, this)); */ } }); }; /** * Move down the specified widget and all below it. * * @method move_widget_down * @param {HTMLElement} $widget The jQuery object representing the widget * you want to move. * @param {Number} The number of cells that the widget has to move. * @return {Class} Returns the instance of the Gridster Class. */ fn.move_widget_down = function($widget, y_units) { var el_grid_data = $widget.coords().grid; var actual_row = el_grid_data.row; var moved = []; var y_diff = y_units; if (!$widget) { return false; } if ($.inArray($widget, moved) === -1) { var widget_grid_data = $widget.coords().grid; var next_row = actual_row + y_units; var $next_widgets = this.widgets_below($widget); this.remove_from_gridmap(widget_grid_data); $next_widgets.each($.proxy(function(i, widget) { var $w = $(widget); var wd = $w.coords().grid; var tmp_y = this.displacement_diff( wd, widget_grid_data, y_diff); if (tmp_y > 0) { this.move_widget_down($w, tmp_y); } }, this)); widget_grid_data.row = next_row; this.update_widget_position(widget_grid_data, $widget); $widget.attr('data-row', widget_grid_data.row); this.$changed = this.$changed.add($widget); moved.push($widget); } }; /** * Check if the widget can move to the specified row, else returns the * upper row possible. * * @method can_go_up_to_row * @param {Number} widget_grid_data The current grid coords object of the * widget. * @param {Number} col The target column. * @param {Number} row The target row. * @return {Boolean|Number} Returns the row number if the widget can move * to the target position, else returns false. */ fn.can_go_up_to_row = function(widget_grid_data, col, row) { var ga = this.gridmap; var result = true; var urc = []; // upper_rows_in_columns var actual_row = widget_grid_data.row; var r; /* generate an array with columns as index and array with * upper rows empty in the column */ this.for_each_column_occupied(widget_grid_data, function(tcol) { var grid_col = ga[tcol]; urc[tcol] = []; r = actual_row; while (r--) { if (this.is_empty(tcol, r) && !this.is_placeholder_in(tcol, r) ) { urc[tcol].push(r); }else{ break; } } if (!urc[tcol].length) { result = false; return true; } }); if (!result) { return false; } /* get common rows starting from upper position in all the columns * that widget occupies */ r = row; for (r = 1; r < actual_row; r++) { var common = true; for (var uc = 0, ucl = urc.length; uc < ucl; uc++) { if (urc[uc] && $.inArray(r, urc[uc]) === -1) { common = false; } } if (common === true) { result = r; break; } } return result; }; fn.displacement_diff = function(widget_grid_data, parent_bgd, y_units) { var actual_row = widget_grid_data.row; var diffs = []; var parent_max_y = parent_bgd.row + parent_bgd.size_y; this.for_each_column_occupied(widget_grid_data, function(col) { var temp_y_units = 0; for (var r = parent_max_y; r < actual_row; r++) { if (this.is_empty(col, r)) { temp_y_units = temp_y_units + 1; } } diffs.push(temp_y_units); }); var max_diff = Math.max.apply(Math, diffs); y_units = (y_units - max_diff); return y_units > 0 ? y_units : 0; }; /** * Get widgets below a widget. * * @method widgets_below * @param {HTMLElement} $el The jQuery wrapped HTMLElement. * @return {HTMLElements} A jQuery collection of HTMLElements. */ fn.widgets_below = function($el) { var el_grid_data = $.isPlainObject($el) ? $el : $el.coords().grid; var self = this; var ga = this.gridmap; var next_row = el_grid_data.row + el_grid_data.size_y - 1; var $nexts = $([]); this.for_each_column_occupied(el_grid_data, function(col) { self.for_each_widget_below(col, next_row, function(tcol, trow) { if (!self.is_player(this) && $.inArray(this, $nexts) === -1) { $nexts = $nexts.add(this); return true; // break } }); }); return this.sort_by_row_asc($nexts); }; /** * Update the array of mapped positions with the new player position. * * @method set_cells_player_occupies * @param {Number} col The new player col. * @param {Number} col The new player row. * @return {Class} Returns the instance of the Gridster Class. */ fn.set_cells_player_occupies = function(col, row) { this.remove_from_gridmap(this.placeholder_grid_data); this.placeholder_grid_data.col = col; this.placeholder_grid_data.row = row; this.add_to_gridmap(this.placeholder_grid_data, this.