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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
var pv = function () {
/**
* @namespace The Protovis namespace, <tt>pv</tt>. All public methods and fields
* should be registered on this object. Note that core Protovis source is
* surrounded by an anonymous function, so any other declared globals will not
* be visible outside of core methods. This also allows multiple versions of
* Protovis to coexist, since each version will see their own <tt>pv</tt>
* namespace.
*/
var pv = {};
/**
* Returns a prototype object suitable for extending the given class
* <tt>f</tt>. Rather than constructing a new instance of <tt>f</tt> to serve as
* the prototype (which unnecessarily runs the constructor on the created
* prototype object, potentially polluting it), an anonymous function is
* generated internally that shares the same prototype:
*
* <pre>function g() {}
* g.prototype = f.prototype;
* return new g();</pre>
*
* For more details, see Douglas Crockford's essay on prototypal inheritance.
*
* @param {function} f a constructor.
* @returns a suitable prototype object.
* @see Douglas Crockford's essay on <a
* inheritance</a>.
*/
pv.extend = function(f) {
function g() {}
g.prototype = f.prototype;
return new g();
};
/**
* Returns the passed-in argument, <tt>x</tt>; the identity function. This method
* is provided for convenience since it is used as the default behavior for a
* number of property functions.
*
* @param x a value.
* @returns the value <tt>x</tt>.
*/
pv.identity = function(x) { return x; };
/**
* Returns an array of numbers, starting at <tt>start</tt>, incrementing by
* <tt>step</tt>, until <tt>stop</tt> is reached. The stop value is exclusive. If
* only a single argument is specified, this value is interpreted as the
* <i>stop</i> value, with the <i>start</i> value as zero. If only two arguments
* are specified, the step value is implied to be one.
*
* <p>The method is modeled after the built-in <tt>range</tt> method from
* Python. See the Python documentation for more details.
*
* @see <a href="http://docs.python.org/library/functions.html#range">Python range</a>.
* @param {number} [start] the start value.
* @param {number} stop the stop value.
* @param {number} [step] the step value.
* @returns {number[]} an array of numbers.
*/
pv.range = function(start, stop, step) {
if (arguments.length == 1) {
stop = start;
start = 0;
}
if (step == undefined) step = 1;
else if (!step) throw new Error("step must be non-zero");
var array = [], i = 0, j;
if (step < 0) {
while ((j = start + step * i++) > stop) {
array.push(j);
}
} else {
while ((j = start + step * i++) < stop) {
array.push(j);
}
}
return array;
};
/**
* Given two arrays <tt>a</tt> and <tt>b</tt>, returns an array of all possible
* pairs of elements [a<sub>i</sub>, b<sub>j</sub>]. The outer loop is on array
* <i>a</i>, while the inner loop is on <i>b</i>, such that the order of
* returned elements is [a<sub>0</sub>, b<sub>0</sub>], [a<sub>0</sub>,
* b<sub>1</sub>], ... [a<sub>0</sub>, b<sub>m</sub>], [a<sub>1</sub>,
* b<sub>0</sub>], [a<sub>1</sub>, b<sub>1</sub>], ... [a<sub>1</sub>,
* b<sub>m</sub>], ... [a<sub>n</sub>, b<sub>m</sub>]. If either array is empty,
* an empty array is returned.
*
* @param {array} a an array.
* @param {array} b an array.
* @returns {array} an array of pairs of elements in <tt>a</tt> and <tt>b</tt>.
*/
pv.cross = function(a, b) {
var array = [];
for (var i = 0, n = a.length, m = b.length; i < n; i++) {
for (var j = 0, x = a[i]; j < m; j++) {
array.push([x, b[j]]);
}
}
return array;
};
/**
* Given the specified array of <tt>arrays</tt>, concatenates the arrays into a
* single array. If the individual arrays are explicitly known, an alternative
* to blend is to use JavaScript's <tt>concat</tt> method directly. These two
* equivalent expressions:<ul>
*
* <li><tt>pv.blend([[1, 2, 3], ["a", "b", "c"]])</tt>
* <li><tt>[1, 2, 3].concat(["a", "b", "c"])</tt>
*
* </ul>return [1, 2, 3, "a", "b", "c"].
*
* @param {array[]} arrays an array of arrays.
* @returns {array} an array containing all the elements of each array in
* <tt>arrays</tt>.
*/
pv.blend = function(arrays) {
return Array.prototype.concat.apply([], arrays);
};
/**
* Returns all of the property names (keys) of the specified object (a map). The
* order of the returned array is not defined.
*
* @param map an object.
* @returns {string[]} an array of strings corresponding to the keys.
* @see #entries
*/
pv.keys = function(map) {
var array = [];
for (var key in map) {
array.push(key);
}
return array;
};
/**
* Returns all of the entries (key-value pairs) of the specified object (a
* map). The order of the returned array is not defined. Each key-value pair is
* represented as an object with <tt>key</tt> and <tt>value</tt> attributes,
* e.g., <tt>{key: "foo", value: 42}</tt>.
*
* @param map an object.
* @returns {array} an array of key-value pairs corresponding to the keys.
*/
pv.entries = function(map) {
var array = [];
for (var key in map) {
array.push({ key: key, value: map[key] });
}
return array;
};
/**
* Returns all of the values (attribute values) of the specified object (a
* map). The order of the returned array is not defined.
*
* @param map an object.
* @returns {array} an array of objects corresponding to the values.
* @see #entries
*/
pv.values = function(map) {
var array = [];
for (var key in map) {
array.push(map[key]);
}
return array;
};
/**
* Returns a normalized copy of the specified array, such that the sum of the
* returned elements sum to one. If the specified array is not an array of
* numbers, an optional accessor function <tt>f</tt> can be specified to map the
* elements to numbers. For example, if <tt>array</tt> is an array of objects,
* and each object has a numeric property "foo", the expression
*
* <pre>pv.normalize(array, function(d) d.foo)</pre>
*
* returns a normalized array on the "foo" property. If an accessor function is
* not specified, the identity function is used.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number[]} an array of numbers that sums to one.
*/
pv.normalize = function(array, f) {
if (!f) f = pv.identity;
var sum = pv.sum(array, f);
return array.map(function(d) { return f(d) / sum; });
};
/**
* Returns the sum of the specified array. If the specified array is not an
* array of numbers, an optional accessor function <tt>f</tt> can be specified
* to map the elements to numbers. See {@link #normalize} for an example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the sum of the specified array.
*/
pv.sum = function(array, f) {
if (!f) f = pv.identity;
return pv.reduce(array, function(p, d) { return p + f(d); }, 0);
};
/**
* Returns the maximum value of the specified array. If the specified array is
* not an array of numbers, an optional accessor function <tt>f</tt> can be
* specified to map the elements to numbers. See {@link #normalize} for an
* example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the maximum value of the specified array.
*/
pv.max = function(array, f) {
if (!f) f = pv.identity;
return pv.reduce(array, function(p, d) { return Math.max(p, f(d)); }, -Infinity);
};
/**
* Returns the index of the maximum value of the specified array. If the
* specified array is not an array of numbers, an optional accessor function
* <tt>f</tt> can be specified to map the elements to numbers. See
* {@link #normalize} for an example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the index of the maximum value of the specified array.
*/
pv.max.index = function(array, f) {
if (!f) f = pv.identity;
var maxi = -1, maxx = -Infinity;
for (var i = 0; i < array.length; i++) {
var x = f(array[i]);
if (x > maxx) {
maxx = x;
maxi = i;
}
}
return maxi;
}
/**
* Returns the minimum value of the specified array of numbers. If the specified
* array is not an array of numbers, an optional accessor function <tt>f</tt>
* can be specified to map the elements to numbers. See {@link #normalize} for
* an example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the minimum value of the specified array.
*/
pv.min = function(array, f) {
if (!f) f = pv.identity;
return pv.reduce(array, function(p, d) { return Math.min(p, f(d)); }, Infinity);
};
/**
* Returns the index of the minimum value of the specified array. If the
* specified array is not an array of numbers, an optional accessor function
* <tt>f</tt> can be specified to map the elements to numbers. See
* {@link #normalize} for an example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the index of the minimum value of the specified array.
*/
pv.min.index = function(array, f) {
if (!f) f = pv.identity;
var mini = -1, minx = Infinity;
for (var i = 0; i < array.length; i++) {
var x = f(array[i]);
if (x < minx) {
minx = x;
mini = i;
}
}
return mini;
}
/**
* Returns the arithmetic mean, or average, of the specified array. If the
* specified array is not an array of numbers, an optional accessor function
* <tt>f</tt> can be specified to map the elements to numbers. See
* {@link #normalize} for an example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the mean of the specified array.
*/
pv.mean = function(array, f) {
return pv.sum(array, f) / array.length;
};
/**
* Returns the median of the specified array. If the specified array is not an
* array of numbers, an optional accessor function <tt>f</tt> can be specified
* to map the elements to numbers. See {@link #normalize} for an example.
*
* @param {array} array an array of objects, or numbers.
* @param {function} [f] an optional accessor function.
* @returns {number} the median of the specified array.
*/
pv.median = function(array, f) {
if (!f) f = pv.identity;
array = array.map(f).sort(function(a, b) { return a - b; });
if (array.length % 2) return array[Math.floor(array.length / 2)];
var i = array.length / 2;
return (array[i - 1] + array[i]) / 2;
};
if (/\[native code\]/.test(Array.prototype.reduce)) {
/**
* Applies the specified function <tt>f</tt> against an accumulator and each
* value of the specified array (from left-ot-right) so as to reduce it to a
* single value.
*
* <p>Array reduce was added in JavaScript 1.8. This implementation uses the native
* method if provided; otherwise we use our own implementation derived from the
* JavaScript documentation. Note that we don't want to add it to the Array
* prototype directly because this breaks certain (bad) for loop idioms.
*
* @see <a
* @param {array} array an array.
* @param {function} [f] a callback function to execute on each value in the array.
* @param [v] the object to use as the first argument to the first callback.
* @returns the reduced value.
*/
pv.reduce = function(array, f, v) {
var p = Array.prototype;
return p.reduce.apply(array, p.slice.call(arguments, 1));
};
} else {
pv.reduce = function(array, f, v) {
var len = array.length;
if (!len && (arguments.length == 2)) {
throw new Error();
}
var i = 0;
if (arguments.length < 3) {
while (true) {
if (i in array) {
v = array[i++];
break;
}
if (++i >= len) {
throw new Error();
}
}
}
for (; i < len; i++) {
if (i in array) {
v = f.call(null, v, array[i], i, array);
}
}
return v;
};
};
/**
* Returns a map constructed from the specified <tt>keys</tt>, using the function
* <tt>f</tt> to compute the value for each key. The arguments to the value
* function are the same as those used in the built-in array <tt>map</tt>
* function: the key, the index, and the array itself. The callback is invoked
* only for indexes of the array which have assigned values; it is not invoked
* for indexes which have been deleted or which have never been assigned values.
*
* <p>For example, this expression creates a map from strings to string length:
*
* <pre>pv.dict(["one", "three", "seventeen"], function(s) s.length)</pre>
*
* The returned value is <tt>{one: 3, three: 5, seventeen: 9}</tt>.
*
* @see <a
* @param {array} keys an array.
* @param {function} f a value function.
* @returns a map from keys to values.
*/
pv.dict = function(keys, f) {
var m = {};
for (var i = 0; i < keys.length; i++) {
if (i in keys) {
var k = keys[i];
m[k] = f.call(null, k, i, keys);
}
}
return m;
};
/**
* Returns a permutation of the specified array, using the specified array of
* indexes. The returned array contains the corresponding element in
* <tt>array</tt> for each index in <tt>indexes</tt>, in order. For example,
*
* <pre>pv.permute(["a", "b", "c"], [1, 2, 0])</pre>
*
* returns <tt>["b", "c", "a"]</tt>. It is acceptable for the array of indexes
* to be a different length from the array of elements, and for indexes to be
* duplicated or omitted. The optional accessor function <tt>f</tt> can be used
* to perform a simultaneous mapping of the array elements.
*
* @param {array} array an array.
* @param {number[]} indexes an array of indexes into <tt>array</tt>.
* @param {function} [f] an optional accessor function.
* @returns {array} an array of elements from <tt>array</tt>; a permutation.
*/
pv.permute = function(array, indexes, f) {
if (!f) f = pv.identity;
var p = new Array(indexes.length);
indexes.forEach(function(j, i) { p[i] = f(array[j]); });
return p;
};
/**
* Returns a map from key to index for the specified <tt>keys</tt> array. For
* example,
*
* <pre>pv.numerate(["a", "b", "c"])</pre>
*
* returns <tt>{a: 0, b: 1, c: 2}</tt>. Note that since JavaScript maps only
* support string keys, <tt>keys</tt> must contain strings, or other values that
* naturally map to distinct string values. Alternatively, an optional accessor
* function <tt>f</tt> can be specified to compute the string key for the given
* element.
*
* @param {array} keys an array, usually of string keys.
* @param {function} [f] an optional key function.
* @returns a map from key to index.
*/
pv.numerate = function(keys, f) {
if (!f) f = pv.identity;
var map = {};
keys.forEach(function(x, i) { map[f(x)] = i; });
return map;
};
/**
* The comparator function for natural order. This can be used in conjunction with
* the built-in array <tt>sort</tt> method to sort elements by their natural
* order, ascending. Note that if no comparator function is specified to the
* built-in <tt>sort</tt> method, the default order is lexicographic, <i>not</i>
* natural!
*
* @see <a
* @param a an element to compare.
* @param b an element to compare.
* @returns {number} negative if a &lt; b; positive if a &gt; b; otherwise 0.
*/
pv.naturalOrder = function(a, b) {
return (a < b) ? -1 : ((a > b) ? 1 : 0);
};
/**
* The comparator function for reverse natural order. This can be used in
* conjunction with the built-in array <tt>sort</tt> method to sort elements by
* their natural order, descending. Note that if no comparator function is
* specified to the built-in <tt>sort</tt> method, the default order is
* lexicographic, <i>not</i> natural!
*
* @see #naturalOrder
* @param a an element to compare.
* @param b an element to compare.
* @returns {number} negative if a &lt; b; positive if a &gt; b; otherwise 0.
*/
pv.reverseOrder = function(b, a) {
return (a < b) ? -1 : ((a > b) ? 1 : 0);
};
/** @namespace Namespace constants for SVG, XMLNS, and XLINK. */
pv.ns = {
/**
* The SVG namespace, "http://www.w3.org/2000/svg".
*
* @type string
*/
/**
* The XMLNS namespace, "http://www.w3.org/2000/xmlns".
*
* @type string
*/
/**
* The XLINK namespace, "http://www.w3.org/1999/xlink".
*
* @type string
*/
};
/** @namespace Protovis major and minor version numbers. */
pv.version = {
/**
* The major version number.
*
* @type number
*/
major: 2,
/**
* The minor version number.
*
* @type number
*/
minor: 6
};
/**
* Returns the {@link pv.Color} for the specified color format string. Colors
* may have an associated opacity, or alpha channel. Color formats are specified
* by CSS Color Modular Level 3, using either in RGB or HSL color space. For
* example:<ul>
*
* <li>#f00 // #rgb
* <li>#ff0000 // #rrggbb
* <li>rgb(255, 0, 0)
* <li>rgb(100%, 0%, 0%)
* <li>hsl(0, 100%, 50%)
* <li>rgba(0, 0, 255, 0.5)
* <li>hsla(120, 100%, 50%, 1)
*
* </ul>The SVG 1.0 color keywords names are also supported, such as "aliceblue"
* and yellowgreen". The "transparent" keyword is also supported for a
* fully-transparent color.
*
* <p>If the <tt>format</tt> argument is already an instance of <tt>Color</tt>,
* the argument is returned with no further processing.
*
* @param {string} format the color specification string, e.g., "#f00".
* @returns {pv.Color} the corresponding <tt>Color</tt>.
* @see <a href="http://www.w3.org/TR/SVG/types.html#ColorKeywords">SVG color keywords</a>.
* @see <a href="http://www.w3.org/TR/css3-color/">CSS3 color module</a>.
*/
pv.color = function(format) {
if (!format || (format == "transparent")) {
return new pv.Color.Rgb(0, 0, 0, 0);
}
if (format instanceof pv.Color) {
return format;
}
/* Handle hsl, rgb. */
var m1 = /([a-z]+)\((.*)\)/i.exec(format);
if (m1) {
var m2 = m1[2].split(","), a = 1;
switch (m1[1]) {
case "hsla":
case "rgba": {
a = parseFloat(m2[3]);
break;
}
}
switch (m1[1]) {
case "hsla":
case "hsl": {
var h = parseFloat(m2[0]), // degrees
s = parseFloat(m2[1]) / 100, // percentage
l = parseFloat(m2[2]) / 100; // percentage
return (new pv.Color.Hsl(h, s, l, a)).rgb();
}
case "rgba":
case "rgb": {
let parse = function(c) { // either integer or percentage
let f = parseFloat(c);
return (c[c.length - 1] == '%') ? Math.round(f * 2.55) : f;
};
let r = parse(m2[0]), g = parse(m2[1]), b = parse(m2[2]);
return new pv.Color.Rgb(r, g, b, a);
}
}
}
/* Otherwise, assume named colors. TODO allow lazy conversion to RGB. */
return new pv.Color(format, 1);
};
/**
* Constructs a color with the specified color format string and opacity. This
* constructor should not be invoked directly; use {@link pv.color} instead.
*
* @class Represents an abstract (possibly translucent) color. The color is
* divided into two parts: the <tt>color</tt> attribute, an opaque color format
* string, and the <tt>opacity</tt> attribute, a float in [0, 1]. The color
* space is dependent on the implementing class; all colors support the
* {@link #rgb} method to convert to RGB color space for interpolation.
*
* <p>See also the <a href="../../api/Color.html">Color guide</a>.
*
* @param {string} color an opaque color format string, such as "#f00".
* @param {number} opacity the opacity, in [0,1].
* @see pv.color
*/
pv.Color = function(color, opacity) {
/**
* An opaque color format string, such as "#f00".
*
* @type string
* @see <a href="http://www.w3.org/TR/SVG/types.html#ColorKeywords">SVG color keywords</a>.
* @see <a href="http://www.w3.org/TR/css3-color/">CSS3 color module</a>.
*/
this.color = color;
/**
* The opacity, a float in [0, 1].
