Created
November 20, 2015 07:06
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| zoomAll() { | |
| // Placeholder for calculating the bounding box of all nodes | |
| let bounds = { | |
| top: Infinity, | |
| left: Infinity, | |
| bottom: -Infinity, | |
| right: -Infinity | |
| }; | |
| // Find the leftmost node edge, rightmost node edge, etc | |
| _.each( this.props.nodes, ( node ) => { | |
| if( node.offset.x < bounds.left ) { | |
| bounds.left = node.offset.x; | |
| } | |
| if( node.offset.y < bounds.top ) { | |
| bounds.top = node.offset.y; | |
| } | |
| let nodeBottom = node.offset.y + node.getHeight(); | |
| if( nodeBottom > bounds.bottom ) { | |
| bounds.bottom = nodeBottom; | |
| } | |
| let nodeRight = node.offset.x + node.width; | |
| if( nodeRight > bounds.right ) { | |
| bounds.right = nodeRight; | |
| } | |
| }); | |
| // Calculate the center of the bounding box | |
| let center = { | |
| x: ( bounds.left + bounds.right ) / 2, | |
| y: ( bounds.top + bounds.bottom ) / 2 | |
| }; | |
| // Calculate the zoom needed to contain the bounding box. We need to check | |
| // which dimension is bigger to account for landscape vs portrait potential | |
| // node layout | |
| this.props.graph.zoom = Math.min( | |
| this.state.svgRect.width / ( bounds.right - bounds.left ), | |
| this.state.svgRect.height / ( bounds.bottom - bounds.top ) | |
| ) - 0.02; // With some padding | |
| // Zoom to our desired level... | |
| this.context.executeAction( zoomGraph, { | |
| shaderId: this.props.shaderId, | |
| zoom: this.props.graph.zoom | |
| }); | |
| // Then center on the middle of the bounding box | |
| this.centerOn( center ); | |
| if( global.debug ) { | |
| this.setState({ bounds }); | |
| } | |
| } |
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