whispervis/page.go
2018-10-19 19:00:11 +02:00

183 lines
4.1 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/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 *NetworkSelector
simulationWidget *widgets.Simulation
statsWidget *widgets.Stats
simulation *Simulation
}
// NewPage creates and inits new app page.
func NewPage() *Page {
page := &Page{
loader: widgets.NewLoader(),
forceEditor: widgets.NewForceEditor(),
}
page.network = NewNetworkSelector(page.onNetworkChange)
page.webgl = NewWebGLScene()
page.simulationWidget = widgets.NewSimulation("localhost:8084", page.startSimulation, page.replaySimulation)
page.statsWidget = widgets.NewStats()
return page
}
// Render implements the vecty.Component interface.
func (p *Page) Render() vecty.ComponentOrHTML {
return elem.Body(
elem.Div(
vecty.Markup(
vecty.Class("pure-g"),
vecty.Style("height", "100%"),
),
elem.Div(
vecty.Markup(vecty.Class("pure-u-1-5")),
elem.Heading1(vecty.Text("Whisper Message Propagation")),
elem.Paragraph(vecty.Text("This visualization represents message propagation in the p2p network.")),
elem.Div(
vecty.Markup(
vecty.MarkupIf(p.isSimulating,
// disable
vecty.Style("pointer-events", "none"),
vecty.Style("opacity", "0.4"),
),
),
p.network,
),
elem.HorizontalRule(),
elem.Div(
vecty.Markup(
vecty.MarkupIf(!p.loaded, vecty.Style("visibility", "hidden")),
),
p.simulationWidget,
elem.Div(
vecty.Markup(
vecty.MarkupIf(p.isSimulating,
// disable
vecty.Style("pointer-events", "none"),
vecty.Style("opacity", "0.4"),
),
),
elem.HorizontalRule(),
p.forceEditor,
p.updateButton(),
elem.HorizontalRule(),
p.statsWidget,
),
),
),
elem.Div(
vecty.Markup(
vecty.Class("pure-u-4-5"),
/*
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.MarkupIf(!p.loaded,
vecty.Style("visibility", "hidden"),
vecty.Style("height", "0px"),
vecty.Style("width", "0px"),
),
),
p.webgl,
),
elem.Div(
vecty.Markup(
vecty.Class("pure-u-4-5"),
),
vecty.If(!p.loaded, p.loader),
),
),
vecty.Markup(
event.KeyDown(p.KeyListener),
event.VisibilityChange(p.VisibilityListener),
),
)
}
func (p *Page) updateButton() *vecty.HTML {
return elem.Div(
elem.Button(
vecty.Markup(
vecty.Class("pure-button"),
vecty.Style("background", "rgb(28, 184, 65)"),
vecty.Style("color", "white"),
vecty.Style("border-radius", "4px"),
event.Click(p.onUpdateClick),
),
vecty.Text("Update"),
),
)
}
func (p *Page) onUpdateClick(e *vecty.Event) {
if !p.loaded {
return
}
go p.UpdateGraph()
}
func (p *Page) onNetworkChange(network *Network) {
fmt.Println("Network changed:", network)
config := p.forceEditor.Config()
p.layout = layout.NewFromConfig(network.Data, config.Config)
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)
}