*
* @type number
*/
this.opacity = opacity;
};
/**
* Constructs a new RGB color with the specified channel values.
*
* @class Represents a color in RGB space.
*
* @param {number} r the red channel, an integer in [0,255].
* @param {number} g the green channel, an integer in [0,255].
* @param {number} b the blue channel, an integer in [0,255].
* @param {number} a the alpha channel, a float in [0,1].
* @extends pv.Color
*/
pv.Color.Rgb = function(r, g, b, a) {
pv.Color.call(this, a ? ("rgb(" + r + "," + g + "," + b + ")") : "none", a);
/**
* The red channel, an integer in [0, 255].
*
* @type number
*/
this.r = r;
/**
* The green channel, an integer in [0, 255].
*
* @type number
*/
this.g = g;
/**
* The blue channel, an integer in [0, 255].
*
* @type number
*/
this.b = b;
/**
* The alpha channel, a float in [0, 1].
*
* @type number
*/
this.a = a;
};
pv.Color.Rgb.prototype = pv.extend(pv.Color);
/**
* Returns the RGB color equivalent to this color. This method is abstract and
* must be implemented by subclasses.
*
* @returns {pv.Color.Rgb} an RGB color.
* @function
* @name pv.Color.prototype.rgb
*/
/**
* Returns this.
*
* @returns {pv.Color.Rgb} this.
*/
pv.Color.Rgb.prototype.rgb = function() { return this; };
/**
* Constructs a new HSL color with the specified values.
*
* @class Represents a color in HSL space.
*
* @param {number} h the hue, an integer in [0, 360].
* @param {number} s the saturation, a float in [0, 1].
* @param {number} l the lightness, a float in [0, 1].
* @param {number} a the opacity, a float in [0, 1].
* @extends pv.Color
*/
pv.Color.Hsl = function(h, s, l, a) {
pv.Color.call(this, "hsl(" + h + "," + (s * 100) + "%," + (l * 100) + "%)", a);
/**
* The hue, an integer in [0, 360].
*
* @type number
*/
this.h = h;
/**
* The saturation, a float in [0, 1].
*
* @type number
*/
this.s = s;
/**
* The lightness, a float in [0, 1].
*
* @type number
*/
this.l = l;
/**
* The opacity, a float in [0, 1].
*
* @type number
*/
this.a = a;
};
pv.Color.Hsl.prototype = pv.extend(pv.Color);
/**
* Returns the RGB color equivalent to this HSL color.
*
* @returns {pv.Color.Rgb} an RGB color.
*/
pv.Color.Hsl.prototype.rgb = function() {
var h = this.h, s = this.s, l = this.l;
/* Some simple corrections for h, s and l. */
h = h % 360; if (h < 0) h += 360;
s = Math.max(0, Math.min(s, 1));
l = Math.max(0, Math.min(l, 1));
/* From FvD 13.37 */
var m2 = (l < .5) ? (l * (l + s)) : (l + s - l * s);
var m1 = 2 * l - m2;
if (s == 0) {
return new rgb(l, l, l);
}
function v(h) {
if (h > 360) h -= 360;
else if (h < 0) h += 360;
if (h < 60) return m1 + (m2 - m1) * h / 60;
else if (h < 180) return m2;
else if (h < 240) return m1 + (m2 - m1) * (240 - h) / 60;
return m1;
}
function vv(h) {
return Math.round(v(h) * 255);
}
return new pv.Color.Rgb(vv(h + 120), vv(h), vv(h - 120), this.a);
};
/**
* Returns a new categorical color encoding using the specified colors. The
* arguments to this method are an array of colors; see {@link pv.color}. For
* example, to create a categorical color encoding using the <tt>species</tt>
* attribute:
*
* <pre>pv.colors("red", "green", "blue").by(function(d) d.species)</pre>
*
* The result of this expression can be used as a fill- or stroke-style
* property. This assumes that the data's <tt>species</tt> attribute is a
* string.
*
* @returns {pv.Colors} a new categorical color encoding.
* @param {string} colors... categorical colors.
* @see pv.Colors
*/
pv.colors = function() {
return pv.Colors(arguments);
};
/**
* Returns a new categorical color encoding using the specified colors. This
* constructor is typically not used directly; use {@link pv.colors} instead.
*
* @class Represents a categorical color encoding using the specified colors.
* The returned object can be used as a property function; the appropriate
* categorical color will be returned by evaluating the current datum, or
* through whatever other means the encoding uses to determine uniqueness, per
* the {@link #by} method. The default implementation allocates a distinct color
* per {@link pv.Mark#childIndex}.
*
* @param {string[]} values an array of colors; see {@link pv.color}.
* @returns {pv.Colors} a new categorical color encoding.
* @see pv.colors
*/
pv.Colors = function(values) {
/**
* @ignore Each set of colors has an associated (numeric) ID that is used to
* store a cache of assigned colors on the root scene. As unique keys are
* discovered, a new color is allocated and assigned to the given key.
*
* The key function determines how uniqueness is determined. By default,
* colors are assigned using the mark's childIndex, such that each new mark
* added is given a new color. Note that derived marks will not inherit the
* exact color of the prototype, but instead inherit the set of colors.
*/
function colors(keyf) {
var id = pv.Colors.count++;
function color() {
var key = keyf.apply(this, this.root.scene.data);
var state = this.root.scene.colors;
if (!state) this.root.scene.colors = state = {};
if (!state[id]) state[id] = { count: 0 };
var color = state[id][key];
if (color == undefined) {
color = state[id][key] = values[state[id].count++ % values.length];
}
return color;
}
return color;
}
var c = colors(function() { return this.childIndex; });
/**
* Allows a new set of colors to be derived from the current set using a
* different key function. For instance, to color marks using the value of the
* field "foo", say:
*
* <pre>pv.Colors.category10.by(function(d) d.foo)</pre>
*
* For convenience, "index" and "parent.index" keys are predefined.
*
* @param {function} v the new key function.
* @name pv.Colors.prototype.by
* @function
* @returns {pv.Colors} a new color scheme
*/
c.by = colors;
/**
* A derivative color encoding using the same colors, but allocating unique
* colors based on the mark index.
*
* @name pv.Colors.prototype.unique
* @type pv.Colors
*/
c.unique = c.by(function() { return this.index; });
/**
* A derivative color encoding using the same colors, but allocating unique
* colors based on the parent index.
*
* @name pv.Colors.prototype.parent
* @type pv.Colors
*/
c.parent = c.by(function() { return this.parent.index; });
/**
* The underlying array of colors.
*
* @type string[]
* @name pv.Colors.prototype.values
*/
c.values = values;
return c;
};
/** @private */
pv.Colors.count = 0;
/* From Flare. */
/**
* A 10-color scheme.
*
* @type pv.Colors
*/
pv.Colors.category10 = pv.colors(
"#1f77b4", "#ff7f0e", "#2ca02c", "#d62728", "#9467bd",
"#8c564b", "#e377c2", "#7f7f7f", "#bcbd22", "#17becf"
);
/**
* A 20-color scheme.
*
* @type pv.Colors
*/
pv.Colors.category20 = pv.colors(
"#1f77b4", "#aec7e8", "#ff7f0e", "#ffbb78", "#2ca02c",
"#98df8a", "#d62728", "#ff9896", "#9467bd", "#c5b0d5",
"#8c564b", "#c49c94", "#e377c2", "#f7b6d2", "#7f7f7f",
"#c7c7c7", "#bcbd22", "#dbdb8d", "#17becf", "#9edae5"
);
/**
* An alternative 19-color scheme.
*
* @type pv.Colors
*/
pv.Colors.category19 = pv.colors(
"#9c9ede", "#7375b5", "#4a5584", "#cedb9c", "#b5cf6b",
"#8ca252", "#637939", "#e7cb94", "#e7ba52", "#bd9e39",
"#8c6d31", "#e7969c", "#d6616b", "#ad494a", "#843c39",
"#de9ed6", "#ce6dbd", "#a55194", "#7b4173"
);
// TODO support arbitrary color stops
/**
* Returns a linear color ramp from the specified <tt>start</tt> color to the
* specified <tt>end</tt> color. The color arguments may be specified either as
* <tt>string</tt>s or as {@link pv.Color}s.
*
* @param {string} start the start color; may be a <tt>pv.Color</tt>.
* @param {string} end the end color; may be a <tt>pv.Color</tt>.
* @returns {pv.Ramp} a color ramp from <tt>start</tt> to <tt>end</tt>.
*/
pv.ramp = function(start, end) {
return pv.Ramp(pv.color(start), pv.color(end));
};
/**
* Constructs a ramp from the specified start color to the specified end
* color. This constructor should not be invoked directly; use {@link pv.ramp}
* instead.
*
* @class Represents a linear color ramp from the specified <tt>start</tt> color
* to the specified <tt>end</tt> color. Ramps can be used as property functions;
* their behavior is equivalent to calling {@link #value}, passing in the
* current datum as the sample point. If the data is <i>not</i> a float in [0,
* 1], the {@link #by} method can be used to map the datum to a suitable sample
* point.
*
* @extends Function
* @param {pv.Color} start the start color.
* @param {pv.Color} end the end color.
* @see pv.ramp
*/
pv.Ramp = function(start, end) {
var s = start.rgb(), e = end.rgb(), f = pv.identity;
/** @ignore Property function. */
function ramp() {
return value(f.apply(this, this.root.scene.data));
}
/** @ignore Interpolates between start and end at value aT in [0,1]. */
function value(aT) {
var t = Math.max(0, Math.min(1, aT));
var a = s.a * (1 - t) + e.a * t;
if (a < 1e-5) a = 0; // avoid scientific notation
return (s.a == 0) ? new pv.Color.Rgb(e.r, e.g, e.b, a)
: ((e.a == 0) ? new pv.Color.Rgb(s.r, s.g, s.b, a)
: new pv.Color.Rgb(
Math.round(s.r * (1 - t) + e.r * t),
Math.round(s.g * (1 - t) + e.g * t),
Math.round(s.b * (1 - t) + e.b * t), a));
}
/**
* Sets the sample function to be the specified function <tt>v</tt>.
*
* @param {function} v the new sample function.
* @name pv.Ramp.prototype.by
* @function
* @returns {pv.Ramp} this.
*/
ramp.by = function(v) { f = v; return this; };
/**
* Returns the interpolated color at the specified sample point.
*
* @param {number} t the sample point in [0, 1].
* @name pv.Ramp.prototype.value
* @function
* @returns {pv.Color.Rgb} the interpolated color.
*/
ramp.value = value;
return ramp;
};
/**
* Constructs a new mark with default properties. Marks, with the exception of
* the root panel, are not typically constructed directly; instead, they are
* added to a panel or an existing mark via {@link pv.Mark#add}.
*
* @class Represents a data-driven graphical mark. The <tt>Mark</tt> class is
* the base class for all graphical marks in Protovis; it does not provide any
* specific rendering functionality, but together with {@link Panel} establishes
* the core framework.
*
* <p>Concrete mark types include familiar visual elements such as bars, lines
* and labels. Although a bar mark may be used to construct a bar chart, marks
* know nothing about charts; it is only through their specification and
* composition that charts are produced. These building blocks permit many
* combinatorial possibilities.
*
* <p>Marks are associated with <b>data</b>: a mark is generated once per
* associated datum, mapping the datum to visual <b>properties</b> such as
* position and color. Thus, a single mark specification represents a set of
* visual elements that share the same data and visual encoding. The type of
* mark defines the names of properties and their meaning. A property may be
* static, ignoring the associated datum and returning a constant; or, it may be
* dynamic, derived from the associated datum or index. Such dynamic encodings
* can be specified succinctly using anonymous functions. Special properties
* called event handlers can be registered to add interactivity.
*
* <p>While most properties are <i>variable</i>, some mark types, such as lines
* and areas, generate a single visual element rather than a distinct visual
* element per datum. With these marks, some properties may be <b>fixed</b>.
* Fixed properties can vary per mark, but not <i>per datum</i>! These
* properties are evaluated solely for the first (0-index) datum, and typically
* are specified as a constant. However, it is valid to use a function if the
* property varies between panels or is dynamically generated.
*
* <p>Protovis uses <b>inheritance</b> to simplify the specification of related
* marks: a new mark can be derived from an existing mark, inheriting its
* properties. The new mark can then override properties to specify new
* behavior, potentially in terms of the old behavior. In this way, the old mark
* serves as the <b>prototype</b> for the new mark. Most mark types share the
* same basic properties for consistency and to facilitate inheritance.
*
* <p>See also the <a href="../../api/">Protovis guide</a>.
*/
pv.Mark = function() {};
/**
* Returns the mark type name. Names should be lower case, with words separated
* by hyphens. For example, the mark class <tt>FooBar</tt> should return
* "foo-bar".
*
* <p>Note that this method is defined on the constructor, not on the prototype,
* and thus is a static method. The constructor is accessible through the
* {@link #type} field.
*
* @returns {string} the mark type name, such as "mark".
*/
pv.Mark.toString = function() { return "mark"; };
/**
* Defines and registers a property method for the property with the given name.
* This method should be called on a mark class prototype to define each exposed
* property. (Note this refers to the JavaScript <tt>prototype</tt>, not the
* Protovis mark prototype, which is the {@link #proto} field.)
*
* <p>The created property method supports several modes of invocation: <ol>
*
* <li>If invoked with a <tt>Function</tt> argument, this function is evaluated
* for each associated datum. The return value of the function is used as the
* computed property value. The context of the function (<tt>this</tt>) is this
* mark. The arguments to the function are the associated data of this mark and
* any enclosing panels. For example, a linear encoding of numerical data to
* height is specified as
*
* <pre>m.height(function(d) d * 100);</pre>
*
* The expression <tt>d * 100</tt> will be evaluated for the height property of
* each mark instance. This function is stored in the <tt>$height</tt> field. The
* return value of the property method (e.g., <tt>m.height</tt>) is this mark
* (<tt>m</tt>)).<p>
*
* <li>If invoked with a non-function argument, the property is treated as a
* constant, and wrapped with an accessor function. This wrapper function is
* stored in the equivalent internal (<tt>$</tt>-prefixed) field. The return
* value of the property method (e.g., <tt>m.height</tt>) is this mark.<p>
*
* <li>If invoked from an event handler, the property is set to the specified
* value on the current instance (i.e., the instance that triggered the event,
* such as a mouse click). In this case, the value should be a constant and not
* a function. The return value is this mark. For example, saying
*
* <pre>this.fillStyle("red").strokeStyle("black");</pre>
*
* from a "click" event handler will set the fill color to red, and the stroke
* color to black, for any marks that are clicked.<p>
*
* <li>If invoked with no arguments, the computed property value for the current
* mark instance in the scene graph is returned. This facilitates <i>property
* chaining</i>, where one mark's properties are defined in terms of another's.
* For example, to offset a mark's location from its prototype, you might say
*
* <pre>m.top(function() this.proto.top() + 10);</pre>
*
* Note that the index of the mark being evaluated (in the above example,
* <tt>this.proto</tt>) is inherited from the <tt>Mark</tt> class and set by
* this mark. So, if the fifth element's top property is being evaluated, the
* fifth instance of <tt>this.proto</tt> will similarly be queried for the value
* of its top property. If the mark being evaluated has a different number of
* instances, or its data is unrelated, the behavior of this method is
* undefined. In these cases it may be better to index the <tt>scene</tt>
* explicitly to specify the exact instance.
*
* </ol><p>Property names should follow standard JavaScript method naming
* conventions, using lowerCamel-style capitalization.
*
* <p>In addition to creating the property method, every property is registered
* in the {@link #properties} array on the <tt>prototype</tt>. Although this
* array is an instance field, it is considered immutable and shared by all
* instances of a given mark type. The <tt>properties</tt> array can be queried
* to see if a mark type defines a particular property, such as width or height.
*
* @param {string} name the property name.
*/
pv.Mark.prototype.defineProperty = function(name) {
if (!this.hasOwnProperty("properties")) {
this.properties = (this.properties || []).concat();
}
this.properties.push(name);
this[name] = function(v) {
if (arguments.length) {
if (this.scene) {
this.scene[this.index][name] = v;
} else {
this["$" + name] = (v instanceof Function) ? v : function() { return v; };
}
return this;
}
return this.scene[this.index][name];
};
};
/**
* The constructor; the mark type. This mark type may define default property
* functions (see {@link #defaults}) that are used if the property is not
* overridden by the mark or any of its prototypes.
*
* @type function
*/
pv.Mark.prototype.type = pv.Mark;
/**
* The mark prototype, possibly null, from which to inherit property
* functions. The mark prototype is not necessarily of the same type as this
* mark. Any properties defined on this mark will override properties inherited
* either from the prototype or from the type-specific defaults.
*
* @type pv.Mark
*/
pv.Mark.prototype.proto = null;
/**
* The enclosing parent panel. The parent panel is generally null only for the
* root panel; however, it is possible to create "offscreen" marks that are used
* only for inheritance purposes.
*
* @type pv.Panel
*/
pv.Mark.prototype.parent = null;
/**
* The child index. -1 if the enclosing parent panel is null; otherwise, the
* zero-based index of this mark into the parent panel's <tt>children</tt> array.
*
* @type number
*/
pv.Mark.prototype.childIndex = -1;
/**
* The mark index. The value of this field depends on which instance (i.e.,
* which element of the data array) is currently being evaluated. During the
* build phase, the index is incremented over each datum; when handling events,
* the index is set to the instance that triggered the event.
*
* @type number
*/
pv.Mark.prototype.index = -1;
/**
* The scene graph. The scene graph is an array of objects; each object (or
* "node") corresponds to an instance of this mark and an element in the data
* array. The scene graph can be traversed to lookup previously-evaluated
* properties.
*
* <p>For instance, consider a stacked area chart. The bottom property of the
* area can be defined using the <i>cousin</i> instance, which is the current
* area instance in the previous instantiation of the parent panel. In this
* sample code,
*
* <pre>new pv.Panel()
* .width(150).height(150)
* .add(pv.Panel)
* .data([[1, 1.2, 1.7, 1.5, 1.7],
* [.5, 1, .8, 1.1, 1.3],
* [.2, .5, .8, .9, 1]])
* .add(pv.Area)
* .data(function(d) d)
* .bottom(function() {
* var c = this.cousin();
* return c ? (c.bottom + c.height) : 0;
* })
* .height(function(d) d * 40)
* .left(function() this.index * 35)
* .root.render();</pre>
*
* the bottom property is computed based on the upper edge of the corresponding
* datum in the previous series. The area's parent panel is instantiated once
* per series, so the cousin refers to the previous (below) area mark. (Note
* that the position of the upper edge is not the same as the top property,
* which refers to the top margin: the distance from the top edge of the panel
* to the top edge of the mark.)
