whispervis/page.go
Ivan Danyliuk 4c8e2b71f4
Cleanup
2018-10-23 17:21:51 +02:00

284 lines
6.1 KiB
Go

package main
import (
"fmt"
"github.com/divan/graphx/layout"
"github.com/gopherjs/vecty"
"github.com/gopherjs/vecty/elem"
"github.com/gopherjs/vecty/event"
"github.com/gopherjs/vecty/prop"
"github.com/status-im/whispervis/network"
"github.com/status-im/whispervis/widgets"
)
// Page is our main page component.
type Page struct {
vecty.Core
layout *layout.Layout
webgl *WebGLScene
loaded bool
isSimulating bool
loader *widgets.Loader
forceEditor *widgets.ForceEditor
network *widgets.NetworkSelector
simulationWidget *widgets.Simulation
statsWidget *widgets.Stats
statsPage *StatsPage
faqPage *FAQPage
simulation *Simulation
activeView string
}
const (
View3D = "3d"
ViewStats = "stats"
ViewFAQ = "faq"
)
// NewPage creates and inits new app page.
func NewPage() *Page {
page := &Page{
loader: widgets.NewLoader(),
activeView: View3D,
}
page.forceEditor = widgets.NewForceEditor(page.onForcesApply)
page.network = widgets.NewNetworkSelector(page.onNetworkChange)
page.webgl = NewWebGLScene(page.onWebGLReady)
page.simulationWidget = widgets.NewSimulation("http://localhost:8084", page.startSimulation, page.replaySimulation)
page.statsWidget = widgets.NewStats()
page.statsPage = NewStatsPage()
page.faqPage = NewFAQPage()
return page
}
// Render implements the vecty.Component interface.
func (p *Page) Render() vecty.ComponentOrHTML {
return elem.Body(
elem.Div(
vecty.Markup(
vecty.Class("columns"),
),
// Left sidebar
elem.Div(
vecty.Markup(
vecty.Class("column", "is-narrow"),
vecty.Style("width", "300px"),
),
p.header(),
elem.Div(
vecty.Markup(
vecty.MarkupIf(p.isSimulating,
vecty.Attribute("disabled", "true"),
),
),
p.network,
p.forceEditor,
),
elem.Div(
vecty.Markup(
vecty.MarkupIf(!p.loaded, vecty.Style("visibility", "hidden")),
),
p.simulationWidget,
elem.Div(
vecty.Markup(
vecty.MarkupIf(p.isSimulating,
vecty.Attribute("disabled", "true"),
),
),
p.statsWidget,
),
),
),
// Right page section
elem.Div(
vecty.Markup(
vecty.Class("column"),
),
p.renderTabs(),
elem.Div(
/*
we use display:none property to hide WebGL instead of mounting/unmounting,
because we want to create only one WebGL context and reuse it. Plus,
WebGL takes time to initialize, so it can do it being hidden.
*/
vecty.Markup(
vecty.MarkupIf(!p.loaded || p.activeView != View3D,
vecty.Class("is-invisible"),
vecty.Style("height", "0px"),
),
),
p.webgl,
),
vecty.If(p.activeView == ViewStats,
p.statsPage,
),
vecty.If(p.activeView == ViewFAQ,
p.faqPage,
),
vecty.If(!p.loaded,
elem.Div(
vecty.Markup(
vecty.Class("has-text-centered"),
),
p.loader,
),
),
),
),
vecty.Markup(
event.KeyDown(p.KeyListener),
event.MouseMove(p.MouseMoveListener),
event.VisibilityChange(p.VisibilityListener),
),
)
}
// onForcesApply executes when Force Editor click is fired.
func (p *Page) onForcesApply() {
if !p.loaded {
return
}
p.UpdateGraph()
}
func (p *Page) onNetworkChange(network *network.Network) {
fmt.Println("Network changed:", network)
config := p.forceEditor.Config()
p.layout = layout.New(network.Data, config.Config)
// set forced positions if found in network
if network.Positions != nil {
fmt.Println("Using precalculated positions")
p.layout.SetPositions(network.Positions)
go p.RecreateObjects()
return
}
// else, recalculate positions
go p.UpdateGraph()
}
// startSimulation is called on the end of each simulation round.
func (p *Page) startSimulation() error {
p.isSimulating = true
vecty.Rerender(p)
defer func() {
p.isSimulating = false
vecty.Rerender(p)
}()
backend := p.simulationWidget.Address()
sim, err := p.runSimulation(backend)
if err != nil {
return err
}
// calculate stats and update stats widget
stats := p.RecalculateStats(sim.plog)
p.statsWidget.Update(stats)
sim.stats = stats
p.simulation = sim
p.replaySimulation()
return nil
}
// replaySimulation animates last simulation.
func (p *Page) replaySimulation() {
if p.simulation == nil {
return
}
p.webgl.AnimatePropagation(p.simulation.plog)
}
func (p *Page) header() *vecty.HTML {
return elem.Section(
elem.Image(
vecty.Markup(
vecty.Style("padding-top", "5px"),
prop.Src("images/status.png"),
),
),
elem.Heading2(
vecty.Markup(
vecty.Class("title", "has-text-weight-light"),
),
vecty.Text("Whisper Simulator"),
),
elem.Heading6(
vecty.Markup(
vecty.Class("subtitle", "has-text-weight-light"),
),
vecty.Text("This simulator shows message propagation in the Whisper network."),
),
)
}
// onWebGLReady is executed when WebGL context is up and ready to render scene.
func (p *Page) onWebGLReady() {
p.onNetworkChange(p.network.Current())
}
func (p *Page) renderTabs() *vecty.HTML {
return elem.Div(
vecty.Markup(
vecty.Class("tabs", "is-marginless", "is-boxed", "is-fullwidth"),
),
elem.UnorderedList(
elem.ListItem(
vecty.Markup(
vecty.MarkupIf(p.activeView == View3D,
vecty.Class("is-active"),
),
event.Click(p.onTabSwitch(View3D)),
),
elem.Anchor(
vecty.Text("3D view"),
),
),
elem.ListItem(
vecty.Markup(
vecty.MarkupIf(p.activeView == ViewStats,
vecty.Class("is-active"),
),
event.Click(p.onTabSwitch(ViewStats)),
),
elem.Anchor(
vecty.Text("Stats view"),
),
),
elem.ListItem(
vecty.Markup(
vecty.MarkupIf(p.activeView == ViewFAQ,
vecty.Class("is-active"),
),
event.Click(p.onTabSwitch(ViewFAQ)),
),
elem.Anchor(
vecty.Text("FAQ"),
),
),
),
)
}
// onTabSwitch returns a proper tab switching function depending on the tab clicked.
func (p *Page) onTabSwitch(view string) func(e *vecty.Event) {
if p.activeView == view {
return nil
}
return func(e *vecty.Event) {
p.activeView = view
vecty.Rerender(p)
}
}