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<title>mxGraph Tutorial</title>
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<h1>mxGraph Tutorial</h1>
<h2>Table Of Contents</h2>
<div id="toc"></div>
<br/>
<h1><a id="Overview"></a>Overview</h1>
<p>
The mxGraph package contains a client software, written in JavaScript, and a series
of backends for various languages. The client software is a graph component with
an optional application wrapper that is integrated into an existing web interface.
The client requires a webserver to deliver the required files to the client or
can be run from the local filesystem without a webserver. The backends may be used
as is, or they may be embedded into an existing server application in one of the
supported languages.
</p>
<img src="images/architecture.png">
<p>
If a backend exists, then the client may be configured to use this backend in
various ways, such as:
</p>
<ul>
<li>Creating images</li>
<li>Storing and loading diagrams</li>
<li>Creating an object representation of a graph</li>
</ul>
<p>
The above scenarios maybe combined in various ways, such as sending an XML
description of each change to the backend as it happens, or autosaving of
the diagram to avoid loss of data on the client. The client can also operate in
offline mode, where it does not require a backend or a webserver.
</p>
<p>
Please have a look at the index files in the respective directories for
information on the various backends.
</p>
<ul>
<li><a href="../java/index.html">Java</a></li>
<li><a href="../dotnet/index.html">.NET</a></li>
<li><a href="../php/index.html">PHP</a></li>
</ul>
<h1><a id="HelloWorld"></a>Hello, World!</h1>
<p>
The Hello, World! example of mxGraph ships in a
single <a href="../javascript/examples/helloworld.html">HTML file</a>,
which contains the required namespaces, the mxGraph library script
and the example code. The example can be viewed by pointing Firefox or
Internet Explorer to the link above either on the local
filesystem or on a webserver. To display the source of the example
press Control-U in Firefox or click Page, View Source in Internet Explorer.
</p>
<h2><a id="Library"></a>Library</h2>
<p>
The HEAD part of the page contains the JavaScript code and dependencies.
The library is loaded using the following code. The <code>mxBasePath</code>
variable is used to define the path where the library loads its resources
from. This variable must be defined prior to loading the library code and
should not include a trailing slash.
</p>
<pre>
&lt;script type="text/javascript"&gt;
mxBasePath = 'javascript/src';
&lt;/script&gt;
&lt;script type="text/javascript" src="javascript/src/js/mxClient.js"&gt;&lt;/script&gt;
</pre>
<p>
<a href="https://github.com/jgraph/mxgraph/tree/master/javascript"><code>mxClient.min.js</code></a>
contains all required code in a single, minified, file. This is the file you
should use in production. During development, if you wish to change mxGraph
sources, use the bootstrapped <a href="https://github.com/jgraph/mxgraph/blob/master/javascript/src/js/mxClient.js"><code>mxClient.js</code></a> file.
</p>
<h2><a id="BrowserCheck"></a>Browser Check</h2>
<p>
The next script tag in the HEAD part of the page contains the
Hello, World! example code. The first part of the code checks if the
browser that is displaying the page is supported by the library. It is
recommended to do this as the first step of the program and
display an error message if the browser is not supported. In your
document you may also want to include a NOSCRIPT directive for
browsers that have JavaScript disabled, however, in our examples this
directive is not used.
</p>
<p>
There is no convention for the name of the main function. The function
is invoked from the <code>onload</code> handler in the page and may have any name
and arguments. In this case, the argument is a DOM node that will contain
the graph. Note that the DOM node may have any ID and that the code
is independent of this ID.
</p>
<pre>
&lt;script type="text/javascript";&gt;
function main(container)
{
// Checks if the browser is supported
if (!mxClient.isBrowserSupported())
{
// Displays an error message if the browser is not supported.
mxUtils.error('Browser is not supported!', 200, false);
}
...
</pre>
<h2><a id="Container"></a>Container</h2>
<p>
For the JavaScript to actually render the graph, the page
contains an DOM node which will display the graph. This
DOM node is either dynamically created or it is obtained via
an ID using <code>document.getElementById</code> as in the
Hello, World! example. The DOM node is passed to the main
function and is used to construct the graph instance as shown
below.
</p>
<p>
If you want the container to have scrollbars, use the overflow:auto CSS
directive instead of overflow:hidden in the style of the container.
</p>
<h2><a id="Graph"></a>Graph</h2>
<p>
The code constructs an empty graph model and passes the container
and the empty model to the graph constructor. For this example,
all default event handling is disabled in the last line.
</p>
<pre>
let model = new mxGraphModel();
let graph = new mxGraph(container, model);
</pre>
<p>
If you want the graph to be read-only you can use <code>graph.setEnabled(false)</code>.