*
* @see #first
* @see #last
* @see #sibling
* @see #cousin
*/
pv.Mark.prototype.scene = null;
/**
* The root parent panel. This may be null for "offscreen" marks that are
* created for inheritance purposes only.
*
* @type pv.Panel
*/
pv.Mark.prototype.root = null;
/**
* The data property; an array of objects. The size of the array determines the
* number of marks that will be instantiated; each element in the array will be
* passed to property functions to compute the property values. Typically, the
* data property is specified as a constant array, such as
*
* <pre>m.data([1, 2, 3, 4, 5]);</pre>
*
* However, it is perfectly acceptable to define the data property as a
* function. This function might compute the data dynamically, allowing
* different data to be used per enclosing panel. For instance, in the stacked
* area graph example (see {@link #scene}), the data function on the area mark
* dereferences each series.
*
* @type array
* @name pv.Mark.prototype.data
*/
pv.Mark.prototype.defineProperty("data");
/**
* The visible property; a boolean determining whether or not the mark instance
* is visible. If a mark instance is not visible, its other properties will not
* be evaluated. Similarly, for panels no child marks will be rendered.
*
* @type boolean
* @name pv.Mark.prototype.visible
*/
pv.Mark.prototype.defineProperty("visible");
/**
* The left margin; the distance, in pixels, between the left edge of the
* enclosing panel and the left edge of this mark. Note that in some cases this
* property may be redundant with the right property, or with the conjunction of
* right and width.
*
* @type number
* @name pv.Mark.prototype.left
*/
pv.Mark.prototype.defineProperty("left");
/**
* The right margin; the distance, in pixels, between the right edge of the
* enclosing panel and the right edge of this mark. Note that in some cases this
* property may be redundant with the left property, or with the conjunction of
* left and width.
*
* @type number
* @name pv.Mark.prototype.right
*/
pv.Mark.prototype.defineProperty("right");
/**
* The top margin; the distance, in pixels, between the top edge of the
* enclosing panel and the top edge of this mark. Note that in some cases this
* property may be redundant with the bottom property, or with the conjunction
* of bottom and height.
*
* @type number
* @name pv.Mark.prototype.top
*/
pv.Mark.prototype.defineProperty("top");
/**
* The bottom margin; the distance, in pixels, between the bottom edge of the
* enclosing panel and the bottom edge of this mark. Note that in some cases
* this property may be redundant with the top property, or with the conjunction
* of top and height.
*
* @type number
* @name pv.Mark.prototype.bottom
*/
pv.Mark.prototype.defineProperty("bottom");
/**
* The cursor property; corresponds to the CSS cursor property. This is
* typically used in conjunction with event handlers to indicate interactivity.
*
* @type string
* @name pv.Mark.prototype.cursor
* @see <a href="http://www.w3.org/TR/CSS2/ui.html#propdef-cursor">CSS2 cursor</a>.
*/
pv.Mark.prototype.defineProperty("cursor");
/**
* The title property; corresponds to the HTML/SVG title property, allowing the
* general of simple plain text tooltips.
*
* @type string
* @name pv.Mark.prototype.title
*/
pv.Mark.prototype.defineProperty("title");
/**
* Default properties for all mark types. By default, the data array is a single
* null element; if the data property is not specified, this causes each mark to
* be instantiated as a singleton. The visible property is true by default.
*
* @type pv.Mark
*/
pv.Mark.defaults = new pv.Mark()
.data([null])
.visible(true);
/**
* Sets the prototype of this mark to the specified mark. Any properties not
* defined on this mark may be inherited from the specified prototype mark, or
* its prototype, and so on. The prototype mark need not be the same type of
* mark as this mark. (Note that for inheritance to be useful, properties with
* the same name on different mark types should have equivalent meaning.)
*
* @param {pv.Mark} proto the new prototype.
* @return {pv.Mark} this mark.
*/
pv.Mark.prototype.extend = function(proto) {
this.proto = proto;
return this;
};
/**
* Adds a new mark of the specified type to the enclosing parent panel, whilst
* simultaneously setting the prototype of the new mark to be this mark.
*
* @param {function} type the type of mark to add; a constructor, such as
* <tt>pv.Bar</tt>.
* @return {pv.Mark} the new mark.
*/
pv.Mark.prototype.add = function(type) {
return this.parent.add(type).extend(this);
};
/**
* Constructs a new mark anchor with default properties.
*
* @class Represents an anchor on a given mark. An anchor is itself a mark, but
* without a visual representation. It serves only to provide useful default
* properties that can be inherited by other marks. Each type of mark can define
* any number of named anchors for convenience. If the concrete mark type does
* not define an anchor implementation specifically, one will be inherited from
* the mark's parent class.
*
* <p>For example, the bar mark provides anchors for its four sides: left,
* right, top and bottom. Adding a label to the top anchor of a bar,
*
* <pre>bar.anchor("top").add(pv.Label);</pre>
*
* will render a text label on the top edge of the bar; the top anchor defines
* the appropriate position properties (top and left), as well as text-rendering
* properties for convenience (textAlign and textBaseline).
*
* @extends pv.Mark
*/
pv.Mark.Anchor = function() {
pv.Mark.call(this);
};
pv.Mark.Anchor.prototype = pv.extend(pv.Mark);
/**
* The anchor name. The set of supported anchor names is dependent on the
* concrete mark type; see the mark type for details. For example, bars support
* left, right, top and bottom anchors.
*
* <p>While anchor names are typically constants, the anchor name is a true
* property, which means you can specify a function to compute the anchor name
* dynamically. For instance, if you wanted to alternate top and bottom anchors,
* saying
*
* <pre>m.anchor(function() (this.index % 2) ? "top" : "bottom").add(pv.Dot);</pre>
*
* would have the desired effect.
*
* @type string
* @name pv.Mark.Anchor.prototype.name
*/
pv.Mark.Anchor.prototype.defineProperty("name");
/**
* Returns an anchor with the specified name. While anchor names are typically
* constants, the anchor name is a true property, which means you can specify a
* function to compute the anchor name dynamically. See the
* {@link pv.Mark.Anchor#name} property for details.
*
* @param {string} name the anchor name; either a string or a property function.
* @returns {pv.Mark.Anchor} the new anchor.
*/
pv.Mark.prototype.anchor = function(name) {
var anchorType = this.type;
while (!anchorType.Anchor) {
anchorType = anchorType.defaults.proto.type;
}
var anchor = new anchorType.Anchor().extend(this).name(name);
anchor.parent = this.parent;
anchor.type = this.type;
return anchor;
};
/**
* Returns the anchor target of this mark, if it is derived from an anchor;
* otherwise returns null. For example, if a label is derived from a bar anchor,
*
* <pre>bar.anchor("top").add(pv.Label);</pre>
*
* then property functions on the label can refer to the bar via the
* <tt>anchorTarget</tt> method. This method is also useful for mark types
* defining properties on custom anchors.
*
* @returns {pv.Mark} the anchor target of this mark; possibly null.
*/
pv.Mark.prototype.anchorTarget = function() {
var target = this;
while (!(target instanceof pv.Mark.Anchor)) {
target = target.proto;
if (!target) return null;
}
return target.proto;
};
/**
* Returns the first instance of this mark in the scene graph. This method can
* only be called when the mark is bound to the scene graph (for example, from
* an event handler, or within a property function).
*
* @returns a node in the scene graph.
*/
pv.Mark.prototype.first = function() {
return this.scene[0];
};
/**
* Returns the last instance of this mark in the scene graph. This method can
* only be called when the mark is bound to the scene graph (for example, from
* an event handler, or within a property function). In addition, note that mark
* instances are built sequentially, so the last instance of this mark may not
* yet be constructed.
*
* @returns a node in the scene graph.
*/
pv.Mark.prototype.last = function() {
return this.scene[this.scene.length - 1];
};
/**
* Returns the previous instance of this mark in the scene graph, or null if
* this is the first instance.
*
* @returns a node in the scene graph, or null.
*/
pv.Mark.prototype.sibling = function() {
return (this.index == 0) ? null : this.scene[this.index - 1];
};
/**
* Returns the current instance in the scene graph of this mark, in the previous
* instance of the enclsoing parent panel. May return null if this instance
* could not be found.
*
* @returns a node in the scene graph, or null.
*/
pv.Mark.prototype.cousin = function() {
var p = this.parent, s = p && p.sibling();
return (s && s.children) ? s.children[this.childIndex][this.index] : null;
};
/**
* Renders this mark, including recursively rendering all child marks if this is
* a panel. Rendering consists of two phases: <b>build</b> and <b>update</b>. In
* the future, the update phase could conceivably be decoupled to allow
* different rendering engines. Similarly, future work is needed to allow
* dynamic rebuilding based on interaction. (For example, dynamic expansion of a
* tree visualization.)
*
* <p>In the build phase (see {@link #build}), all properties are evaluated, and
* the scene graph is generated. However, nothing is rendered.
*
* <p>In the update phase (see {@link #update}), the mark is rendered by
* creating and updating elements and attributes in the SVG image. No properties
* are evaluated during the update phase; instead the values computed previously
* in the build phase are simply translated into SVG.
*/
pv.Mark.prototype.render = function() {
this.build();
this.update();
};
/**
* Evaluates properties and computes implied properties. Properties are stored
* in the {@link #scene} array for each instance of this mark.
*
* <p>As marks are built recursively, the {@link #index} property is updated to
* match the current index into the data array for each mark. Note that the
* index property is only set for the mark currently being built and its
* enclosing parent panels. The index property for other marks is unset, but is
* inherited from the global <tt>Mark</tt> class prototype. This allows mark
* properties to refer to properties on other marks <i>in the same panel</i>
* conveniently; however, in general it is better to reference mark instances
* specifically through the scene graph rather than depending on the magical
* behavior of {@link #index}.
*
* <p>The root scene array has a special property, <tt>data</tt>, which stores
* the current data stack. The first element in this stack is the current datum,
* followed by the datum of the enclosing parent panel, and so on. The data
* stack should not be accessed directly; instead, property functions are passed
* the current data stack as arguments.
*
* <p>The evaluation of the <tt>data</tt> and <tt>visible</tt> properties is
* special. The <tt>data</tt> property is evaluated first; unlike the other
* properties, the data stack is from the parent panel, rather than the current
* mark, since the data is not defined until the data property is evaluated.
* The <tt>visible</tt> property is subsequently evaluated for each instance;
* only if true will the {@link #buildInstance} method be called, evaluating
* other properties and recursively building the scene graph.
*
* <p>If this mark is being re-built, any old instances of this mark that no
* longer exist (because the new data array contains fewer elements) will be
* cleared using {@link #clearInstance}.
*
* @param parent the instance of the parent panel from the scene graph.
*/
pv.Mark.prototype.build = function(parent) {
if (!this.scene) {
this.scene = [];
if (!this.parent) {
this.scene.data = [];
}
}
var data = this.get("data");
var stack = this.root.scene.data;
stack.unshift(null);
this.index = -1;
this.$$data = data; // XXX
for (var i = 0, d; i < data.length; i++) {
pv.Mark.prototype.index = ++this.index;
var s = {};
/*
* This is a bit confusing and could be cleaned up. This "scene" stores the
* previous scene graph; we want to reuse SVG elements that were created
* previously rather than recreating them, so we extract them. We also want
* to reuse SVG child elements as well.
*/
if (this.scene[this.index]) {
s.svg = this.scene[this.index].svg;
s.children = this.scene[this.index].children;
}
this.scene[this.index] = s;
s.index = i;
s.data = stack[0] = data[i];
s.parent = parent;
s.visible = this.get("visible");
if (s.visible) {
this.buildInstance(s);
}
}
stack.shift();
delete this.index;
pv.Mark.prototype.index = -1;
/* Clear any old instances from the scene. */
for (var i = data.length; i < this.scene.length; i++) {
this.clearInstance(this.scene[i]);
}
this.scene.length = data.length;
return this;
};
/**
* Removes the specified mark instance from the SVG image. This method depends
* on the <tt>svg</tt> property of the scene graph node. If the specified mark
* instance was not present in the SVG image (for example, because it was not
* visible), this method has no effect.
*
* @param s a node in the scene graph; the instance of the mark to clear.
*/
pv.Mark.prototype.clearInstance = function(s) {
if (s.svg) {
s.parent.svg.removeChild(s.svg);
}
};
/**
* Evaluates all of the properties for this mark for the specified instance
* <tt>s</tt> in the scene graph. The set of properties to evaluate is retrieved
* from the {@link #properties} array for this mark type (see {@link #type}).
* After these properties are evaluated, any <b>implied</b> properties may be
* computed by the mark and set on the scene graph; see {@link #buildImplied}.
*
* <p>For panels, this method recursively builds the scene graph for all child
* marks as well. In general, this method should not need to be overridden by
* concrete mark types.
*
* @param s a node in the scene graph; the instance of the mark to build.
*/
pv.Mark.prototype.buildInstance = function(s) {
var p = this.type.prototype;
for (var i = 0; i < p.properties.length; i++) {
var name = p.properties[i];
if (!(name in s)) {
s[name] = this.get(name);
}
}
this.buildImplied(s);
};
/**
* Computes the implied properties for this mark for the specified instance
* <tt>s</tt> in the scene graph. Implied properties are those with dependencies
* on multiple other properties; for example, the width property may be implied
* if the left and right properties are set. This method can be overridden by
* concrete mark types to define new implied properties, if necessary.
*
* <p>The default implementation computes the implied CSS box model properties.
* The prioritization of redundant properties is as follows:<ol>
*
* <li>If the <tt>width</tt> property is not specified (i.e., null), its value is
* the width of the parent panel, minus this mark's left and right margins; the
* left and right margins are zero if not specified.
*
* <li>Otherwise, if the <tt>right</tt> margin is not specified, its value is the
* width of the parent panel, minus this mark's width and left margin; the left
* margin is zero if not specified.
*
* <li>Otherwise, if the <tt>left</tt> property is not specified, its value is
* the width of the parent panel, minus this mark's width and the right margin.
*
* </ol>This prioritization is then duplicated for the <tt>height</tt>,
* <tt>bottom</tt> and <tt>top</tt> properties, respectively.
*
* @param s a node in the scene graph; the instance of the mark to build.
*/
pv.Mark.prototype.buildImplied = function(s) {
var l = s.left;
var r = s.right;
var t = s.top;
var b = s.bottom;
/* Assume width and height are zero if not supported by this mark type. */
var p = this.type.prototype;
var w = p.width ? s.width : 0;
var h = p.height ? s.height : 0;
/* Compute implied width, right and left. */
var width = s.parent ? s.parent.width : 0;
if (w == null) {
w = width - (r = r || 0) - (l = l || 0);
} else if (r == null) {
r = width - w - (l = l || 0);
} else if (l == null) {
l = width - w - (r = r || 0);
}
/* Compute implied height, bottom and top. */
var height = s.parent ? s.parent.height : 0;
if (h == null) {
h = height - (t = t || 0) - (b = b || 0);
} else if (b == null) {
b = height - h - (t = t || 0);
} else if (t == null) {
t = height - h - (b = b || 0);
}
s.left = l;
s.right = r;
s.top = t;
s.bottom = b;
/* Only set width and height if they are supported by this mark type. */
if (p.width) s.width = w;
if (p.height) s.height = h;
};
var property; // XXX
/**
* Evaluates the property function with the specified name for the current data
* stack. The data stack, <tt>this.root.scene.data</tt>, contains the current
* datum, followed by the datum for the enclosing panel, and so on.
*
* <p>This method first finds the implementing property function by querying the
* current mark. If the current mark does not define the property function, the
* prototype mark is queried, and so on. If none of the mark prototypes define a
* property function with the given name, the type default function is used. If
* no default function is provided, this method returns null.
*
* <p>The context of the property function is <tt>this</tt> instance (i.e., the
* leaf-level mark), rather than whatever mark defined the property function.
* Because of this behavior, a property function may be called on an object of a
* different "class" (e.g., a Dot inheriting the fill style from a Line). Also
* note that properties are not inherited statically; inheritance happens at the
* property function / mark level, not per property value / mark instance. Thus,
* even if a Dot extends from a Line, if the Line's fill style is defined using
* a function that generates a random color, the Dot may get a different color.
*
* @param {string} name the property name.
* @returns the evaluated property value.
*/
pv.Mark.prototype.get = function(name) {
var mark = this;
while (!mark["$" + name]) {
mark = mark.proto;
if (!mark) {
mark = this.type.defaults;
while (!mark["$" + name]) {
mark = mark.proto;
if (!mark) {
return null;
}
}
break;
}
}
property = name; // XXX
return mark["$" + name].apply(this, this.root.scene.data);
};
/**
* Updates the display, propagating property values computed in the build phase
* to the SVG image. This method is typically invoked by {@link #render}, but is
* also invoked after an event handler is triggered to update the display of a
* specific mark.
*
* @see #event
*/
pv.Mark.prototype.update = function() {
for (var i = 0; i < this.scene.length; i++) {
this.updateInstance(this.scene[i]);
}
};
/**
* Updates the display for the specified mark instance <tt>s</tt> in the scene
* graph. This implementation handles basic properties for all mark types, such
* as visibility, cursor and title tooltip. Concrete mark types should override
* this method to specify how marks are rendered.
*
* @param s a node in the scene graph; the instance of the mark to update.
