d2/d2layouts/d2sequence/layout.go

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package d2sequence
import (
"context"
"fmt"
"math"
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"sort"
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"strings"
"oss.terrastruct.com/d2/d2graph"
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"oss.terrastruct.com/d2/d2target"
"oss.terrastruct.com/d2/lib/geo"
"oss.terrastruct.com/d2/lib/go2"
"oss.terrastruct.com/d2/lib/label"
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"oss.terrastruct.com/d2/lib/shape"
)
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func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Context, g *d2graph.Graph) error) error {
oldObjects := g.Objects
oldEdges := g.Edges
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// new graph objects without sequence diagram objects and their replacement (rectangle node)
newObjects := make([]*d2graph.Object, 0, len(g.Objects))
edgesToRemove := make(map[*d2graph.Edge]struct{})
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sequenceDiagrams := make(map[*d2graph.Object]*sequenceDiagram)
objChildrenArray := make(map[*d2graph.Object][]*d2graph.Object)
queue := make([]*d2graph.Object, 1, len(g.Objects))
queue[0] = g.Root
for len(queue) > 0 {
obj := queue[0]
queue = queue[1:]
if obj != g.Root {
newObjects = append(newObjects, obj)
}
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if obj.Attributes.Shape.Value == d2target.ShapeSequenceDiagram {
// TODO: should update obj.References too?
// clean current children and keep a backup to restore them later
obj.Children = make(map[string]*d2graph.Object)
objChildrenArray[obj] = obj.ChildrenArray
obj.ChildrenArray = nil
// creates a mock rectangle so that layout considers this size
sdMock := obj.EnsureChild([]string{"sequence_diagram"})
sdMock.Attributes.Shape.Value = d2target.ShapeRectangle
sdMock.Attributes.Label.Value = ""
newObjects = append(newObjects, sdMock)
var messages []*d2graph.Edge
for _, edge := range g.Edges {
if strings.HasPrefix(edge.Src.AbsID(), obj.AbsID()) && strings.HasPrefix(edge.Dst.AbsID(), obj.AbsID()) {
edgesToRemove[edge] = struct{}{}
messages = append(messages, edge)
}
}
sd := newSequenceDiagram(objChildrenArray[obj], messages)
sd.layout()
sdMock.Box = geo.NewBox(nil, sd.getWidth(), sd.getHeight())
sequenceDiagrams[obj] = sd
} else {
queue = append(queue, obj.ChildrenArray...)
}
}
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newEdges := make([]*d2graph.Edge, 0, len(g.Edges)-len(edgesToRemove))
for _, edge := range g.Edges {
if _, exists := edgesToRemove[edge]; !exists {
newEdges = append(newEdges, edge)
}
}
g.Objects = newObjects
g.Edges = newEdges
if err := layout(ctx, g); err != nil {
return err
}
// restores objects & edges
g.Edges = oldEdges
g.Objects = oldObjects
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for obj, children := range objChildrenArray {
sdMock := obj.ChildrenArray[0]
sequenceDiagrams[obj].shift(sdMock.TopLeft)
obj.Children = make(map[string]*d2graph.Object)
for _, child := range children {
obj.Children[child.ID] = child
}
obj.ChildrenArray = children
g.Edges = append(g.Edges, sequenceDiagrams[obj].lifelines...)
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}
return nil
}
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type sequenceDiagram struct {
messages []*d2graph.Edge
lifelines []*d2graph.Edge
actors []*d2graph.Object
spans []*d2graph.Object
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// can be either actors or spans
// rank: left to right position of actors/spans (spans have the same rank as their parents)
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objectRank map[*d2graph.Object]int
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// keep track of the first and last message of a given actor/span
// the message rank is the order in which it appears from top to bottom
minMessageRank map[*d2graph.Object]int
maxMessageRank map[*d2graph.Object]int
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messageYStep float64
actorXStep float64
maxActorHeight float64
}
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func newSequenceDiagram(actors []*d2graph.Object, messages []*d2graph.Edge) *sequenceDiagram {
sd := &sequenceDiagram{
messages: messages,
actors: actors,
spans: nil,
lifelines: nil,
objectRank: make(map[*d2graph.Object]int),
minMessageRank: make(map[*d2graph.Object]int),
maxMessageRank: make(map[*d2graph.Object]int),
messageYStep: MIN_MESSAGE_DISTANCE,
actorXStep: MIN_ACTOR_DISTANCE,
maxActorHeight: 0.,
}
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for rank, actor := range actors {
sd.objectRank[actor] = rank
sd.maxActorHeight = math.Max(sd.maxActorHeight, actor.Height)
queue := make([]*d2graph.Object, len(actor.ChildrenArray))
copy(queue, actor.ChildrenArray)
for len(queue) > 0 {
span := queue[0]
queue = queue[1:]
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// spans are always rectangles and have no labels
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span.Attributes.Label = d2graph.Scalar{Value: ""}
span.Attributes.Shape = d2graph.Scalar{Value: shape.SQUARE_TYPE}
sd.spans = append(sd.spans, span)
sd.objectRank[span] = rank
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queue = append(queue, span.ChildrenArray...)