</p>
<h2><a id="VerticesAndEdges"></a>Vertices and Edges</h2>
<p>
To insert vertices and edges, <code>beginUpdate</code> and <code>endUpdate</code>
are used to create a transaction. The <code>endUpdate</code> should always go
into a finally-block to make sure it is always executed if the <code>beginUpdate</code>
was executed. However, the <code>beginUpdate</code> should not be part of the
try-block to make sure <code>endUpdate</code> is never executed if <code>beginUpdate</code>
fails. This is required for the model to remain in a consistent state, that is, for
each call to <code>beginUpdate</code> there should always be exactly one call to
<code>endUpdate</code>.
</p>
<p>
The part within the try-block creates the vertices and edges for the graph.
The default parent is obtained from the graph and is typically the first
child of the root cell in the model, which is created automatically when
using the graph model c'tor with no arguments.
</p>
<pre>
// Gets the default parent for inserting new cells. This
// is normally the first child of the root (ie. layer 0).
let parent = graph.getDefaultParent();
// Adds cells to the model in a single step
model.beginUpdate();
try
{
var v1 = graph.insertVertex(parent, null, 'Hello,', 20, 20, 80, 30);
var v2 = graph.insertVertex(parent, null, 'World!', 200, 150, 80, 30);
var e1 = graph.insertEdge(parent, null, '', v1, v2);
}
finally
{
// Updates the display
model.endUpdate();
}
</pre>
<p>
The use of <code>beginUpdate</code> and <code>endUpdate</code> does not
only improve the display performance, but it is also used to mark the
boundaries for undoable changes when undo/redo is used.
</p>
<h1><a id="Graphs"></a>Graphs</h1>
<p>
Instantiate <a href="js-api/files/view/mxGraph-js.html">mxGraph</a>
in order to create a graph. This is the central class in the API.
Everything else is auxiliary.
</p>
<img src="images/graph.png">
<p>
To create a new graph instance, a DOM node (typically a DIV) is
required:
</p>
<pre>
let node = document.getElementById('id-of-graph-container');
let graph = new mxGraph(node);
</pre>
<h2><a id="Model"></a>Model</h2>
<p>
<a href="js-api/files/model/mxCell-js.html">mxCell</a> defines the
elements of the graph model, which is implemented by
<a href="js-api/files/model/mxGraphModel-js.html">mxGraphModel</a>.
</p>
<img src="images/model.png">
<p>
The graph model has the following properties:
</p>
<ul>
<li>
The root element of the graph contains the layers.
The parent of each layer is the root element.
</li>
<li>
A layer may contain elements of the graph model,
namely vertices, edges and groups.
</li>
<li>
Groups may contain elements of the graph model,
recursively.
</li>
</ul>
<p>
The graph and structural information is stored in the cells, as well as the
<i>user objects</i>, which are used to store the <i>value</i> associated with
the cells (aka business objects).
</p>
<p>
To create a new graph model with a root cell and a default layer (first child):
</p>
<pre>
let root = new mxCell();
root.insert(new mxCell());
let model = new mxGraphModel(root);
</pre>
<h2><a id="Stylesheet"></a>Stylesheet</h2>
<p>
The appearance of the cells in a graph is defined by the
stylesheet, which is an instance of
<a href="js-api/files/view/mxStylesheet-js.html">
mxStylesheet</a>.
The stylesheet maps from stylenames to styles.
A style is an array of key, value pairs to be
used with the cells. The keys are defined in
<a href="js-api/files/util/mxConstants-js.html">
mxConstants</a> and the values may be
strings and numbers or JavaScript objects or functions.
</p>
<p>
To modify the default styles for vertices and edges in an existing graph:
</p>
<pre>
let vertexStyle = graph.getStylesheet().getDefaultVertexStyle();
vertexStyle[mxConstants.STYLE_ROUNDED] = true;
let edgeStyle = graph.getStylesheet().getDefaultEdgeStyle();
edgeStyle[mxConstants.STYLE_EDGE] = mxEdgeStyle.TopToBottom;
</pre>
<h2><a id="Styles"></a>Styles</h2>
<p>
The style information for a cell is stored in <code>cell.style</code>.
The style is part of the cell's state and is normally changed via
<code>mxGraphModel.setStyle</code>, which will update all views.