$player); return this; }; /** * Remove from the array of mapped positions the reference to the player. * * @method empty_cells_player_occupies * @return {Class} Returns the instance of the Gridster Class. */ fn.empty_cells_player_occupies = function() { this.remove_from_gridmap(this.placeholder_grid_data); return this; }; fn.can_go_down = function($el) { var can_go_down = true; var $gr = this; if ($el.hasClass(this.options.static_class)){ can_go_down = false; } this.widgets_below($el).each(function(){ if ($(this).hasClass($gr.options.static_class)){ can_go_down = false; } }) return can_go_down; } fn.can_go_up = function($el) { var el_grid_data = $el.coords().grid; var initial_row = el_grid_data.row; var prev_row = initial_row - 1; var ga = this.gridmap; var upper_rows_by_column = []; var result = true; if (initial_row === 1) { return false; } this.for_each_column_occupied(el_grid_data, function(col) { var $w = this.is_widget(col, prev_row); if (this.is_occupied(col, prev_row) || this.is_player(col, prev_row) || this.is_placeholder_in(col, prev_row) || this.is_player_in(col, prev_row) ) { result = false; return true; //break } }); return result; }; /** * Check if it's possible to move a widget to a specific col/row. It takes * into account the dimensions (`size_y` and `size_x` attrs. of the grid * coords object) the widget occupies. * * @method can_move_to * @param {Object} widget_grid_data The grid coords object that represents * the widget. * @param {Object} col The col to check. * @param {Object} row The row to check. * @param {Number} [max_row] The max row allowed. * @return {Boolean} Returns true if all cells are empty, else return false. */ fn.can_move_to = function(widget_grid_data, col, row, max_row) { var ga = this.gridmap; var $w = widget_grid_data.el; var future_wd = { size_y: widget_grid_data.size_y, size_x: widget_grid_data.size_x, col: col, row: row }; var result = true; //Prevents widgets go out of the grid var right_col = col + widget_grid_data.size_x - 1; if (right_col > this.cols) { return false; } if (max_row && max_row < row + widget_grid_data.size_y - 1) { return false; } this.for_each_cell_occupied(future_wd, function(tcol, trow) { var $tw = this.is_widget(tcol, trow); if ($tw && (!widget_grid_data.el || $tw.is($w))) { result = false; } }); return result; }; /** * Given the leftmost column returns all columns that are overlapping * with the player. * * @method get_targeted_columns * @param {Number} [from_col] The leftmost column. * @return {Array} Returns an array with column numbers. */ fn.get_targeted_columns = function(from_col) { var max = (from_col || this.player_grid_data.col) + (this.player_grid_data.size_x - 1); var cols = []; for (var col = from_col; col <= max; col++) { cols.push(col); } return cols; }; /** * Given the upper row returns all rows that are overlapping with the player. * * @method get_targeted_rows * @param {Number} [from_row] The upper row. * @return {Array} Returns an array with row numbers. */ fn.get_targeted_rows = function(from_row) { var max = (from_row || this.player_grid_data.row) + (this.player_grid_data.size_y - 1); var rows = []; for (var row = from_row; row <= max; row++) { rows.push(row); } return rows; }; /** * Get all columns and rows that a widget occupies. * * @method get_cells_occupied * @param {Object} el_grid_data The grid coords object of the widget. * @return {Object} Returns an object like `{ cols: [], rows: []}`. */ fn.get_cells_occupied = function(el_grid_data) { var cells = { cols: [], rows: []}; var i; if (arguments[1] instanceof jQuery) { el_grid_data = arguments[1].coords().grid; } for (i = 0; i < el_grid_data.size_x; i++) { var col = el_grid_data.col + i; cells.cols.push(col); } for (i = 0; i < el_grid_data.size_y; i++) { var row = el_grid_data.row + i; cells.rows.push(row); } return cells; }; /** * Iterate over the cells occupied by a widget executing a function for * each one. * * @method for_each_cell_occupied * @param {Object} el_grid_data The grid coords object that represents the * widget. * @param {Function} callback The function to execute on each column * iteration. Column and row are passed as arguments. * @return {Class} Returns the instance of the Gridster Class. */ fn.for_each_cell_occupied = function(grid_data, callback) { this.for_each_column_occupied(grid_data, function(col) { this.for_each_row_occupied(grid_data, function(row) { callback.call(this, col, row); }); }); return this; }; /** * Iterate over the columns occupied by a widget executing a function for * each one. * * @method for_each_column_occupied * @param {Object} el_grid_data The grid coords object that represents * the widget. * @param {Function} callback The function to execute on each column * iteration. The column number is passed as first argument. * @return {Class} Returns the instance of the Gridster Class. */ fn.for_each_column_occupied = function(el_grid_data, callback) { for (var i = 0; i < el_grid_data.size_x; i++) { var col = el_grid_data.col + i; callback.call(this, col, el_grid_data); } }; /** * Iterate over the rows occupied by a widget executing a function for * each one. * * @method for_each_row_occupied * @param {Object} el_grid_data The grid coords object that represents * the widget. * @param {Function} callback The function to execute on each column * iteration. The row number is passed as first argument. * @return {Class} Returns the instance of the Gridster Class. */ fn.for_each_row_occupied = function(el_grid_data, callback) { for (var i = 0; i < el_grid_data.size_y; i++) { var row = el_grid_data.row + i; callback.call(this, row, el_grid_data); } }; fn.clean_up_changed = function(){ $gr = this; $gr.$changed.each(function(){ if($gr.options.shift_larger_widgets_down){ $gr.move_widget_up($(this)); } }); } fn._traversing_widgets = function(type, direction, col, row, callback) { var ga = this.gridmap; if (!ga[col]) { return; } var cr, max; var action = type + '/' + direction; if (arguments[2] instanceof jQuery) { var el_grid_data = arguments[2].coords().grid; col = el_grid_data.col; row = el_grid_data.row; callback = arguments[3]; } var matched = []; var trow = row; var methods = { 'for_each/above': function() { while (trow--) { if (trow > 0 && this.is_widget(col, trow) && $.inArray(ga[col][trow], matched) === -1 ) { cr = callback.call(ga[col][trow], col, trow); matched.push(ga[col][trow]); if (cr) { break; } } } }, 'for_each/below': function() { for (trow = row + 1, max = ga[col].length; trow < max; trow++) { if (this.is_widget(col, trow) && $.inArray(ga[col][trow], matched) === -1 ) { cr = callback.call(ga[col][trow], col, trow); matched.push(ga[col][trow]); //break was causing problems, leaving for testing. //if (cr) { break; } } } } }; if (methods[action]) { methods[action].call(this); } }; /** * Iterate over each widget above the column and row specified. * * @method for_each_widget_above * @param {Number} col The column to start iterating. * @param {Number} row The row to start iterating. * @param {Function} callback The function to execute on each widget * iteration. The value of `this` inside the function is the jQuery * wrapped HTMLElement. * @return {Class} Returns the instance of the Gridster Class. */ fn.for_each_widget_above = function(col, row, callback) { this._traversing_widgets('for_each', 'above', col, row, callback); return this; }; /** * Iterate over each widget below the column and row specified. * * @method for_each_widget_below * @param {Number} col The column to start iterating. * @param {Number} row The row to start iterating. * @param {Function} callback The function to execute on each widget * iteration. The value of `this` inside the function is the jQuery wrapped * HTMLElement. * @return {Class} Returns the instance of the Gridster Class. */ fn.for_each_widget_below = function(col, row, callback) { this._traversing_widgets('for_each', 'below', col, row, callback); return this; }; /** * Returns the highest occupied cell in the grid. * * @method get_highest_occupied_cell * @return {Object} Returns an object with `col` and `row` numbers. */ fn.get_highest_occupied_cell = function() { var r; var gm = this.gridmap; var rows = []; var row_in_col = []; for (var c = gm.length - 1; c >= 1; c--) { for (r = gm[c].length - 1; r >= 1; r--) { if (this.is_widget(c, r)) { rows.push(r); row_in_col[r] = c; break; } } } var highest_row = Math.max.apply(Math, rows); this.highest_occupied_cell = { col: row_in_col[highest_row], row: highest_row }; return this.highest_occupied_cell; }; fn.get_widgets_from = function(col, row) { var ga = this.gridmap; var $widgets = $(); if (col) { $widgets = $widgets.add( this.