*/
pv.Mark.prototype.updateInstance = function(s) {
var that = this, v = s.svg;
/* visible */
if (!s.visible) {
if (v) v.setAttribute("display", "none");
return;
}
v.removeAttribute("display");
/* cursor */
if (s.cursor) v.style.cursor = s.cursor;
/* title (Safari only supports xlink:title on anchor elements) */
var p = v.parentNode;
if (s.title) {
if (!v.$title) {
v.$title = document.createElementNS(pv.ns.svg, "a");
p.insertBefore(v.$title, v);
v.$title.appendChild(v);
}
v.$title.setAttributeNS(pv.ns.xlink, "title", s.title);
} else if (v.$title) {
p.insertBefore(v, v.$title);
p.removeChild(v.$title);
delete v.$title;
}
/* event */
function dispatch(type) {
return function(e) {
/* TODO set full scene stack. */
var data = [s.data], p = s;
while ((p = p.parent)) {
data.push(p.data);
}
that.index = s.index;
that.scene = s.parent.children[that.childIndex];
that.events[type].apply(that, data);
that.updateInstance(s); // XXX updateInstance, bah!
delete that.index;
delete that.scene;
e.preventDefault();
};
};
/* TODO inherit event handlers. */
if (!this.events)
return;
for (var type in this.events) {
v["on" + type] = dispatch(type);
}
};
/**
* Registers an event handler for the specified event type with this mark. When
* an event of the specified type is triggered, the specified handler will be
* invoked. The handler is invoked in a similar method to property functions:
* the context is <tt>this</tt> mark instance, and the arguments are the full
* data stack. Event handlers can use property methods to manipulate the display
* properties of the mark:
*
* <pre>m.event("click", function() this.fillStyle("red"));</pre>
*
* Alternatively, the external data can be manipulated and the visualization
* redrawn:
*
* <pre>m.event("click", function(d) {
* data = all.filter(function(k) k.name == d);
* vis.render();
* });</pre>
*
* TODO In the current event handler implementation, only the mark instance that
* triggered the event is updated, even if the event handler dirties the rest of
* the scene. While this can be ameliorated by explicitly re-rendering, it would
* be better and more efficient for the event dispatcher to handle dirtying and
* redraw automatically.
*
* <p>The complete set of event types is defined by SVG; see the reference
* below. The set of supported event types is:<ul>
*
* <li>click
* <li>mousedown
* <li>mouseup
* <li>mouseover
* <li>mousemove
* <li>mouseout
*
* </ul>Since Protovis does not specify any concept of focus, it does not
* support key events; these should be handled outside the visualization using
* standard JavaScript. In the future, support for interaction may be extended
* to support additional event types, particularly those most relevant to
* interactive visualization, such as selection.
*
* <p>TODO In the current implementation, event handlers are not inherited from
* prototype marks. They must be defined explicitly on each interactive mark. In
* addition, only one event handler for a given event type can be defined; when
* specifying multiple event handlers for the same type, only the last one will
* be used.
*
* @param {string} type the event type.
* @param {function} handler the event handler.
* @returns {pv.Mark} this.
*/
pv.Mark.prototype.event = function(type, handler) {
if (!this.events) this.events = {};
this.events[type] = handler;
return this;
};
/**
* Constructs a new area mark with default properties. Areas are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents an area mark: the solid area between two series of
* connected line segments. Unsurprisingly, areas are used most frequently for
* area charts.
*
* <p>Just as a line represents a polyline, the <tt>Area</tt> mark type
* represents a <i>polygon</i>. However, an area is not an arbitrary polygon;
* vertices are paired either horizontally or vertically into parallel
* <i>spans</i>, and each span corresponds to an associated datum. Either the
* width or the height must be specified, but not both; this determines whether
* the area is horizontally-oriented or vertically-oriented. Like lines, areas
* can be stroked and filled with arbitrary colors.
*
* <p>See also the <a href="../../api/Area.html">Area guide</a>.
*
* @extends pv.Mark
*/
pv.Area = function() {
pv.Mark.call(this);
};
pv.Area.prototype = pv.extend(pv.Mark);
pv.Area.prototype.type = pv.Area;
/**
* Returns "area".
*
* @returns {string} "area".
*/
pv.Area.toString = function() { return "area"; };
/**
* The width of a given span, in pixels; used for horizontal spans. If the width
* is specified, the height property should be 0 (the default). Either the top
* or bottom property should be used to space the spans vertically, typically as
* a multiple of the index.
*
* @type number
* @name pv.Area.prototype.width
*/
pv.Area.prototype.defineProperty("width");
/**
* The height of a given span, in pixels; used for vertical spans. If the height
* is specified, the width property should be 0 (the default). Either the left
* or right property should be used to space the spans horizontally, typically
* as a multiple of the index.
*
* @type number
* @name pv.Area.prototype.height
*/
pv.Area.prototype.defineProperty("height");
/**
* The width of stroked lines, in pixels; used in conjunction with
* <tt>strokeStyle</tt> to stroke the perimeter of the area. Unlike the
* {@link Line} mark type, the entire perimeter is stroked, rather than just one
* edge. The default value of this property is 1.5, but since the default stroke
* style is null, area marks are not stroked by default.
*
* <p>This property is <i>fixed</i>. See {@link pv.Mark}.
*
* @type number
* @name pv.Area.prototype.lineWidth
*/
pv.Area.prototype.defineProperty("lineWidth");
/**
* The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
* stroke the perimeter of the area. Unlike the {@link Line} mark type, the
* entire perimeter is stroked, rather than just one edge. The default value of
* this property is null, meaning areas are not stroked by default.
*
* <p>This property is <i>fixed</i>. See {@link pv.Mark}.
*
* @type string
* @name pv.Area.prototype.strokeStyle
* @see pv.color
*/
pv.Area.prototype.defineProperty("strokeStyle");
/**
* The area fill style; if non-null, the interior of the polygon forming the
* area is filled with the specified color. The default value of this property
* is a categorical color.
*
* <p>This property is <i>fixed</i>. See {@link pv.Mark}.
*
* @type string
* @name pv.Area.prototype.fillStyle
* @see pv.color
*/
pv.Area.prototype.defineProperty("fillStyle");
/**
* Default properties for areas. By default, there is no stroke and the fill
* style is a categorical color.
*
* @type pv.Area
*/
pv.Area.defaults = new pv.Area().extend(pv.Mark.defaults)
.lineWidth(1.5)
.fillStyle(pv.Colors.category20);
/**
* Constructs a new area anchor with default properties.
*
* @class Represents an anchor for an area mark. Areas support five different
* anchors:<ul>
*
* <li>top
* <li>left
* <li>center
* <li>bottom
* <li>right
*
* </ul>In addition to positioning properties (left, right, top bottom), the
* anchors support text rendering properties (text-align, text-baseline). Text is
* rendered to appear inside the area polygon.
*
* <p>To facilitate stacking of areas, the anchors are defined in terms of their
* opposite edge. For example, the top anchor defines the bottom property, such
* that the area grows upwards; the bottom anchor instead defines the top
* property, such that the area grows downwards. Of course, in general it is
* more robust to use panels and the cousin accessor to define stacked area
* marks; see {@link pv.Mark#scene} for an example.
*
* @extends pv.Mark.Anchor
*/
pv.Area.Anchor = function() {
pv.Mark.Anchor.call(this);
};
pv.Area.Anchor.prototype = pv.extend(pv.Mark.Anchor);
pv.Area.Anchor.prototype.type = pv.Area;
/**
* The left property; null for "left" anchors, non-null otherwise.
*
* @type number
* @name pv.Area.Anchor.prototype.left
*/ /** @private */
pv.Area.Anchor.prototype.$left = function() {
var area = this.anchorTarget();
switch (this.get("name")) {
case "bottom":
case "top":
case "center": return area.left() + area.width() / 2;
case "right": return area.left() + area.width();
}
return null;
};
/**
* The right property; null for "right" anchors, non-null otherwise.
*
* @type number
* @name pv.Area.Anchor.prototype.right
*/ /** @private */
pv.Area.Anchor.prototype.$right = function() {
var area = this.anchorTarget();
switch (this.get("name")) {
case "bottom":
case "top":
case "center": return area.right() + area.width() / 2;
case "left": return area.right() + area.width();
}
return null;
};
/**
* The top property; null for "top" anchors, non-null otherwise.
*
* @type number
* @name pv.Area.Anchor.prototype.top
*/ /** @private */
pv.Area.Anchor.prototype.$top = function() {
var area = this.anchorTarget();
switch (this.get("name")) {
case "left":
case "right":
case "center": return area.top() + area.height() / 2;
case "bottom": return area.top() + area.height();
}
return null;
};
/**
* The bottom property; null for "bottom" anchors, non-null otherwise.
*
* @type number
* @name pv.Area.Anchor.prototype.bottom
*/ /** @private */
pv.Area.Anchor.prototype.$bottom = function() {
var area = this.anchorTarget();
switch (this.get("name")) {
case "left":
case "right":
case "center": return area.bottom() + area.height() / 2;
case "top": return area.bottom() + area.height();
}
return null;
};
/**
* The text-align property, for horizontal alignment inside the area.
*
* @type string
* @name pv.Area.Anchor.prototype.textAlign
*/ /** @private */
pv.Area.Anchor.prototype.$textAlign = function() {
switch (this.get("name")) {
case "left": return "left";
case "bottom":
case "top":
case "center": return "center";
case "right": return "right";
}
return null;
};
/**
* The text-baseline property, for vertical alignment inside the area.
*
* @type string
* @name pv.Area.Anchor.prototype.textBasline
*/ /** @private */
pv.Area.Anchor.prototype.$textBaseline = function() {
switch (this.get("name")) {
case "right":
case "left":
case "center": return "middle";
case "top": return "top";
case "bottom": return "bottom";
}
return null;
};
/**
* Overrides the default behavior of {@link pv.Mark#buildImplied} such that the
* width and height are set to zero if null.
*
* @param s a node in the scene graph; the instance of the mark to build.
*/
pv.Area.prototype.buildImplied = function(s) {
if (s.height == null) s.height = 0;
if (s.width == null) s.width = 0;
pv.Mark.prototype.buildImplied.call(this, s);
};
/**
* Override the default update implementation, since the area mark generates a
* single graphical element rather than multiple distinct elements.
*/
pv.Area.prototype.update = function() {
if (!this.scene.length) return;
var s = this.scene[0], v = s.svg;
if (s.visible) {
/* Create the <svg:polygon> element, if necessary. */
if (!v) {
v = s.svg = document.createElementNS(pv.ns.svg, "polygon");
s.parent.svg.appendChild(v);
}
/* points */
var p = "";
for (var i = 0; i < this.scene.length; i++) {
var si = this.scene[i];
p += si.left + "," + si.top + " ";
}
for (var i = this.scene.length - 1; i >= 0; i--) {
var si = this.scene[i];
p += (si.left + si.width) + "," + (si.top + si.height) + " ";
}
v.setAttribute("points", p);
}
this.updateInstance(s);
};
/**
* Updates the display for the (singleton) area instance. The area mark
* generates a single graphical element rather than multiple distinct elements.
*
* <p>TODO Recompute points? For efficiency, the points (the span positions) are
* not recomputed, and therefore cannot be updated automatically from event
* handlers without an explicit call to rebuild the area.
*
* @param s a node in the scene graph; the area to update.
*/
pv.Area.prototype.updateInstance = function(s) {
var v = s.svg;
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* fill, stroke TODO gradient, patterns */
var fill = pv.color(s.fillStyle);
v.setAttribute("fill", fill.color);
v.setAttribute("fill-opacity", fill.opacity);
var stroke = pv.color(s.strokeStyle);
v.setAttribute("stroke", stroke.color);
v.setAttribute("stroke-opacity", stroke.opacity);
v.setAttribute("stroke-width", s.lineWidth);
};
/**
* Constructs a new bar mark with default properties. Bars are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents a bar: an axis-aligned rectangle that can be stroked and
* filled. Bars are used for many chart types, including bar charts, histograms
* and Gantt charts. Bars can also be used as decorations, for example to draw a
* frame border around a panel; in fact, a panel is a special type (a subclass)
* of bar.
*
* <p>Bars can be positioned in several ways. Most commonly, one of the four
* corners is fixed using two margins, and then the width and height properties
* determine the extent of the bar relative to this fixed location. For example,
* using the bottom and left properties fixes the bottom-left corner; the width
* then extends to the right, while the height extends to the top. As an
* alternative to the four corners, a bar can be positioned exclusively using
* margins; this is convenient as an inset from the containing panel, for
* example. See {@link pv.Mark#buildImplied} for details on the prioritization
* of redundant positioning properties.
*
* <p>See also the <a href="../../api/Bar.html">Bar guide</a>.
*
* @extends pv.Mark
*/
pv.Bar = function() {
pv.Mark.call(this);
};
pv.Bar.prototype = pv.extend(pv.Mark);
pv.Bar.prototype.type = pv.Bar;
/**
* Returns "bar".
*
* @returns {string} "bar".
*/
pv.Bar.toString = function() { return "bar"; };
/**
* The width of the bar, in pixels. If the left position is specified, the bar
* extends rightward from the left edge; if the right position is specified, the
* bar extends leftward from the right edge.
*
* @type number
* @name pv.Bar.prototype.width
*/
pv.Bar.prototype.defineProperty("width");
/**
* The height of the bar, in pixels. If the bottom position is specified, the
* bar extends upward from the bottom edge; if the top position is specified,
* the bar extends downward from the top edge.
*
* @type number
* @name pv.Bar.prototype.height
*/
pv.Bar.prototype.defineProperty("height");
/**
* The width of stroked lines, in pixels; used in conjunction with
* <tt>strokeStyle</tt> to stroke the bar's border.
*
* @type number
* @name pv.Bar.prototype.lineWidth
*/
pv.Bar.prototype.defineProperty("lineWidth");
/**
* The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
* stroke the bar's border. The default value of this property is null, meaning
* bars are not stroked by default.
*
* @type string
* @name pv.Bar.prototype.strokeStyle
* @see pv.color
*/
pv.Bar.prototype.defineProperty("strokeStyle");
/**
* The bar fill style; if non-null, the interior of the bar is filled with the
* specified color. The default value of this property is a categorical color.
*
* @type string
* @name pv.Bar.prototype.fillStyle
* @see pv.color
*/
pv.Bar.prototype.defineProperty("fillStyle");
/**
* Default properties for bars. By default, there is no stroke and the fill
* style is a categorical color.
*
* @type pv.Bar
*/
pv.Bar.defaults = new pv.Bar().extend(pv.Mark.defaults)
.lineWidth(1.5)
.fillStyle(pv.Colors.category20);
/**
* Constructs a new bar anchor with default properties.
*
* @class Represents an anchor for a bar mark. Bars support five different
* anchors:<ul>
*
* <li>top
* <li>left
* <li>center
* <li>bottom
* <li>right
*
* </ul>In addition to positioning properties (left, right, top bottom), the
* anchors support text rendering properties (text-align, text-baseline). Text
* is rendered to appear inside the bar.
*
* <p>To facilitate stacking of bars, the anchors are defined in terms of their
* opposite edge. For example, the top anchor defines the bottom property, such
* that the bar grows upwards; the bottom anchor instead defines the top
* property, such that the bar grows downwards. Of course, in general it is more
* robust to use panels and the cousin accessor to define stacked bars; see
* {@link pv.Mark#scene} for an example.
*
* <p>Bar anchors also "smartly" specify position properties based on whether
* the derived mark type supports the width and height properties. If the
* derived mark type does not support these properties (e.g., dots), the
* position will be centered on the corresponding edge. Otherwise (e.g., bars),
* the position will be in the opposite side.
*
* @extends pv.Mark.Anchor
*/
pv.Bar.Anchor = function() {
pv.Mark.Anchor.call(this);
};
pv.Bar.Anchor.prototype = pv.extend(pv.Mark.Anchor);
pv.Bar.Anchor.prototype.type = pv.Bar;
/**
* The left property; null for "left" anchors, non-null otherwise.
*
* @type number
* @name pv.Bar.Anchor.prototype.left
*/ /** @private */
pv.Bar.Anchor.prototype.$left = function() {
var bar = this.anchorTarget();
switch (this.get("name")) {
case "bottom":
case "top":
case "center": return bar.left() + (this.type.prototype.width ? 0 : (bar.width() / 2));
case "right": return bar.left() + bar.width();
}
return null;
};
/**
* The right property; null for "right" anchors, non-null otherwise.
*
* @type number
* @name pv.Bar.Anchor.prototype.right
*/ /** @private */
pv.Bar.Anchor.prototype.$right = function() {
var bar = this.anchorTarget();
switch (this.get("name")) {
case "bottom":
case "top":
case "center": return bar.right() + (this.type.prototype.width ? 0 : (bar.width() / 2));
case "left": return bar.right() + bar.width();
}
return null;
};
/**
* The top property; null for "top" anchors, non-null otherwise.
*
* @type number
* @name pv.Bar.Anchor.prototype.top
*/ /** @private */
pv.Bar.Anchor.prototype.$top = function() {
var bar = this.anchorTarget();
switch (this.get("name")) {
case "left":
case "right":
case "center": return bar.top() + (this.type.prototype.height ? 0 : (bar.height() / 2));
case "bottom": return bar.top() + bar.height();
}
return null;
};
/**
* The bottom property; null for "bottom" anchors, non-null otherwise.
*
* @type number
* @name pv.Bar.Anchor.prototype.bottom
*/ /** @private */
pv.Bar.Anchor.prototype.$bottom = function() {
var bar = this.anchorTarget();
switch (this.get("name")) {
case "left":
case "right":
case "center": return bar.bottom() + (this.type.prototype.height ? 0 : (bar.height() / 2));
case "top": return bar.bottom() + bar.height();
}
return null;
};
/**
* The text-align property, for horizontal alignment inside the bar.
*
* @type string
* @name pv.Bar.Anchor.prototype.textAlign
*/ /** @private */
pv.Bar.Anchor.prototype.$textAlign = function() {
switch (this.get("name")) {
case "left": return "left";
case "bottom":
case "top":
case "center": return "center";
case "right": return "right";
}
return null;
};
/**
* The text-baseline property, for vertical alignment inside the bar.
*
* @type string
* @name pv.Bar.Anchor.prototype.textBaseline
*/ /** @private */
pv.Bar.Anchor.prototype.$textBaseline = function() {
switch (this.get("name")) {
case "right":
case "left":
case "center": return "middle";
case "top": return "top";
case "bottom": return "bottom";
}
return null;
};
/**
* Updates the display for the specified bar instance <tt>s</tt> in the scene
* graph. This implementation handles the fill and stroke style for the bar, as
* well as positional properties.
*
* @param s a node in the scene graph; the instance of the bar to update.