}
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}
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for rank, message := range sd.messages {
sd.messageYStep = math.Max(sd.messageYStep, float64(message.LabelDimensions.Height))
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sd.setMinMaxMessageRank(message.Src, rank)
sd.setMinMaxMessageRank(message.Dst, rank)
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// ensures that long labels, spanning over multiple actors, don't make for large gaps between actors
// by distributing the label length across the actors rank difference
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rankDiff := math.Abs(float64(sd.objectRank[message.Src]) - float64(sd.objectRank[message.Dst]))
distributedLabelWidth := float64(message.LabelDimensions.Width) / rankDiff
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sd.actorXStep = math.Max(sd.actorXStep, distributedLabelWidth+HORIZONTAL_PAD)
}
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sd.maxActorHeight += VERTICAL_PAD
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sd.messageYStep += VERTICAL_PAD
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return sd
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}
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func (sd *sequenceDiagram) setMinMaxMessageRank(actor *d2graph.Object, rank int) {
if minRank, exists := sd.minMessageRank[actor]; exists {
sd.minMessageRank[actor] = go2.IntMin(minRank, rank)
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} else {
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sd.minMessageRank[actor] = rank
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}
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sd.maxMessageRank[actor] = go2.IntMax(sd.maxMessageRank[actor], rank)
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}
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func (sd *sequenceDiagram) layout() {
sd.placeActors()
sd.placeSpans()
sd.routeMessages()
sd.addLifelineEdges()
}
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// placeActors places actors bottom aligned, side by side
func (sd *sequenceDiagram) placeActors() {
x := 0.
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for _, actors := range sd.actors {
yOffset := sd.maxActorHeight - actors.Height
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actors.TopLeft = geo.NewPoint(x, yOffset)
x += actors.Width + sd.actorXStep
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actors.LabelPosition = go2.Pointer(string(label.InsideMiddleCenter))
}
}
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// addLifelineEdges adds a new edge for each actor in the graph that represents the its lifeline
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// ┌──────────────┐
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// │ actor │
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// └──────┬───────┘
// │
// │ lifeline
// │
// │
func (sd *sequenceDiagram) addLifelineEdges() {
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endY := sd.getMessageY(len(sd.messages))
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for _, actor := range sd.actors {
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actorBottom := actor.Center()
actorBottom.Y = actor.TopLeft.Y + actor.Height
actorLifelineEnd := actor.Center()
actorLifelineEnd.Y = endY
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sd.lifelines = append(sd.lifelines, &d2graph.Edge{
Attributes: d2graph.Attributes{
Style: d2graph.Style{
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StrokeDash: &d2graph.Scalar{Value: "10"},
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Stroke: actor.Attributes.Style.Stroke,
StrokeWidth: actor.Attributes.Style.StrokeWidth,
},
},
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Src: actor,
SrcArrow: false,
Dst: &d2graph.Object{
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ID: actor.ID + fmt.Sprintf("-lifeline-end-%d", go2.StringToIntHash(actor.ID+"-lifeline-end")),
},
DstArrow: false,
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Route: []*geo.Point{actorBottom, actorLifelineEnd},
})
}
}
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// placeSpans places spans over the object lifeline
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// ┌──────────┐
// │ actor │
// └────┬─────┘
// ┌─┴──┐
// │ │
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// |span|
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// │ │
// └─┬──┘
// │
// lifeline
// │
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func (sd *sequenceDiagram) placeSpans() {
// quickly find the span center X
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rankToX := make(map[int]float64)
for _, actor := range sd.actors {
rankToX[sd.objectRank[actor]] = actor.Center().X
}
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// places spans from most to least nested
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// the order is important because the only way a child span exists is if there'e an message to it
// however, the parent span might not have a message to it and then its position is based on the child position
// or, there can be a message to it, but it comes after the child one meaning the top left position is still based on the child
// and not on its own message
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spanFromMostNested := make([]*d2graph.Object, len(sd.spans))
copy(spanFromMostNested, sd.spans)
sort.SliceStable(spanFromMostNested, func(i, j int) bool {
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return spanFromMostNested[i].Level() > spanFromMostNested[j].Level()
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})
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for _, span := range spanFromMostNested {
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// finds the position based on children
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minChildY := math.Inf(1)
maxChildY := math.Inf(-1)
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for _, child := range span.ChildrenArray {
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minChildY = math.Min(minChildY, child.TopLeft.Y)
maxChildY = math.Max(maxChildY, child.TopLeft.Y+child.Height)
}