$widgets.filter(function() { var tcol = $(this).attr('data-col'); return (tcol === col || tcol > col); }) ); } if (row) { $widgets = $widgets.add( this.$widgets.filter(function() { var trow = $(this).attr('data-row'); return (trow === row || trow > row); }) ); } return $widgets; }; /** * Set the current height of the parent grid. * * @method set_dom_grid_height * @return {Object} Returns the instance of the Gridster class. */ fn.set_dom_grid_height = function() { var r = this.get_highest_occupied_cell().row; this.$el.css('height', r * this.min_widget_height); return this; }; /** * It generates the neccessary styles to position the widgets. * * @method generate_stylesheet * @param {Number} rows Number of columns. * @param {Number} cols Number of rows. * @return {Object} Returns the instance of the Gridster class. */ fn.generate_stylesheet = function(opts) { var styles = ''; var max_size_x = this.options.max_size_x; var max_rows = 0; var max_cols = 0; var i; var rules; opts || (opts = {}); opts.cols || (opts.cols = this.cols); opts.rows || (opts.rows = this.rows); opts.namespace || (opts.namespace = this.options.namespace); opts.widget_base_dimensions || (opts.widget_base_dimensions = this.options.widget_base_dimensions); opts.widget_margins || (opts.widget_margins = this.options.widget_margins); opts.min_widget_width = (opts.widget_margins[0] * 2) + opts.widget_base_dimensions[0]; opts.min_widget_height = (opts.widget_margins[1] * 2) + opts.widget_base_dimensions[1]; // don't duplicate stylesheets for the same configuration var serialized_opts = $.param(opts); if ($.inArray(serialized_opts, Gridster.generated_stylesheets) >= 0) { return false; } Gridster.generated_stylesheets.push(serialized_opts); /* generate CSS styles for cols */ for (i = opts.cols; i >= 0; i--) { styles += (opts.namespace + ' [data-col="'+ (i + 1) + '"] { left:' + ((i * opts.widget_base_dimensions[0]) + (i * opts.widget_margins[0]) + ((i + 1) * opts.widget_margins[0])) + 'px;} '); } /* generate CSS styles for rows */ for (i = opts.rows; i >= 0; i--) { styles += (opts.namespace + ' [data-row="' + (i + 1) + '"] { top:' + ((i * opts.widget_base_dimensions[1]) + (i * opts.widget_margins[1]) + ((i + 1) * opts.widget_margins[1]) ) + 'px;} '); } for (var y = 1; y <= opts.rows; y++) { styles += (opts.namespace + ' [data-sizey="' + y + '"] { height:' + (y * opts.widget_base_dimensions[1] + (y - 1) * (opts.widget_margins[1] * 2)) + 'px;}'); } for (var x = 1; x <= max_size_x; x++) { styles += (opts.namespace + ' [data-sizex="' + x + '"] { width:' + (x * opts.widget_base_dimensions[0] + (x - 1) * (opts.widget_margins[0] * 2)) + 'px;}'); } return this.add_style_tag(styles); }; /** * Injects the given CSS as string to the head of the document. * * @method add_style_tag * @param {String} css The styles to apply. * @return {Object} Returns the instance of the Gridster class. */ fn.add_style_tag = function(css) { var d = document; var tag = d.createElement('style'); d.getElementsByTagName('head')[0].appendChild(tag); tag.setAttribute('type', 'text/css'); if (tag.styleSheet) { tag.styleSheet.cssText = css; }else{ tag.appendChild(document.createTextNode(css)); } return this; }; /** * Generates a faux grid to collide with it when a widget is dragged and * detect row or column that we want to go. * * @method generate_faux_grid * @param {Number} rows Number of columns. * @param {Number} cols Number of rows. * @return {Object} Returns the instance of the Gridster class. */ fn.generate_faux_grid = function(rows, cols) { this.faux_grid = []; this.gridmap = []; var col; var row; for (col = cols; col > 0; col--) { this.gridmap[col] = []; for (row = rows; row > 0; row--) { this.add_faux_cell(row, col); } } return this; }; /** * Add cell to the faux grid. * * @method add_faux_cell * @param {Number} row The row for the new faux cell. * @param {Number} col The col for the new faux cell. * @return {Object} Returns the instance of the Gridster class. */ fn.add_faux_cell = function(row, col) { var coords = $({ left: this.baseX + ((col - 1) * this.min_widget_width), top: this.baseY + (row -1) * this.min_widget_height, width: this.min_widget_width, height: this.min_widget_height, col: col, row: row, original_col: col, original_row: row }).coords(); if (!