*/
pv.Bar.prototype.updateInstance = function(s) {
var v = s.svg;
if (s.visible && !v) {
v = s.svg = document.createElementNS(pv.ns.svg, "rect");
s.parent.svg.appendChild(v);
}
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* left, top */
v.setAttribute("x", s.left);
v.setAttribute("y", s.top);
/* If width and height are exactly zero, the rect is not stroked! */
v.setAttribute("width", Math.max(1E-10, s.width));
v.setAttribute("height", Math.max(1E-10, s.height));
/* fill, stroke TODO gradient, patterns */
var fill = pv.color(s.fillStyle);
v.setAttribute("fill", fill.color);
v.setAttribute("fill-opacity", fill.opacity);
var stroke = pv.color(s.strokeStyle);
v.setAttribute("stroke", stroke.color);
v.setAttribute("stroke-opacity", stroke.opacity);
v.setAttribute("stroke-width", s.lineWidth);
};
/**
* Constructs a new dot mark with default properties. Dots are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents a dot; a dot is simply a sized glyph centered at a given
* point that can also be stroked and filled. The <tt>size</tt> property is
* proportional to the area of the rendered glyph to encourage meaningful visual
* encodings. Dots can visually encode up to eight dimensions of data, though
* this may be unwise due to integrality. See {@link pv.Mark#buildImplied} for
* details on the prioritization of redundant positioning properties.
*
* <p>See also the <a href="../../api/Dot.html">Dot guide</a>.
*
* @extends pv.Mark
*/
pv.Dot = function() {
pv.Mark.call(this);
};
pv.Dot.prototype = pv.extend(pv.Mark);
pv.Dot.prototype.type = pv.Dot;
/**
* Returns "dot".
*
* @returns {string} "dot".
*/
pv.Dot.toString = function() { return "dot"; };
/**
* The size of the dot, in square pixels. Square pixels are used such that the
* area of the dot is linearly proportional to the value of the size property,
* facilitating representative encodings.
*
* @see #radius
* @type number
* @name pv.Dot.prototype.size
*/
pv.Dot.prototype.defineProperty("size");
/**
* The shape name. Several shapes are supported:<ul>
*
* <li>cross
* <li>triangle
* <li>diamond
* <li>square
* <li>tick
* <li>circle
*
* </ul>These shapes can be further changed using the {@link #angle} property;
* for instance, a cross can be turned into a plus by rotating. Similarly, the
* tick, which is vertical by default, can be rotated horizontally. Note that
* some shapes (cross and tick) do not have interior areas, and thus do not
* support fill style meaningfully.
*
* <p>TODO It's probably better to use the Rule mark type rather than a
* tick-shaped Dot. However, the Rule mark doesn't support the width and height
* properties, so it's a bit clumsy to use. It should be possible to add support
* for width and height to rule, and then remove the tick shape.
*
* @type string
* @name pv.Dot.prototype.shape
*/
pv.Dot.prototype.defineProperty("shape");
/**
* The rotation angle, in radians. Used to rotate shapes, such as to turn a
* cross into a plus.
*
* @type number
* @name pv.Dot.prototype.angle
*/
pv.Dot.prototype.defineProperty("angle");
/**
* The width of stroked lines, in pixels; used in conjunction with
* <tt>strokeStyle</tt> to stroke the dot's shape.
*
* @type number
* @name pv.Dot.prototype.lineWidth
*/
pv.Dot.prototype.defineProperty("lineWidth");
/**
* The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
* stroke the dot's shape. The default value of this property is a categorical
* color.
*
* @type string
* @name pv.Dot.prototype.strokeStyle
* @see pv.color
*/
pv.Dot.prototype.defineProperty("strokeStyle");
/**
* The fill style; if non-null, the interior of the dot is filled with the
* specified color. The default value of this property is null, meaning dots are
* not filled by default.
*
* @type string
* @name pv.Dot.prototype.fillStyle
* @see pv.color
*/
pv.Dot.prototype.defineProperty("fillStyle");
/**
* Default properties for dots. By default, there is no fill and the stroke
* style is a categorical color. The default shape is "circle" with size 20.
*
* @type pv.Dot
*/
pv.Dot.defaults = new pv.Dot().extend(pv.Mark.defaults)
.size(20)
.shape("circle")
.lineWidth(1.5)
.strokeStyle(pv.Colors.category10);
/**
* Constructs a new dot anchor with default properties.
*
* @class Represents an anchor for a dot mark. Dots support five different
* anchors:<ul>
*
* <li>top
* <li>left
* <li>center
* <li>bottom
* <li>right
*
* </ul>In addition to positioning properties (left, right, top bottom), the
* anchors support text rendering properties (text-align, text-baseline). Text is
* rendered to appear outside the dot. Note that this behavior is different from
* other mark anchors, which default to rendering text <i>inside</i> the mark.
*
* <p>For consistency with the other mark types, the anchor positions are
* defined in terms of their opposite edge. For example, the top anchor defines
* the bottom property, such that a bar added to the top anchor grows upward.
*
* @extends pv.Mark.Anchor
*/
pv.Dot.Anchor = function() {
pv.Mark.Anchor.call(this);
};
pv.Dot.Anchor.prototype = pv.extend(pv.Mark.Anchor);
pv.Dot.Anchor.prototype.type = pv.Dot;
/**
* The left property; null for "left" anchors, non-null otherwise.
*
* @type number
* @name pv.Dot.Anchor.prototype.left
*/ /** @private */
pv.Dot.Anchor.prototype.$left = function(d) {
var dot = this.anchorTarget();
switch (this.get("name")) {
case "bottom":
case "top":
case "center": return dot.left();
case "right": return dot.left() + dot.radius();
}
return null;
};
/**
* The right property; null for "right" anchors, non-null otherwise.
*
* @type number
* @name pv.Dot.Anchor.prototype.right
*/ /** @private */
pv.Dot.Anchor.prototype.$right = function(d) {
var dot = this.anchorTarget();
switch (this.get("name")) {
case "bottom":
case "top":
case "center": return dot.right();
case "left": return dot.right() + dot.radius();
}
return null;
};
/**
* The top property; null for "top" anchors, non-null otherwise.
*
* @type number
* @name pv.Dot.Anchor.prototype.top
*/ /** @private */
pv.Dot.Anchor.prototype.$top = function(d) {
var dot = this.anchorTarget();
switch (this.get("name")) {
case "left":
case "right":
case "center": return dot.top();
case "bottom": return dot.top() + dot.radius();
}
return null;
};
/**
* The bottom property; null for "bottom" anchors, non-null otherwise.
*
* @type number
* @name pv.Dot.Anchor.prototype.bottom
*/ /** @private */
pv.Dot.Anchor.prototype.$bottom = function(d) {
var dot = this.anchorTarget();
switch (this.get("name")) {
case "left":
case "right":
case "center": return dot.bottom();
case "top": return dot.bottom() + dot.radius();
}
return null;
};
/**
* The text-align property, for horizontal alignment outside the dot.
*
* @type string
* @name pv.Dot.Anchor.prototype.textAlign
*/ /** @private */
pv.Dot.Anchor.prototype.$textAlign = function(d) {
switch (this.get("name")) {
case "left": return "right";
case "bottom":
case "top":
case "center": return "center";
case "right": return "left";
}
return null;
};
/**
* The text-baseline property, for vertical alignment outside the dot.
*
* @type string
* @name pv.Dot.Anchor.prototype.textBasline
*/ /** @private */
pv.Dot.Anchor.prototype.$textBaseline = function(d) {
switch (this.get("name")) {
case "right":
case "left":
case "center": return "middle";
case "top": return "bottom";
case "bottom": return "top";
}
return null;
};
/**
* Returns the radius of the dot, which is defined to be the square root of the
* {@link #size} property.
*
* @returns {number} the radius.
*/
pv.Dot.prototype.radius = function() {
return Math.sqrt(this.size());
};
/**
* Updates the display for the specified dot instance <tt>s</tt> in the scene
* graph. This implementation handles the fill and stroke style for the dot, as
* well as positional properties.
*
* @param s a node in the scene graph; the instance of the dot to update.
*/
pv.Dot.prototype.updateInstance = function(s) {
var v = s.svg;
/* Create the <svg:path> element, if necessary. */
if (s.visible && !v) {
v = s.svg = document.createElementNS(pv.ns.svg, "path");
s.parent.svg.appendChild(v);
}
/* visible, cursor, title, event, etc. */
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* left, top */
v.setAttribute("transform", "translate(" + s.left + "," + s.top +")"
+ (s.angle ? " rotate(" + 180 * s.angle / Math.PI + ")" : ""));
/* fill, stroke TODO gradient, patterns? */
var fill = pv.color(s.fillStyle);
v.setAttribute("fill", fill.color);
v.setAttribute("fill-opacity", fill.opacity);
var stroke = pv.color(s.strokeStyle);
v.setAttribute("stroke", stroke.color);
v.setAttribute("stroke-opacity", stroke.opacity);
v.setAttribute("stroke-width", s.lineWidth);
/* shape, size */
var radius = Math.sqrt(s.size);
var d;
switch (s.shape) {
case "cross": {
d = "M" + -radius + "," + -radius
+ "L" + radius + "," + radius
+ "M" + radius + "," + -radius
+ "L" + -radius + "," + radius;
break;
}
case "triangle": {
var h = radius, w = radius * 2 / Math.sqrt(3);
d = "M0," + h
+ "L" + w +"," + -h
+ " " + -w + "," + -h
+ "Z";
break;
}
case "diamond": {
radius *= Math.sqrt(2);
d = "M0," + -radius
+ "L" + radius + ",0"
+ " 0," + radius
+ " " + -radius + ",0"
+ "Z";
break;
}
case "square": {
d = "M" + -radius + "," + -radius
+ "L" + radius + "," + -radius
+ " " + radius + "," + radius
+ " " + -radius + "," + radius
+ "Z";
break;
}
case "tick": {
d = "M0,0L0," + -s.size;
break;
}
default: { // circle
d = "M0," + radius
+ "A" + radius + "," + radius + " 0 1,1 0," + (-radius)
+ "A" + radius + "," + radius + " 0 1,1 0," + radius
+ "Z";
break;
}
}
v.setAttribute("d", d);
};
/**
* Constructs a new dot mark with default properties. Images are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents an image. Images share the same layout and style properties as
* bars, in conjunction with an external image such as PNG or JPEG. The image is
* specified via the {@link #url} property. The fill, if specified, appears
* beneath the image, while the optional stroke appears above the image.
*
* <p>TODO Restore support for dynamic images (such as heatmaps). These were
* supported in the canvas implementation using the pixel buffer API; although
* SVG does not support pixel manipulation, it is possible to embed a canvas
* element in SVG using foreign objects.
*
* <p>TODO Allow different modes of image placement: "scale" -- scale and
* preserve aspect ratio, "tile" -- repeat the image, "center" -- center the
* image, "fill" -- scale without preserving aspect ratio.
*
* <p>See {@link pv.Bar} for details on positioning properties.
*
* @extends pv.Bar
*/
pv.Image = function() {
pv.Bar.call(this);
};
pv.Image.prototype = pv.extend(pv.Bar);
pv.Image.prototype.type = pv.Image;
/**
* Returns "image".
*
* @returns {string} "image".
*/
pv.Image.toString = function() { return "image"; };
/**
* The URL of the image to display. The set of supported image types is
* browser-dependent; PNG and JPEG are recommended.
*
* @type string
* @name pv.Image.prototype.url
*/
pv.Image.prototype.defineProperty("url");
/**
* Default properties for images. By default, there is no stroke or fill style.
*
* @type pv.Image
*/
pv.Image.defaults = new pv.Image().extend(pv.Bar.defaults)
.fillStyle(null);
/**
* Updates the display for the specified image instance <tt>s</tt> in the scene
* graph. This implementation handles the fill and stroke style for the image,
* as well as positional properties.
*
* <p>Image rendering is a bit more complicated than most marks because it can
* entail up to four SVG elements: three for the fill, image and stroke, and the
* fourth an anchor element for the title tooltip. The anchor element is placed
* around the stroke rect element, if present, and otherwise the image element.
* Similarly the event handlers and cursor style is placed on the stroke
* element, if present, and otherwise the image element. Note that since the
* stroke element is transparent, the <tt>pointer-events</tt> attribute is used
* to capture events.
*
* @param s a node in the scene graph; the instance of the image to update.
*/
pv.Image.prototype.updateInstance = function(s) {
var v = s.svg;
/* Create the svg:image element, if necessary. */
if (s.visible && !v) {
v = s.svg = document.createElementNS(pv.ns.svg, "image");
v.setAttribute("preserveAspectRatio", "none");
s.parent.svg.appendChild(v);
}
/*
* If no stroke is specified, then the event handlers and title anchor element
* can be placed on the image element. However, if there was previously a
* title anchor element around the stroke element, we must be careful to
* remove it. This logic could likely be simplified.
*/
if (!s.strokeStyle) {
if (v.$stroke) {
v.parentNode.removeChild(v.$stroke.$title || v.$stroke);
delete v.$stroke;
}
/* cursor, title, events, etc. */
pv.Mark.prototype.updateInstance.call(this, s);
}
/* visible */
function display(v) {
s.visible ? v.removeAttribute("display") : v.setAttribute("display", "none");
}
if (v) {
display(v);
if (v.$stroke) display(v.$stroke);
if (v.$fill) display(v.$fill);
}
if (!s.visible) return;
/* left, top, width, height */
function position(v) {
v.setAttribute("x", s.left);
v.setAttribute("y", s.top);
v.setAttribute("width", s.width);
v.setAttribute("height", s.height);
}
position(v);
/* fill (via an underlaid svg:rect element) */
if (s.fillStyle) {
var f = v.$fill;
if (!f) {
f = v.$fill = document.createElementNS(pv.ns.svg, "rect");
(v.$title || v).parentNode.insertBefore(f, (v.$title || v));
}
position(f);
var fill = pv.color(s.fillStyle);
f.setAttribute("fill", fill.color);
f.setAttribute("fill-opacity", fill.opacity);
} else if (v.$fill) {
v.$fill.parentNode.removeChild(v.$fill);
delete v.$fill;
}
/* stroke (via an overlaid svg:rect element) */
if (s.strokeStyle) {
var f = v.$stroke;
/*
* If the $title attribute is set, that means the title anchor element was
* previously on the image element; now that the stroke style is set, we
* must delete the old title element to make room for the new one.
*/
if (v.$title) {
var p = v.$title.parentNode;
p.insertBefore(v, v.$title);
p.removeChild(v.$title);
delete v.$title;
}
/* Create the stroke svg:rect element, if necessary. */
if (!f) {
f = v.$stroke = document.createElementNS(pv.ns.svg, "rect");
f.setAttribute("fill", "none");
f.setAttribute("pointer-events", "all");
v.parentNode.insertBefore(f, v.nextElementSibling);
}
position(f);
var stroke = pv.color(s.strokeStyle);
f.setAttribute("stroke", stroke.color);
f.setAttribute("stroke-opacity", stroke.opacity);
f.setAttribute("stroke-width", s.lineWidth);
/* cursor, title, events, etc. */
try {
s.svg = f;
pv.Mark.prototype.updateInstance.call(this, s);
} finally {
s.svg = v;
}
}
/* url */
v.setAttributeNS(pv.ns.xlink, "href", s.url);
};
/**
* Constructs a new label mark with default properties. Labels are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents a text label, allowing textual annotation of other marks or
* arbitrary text within the visualization. The character data must be plain
* text (unicode), though the text can be styled using the {@link #font}
* property. If rich text is needed, external HTML elements can be overlaid on
* the canvas by hand.
*
* <p>Labels are positioned using the box model, similarly to {@link Dot}. Thus,
* a label has no width or height, but merely a text anchor location. The text
* is positioned relative to this anchor location based on the
* {@link #textAlign}, {@link #textBaseline} and {@link #textMargin} properties.
* Furthermore, the text may be rotated using {@link #textAngle}.
*
* <p>Labels ignore events, so as to not interfere with event handlers on
* underlying marks, such as bars. In the future, we may support event handlers
* on labels.
*
* <p>See also the <a href="../../api/Label.html">Label guide</a>.
*
* @extends pv.Mark
*/
pv.Label = function() {
pv.Mark.call(this);
};
pv.Label.prototype = pv.extend(pv.Mark);
pv.Label.prototype.type = pv.Label;
/**
* Returns "label".
*
* @returns {string} "label".
*/
pv.Label.toString = function() { return "label"; };
/**
* The character data to render; a string. The default value of the text
* property is the identity function, meaning the label's associated datum will
* be rendered using its <tt>toString</tt>.
*
* @type string
* @name pv.Label.prototype.text
*/
pv.Label.prototype.defineProperty("text");
/**
* The font format, per the CSS Level 2 specification. The default font is "10px
* sans-serif", for consistency with the HTML 5 canvas element specification.
* Note that since text is not wrapped, any line-height property will be
* ignored. The other font-style, font-variant, font-weight, font-size and
* font-family properties are supported.
*
* @see <a href="http://www.w3.org/TR/CSS2/fonts.html#font-shorthand">CSS2 fonts</a>.
* @type string
* @name pv.Label.prototype.font
*/
pv.Label.prototype.defineProperty("font");
/**
* The rotation angle, in radians. Text is rotated clockwise relative to the
* anchor location. For example, with the default left alignment, an angle of
* Math.PI / 2 causes text to proceed downwards. The default angle is zero.
*
* @type number
* @name pv.Label.prototype.textAngle
*/
pv.Label.prototype.defineProperty("textAngle");
/**
* The text color. The name "textStyle" is used for consistency with "fillStyle"
* and "strokeStyle", although it might be better to rename this property (and
* perhaps use the same name as "strokeStyle"). The default color is black.
*
* @type string
* @name pv.Label.prototype.textStyle
* @see pv.color
*/
pv.Label.prototype.defineProperty("textStyle");
/**
* The horizontal text alignment. One of:<ul>
*
* <li>left
* <li>center
* <li>right
*
* </ul>The default horizontal alignment is left.
*
* @type string
* @name pv.Label.prototype.textAlign
*/
pv.Label.prototype.defineProperty("textAlign");
/**
* The vertical text alignment. One of:<ul>
*
* <li>top
* <li>middle
* <li>bottom
*
* </ul>The default vertical alignment is bottom.
*
* @type string
* @name pv.Label.prototype.textBaseline
*/
pv.Label.prototype.defineProperty("textBaseline");
/**
* The text margin; may be specified in pixels, or in font-dependent units
* (e.g., ".1ex"). The margin can be used to pad text away from its anchor
* location, in a direction dependent on the horizontal and vertical alignment
* properties. For example, if the text is left- and middle-aligned, the margin
* shifts the text to the right. The default margin is 3 pixels.