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// finds the position if there are messages to this span
minMessageY := math.Inf(1)
if minRank, exists := sd.minMessageRank[span]; exists {
minMessageY = sd.getMessageY(minRank)
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}
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maxMessageY := math.Inf(-1)
if maxRank, exists := sd.maxMessageRank[span]; exists {
maxMessageY = sd.getMessageY(maxRank)
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}
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// if it is the same as the child top left, add some padding
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minY := math.Min(minMessageY, minChildY)
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if minY == minChildY {
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minY -= SPAN_DEPTH_GROW_FACTOR
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} else {
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minY -= SPAN_MESSAGE_PAD
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}
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maxY := math.Max(maxMessageY, maxChildY)
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if maxY == maxChildY {
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maxY += SPAN_DEPTH_GROW_FACTOR
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} else {
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maxY += SPAN_MESSAGE_PAD
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}
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height := math.Max(maxY-minY, MIN_SPAN_HEIGHT)
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// -2 because the actors count as level 1 making the first level span getting 2*SPAN_DEPTH_GROW_FACTOR
width := SPAN_WIDTH + (float64(span.Level()-2) * SPAN_DEPTH_GROW_FACTOR)
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x := rankToX[sd.objectRank[span]] - (width / 2.)
span.Box = geo.NewBox(geo.NewPoint(x, minY), width, height)
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span.ZIndex = 1
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}
}
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// routeMessages routes horizontal edges (messages) from Src to Dst
func (sd *sequenceDiagram) routeMessages() {
for rank, message := range sd.messages {
isLeftToRight := message.Src.TopLeft.X < message.Dst.TopLeft.X
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// finds the proper anchor point based on the message direction
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var startX, endX float64
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if sd.isActor(message.Src) {
startX = message.Src.Center().X
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} else if isLeftToRight {
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startX = message.Src.TopLeft.X + message.Src.Width
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} else {
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startX = message.Src.TopLeft.X
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}
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if sd.isActor(message.Dst) {
endX = message.Dst.Center().X
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} else if isLeftToRight {
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endX = message.Dst.TopLeft.X
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} else {
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endX = message.Dst.TopLeft.X + message.Dst.Width
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}
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if isLeftToRight {
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startX += SPAN_MESSAGE_PAD
endX -= SPAN_MESSAGE_PAD
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} else {
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startX -= SPAN_MESSAGE_PAD
endX += SPAN_MESSAGE_PAD
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}
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messageY := sd.getMessageY(rank)
message.Route = []*geo.Point{
geo.NewPoint(startX, messageY),
geo.NewPoint(endX, messageY),
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}
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if message.Attributes.Label.Value != "" {
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if isLeftToRight {
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message.LabelPosition = go2.Pointer(string(label.OutsideTopCenter))
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} else {
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// the label will be placed above the message because the orientation is based on the edge normal vector
message.LabelPosition = go2.Pointer(string(label.OutsideBottomCenter))
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}
}
}
}
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func (sd *sequenceDiagram) getMessageY(rank int) float64 {
// +1 so that the first message has the top padding for its label
return ((float64(rank) + 1.) * sd.messageYStep) + sd.maxActorHeight
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}
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func (sd *sequenceDiagram) isActor(obj *d2graph.Object) bool {
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// TODO: map to avoid looping around every time?
for _, actor := range sd.actors {
if actor == obj {
return true
}
}
return false
}
func (sd *sequenceDiagram) getWidth() float64 {
// the layout is always placed starting at 0, so the width is just the last actor
lastActor := sd.actors[len(sd.actors)-1]
return lastActor.TopLeft.X + lastActor.Width
}
func (sd *sequenceDiagram) getHeight() float64 {
// the layout is always placed starting at 0, so the height is just the last message
return sd.getMessageY(len(sd.messages))
}
func (sd *sequenceDiagram) shift(tl *geo.Point) {
allObjects := append([]*d2graph.Object{}, sd.actors...)
allObjects = append(allObjects, sd.spans...)
for _, obj := range allObjects {
obj.TopLeft.X += tl.X
obj.TopLeft.Y += tl.Y
}
allEdges := append([]*d2graph.Edge{}, sd.messages...)
allEdges = append(allEdges, sd.lifelines...)
for _, edge := range allEdges {
for _, p := range edge.Route {
p.X += tl.X
p.Y += tl.Y
}
}
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}