The cell style is a string of the form
</p>
<pre>
[stylename;|key=value;]
</pre>
<p>
which tells the graph to use the given named styles and override the
specified key, value pairs in the given order. For example, to use the
<a href="js-api/files/view/mxStylesheet-js.html#mxStylesheet.putCellStyle">rounded</a>
style and override the stroke- and fillColor, the style would be defined as:
</p>
<pre>
rounded;strokeColor=red;fillColor=green
</pre>
<p>
To use the above in Hello, World!, the stylename would be passed to the
insertVertex method as follows:
</p>
<pre>
var v1 = graph.insertVertex(parent, null, 'Hello',
20, 20, 80, 30, 'rounded;strokeColor=red;fillColor=green');
</pre>
<h2><a id="Appearance"></a>Appearance</h2>
<p>
In certain cases you may want to override specific attributes based on
dynamic properties of a cell (ie. it's value, aka. userobject), such as
the image, indicator shape, -image, -color or -gradient color), in
which case you can override <code>getImage</code>,
<code>getIndicatorShape</code>, <code>getIndicatorImage</code>,
<code>getIndicatorColor</code> and <code>getIndicatorGradientColor</code>
respectively. Note that these methods take a cell state as an argument,
which points to a "resolved" (that is, an array) version of the
cell's style. Hence, the default implementation for <code>getImage</code>
looks as follows:
</p>
<pre>
mxGraph.prototype.getImage = function(state)
{
if (state != null &amp;&amp; state.style != null)
{
return state.style[mxConstants.STYLE_IMAGE];
}
return null;
}
</pre>
<p>
This method may be overridden to return any image for the given state.
Typically, the image is defined by either <code>state.cell</code>,
which points to the graph cell associated with the state, or by
<code>state.cell.value</code>, which refers to the cell's user object.
</p>
<p>
Due to the nature of the display, where all cells are created once and
updated only if the model fires a notification for a change, you must
invoke <code>view.invalidate(cell)</code> for each cell who's image
has changed, and call <code>view.validate</code> to update the display.
</p>
<h1><a id="Editors"></a>Editors</h1>
<p>
Instantiate <a href="js-api/files/editor/mxEditor-js.html">mxEditor</a> in
order to create an editor. This is the central class in the editor
package. Everything else in this package is auxiliary.
To create a new editor instance and configure it using a config
file, you can pass the name of the config file to the
<a href="js-api/files/editor/mxEditor-js.html#mxEditor.mxEditor">mxEditor constructor</a>.
</p>
<img src="images/editor.png">
<p>
To create a new editor instance and configure it, the following code is used:
</p>
<pre>
let config = mxUtils.load('editors/config/keyhandler-commons.xml').getDocumentElement();
let editor = new mxEditor(config);
</pre>
<p>
The configuration file is an XML file that is passed to
<a href="js-api/files/io/mxCodec-js.html">mxCodec</a>, which in
turn uses <a href="js-api/files/io/mxEditorCodec-js.html">mxEditorCodec</a>
and others to read the XML into the editor object hierarchy. This is normally
done at startup time to configure the editor, graph, model, toolbar, popupmenus
etc using the <a href="#InputOutput">I/O subsystem</a>.
</p>
<h2><a id="CSS"></a>CSS</h2>
<p>
The CSS stylesheet contains the style definitions for various
elements of the user interface, such as the rubberband selection,
the in-place editor or the popup menu. It also contains the directives
required to enable VML support in Internet Explorer, so it is substantial
that the stylesheet is included in the page.
</p>
<p>
Additional stylesheets may either be added programmatically using
<code>mxClient.link('stylesheet', filename)</code> or
via a stylesheet tag of the UI section in the editor configuration, eg.:
</p>
<pre>
&lt;mxEditor&gt;
&lt;ui&gt;
&lt;stylesheet name="examples/editors/css/process.css"/&gt;
...
</pre>
<h2><a id="Templates"></a>Templates</h2>
<p>
To add new cell types, create a template in the templates array section of
the model in the config file (mxEditor/mxGraph/mxGraphModel/Array[as=templates])
as follows:
</p>
<pre>
&lt;add as="symbol"&gt;
&lt;Symbol label="Symbol" customAttribute="whatever"&gt;
&lt;mxCell vertex="1" connectable="1" style="symbol;image=images/event.png"&gt;
&lt;mxGeometry as="geometry" width="32" height="32"/&gt;
&lt;/mxCell&gt;
&lt;CustomChild customAttribute="whatever"/&gt;
&lt;/Symbol&gt;
&lt;/add&gt;
</pre>
<p>
The <code>as</code>-attribute of the <code>add</code>-element contains the
name under which the template will be accessible for later use. The
<code>Symbol</code>-child element is a custom (ie workflow) element, and
can have any name and any number of child elements and custom attributes.
The label attribute is a special one that is used for the textual
representation of the cell in the graph. The <code>mxCell</code> element
is another special child node which contains the graphical information for
the cell, namely, the cell-type, -style, -size and -position.
</p>
<p>
See mxGraph.convertValueToString if you would like to use another
attribute or a combination of attributes for the textual representation,
and <code>mxCell.valueChanged</code> to handle in-place editing by storing
the new text value in the respective attribute(s).