*
* @type number
* @name pv.Label.prototype.textMargin
*/
pv.Label.prototype.defineProperty("textMargin");
/**
* A list of shadow effects to be applied to text, per the CSS Text Level 3
* text-shadow property. An example specification is "0.1em 0.1em 0.1em
* rgba(0,0,0,.5)"; the first length is the horizontal offset, the second the
* vertical offset, and the third the blur radius.
*
* @see <a href="http://www.w3.org/TR/css3-text/#text-shadow">CSS3 text</a>.
* @type string
* @name pv.Label.prototype.textShadow
*/
pv.Label.prototype.defineProperty("textShadow");
/**
* Default properties for labels. See the individual properties for the default
* values.
*
* @type pv.Label
*/
pv.Label.defaults = new pv.Label().extend(pv.Mark.defaults)
.text(pv.identity)
.font("10px sans-serif")
.textAngle(0)
.textStyle("black")
.textAlign("left")
.textBaseline("bottom")
.textMargin(3);
/**
* Updates the display for the specified label instance <tt>s</tt> in the scene
* graph. This implementation handles the text formatting for the label, as well
* as positional properties.
*
* @param s a node in the scene graph; the instance of the dot to update.
*/
pv.Label.prototype.updateInstance = function(s) {
var v = s.svg;
/* Create the svg:text element, if necessary. */
if (s.visible && !v) {
v = s.svg = document.createElementNS(pv.ns.svg, "text");
v.$text = document.createTextNode("");
v.appendChild(v.$text);
s.parent.svg.appendChild(v);
}
/* cursor, title, events, visible, etc. */
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* left, top, angle */
v.setAttribute("transform", "translate(" + s.left + "," + s.top + ")"
+ (s.textAngle ? " rotate(" + 180 * s.textAngle / Math.PI + ")" : ""));
/* text-baseline */
switch (s.textBaseline) {
case "middle": {
v.removeAttribute("y");
v.setAttribute("dy", ".35em");
break;
}
case "top": {
v.setAttribute("y", s.textMargin);
v.setAttribute("dy", ".71em");
break;
}
case "bottom": {
v.setAttribute("y", "-" + s.textMargin);
v.removeAttribute("dy");
break;
}
}
/* text-align */
switch (s.textAlign) {
case "right": {
v.setAttribute("text-anchor", "end");
v.setAttribute("x", "-" + s.textMargin);
break;
}
case "center": {
v.setAttribute("text-anchor", "middle");
v.removeAttribute("x");
break;
}
case "left": {
v.setAttribute("text-anchor", "start");
v.setAttribute("x", s.textMargin);
break;
}
}
/* font, text-shadow TODO centralize font definition? */
v.$text.nodeValue = s.text;
var style = "font:" + s.font + ";";
if (s.textShadow) {
style += "text-shadow:" + s.textShadow +";";
}
v.setAttribute("style", style);
/* fill */
var fill = pv.color(s.textStyle);
v.setAttribute("fill", fill.color);
v.setAttribute("fill-opacity", fill.opacity);
/* TODO enable interaction on labels? centralize this definition? */
v.setAttribute("pointer-events", "none");
};
/**
* Constructs a new line mark with default properties. Lines are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents a series of connected line segments, or <i>polyline</i>,
* that can be stroked with a configurable color and thickness. Each
* articulation point in the line corresponds to a datum; for <i>n</i> points,
* <i>n</i>-1 connected line segments are drawn. The point is positioned using
* the box model. Arbitrary paths are also possible, allowing radar plots and
* other custom visualizations.
*
* <p>Like areas, lines can be stroked and filled with arbitrary colors. In most
* cases, lines are only stroked, but the fill style can be used to construct
* arbitrary polygons.
*
* <p>See also the <a href="../../api/Line.html">Line guide</a>.
*
* @extends pv.Mark
*/
pv.Line = function() {
pv.Mark.call(this);
};
pv.Line.prototype = pv.extend(pv.Mark);
pv.Line.prototype.type = pv.Line;
/**
* Returns "line".
*
* @returns {string} "line".
*/
pv.Line.toString = function() { return "line"; };
/**
* The width of stroked lines, in pixels; used in conjunction with
* <tt>strokeStyle</tt> to stroke the line.
*
* @type number
* @name pv.Line.prototype.lineWidth
*/
pv.Line.prototype.defineProperty("lineWidth");
/**
* The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
* stroke the line. The default value of this property is a categorical color.
*
* @type string
* @name pv.Line.prototype.strokeStyle
* @see pv.color
*/
pv.Line.prototype.defineProperty("strokeStyle");
/**
* The line fill style; if non-null, the interior of the line is closed and
* filled with the specified color. The default value of this property is a
* null, meaning that lines are not filled by default.
*
* @type string
* @name pv.Line.prototype.fillStyle
* @see pv.color
*/
pv.Line.prototype.defineProperty("fillStyle");
/**
* Default properties for lines. By default, there is no fill and the stroke
* style is a categorical color.
*
* @type pv.Line
*/
pv.Line.defaults = new pv.Line().extend(pv.Mark.defaults)
.lineWidth(1.5)
.strokeStyle(pv.Colors.category10);
/**
* Override the default update implementation, since the line mark generates a
* single graphical element rather than multiple distinct elements.
*/
pv.Line.prototype.update = function() {
if (!this.scene.length) return;
/* visible */
var s = this.scene[0], v = s.svg;
if (s.visible) {
/* Create the svg:polyline element, if necessary. */
if (!v) {
v = s.svg = document.createElementNS(pv.ns.svg, "polyline");
s.parent.svg.appendChild(v);
}
/* left, top TODO allow points to be changed on events? */
var p = "";
for (var i = 0; i < this.scene.length; i++) {
var si = this.scene[i];
if (isNaN(si.left)) si.left = 0;
if (isNaN(si.top)) si.top = 0;
p += si.left + "," + si.top + " ";
}
v.setAttribute("points", p);
/* cursor, title, events, etc. */
this.updateInstance(s);
v.removeAttribute("display");
} else if (v) {
v.setAttribute("display", "none");
}
};
/**
* Updates the display for the (singleton) line instance. The line mark
* generates a single graphical element rather than multiple distinct elements.
*
* <p>TODO Recompute points? For efficiency, the points are not recomputed, and
* therefore cannot be updated automatically from event handlers without an
* explicit call to rebuild the line.
*
* @param s a node in the scene graph; the instance of the mark to update.
*/
pv.Line.prototype.updateInstance = function(s) {
var v = s.svg;
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* fill, stroke TODO gradient, patterns */
var fill = pv.color(s.fillStyle);
v.setAttribute("fill", fill.color);
v.setAttribute("fill-opacity", fill.opacity);
var stroke = pv.color(s.strokeStyle);
v.setAttribute("stroke", stroke.color);
v.setAttribute("stroke-opacity", stroke.opacity);
v.setAttribute("stroke-width", s.lineWidth);
};
/**
* Constructs a new, empty panel with default properties. Panels, with the
* exception of the root panel, are not typically constructed directly; instead,
* they are added to an existing panel or mark via {@link pv.Mark#add}.
*
* @class Represents a container mark. Panels allow repeated or nested
* structures, commonly used in small multiple displays where a small
* visualization is tiled to facilitate comparison across one or more
* dimensions. Other types of visualizations may benefit from repeated and
* possibly overlapping structure as well, such as stacked area charts. Panels
* can also offset the position of marks to provide padding from surrounding
* content.
*
* <p>All Protovis displays have at least one panel; this is the root panel to
* which marks are rendered. The box model properties (four margins, width and
* height) are used to offset the positions of contained marks. The data
* property determines the panel count: a panel is generated once per associated
* datum. When nested panels are used, property functions can declare additional
* arguments to access the data associated with enclosing panels.
*
* <p>Panels can be rendered inline, facilitating the creation of sparklines.
* This allows designers to reuse browser layout features, such as text flow and
* tables; designers can also overlay HTML elements such as rich text and
* images.
*
* <p>All panels have a <tt>children</tt> array (possibly empty) containing the
* child marks in the order they were added. Panels also have a <tt>root</tt>
* field which points to the root (outermost) panel; the root panel's root field
* points to itself.
*
* <p>See also the <a href="../../api/">Protovis guide</a>.
*
* @extends pv.Bar
*/
pv.Panel = function() {
pv.Bar.call(this);
/**
* The child marks; zero or more {@link pv.Mark}s in the order they were
* added.
*
* @see #add
* @type pv.Mark[]
*/
this.children = [];
this.root = this;
/**
* The internal $dom field is set by the Protovis loader; see lang/init.js. It
* refers to the script element that contains the Protovis specification, so
* that the panel knows where in the DOM to insert the generated SVG element.
*
* @private
*/
this.$dom = pv.Panel.$dom;
};
pv.Panel.prototype = pv.extend(pv.Bar);
pv.Panel.prototype.type = pv.Panel;
/**
* Returns "panel".
*
* @returns {string} "panel".
*/
pv.Panel.toString = function() { return "panel"; };
/**
* The canvas element; either the string ID of the canvas element in the current
* document, or a reference to the canvas element itself. If null, a canvas
* element will be created and inserted into the document at the location of the
* script element containing the current Protovis specification. This property
* only applies to root panels and is ignored on nested panels.
*
* <p>Note: the "canvas" element here refers to a <tt>div</tt> (or other suitable
* HTML container element), <i>not</i> a <tt>canvas</tt> element. The name of
* this property is a historical anachronism from the first implementation that
* used HTML 5 canvas, rather than SVG.
*
* @type string
* @name pv.Panel.prototype.canvas
*/
pv.Panel.prototype.defineProperty("canvas");
/**
* The reverse property; a boolean determining whether child marks are ordered
* from front-to-back or back-to-front. SVG does not support explicit
* z-ordering; shapes are rendered in the order they appear. Thus, by default,
* child marks are rendered in the order they are added to the panel. Setting
* the reverse property to false reverses the order in which they are added to
* the SVG element; however, the properties are still evaluated (i.e., built) in
* forward order.
*
* @type boolean
* @name pv.Panel.prototype.reverse
*/
pv.Panel.prototype.defineProperty("reverse");
/**
* Default properties for panels. By default, the margins are zero, the fill
* style is transparent, and the reverse property is false.
*
* @type pv.Panel
*/
pv.Panel.defaults = new pv.Panel().extend(pv.Bar.defaults)
.top(0).left(0).bottom(0).right(0)
.fillStyle(null)
.reverse(false);
/**
* Adds a new mark of the specified type to this panel. Unlike the normal
* {@link Mark#add} behavior, adding a mark to a panel does not cause the mark
* to inherit from the panel. Since the contained marks are offset by the panel
* margins already, inheriting properties is generally undesirable; of course,
* it is always possible to change this behavior by calling {@link Mark#extend}
* explicitly.
*
* @param {function} type the type of the new mark to add.
* @returns {pv.Mark} the new mark.
*/
pv.Panel.prototype.add = function(type) {
var child = new type();
child.parent = this;
child.root = this.root;
child.childIndex = this.children.length;
this.children.push(child);
return child;
};
/**
* Creates a new canvas (SVG) element with the specified width and height, and
* inserts it into the current document. If the <tt>$dom</tt> field is set, as
* for text/javascript+protovis scripts, the SVG element is inserted into the
* DOM before the script element. Otherwise, the SVG element is inserted into
* the last child element of the document, as for text/javascript scripts.
*
* @param w the width of the canvas to create, in pixels.
* @param h the height of the canvas to create, in pixels.
* @return the new canvas (SVG) element.
*/
pv.Panel.prototype.createCanvas = function(w, h) {
/**
* Returns the last element in the current document's body. The canvas element
* is appended to this last element if another DOM element has not already
* been specified via the <tt>$dom</tt> field.
*/
function lastElement() {
var node = document.body;
while (node.lastElementChild && node.lastElementChild.tagName) {
node = node.lastElementChild;
}
return (node == document.body) ? node : node.parentNode;
}
/* Create the SVG element. */
var c = document.createElementNS(pv.ns.svg, "svg");
c.setAttribute("width", w);
c.setAttribute("height", h);
/* Insert it into the DOM at the appropriate location. */
this.$dom // script element for text/javascript+protovis
? this.$dom.parentNode.insertBefore(c, this.$dom)
: lastElement().appendChild(c);
return c;
};
/**
* Evaluates all of the properties for this panel for the specified instance
* <tt>s</tt> in the scene graph, including recursively building the scene graph
* for child marks.
*
* @param s a node in the scene graph; the instance of the panel to build.
* @see Mark#scene
*/
pv.Panel.prototype.buildInstance = function(s) {
pv.Bar.prototype.buildInstance.call(this, s);
/*
* Build each child, passing in the parent (this panel) scene graph node. The
* child mark's scene is initialized from the corresponding entry in the
* existing scene graph, such that properties from the previous build can be
* reused; this is largely to facilitate the recycling of SVG elements.
*/
for (var i = 0; i < this.children.length; i++) {
this.children[i].scene = s.children[i] || [];
this.children[i].build(s);
}
/*
* Once the child marks have been built, the new scene graph nodes are removed
* from the child marks and placed into the scene graph. The nodes cannot
* remain on the child nodes because this panel (or a parent panel) may be
* instantiated multiple times!
*/
for (var i = 0; i < this.children.length; i++) {
s.children[i] = this.children[i].scene;
delete this.children[i].scene;
}
/* Delete any expired child scenes, should child marks have been removed. */
s.children.length = this.children.length;
};
/**
* Computes the implied properties for this panel for the specified instance
* <tt>s</tt> in the scene graph. Panels have two implied properties:<ul>
*
* <li>The <tt>canvas</tt> property references the DOM element, typically a DIV,
* that contains the SVG element that is used to display the visualization. This
* property may be specified as a string, referring to the unique ID of the
* element in the DOM. The string is converted to a reference to the DOM
* element. The width and height of the SVG element is inferred from this DOM
* element. If no canvas property is specified, a new SVG element is created and
* inserted into the document, using the panel dimensions; see
* {@link #createCanvas}.
*
* <li>The <tt>children</tt> array, while not a property per se, contains the
* scene graph for each child mark. This array is initialized to be empty, and
* is populated above in {@link #buildInstance}.
*
* </ul>The current implementation creates the SVG element, if necessary, during
* the build phase; in the future, it may be preferable to move this to the
* update phase, although then the canvas property would be undefined. In
* addition, DOM inspection is necessary to define the implied width and height
* properties that may be inferred from the DOM.
*
* @param s a node in the scene graph; the instance of the panel to build.
*/
pv.Panel.prototype.buildImplied = function(s) {
if (!s.children) s.children = [];
if (!s.parent) {
var c = s.canvas;
if (c) {
var d = (typeof c == "string") ? document.getElementById(c) : c;
/* Clear the container if it's not already associated with this panel. */
if (!d.$panel || d.$panel != this) {
d.$panel = this;
delete d.$canvas;
while (d.lastChild) {
d.lastChild.remove();
}
}
/* Construct the canvas if not already present. */
if (!(c = d.$canvas)) {
d.$canvas = c = document.createElementNS(pv.ns.svg, "svg");
d.appendChild(c);
}
/** Returns the computed style for the given element and property. */
let css = function(e, p) {
return parseFloat(self.getComputedStyle(e, null).getPropertyValue(p));
};
/* If width and height weren't specified, inspect the container. */
var w, h;
if (s.width == null) {
w = css(d, "width");
s.width = w - s.left - s.right;
} else {
w = s.width + s.left + s.right;
}
if (s.height == null) {
h = css(d, "height");
s.height = h - s.top - s.bottom;
} else {
h = s.height + s.top + s.bottom;
}
c.setAttribute("width", w);
c.setAttribute("height", h);
s.canvas = c;
} else if (s.svg) {
s.canvas = s.svg.parentNode;
} else {
s.canvas = this.createCanvas(
s.width + s.left + s.right,
s.height + s.top + s.bottom);
}
}
pv.Bar.prototype.buildImplied.call(this, s);
};
/**
* Updates the display, propagating property values computed in the build phase
* to the SVG image. In addition to the SVG element that serves as the canvas,
* each panel instance has a corresponding <tt>g</tt> (container) element. The
* <tt>g</tt> element uses the <tt>transform</tt> attribute to offset the location
* of contained graphical elements.
*/
pv.Panel.prototype.update = function() {
var appends = [];
for (var i = 0; i < this.scene.length; i++) {
var s = this.scene[i];
/* Create the <svg:g> element, if necessary. */
var v = s.svg;
if (!v) {
v = s.svg = document.createElementNS(pv.ns.svg, "g");
appends.push(s);
}
/* Update this instance, recursively including child marks. */
this.updateInstance(s);
if (s.children) { // check visibility
for (var j = 0; j < this.children.length; j++) {
var c = this.children[j];
c.scene = s.children[j];
c.update();
delete c.scene;
}
}
}
/*
* WebKit appears has a bug where images are not rendered if the <g> element
* is appended before it contained any elements. Creating the child elements
* first and then appending them solves the problem and is likely more
* efficient. Also, it means we can reverse the order easily.
*
* TODO It would be nice to support arbitrary z-order here, at least within
* panel. Of course, the order of children may need to be updated not just on
* append.
*/
if (appends.length) {
if (appends[0].reverse) appends.reverse();
for (var i = 0; i < appends.length; i++) {
var s = appends[i];
(s.parent ? s.parent.svg : s.canvas).appendChild(s.svg);
}
}
};
/**
* Updates the display for the specified panel instance <tt>s</tt> in the scene
* graph. This implementation handles the fill and stroke style for the panel,
* as well as any necessary transform to offset the location of contained marks.
*
* <p>TODO As a performance optimization, it may also be possible to assign
* constant property values (or even the most common value for each property) as
* attributes on the <g> element so they can be inherited.
*
* @param s a node in the scene graph; the instance of the panel to update.
