Graph selection state management and history bug fixes (#679)

* save graph selection in redux state

* fix old graph brush select regressions

* refactor graph brush selection to work with undo/redo

* update tests to match new crossfilter spatial select API

* graph selection state now in redux

* remove dead code

* sync graph selection with redux state; improvements to undoable machinery

* fix regression in undoable

* differentiate graph selection cancel from deselect action

* simplify calculation

* remove debugging code

* fix responsive repaint bug in graph selection tool

* undoable debugging and code cleanliness

* undoable action filter state now merges, rather than replaces

* improve comments

* add debounce to undoable action filter; improve comments and debug sanity check code

* comments

* fix undoable bug with clear scatterplot actions

* disable undoable debug flag

* cleanup API and comments around statemachine

* add test id attribute to lasso

* add better error handling for gene fetch requests
This commit is contained in:
Bruce Martin
2019-04-08 15:53:12 -07:00
committed by GitHub
parent c9a8e3ea42
commit 7275d9d4dc
16 changed files with 1150 additions and 237 deletions
+95
View File
@@ -0,0 +1,95 @@
/*
Very simple FSM for use in reducer, etc.
To create a state machine:
new StateMachine(initialState, transitions, onErrorCallback) -> statemachine
Where:
* initialState - a caller-specified value that represents the initial state of
the FSM.
* transitions - an array of objects, representing FSM transitions (graph edges),
having the form:
{
to: state_name_transitioning_to,
from: state_name_transitioning_from,
event: value_that_will_cause_transition,
action: optional_callback_upon_transition
}
The transition will be provided to the action callback, so other data
may be stored in the transition object for use by the action callback.
* onErrorCallback - a callback function called if the FSM receives an event
for which it has no defined transition.
Interface:
* states - property containing the state names. A Set(), contianing the
union of to: and from: values.
* events - property containing all of the accepted event values. Set().
* graph - a Map of Maps, organized as graph[eventValue][fromStateValue]
* clone() - clone the entire statemachine.
* next(eventValue) - drive the FSM to the next state. If the event
matches a transition with a defined action, the action callback is
called, and the action return value is returned by next(). If no
transition is defined, onErrorCallback is called.
Example:
const transitions = [
{ from: "A", to: "B", event: "yo", action: () => 42 }
];
const fsm = new StateMachine("A", transitions, () => { throw new Error("oops") });
fsm.next("yo"); // returns 42
*/
export default class StateMachine {
constructor(initState, transitions, onError) {
this.onError = onError || (() => undefined);
this.state = initState;
// all states
this.states = new Set(
transitions.reduce((names, tsn) => {
names.push(tsn.from);
names.push(tsn.to);
return names;
}, [])
);
// all transition names (aka events)
this.events = new Set(transitions.map(tsn => tsn.event));
// the transition graph.
// graph[event][from] -> transition
this.graph = transitions.reduce((graph, tsn) => {
const { event, from } = tsn;
if (!graph.has(event)) graph.set(event, new Map());
const tsnMap = graph.get(event);
tsnMap.set(from, tsn);
return graph;
}, new Map());
}
clone(initState) {
const fsm = new StateMachine(initState, []);
fsm.onError = this.onError;
fsm.states = this.states;
fsm.events = this.events;
fsm.graph = this.graph;
return fsm;
}
next(event, data) {
const { graph, state } = this;
const tsnMap = graph.get(event);
if (!tsnMap) return this.onError(this, event, state, undefined);
const transition = tsnMap.get(state);
if (!transition) return this.onError(this, event, state, undefined);
this.state = transition.to;
return transition.action
? transition.action(this, transition, data)
: undefined;
}
}
@@ -477,16 +477,16 @@ class ImmutableSpatialDimension extends _ImmutableBaseDimension {
selectWithinRect(spec) {
/*
{ mode: "within-rect", x0: 1, y0: 0, x1: 3, y1: 9 }
{ mode: "within-rect", minX: 1, minY: 0, maxX: 3, maxY: 9 }
*/
const { x0, y0, x1, y1 } = spec;
const { minX, minY, maxX, maxY } = spec;
const { X, Y } = this;
const ranges = [];
let start = -1;
for (let i = 0, l = X.length; i < l; i += 1) {
const x = X[i];
const y = Y[i];
const inside = x0 <= x && x < x1 && y0 <= y && y < y1;
const inside = minX <= x && x < maxX && minY <= y && y < maxY;
if (inside && start === -1) start = i;
if (!inside && start !== -1) {
ranges.push([start, i]);