$.isArray(this.gridmap[col])) { this.gridmap[col] = []; } this.gridmap[col][row] = false; this.faux_grid.push(coords); return this; }; /** * Add rows to the faux grid. * * @method add_faux_rows * @param {Number} rows The number of rows you want to add to the faux grid. * @return {Object} Returns the instance of the Gridster class. */ fn.add_faux_rows = function(rows) { var actual_rows = this.rows; var max_rows = actual_rows + (rows || 1); for (var r = max_rows; r > actual_rows; r--) { for (var c = this.cols; c >= 1; c--) { this.add_faux_cell(r, c); } } this.rows = max_rows; if (this.options.autogenerate_stylesheet) { this.generate_stylesheet(); } return this; }; /** * Add cols to the faux grid. * * @method add_faux_cols * @param {Number} cols The number of cols you want to add to the faux grid. * @return {Object} Returns the instance of the Gridster class. */ fn.add_faux_cols = function(cols) { var actual_cols = this.cols; var max_cols = actual_cols + (cols || 1); for (var c = actual_cols; c < max_cols; c++) { for (var r = this.rows; r >= 1; r--) { this.add_faux_cell(r, c); } } this.cols = max_cols; if (this.options.autogenerate_stylesheet) { this.generate_stylesheet(); } return this; }; /** * Recalculates the offsets for the faux grid. You need to use it when * the browser is resized. * * @method recalculate_faux_grid * @return {Object} Returns the instance of the Gridster class. */ fn.recalculate_faux_grid = function() { var aw = this.$wrapper.width(); this.baseX = ($(window).width() - aw) / 2; this.baseY = this.$wrapper.offset().top; $.each(this.faux_grid, $.proxy(function(i, coords) { this.faux_grid[i] = coords.update({ left: this.baseX + (coords.data.col -1) * this.min_widget_width, top: this.baseY + (coords.data.row -1) * this.min_widget_height }); }, this)); return this; }; /** * Get all widgets in the DOM and register them. * * @method get_widgets_from_DOM * @return {Object} Returns the instance of the Gridster class. */ fn.get_widgets_from_DOM = function() { this.$widgets.each($.proxy(function(i, widget) { this.register_widget($(widget)); }, this)); return this; }; /** * Calculate columns and rows to be set based on the configuration * parameters, grid dimensions, etc ... * * @method generate_grid_and_stylesheet * @return {Object} Returns the instance of the Gridster class. */ fn.generate_grid_and_stylesheet = function() { var aw = this.$wrapper.width(); var ah = this.$wrapper.height(); var cols = Math.floor(aw / this.min_widget_width) + this.options.extra_cols; var actual_cols = this.$widgets.map(function() { return $(this).attr('data-col'); }); actual_cols = Array.prototype.slice.call(actual_cols, 0); //needed to pass tests with phantomjs actual_cols.length || (actual_cols = [0]); var min_cols = Math.max.apply(Math, actual_cols); // get all rows that could be occupied by the current widgets var max_rows = this.options.extra_rows; this.$widgets.each(function(i, w) { max_rows += (+$(w).attr('data-sizey')); }); this.cols = Math.max(min_cols, cols, this.options.min_cols); //this.rows = Math.max(max_rows, this.options.min_rows); this.rows = this.options.max_rows; this.baseX = ($(window).width() - aw) / 2; this.baseY = this.$wrapper.offset().top; if (this.options.autogenerate_stylesheet) { this.generate_stylesheet(); } return this.generate_faux_grid(this.rows, this.cols); }; //jQuery adapter $.fn.gridster = function(options) { return this.each(function() { if (!$(this).data('gridster')) { $(this).data('gridster', new Gridster( this, options )); } }); }; $.Gridster = fn; }(jQuery, window, document));