*/
pv.Panel.prototype.updateInstance = function(s) {
var v = s.svg;
/* visible */
if (!s.visible) {
if (v) v.setAttribute("display", "none");
return;
}
v.removeAttribute("display");
/* fillStyle, strokeStyle */
var r = v.$rect;
if (s.fillStyle || s.strokeStyle) {
if (!r) {
r = v.$rect = document.createElementNS(pv.ns.svg, "rect");
v.insertBefore(r, v.firstElementChild);
}
/* If width and height are exactly zero, the rect is not stroked! */
r.setAttribute("width", Math.max(1E-10, s.width));
r.setAttribute("height", Math.max(1E-10, s.height));
/* fill, stroke TODO gradient, patterns */
var fill = pv.color(s.fillStyle);
r.setAttribute("fill", fill.color);
r.setAttribute("fill-opacity", fill.opacity);
var stroke = pv.color(s.strokeStyle);
r.setAttribute("stroke", stroke.color);
r.setAttribute("stroke-opacity", stroke.opacity);
r.setAttribute("stroke-width", s.lineWidth);
} else if (r) {
v.removeChild(r);
delete v.$rect;
r = null;
}
/* cursor, title, event, etc. */
if (r) {
try {
s.svg = r;
pv.Mark.prototype.updateInstance.call(this, s);
} finally {
s.svg = v;
}
}
/* left, top */
if (s.left || s.top) {
v.setAttribute("transform", "translate(" + s.left + "," + s.top +")");
} else {
v.removeAttribute("transform");
}
};
/**
* Constructs a new rule with default properties. Rules are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents a horizontal or vertical rule. Rules are frequently used
* for axes and grid lines. For example, specifying only the bottom property
* draws horizontal rules, while specifying only the left draws vertical
* rules. Rules can also be used as thin bars. The visual style is controlled in
* the same manner as lines.
*
* <p>Rules are positioned exclusively using the four margins. The following
* combinations of properties are supported:<ul>
*
* <li>left (vertical)
* <li>right (vertical)
* <li>left, bottom, top (vertical)
* <li>right, bottom, top (vertical)
* <li>top (horizontal)
* <li>bottom (horizontal)
* <li>top, left, right (horizontal)
* <li>bottom, left, right (horizontal)
*
* </ul>TODO If rules supported width (for horizontal) and height (for vertical)
* properties, it might be easier to place them. Small rules can be used as tick
* marks; alternatively, a {@link Dot} with the "tick" shape can be used.
*
* <p>See also the <a href="../../api/Rule.html">Rule guide</a>.
*
* @see pv.Line
* @extends pv.Mark
*/
pv.Rule = function() {
pv.Mark.call(this);
};
pv.Rule.prototype = pv.extend(pv.Mark);
pv.Rule.prototype.type = pv.Rule;
/**
* Returns "rule".
*
* @returns {string} "rule".
*/
pv.Rule.toString = function() { return "rule"; };
/**
* The width of stroked lines, in pixels; used in conjunction with
* <tt>strokeStyle</tt> to stroke the rule. The default value is 1 pixel.
*
* @type number
* @name pv.Rule.prototype.lineWidth
*/
pv.Rule.prototype.defineProperty("lineWidth");
/**
* The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
* stroke the rule. The default value of this property is black.
*
* @type string
* @name pv.Rule.prototype.strokeStyle
* @see pv.color
*/
pv.Rule.prototype.defineProperty("strokeStyle");
/**
* Default properties for rules. By default, a single-pixel black line is
* stroked.
*
* @type pv.Rule
*/
pv.Rule.defaults = new pv.Rule().extend(pv.Mark.defaults)
.lineWidth(1)
.strokeStyle("black");
/**
* Constructs a new rule anchor with default properties.
*
* @class Represents an anchor for a rule mark. Rules support five different
* anchors:<ul>
*
* <li>top
* <li>left
* <li>center
* <li>bottom
* <li>right
*
* </ul>In addition to positioning properties (left, right, top bottom), the
* anchors support text rendering properties (text-align, text-baseline). Text is
* rendered to appear outside the rule. Note that this behavior is different
* from other mark anchors, which default to rendering text <i>inside</i> the
* mark.
*
* <p>For consistency with the other mark types, the anchor positions are
* defined in terms of their opposite edge. For example, the top anchor defines
* the bottom property, such that a bar added to the top anchor grows upward.
*
* @extends pv.Bar.Anchor
*/
pv.Rule.Anchor = function() {
pv.Bar.Anchor.call(this);
};
pv.Rule.Anchor.prototype = pv.extend(pv.Bar.Anchor);
pv.Rule.Anchor.prototype.type = pv.Rule;
/**
* The text-align property, for horizontal alignment outside the rule.
*
* @type string
* @name pv.Rule.Anchor.prototype.textAlign
*/ /** @private */
pv.Rule.Anchor.prototype.$textAlign = function(d) {
switch (this.get("name")) {
case "left": return "right";
case "bottom":
case "top":
case "center": return "center";
case "right": return "left";
}
return null;
};
/**
* The text-baseline property, for vertical alignment outside the rule.
*
* @type string
* @name pv.Rule.Anchor.prototype.textBaseline
*/ /** @private */
pv.Rule.Anchor.prototype.$textBaseline = function(d) {
switch (this.get("name")) {
case "right":
case "left":
case "center": return "middle";
case "top": return "bottom";
case "bottom": return "top";
}
return null;
};
/**
* Returns the pseudo-width of the rule in pixels; read-only.
*
* @returns {number} the pseudo-width, in pixels.
*/
pv.Rule.prototype.width = function() {
return this.scene[this.index].width;
};
/**
* Returns the pseudo-height of the rule in pixels; read-only.
*
* @returns {number} the pseudo-height, in pixels.
*/
pv.Rule.prototype.height = function() {
return this.scene[this.index].height;
};
/**
* Overrides the default behavior of {@link Mark#buildImplied} to determine the
* orientation (vertical or horizontal) of the rule.
*
* @param s a node in the scene graph; the instance of the rule to build.
*/
pv.Rule.prototype.buildImplied = function(s) {
s.width = s.height = 0;
/* Determine horizontal or vertical orientation. */
var l = s.left, r = s.right, t = s.top, b = s.bottom;
if (((l == null) && (r == null)) || ((r != null) && (l != null))) {
s.width = s.parent.width - (l = l || 0) - (r = r || 0);
} else {
s.height = s.parent.height - (t = t || 0) - (b = b || 0);
}
s.left = l;
s.right = r;
s.top = t;
s.bottom = b;
pv.Mark.prototype.buildImplied.call(this, s);
};
/**
* Updates the display for the specified rule instance <tt>s</tt> in the scene
* graph. This implementation handles the stroke style for the rule, as well as
* positional properties.
*
* @param s a node in the scene graph; the instance of the rule to update.
*/
pv.Rule.prototype.updateInstance = function(s) {
var v = s.svg;
/* Create the svg:line element, if necessary. */
if (s.visible && !v) {
v = s.svg = document.createElementNS(pv.ns.svg, "line");
s.parent.svg.appendChild(v);
}
/* visible, cursor, title, events, etc. */
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* left, top */
v.setAttribute("x1", s.left);
v.setAttribute("y1", s.top);
v.setAttribute("x2", s.left + s.width);
v.setAttribute("y2", s.top + s.height);
/* stroke TODO gradient, patterns, dashes */
var stroke = pv.color(s.strokeStyle);
v.setAttribute("stroke", stroke.color);
v.setAttribute("stroke-opacity", stroke.opacity);
v.setAttribute("stroke-width", s.lineWidth);
};
/**
* Constructs a new wedge with default properties. Wedges are not typically
* constructed directly, but by adding to a panel or an existing mark via
* {@link pv.Mark#add}.
*
* @class Represents a wedge, or pie slice. Specified in terms of start and end
* angle, inner and outer radius, wedges can be used to construct donut charts
* and polar bar charts as well. If the {@link #angle} property is used, the end
* angle is implied by adding this value to start angle. By default, the start
* angle is the previously-generated wedge's end angle. This design allows
* explicit control over the wedge placement if desired, while offering
* convenient defaults for the construction of radial graphs.
*
* <p>The center point of the circle is positioned using the standard box model.
* The wedge can be stroked and filled, similar to {link Bar}.
*
* <p>See also the <a href="../../api/Wedge.html">Wedge guide</a>.
*
* @extends pv.Mark
*/
pv.Wedge = function() {
pv.Mark.call(this);
};
pv.Wedge.prototype = pv.extend(pv.Mark);
pv.Wedge.prototype.type = pv.Wedge;
/**
* Returns "wedge".
*
* @returns {string} "wedge".
*/
pv.Wedge.toString = function() { return "wedge"; };
/**
* The start angle of the wedge, in radians. The start angle is measured
* clockwise from the 3 o'clock position. The default value of this property is
* the end angle of the previous instance (the {@link Mark#sibling}), or -PI / 2
* for the first wedge; for pie and donut charts, typically only the
* {@link #angle} property needs to be specified.
*
* @type number
* @name pv.Wedge.prototype.startAngle
*/
pv.Wedge.prototype.defineProperty("startAngle");
/**
* The end angle of the wedge, in radians. If not specified, the end angle is
* implied as the start angle plus the {@link #angle}.
*
* @type number
* @name pv.Wedge.prototype.endAngle
*/
pv.Wedge.prototype.defineProperty("endAngle");
/**
* The angular span of the wedge, in radians. This property is used if end angle
* is not specified.
*
* @type number
* @name pv.Wedge.prototype.angle
*/
pv.Wedge.prototype.defineProperty("angle");
/**
* The inner radius of the wedge, in pixels. The default value of this property
* is zero; a positive value will produce a donut slice rather than a pie slice.
* The inner radius can vary per-wedge.
*
* @type number
* @name pv.Wedge.prototype.innerRadius
*/
pv.Wedge.prototype.defineProperty("innerRadius");
/**
* The outer radius of the wedge, in pixels. This property is required. For
* pies, only this radius is required; for donuts, the inner radius must be
* specified as well. The outer radius can vary per-wedge.
*
* @type number
* @name pv.Wedge.prototype.outerRadius
*/
pv.Wedge.prototype.defineProperty("outerRadius");
/**
* The width of stroked lines, in pixels; used in conjunction with
* <tt>strokeStyle</tt> to stroke the wedge's border.
*
* @type number
* @name pv.Wedge.prototype.lineWidth
*/
pv.Wedge.prototype.defineProperty("lineWidth");
/**
* The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
* stroke the wedge's border. The default value of this property is null,
* meaning wedges are not stroked by default.
*
* @type string
* @name pv.Wedge.prototype.strokeStyle
* @see pv.color
*/
pv.Wedge.prototype.defineProperty("strokeStyle");
/**
* The wedge fill style; if non-null, the interior of the wedge is filled with
* the specified color. The default value of this property is a categorical
* color.
*
* @type string
* @name pv.Wedge.prototype.fillStyle
* @see pv.color
*/
pv.Wedge.prototype.defineProperty("fillStyle");
/**
* Default properties for wedges. By default, there is no stroke and the fill
* style is a categorical color.
*
* @type pv.Wedge
*/
pv.Wedge.defaults = new pv.Wedge().extend(pv.Mark.defaults)
.startAngle(function() {
var s = this.sibling();
return s ? s.endAngle : -Math.PI / 2;
})
.innerRadius(0)
.lineWidth(1.5)
.strokeStyle(null)
.fillStyle(pv.Colors.category20.unique);
/**
* Returns the mid-radius of the wedge, which is defined as half-way between the
* inner and outer radii.
*
* @see #innerRadius
* @see #outerRadius
* @returns {number} the mid-radius, in pixels.
*/
pv.Wedge.prototype.midRadius = function() {
return (this.innerRadius() + this.outerRadius()) / 2;
};
/**
* Returns the mid-angle of the wedge, which is defined as half-way between the
* start and end angles.
*
* @see #startAngle
* @see #endAngle
* @returns {number} the mid-angle, in radians.
*/
pv.Wedge.prototype.midAngle = function() {
return (this.startAngle() + this.endAngle()) / 2;
};
/**
* Constructs a new wedge anchor with default properties.
*
* @class Represents an anchor for a wedge mark. Wedges support five different
* anchors:<ul>
*
* <li>outer
* <li>inner
* <li>center
* <li>start
* <li>end
*
* </ul>In addition to positioning properties (left, right, top bottom), the
* anchors support text rendering properties (text-align, text-baseline,
* textAngle). Text is rendered to appear inside the wedge.
*
* @extends pv.Mark.Anchor
*/
pv.Wedge.Anchor = function() {
pv.Mark.Anchor.call(this);
};
pv.Wedge.Anchor.prototype = pv.extend(pv.Mark.Anchor);
pv.Wedge.Anchor.prototype.type = pv.Wedge;
/**
* The left property; non-null.
*
* @type number
* @name pv.Wedge.Anchor.prototype.left
*/ /** @private */
pv.Wedge.Anchor.prototype.$left = function() {
var w = this.anchorTarget();
switch (this.get("name")) {
case "outer": return w.left() + w.outerRadius() * Math.cos(w.midAngle());
case "inner": return w.left() + w.innerRadius() * Math.cos(w.midAngle());
case "start": return w.left() + w.midRadius() * Math.cos(w.startAngle());
case "center": return w.left() + w.midRadius() * Math.cos(w.midAngle());
case "end": return w.left() + w.midRadius() * Math.cos(w.endAngle());
}
return null;
};
/**
* The right property; non-null.
*
* @type number
* @name pv.Wedge.Anchor.prototype.right
*/ /** @private */
pv.Wedge.Anchor.prototype.$right = function() {
var w = this.anchorTarget();
switch (this.get("name")) {
case "outer": return w.right() + w.outerRadius() * Math.cos(w.midAngle());
case "inner": return w.right() + w.innerRadius() * Math.cos(w.midAngle());
case "start": return w.right() + w.midRadius() * Math.cos(w.startAngle());
case "center": return w.right() + w.midRadius() * Math.cos(w.midAngle());
case "end": return w.right() + w.midRadius() * Math.cos(w.endAngle());
}
return null;
};
/**
* The top property; non-null.
*
* @type number
* @name pv.Wedge.Anchor.prototype.top
*/ /** @private */
pv.Wedge.Anchor.prototype.$top = function() {
var w = this.anchorTarget();
switch (this.get("name")) {
case "outer": return w.top() + w.outerRadius() * Math.sin(w.midAngle());
case "inner": return w.top() + w.innerRadius() * Math.sin(w.midAngle());
case "start": return w.top() + w.midRadius() * Math.sin(w.startAngle());
case "center": return w.top() + w.midRadius() * Math.sin(w.midAngle());
case "end": return w.top() + w.midRadius() * Math.sin(w.endAngle());
}
return null;
};
/**
* The bottom property; non-null.
*
* @type number
* @name pv.Wedge.Anchor.prototype.bottom
*/ /** @private */
pv.Wedge.Anchor.prototype.$bottom = function() {
var w = this.anchorTarget();
switch (this.get("name")) {
case "outer": return w.bottom() + w.outerRadius() * Math.sin(w.midAngle());
case "inner": return w.bottom() + w.innerRadius() * Math.sin(w.midAngle());
case "start": return w.bottom() + w.midRadius() * Math.sin(w.startAngle());
case "center": return w.bottom() + w.midRadius() * Math.sin(w.midAngle());
case "end": return w.bottom() + w.midRadius() * Math.sin(w.endAngle());
}
return null;
};
/**
* The text-align property, for horizontal alignment inside the wedge.
*
* @type string
* @name pv.Wedge.Anchor.prototype.textAlign
*/ /** @private */
pv.Wedge.Anchor.prototype.$textAlign = function() {
var w = this.anchorTarget();
switch (this.get("name")) {
case "outer": return pv.Wedge.upright(w.midAngle()) ? "right" : "left";
case "inner": return pv.Wedge.upright(w.midAngle()) ? "left" : "right";
default: return "center";
}
};
/**
* The text-baseline property, for vertical alignment inside the wedge.
*
* @type string
* @name pv.Wedge.Anchor.prototype.textBaseline
*/ /** @private */
pv.Wedge.Anchor.prototype.$textBaseline = function() {
var w = this.anchorTarget();
switch (this.get("name")) {
case "start": return pv.Wedge.upright(w.startAngle()) ? "top" : "bottom";
case "end": return pv.Wedge.upright(w.endAngle()) ? "bottom" : "top";
default: return "middle";
}
};
/**
* The text-angle property, for text rotation inside the wedge.
*
* @type number
* @name pv.Wedge.Anchor.prototype.textAngle
*/ /** @private */
pv.Wedge.Anchor.prototype.$textAngle = function() {
var w = this.anchorTarget();
var a = 0;
switch (this.get("name")) {
case "center":
case "inner":
case "outer": a = w.midAngle(); break;
case "start": a = w.startAngle(); break;
case "end": a = w.endAngle(); break;
}
return pv.Wedge.upright(a) ? a : (a + Math.PI);
};
/**
* Returns true if the specified angle is considered "upright", as in, text
* rendered at that angle would appear upright. If the angle is not upright,
* text is rotated 180 degrees to be upright, and the text alignment properties
* are correspondingly changed.
*
* @param {number} angle an angle, in radius.
* @returns {boolean} true if the specified angle is upright.
*/
pv.Wedge.upright = function(angle) {
angle = angle % (2 * Math.PI);
angle = (angle < 0) ? (2 * Math.PI + angle) : angle;
return (angle < Math.PI / 2) || (angle > 3 * Math.PI / 2);
};
/**
* Overrides the default behavior of {@link Mark#buildImplied} such that the end
* angle is computed from the start angle and angle (angular span) if not
* specified.
*
* @param s a node in the scene graph; the instance of the wedge to build.
*/
pv.Wedge.prototype.buildImplied = function(s) {
pv.Mark.prototype.buildImplied.call(this, s);
if (s.endAngle == null) {
s.endAngle = s.startAngle + s.angle;
}
};
/**
* Updates the display for the specified wedge instance <tt>s</tt> in the scene
* graph. This implementation handles the fill and stroke style for the wedge,
* as well as positional properties.
*
* @param s a node in the scene graph; the instance of the bar to update.
*/
pv.Wedge.prototype.updateInstance = function(s) {
var v = s.svg;
/* Create the <svg:path> element, if necessary. */
if (s.visible && !v) {
v = s.svg = document.createElementNS(pv.ns.svg, "path");
v.setAttribute("fill-rule", "evenodd");
s.parent.svg.appendChild(v);
}
/* visible, cursor, title, events, etc. */
pv.Mark.prototype.updateInstance.call(this, s);
if (!s.visible) return;
/* left, top */
v.setAttribute("transform", "translate(" + s.left + "," + s.top +")");
/*
* TODO If the angle or endAngle is updated by an event handler, the implied
* properties won't recompute correctly, so this will lead to potentially
* buggy redraw. How to re-evaluate implied properties on update?