</p>
<h2><a id="Toolbar"></a>Toolbar</h2>
<p>
To use the template in the graph, a toolbar item must be added which refers
to the template in the mxDefaultToolbar section of the config file
(mxEditor/mxDefaultToolbar[as=toolbar]) as follows:
</p>
<pre>
&lt;add as="symbolTool" template="symbol"
style="symbol;image=wf/images/bpmn/special_event.png"
icon="wf/images/bpmn/small_event.gif"/&gt;
</pre>
<p>
The <code>as</code> attribute specifies the tooltip to be displayed for the
icon in the toolbar, the <code>template</code>-attribute refers to the name
under which the template was previously added. The <code>style</code>-
attribute is optional, and may be used to override the style defined in the
template definition. Finally, the icon specifies the icon to be used for the
toolbar item.
</p>
<p>
Note that the <code>as</code> attribute is assumed to be the key for a language
resource, in this case <code>symbolTool</code>. If the resource is not defined
in <a href="js-api/files/util/mxResources-js.html">mxResources</a>, then the
attribute value is used as the label.
</p>
<h1><a id="InputOutput"></a>Input/Output</h1>
<p>
The default encoding scheme maps all non-object fields to string
attributes and all object fields to child nodes, using the constructor
name of the object as the nodename and the fieldname for the as-attribute
value. This default encoding scheme may be overridden by custom codecs,
which are registered in the
<a href="js-api/files/io/mxCodecRegistry-js.html">mxCodecRegistry</a>.
</p>
<p>
For example, consider the following JavaScript object definition:
</p>
<pre>
let object = {};
object.myBool = true;
object.myObject = {};
object.myObject.name = 'Test';
object.myArray = ['a', ['b', 'c'], 'd'];
</pre>
<p>
To encode this object and show the resulting XML in a new window,
the following code is used:
</p>
<pre>
let encoder = new mxCodec();
let node = encoder.encode(object);
mxUtils.popup(mxUtils.getXml(node));
</pre>
<p>
And here is the XML structure that represents the object:
</p>
<pre>
&lt;Object myBool="1"&gt;
&lt;Object name="Test" as="myObject"/&gt;
&lt;Array as="myArray"&gt;
&lt;add value="a"/&gt;
&lt;Array&gt;
&lt;add value="b"/&gt;
&lt;add value="c"/&gt;
&lt;/Array&gt;
&lt;add value="d"/&gt;
&lt;/Array&gt;
&lt;/Object&gt;
</pre>
<p>
Note that the codecs will turn booleans into numeric values, no
array indices are stored if they are numeric and non-object
array members are stored inside the value-attribute.
Furthermore one may include other XML files by
use of the <code>include</code> directive in the XML structures.
</p>
<h2><a id="Files"></a>Files</h2>
<p>
The save, open, readGraphModel and writeGraphModel functions
implement a standard mechanism for handling files in
<a href="js-api/files/editor/mxEditor-js.html">mxEditor</a>.
</p>
<p>
The default implementation of <code>mxEditor.save</code> is called
with an argument to indicate if the save was triggered by the user or
by the system. It then uses the <code>urlPost</code> variable of
the editor object to check if a post request should be issued. If
the variable is defined, the editor issues a post request to the
specified URL passing the XML along as a POST variable called xml.
</p>
<h2><a id="Post"></a>Post</h2>
<p>
As an example, consider the following PHP file which is located
in the same directory as the HTML page. If the filename is server.php
then the urlPost variable must be set to server.php on the editor
in order to post the diagram to the server. The PHP file will get
the XML from the POST request and write it to a file called
diagram.xml.
</p>
<pre>
&lt;?php
$xml = $HTTP_POST_VARS['xml'];
if ($xml != null) {
$fh=fopen("diagram.xml","w");
fputs($fh, stripslashes($xml));
fclose($fh);
}
?&gt;
</pre>
<p>
To set the URL to post to, change the respective entry in the mxEditor node of the config file as follows:
</p>
<pre>
&lt;mxEditor urlPost="http://www.example.com/server.php" ... &gt;
</pre>
<p>
Keep in mind that the JavaScript can only post to the server where it originated from, so we recommend
to use relative URLs, eg. server.php.
</p>
<h2><a id="FormFields"></a>Form Fields</h2>
<p>
If you need to read/write the graph from/to a string (eg. to fill a form-field), you can use the
following methods:
</p>
<pre>
let data = editor.writeGraphModel();
editor.readGraphModel(mxUtils.parseXml(data));
</pre>
<h2><a id="Codecs"></a>Codecs</h2>
<p>
For encoding other objects, or if no editor instance is available,
the <a href="js-api/files/io/mxCodec-js.html">mxCodec</a> can be
used to create and read XML data.
</p>
<hr size="1">
&copy; 2006-2017 by JGraph Ltd.
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