*/
/* innerRadius, outerRadius, startAngle, endAngle */
var r1 = s.innerRadius, r2 = s.outerRadius;
if (s.angle >= 2 * Math.PI) {
if (r1) {
v.setAttribute("d", "M0," + r2
+ "A" + r2 + "," + r2 + " 0 1,1 0," + (-r2)
+ "A" + r2 + "," + r2 + " 0 1,1 0," + r2
+ "M0," + r1
+ "A" + r1 + "," + r1 + " 0 1,1 0," + (-r1)
+ "A" + r1 + "," + r1 + " 0 1,1 0," + r1
+ "Z");
} else {
v.setAttribute("d", "M0," + r2
+ "A" + r2 + "," + r2 + " 0 1,1 0," + (-r2)
+ "A" + r2 + "," + r2 + " 0 1,1 0," + r2
+ "Z");
}
} else {
var c1 = Math.cos(s.startAngle), c2 = Math.cos(s.endAngle),
s1 = Math.sin(s.startAngle), s2 = Math.sin(s.endAngle);
if (r1) {
v.setAttribute("d", "M" + r2 * c1 + "," + r2 * s1
+ "A" + r2 + "," + r2 + " 0 "
+ ((s.angle < Math.PI) ? "0" : "1") + ",1 "
+ r2 * c2 + "," + r2 * s2
+ "L" + r1 * c2 + "," + r1 * s2
+ "A" + r1 + "," + r1 + " 0 "
+ ((s.angle < Math.PI) ? "0" : "1") + ",0 "
+ r1 * c1 + "," + r1 * s1 + "Z");
} else {
v.setAttribute("d", "M" + r2 * c1 + "," + r2 * s1
+ "A" + r2 + "," + r2 + " 0 "
+ ((s.angle < Math.PI) ? "0" : "1") + ",1 "
+ r2 * c2 + "," + r2 * s2 + "L0,0Z");
}
}
/* fill, stroke TODO gradient, patterns */
var fill = pv.color(s.fillStyle);
v.setAttribute("fill", fill.color);
v.setAttribute("fill-opacity", fill.opacity);
var stroke = pv.color(s.strokeStyle);
v.setAttribute("stroke", stroke.color);
v.setAttribute("stroke-opacity", stroke.opacity);
v.setAttribute("stroke-width", s.lineWidth);
};
pv.Scales = {};
pv.Scales.epsilon = 1e-30;
pv.Scales.defaultBase = 10;
/**
* Scale is a base class for scale objects. Scale objects are used to scale the
* data to a given range. The Scale object initially scales the value to the
* interval [0, 1]. The values are then mapped to a given range by the range()
* method.
*/
pv.Scales.Scale = function() {
// Pixel coordinate minimum
this._rMin = 0;
// Pixel coordinate maximum
this._rMax = 100;
// Round value?
this._round = true;
};
/**
* Sets the range to map the data to.
*/
pv.Scales.Scale.prototype.range = function(a, b) {
if (a == undefined) {
// use default values
// TODO: [0, 100] may not be the best default values.
// Find better default values, which may be different for each scale type.
} else if (b == undefined) {
this._rMin = 0;
this._rMax = a;
} else {
this._rMin = a;
this._rMax = b;
}
return this;
};
// Accessor method for range min
pv.Scales.Scale.prototype.rangeMin = function(x) {
if (x == undefined) {
return this._rMin;
} else {
this._rMin = x;
return this;
}
};
// Accessor method for range max
pv.Scales.Scale.prototype.rangeMax = function(x) {
if (x == undefined) {
return this._rMax;
} else {
this._rMax = x;
return this;
}
};
// Accessor method for round
pv.Scales.Scale.prototype.round = function(x) {
if (x == undefined) {
return this._round;
} else {
this._round = x;
return this;
}
};
//Scales the input to the set range
pv.Scales.Scale.prototype.scale = function(x) {
var v = this._rMin + (this._rMax-this._rMin) * this.normalize(x);
return this._round ? Math.round(v) : v;
};
// Returns the inverse scaled value.
pv.Scales.Scale.prototype.invert = function(y) {
var n = (y - this._rMin) / (this._rMax - this._rMin);
return this.unnormalize(n);
};
pv.Scale = {};
pv.Scale.linear = function() {
var min, max, nice = false, s, f = pv.identity;
/* Property function. */
function scale() {
if (s == undefined) {
if (min == undefined) min = pv.min(this.$$data, f);
if (max == undefined) max = pv.max(this.$$data, f);
if (nice) { // TODO Only "nice" bounds set automatically.
var step = Math.pow(10, Math.round(Math.log(max - min) / Math.log(10)) - 1);
min = Math.floor(min / step) * step;
max = Math.ceil(max / step) * step;
}
s = range.call(this) / (max - min);
}
return (f.apply(this, arguments) - min) * s;
}
function range() {
switch (property) {
case "height":
case "top":
case "bottom": return this.parent.height();
case "width":
case "left":
case "right": return this.parent.width();
default: return 1;
}
}
scale.by = function(v) { f = v; return this; };
scale.min = function(v) { min = v; return this; };
scale.max = function(v) { max = v; return this; };
scale.nice = function(v) {
nice = (arguments.length == 0) ? true : v;
return this;
};
scale.range = function() {
if (arguments.length == 1) {
o = 0;
s = arguments[0];
} else {
o = arguments[0];
s = arguments[1] - arguments[0];
}
return this;
};
return scale;
};
/**
* QuantitativeScale is a base class for representing quantitative numerical data
* scales.
*/
pv.Scales.QuantitativeScale = function(min, max, base) {
pv.Scales.Scale.call(this);
this._min = min;
this._max = max;
this._base = base==undefined ? pv.Scales.defaultBase : base;
};
pv.Scales.QuantitativeScale.prototype = pv.extend(pv.Scales.Scale);
// Accessor method for min
pv.Scales.QuantitativeScale.prototype.min = function(x) {
if (x == undefined) {
return this._min;
} else {
this._min = x;
return this;
}
};
// Accessor method for max
pv.Scales.QuantitativeScale.prototype.max = function(x) {
if (x == undefined) {
return this._max;
} else {
this._max = x;
return this;
}
};
// Accessor method for base
pv.Scales.QuantitativeScale.prototype.base = function(x) {
if (x == undefined) {
return this._base;
} else {
this._base = x;
return this;
}
};
// Checks if the mapped interval contains x
pv.Scales.QuantitativeScale.prototype.contains = function(x) {
return (x >= this._min && x <= this._max);
};
// Returns the step for the scale
pv.Scales.QuantitativeScale.prototype.step = function(min, max, base) {
if (!base) base = pv.Scales.defaultBase;
var exp = Math.round(Math.log(max-min)/Math.log(base)) - 1;
return Math.pow(base, exp);
};
pv.Scales.dateTime = function(min, max) {
return new pv.Scales.DateTimeScale(min, max);
}
/**
* DateTimeScale DateTimeScale scales time data.
*/
pv.Scales.DateTimeScale = function(min, max) {
pv.Scales.Scale.call(this);
this._min = min;
this._max = max;
};
pv.Scales.DateTimeScale.prototype = pv.extend(pv.Scales.Scale);
// Accessor method for min
pv.Scales.DateTimeScale.prototype.min = function(x) {
if (x == undefined) {
return this._min;
} else {
this._min = x;
return this;
}
};
// Accessor method for max
pv.Scales.DateTimeScale.prototype.max = function(x) {
if (x == undefined) {
return this._max;
} else {
this._max = x;
return this;
}
};
// Normalizes DateTimeScale value
pv.Scales.DateTimeScale.prototype.normalize = function(x) {
var eps = pv.Scales.epsilon;
var range = this._max - this._min;
return (range < eps && range > -eps) ? 0 : (x - this._min) / range;
};
// Un-normalizes the value
pv.Scales.DateTimeScale.prototype.unnormalize = function(n) {
return n * (this._max - this._min) + this._min;
};
// Checks if the mapped interval contains x
pv.Scales.DateTimeScale.prototype.contains = function(x) {
var t = x.valueOf();
return (t >= this._min.valueOf() && t <= this._max.valueOf());
};
// Sets min/max values to "nice" values
pv.Scales.DateTimeScale.prototype.nice = function() {
var span = this.span(this._min, this._max);
this._min = this.round(this._min, span, false);
this._max = this.round(this._max, span, true);
};
/**
* Calculate a list of rule values covering the time range spaced at a
* configurable span.
*
* @param [forceSpan] If you want to force rule-generation from a span other
* than the default calculated by span, pass the value here.
* @param [beNice] Round the min and max values based on the span in use. If
* you are passing a value for forceSpan, you may also want to pass true
* for this argument.
*
* @return a list of rule values
*/
pv.Scales.DateTimeScale.prototype.ruleValues = function(forceSpan, beNice) {
var min = this._min.valueOf(), max = this._max.valueOf();
var span = (forceSpan == null) ? this.span(this._min, this._max) : forceSpan;
// We need to boost the step in order to avoid an infinite loop in the first
// case where we round. DST can cause a case where just one step is not
// enough to push round far enough.
var step = Math.floor(this.step(this._min, this._max, span) * 1.5);
var list = [];
var d = this._min;
if (beNice) {
d = this.round(d, span, false);
max = this.round(this._max, span, true).valueOf();
}
if (span < pv.Scales.DateTimeScale.Span.MONTHS) {
while (d.valueOf() <= max) {
list.push(d);
// we need to round to compensate for daylight savings time...
d = this.round(new Date(d.valueOf()+step), span, false);
}
} else if (span == pv.Scales.DateTimeScale.Span.MONTHS) {
// TODO: Handle quarters
step = 1;
while (d.valueOf() <= max) {
list.push(d);
d = new Date(d);
d.setMonth(d.getMonth() + step);
}
} else { // Span.YEARS
step = 1;
while (d.valueOf() <= max) {
list.push(d);
d = new Date(d);
d.setFullYear(d.getFullYear() + step);
}
}
return list;
};
// Time Span Constants
pv.Scales.DateTimeScale.Span = {};
pv.Scales.DateTimeScale.Span.YEARS = 0;
pv.Scales.DateTimeScale.Span.MONTHS = -1;
pv.Scales.DateTimeScale.Span.DAYS = -2;
pv.Scales.DateTimeScale.Span.HOURS = -3;
pv.Scales.DateTimeScale.Span.MINUTES = -4;
pv.Scales.DateTimeScale.Span.SECONDS = -5;
pv.Scales.DateTimeScale.Span.MILLISECONDS = -6;
pv.Scales.DateTimeScale.Span.WEEKS = -10;
pv.Scales.DateTimeScale.Span.QUARTERS = -11;
// Rounds the date
pv.Scales.DateTimeScale.prototype.round = function(t, span, roundUp) {
var Span = pv.Scales.DateTimeScale.Span;
var d = t, bias = roundUp ? 1 : 0;
if (span >= Span.YEARS) {
d = new Date(t.getFullYear() + bias, 0);
} else if (span == Span.MONTHS) {
d = new Date(t.getFullYear(), t.getMonth() + bias);
} else if (span == Span.DAYS) {
d = new Date(t.getFullYear(), t.getMonth(), t.getDate() + bias);
} else if (span == Span.HOURS) {
d = new Date(t.getFullYear(), t.getMonth(), t.getDate(), t.getHours() + bias);
} else if (span == Span.MINUTES) {
d = new Date(t.getFullYear(), t.getMonth(), t.getDate(), t.getHours(), t.getMinutes() + bias);
} else if (span == Span.SECONDS) {
d = new Date(t.getFullYear(), t.getMonth(), t.getDate(), t.getHours(), t.getMinutes(), t.getSeconds() + bias);
} else if (span == Span.MILLISECONDS) {
d = new Date(d.time + (roundUp ? 1 : -1));
} else if (span == Span.WEEKS) {
bias = roundUp ? 7 - d.getDay() : -d.getDay();
d = new Date(t.getFullYear(), t.getMonth(), t.getDate() + bias);
}
return d;
};
// Returns the span of the given min/max values
pv.Scales.DateTimeScale.prototype.span = function(min, max) {
var MS_MIN = 60*1000, MS_HOUR = 60*MS_MIN, MS_DAY = 24*MS_HOUR, MS_WEEK = 7*MS_DAY;
var Span = pv.Scales.DateTimeScale.Span;
var span = max.valueOf() - min.valueOf();
var days = span / MS_DAY;
// TODO: handle Weeks/Quarters
if (days >= 365*2) return (1 + max.getFullYear()-min.getFullYear());
else if (days >= 60) return Span.MONTHS;
else if (span/MS_WEEK > 1) return Span.WEEKS;
else if (span/MS_DAY > 1) return Span.DAYS;
else if (span/MS_HOUR > 1) return Span.HOURS;
else if (span/MS_MIN > 1) return Span.MINUTES;
else if (span/1000.0 > 1) return Span.SECONDS;
else return Span.MILLISECONDS;
}
// Returns the step for the scale
pv.Scales.DateTimeScale.prototype.step = function(min, max, span) {
var Span = pv.Scales.DateTimeScale.Span;
if (span > Span.YEARS) {
var exp = Math.round(Math.log(Math.max(1,span-1)/Math.log(10))) - 1;
return Math.pow(10, exp);
} else if (span == Span.MONTHS) {
return 0;
} else if (span == Span.WEEKS) {
return 7*24*60*60*1000;
} else if (span == Span.DAYS) {
return 24*60*60*1000;
} else if (span == Span.HOURS) {
return 60*60*1000;
} else if (span == Span.MINUTES) {
return 60*1000;
} else if (span == Span.SECONDS) {
return 1000;
} else {
return 1;
}
};
pv.Scales.linear = function(min, max, base) {
return new pv.Scales.LinearScale(min, max, base);
};
pv.Scales.linear.fromData = function(data, f, base) {
return new pv.Scales.LinearScale(pv.min(data, f), pv.max(data, f), base);
}
/**
* LinearScale is a QuantativeScale that spaces values linearly along the scale
* range. This is the default scale for numeric types.
*/
pv.Scales.LinearScale = function(min, max, base) {
pv.Scales.QuantitativeScale.call(this, min, max, base);
};
pv.Scales.LinearScale.prototype = pv.extend(pv.Scales.QuantitativeScale);
// Normalizes the value
pv.Scales.LinearScale.prototype.normalize = function(x) {
var eps = pv.Scales.epsilon;
var range = this._max - this._min;
return (range < eps && range > -eps) ? 0 : (x - this._min) / range;
};
// Un-normalizes the value
pv.Scales.LinearScale.prototype.unnormalize = function(n) {
return n * (this._max - this._min) + this._min;
};
// Sets min/max values to "nice numbers"
pv.Scales.LinearScale.prototype.nice = function() {
var step = this.step(this._min, this._max, this._base);
this._min = Math.floor(this._min / step) * step;
this._max = Math.ceil(this._max / step) * step;
return this;
};
// Returns a list of rule values
pv.Scales.LinearScale.prototype.ruleValues = function() {
var step = this.step(this._min, this._max, this._base);
var start = Math.floor(this._min / step) * step;
var end = Math.ceil(this._max / step) * step;
var list = pv.range(start, end+step, step);
// Remove precision problems
// TODO move to tick rendering, not scales
if (step < 1) {
var exp = Math.round(Math.log(step)/Math.log(this._base));
for (var i = 0; i < list.length; i++) {
list[i] = list[i].toFixed(-exp);
}
}
// check end points
if (list[0] < this._min) list.splice(0, 1);
if (list[list.length-1] > this._max) list.splice(list.length-1, 1);
return list;
};
pv.Scales.log = function(min, max, base) {
return new pv.Scales.LogScale(min, max, base);
};
pv.Scales.log.fromData = function(data, f, base) {
return new pv.Scales.LogScale(pv.min(data, f), pv.max(data, f), base);
}
/*
* LogScale is a QuantativeScale that performs a log transformation of the
* data. The base of the logarithm is determined by the base property.
*/
pv.Scales.LogScale = function(min, max, base) {
pv.Scales.QuantitativeScale.call(this, min, max, base);
this.update();
};
// Zero-symmetric log function
pv.Scales.LogScale.log = function(x, b) {
return x==0 ? 0 : x>0 ? Math.log(x)/Math.log(b) : -Math.log(-x)/Math.log(b);
};
// Adjusted zero-symmetric log function
pv.Scales.LogScale.zlog = function(x, b) {
var s = (x < 0) ? -1 : 1;
x = s*x;
if (x < b) x += (b-x)/b;
return s * Math.log(x) / Math.log(b);
};
pv.Scales.LogScale.prototype = pv.extend(pv.Scales.QuantitativeScale);
// Accessor method for min
pv.Scales.LogScale.prototype.min = function(x) {
var value = pv.Scales.QuantitativeScale.prototype.min.call(this, x);
if (x != undefined) this.update();
return value;
};
// Accessor method for max
pv.Scales.LogScale.prototype.max = function(x) {
var value = pv.Scales.QuantitativeScale.prototype.max.call(this, x);
if (x != undefined) this.update();
return value;
};
// Accessor method for base
pv.Scales.LogScale.prototype.base = function(x) {
var value = pv.Scales.QuantitativeScale.prototype.base.call(this, x);
if (x != undefined) this.update();
return value;
};
// Normalizes the value
pv.Scales.LogScale.prototype.normalize = function(x) {
var eps = pv.Scales.epsilon;
var range = this._lmax - this._lmin;
return (range < eps && range > -eps) ? 0 : (this._log(x, this._base) - this._lmin) / range;
};
// Un-normalizes the value
pv.Scales.LogScale.prototype.unnormalize = function(n) {
// TODO: handle case where _log = zlog
return Math.pow(this._base, n * (this._lmax - this._lmin) + this._lmin);
};
/**
* Sets min/max values to "nice numbers" For LogScale, we compute "nice" min/max
* values for the log scale(_lmin, _lmax) first, then calculate the data min/max
* values from the log min/max values.
*/
pv.Scales.LogScale.prototype.nice = function() {
var step = 1; //this.step(this._lmin, this._lmax);
this._lmin = Math.floor(this._lmin / step) * step;
this._lmax = Math.ceil(this._lmax / step) * step;
// TODO: handle case where _log = zlog
this._min = Math.pow(this._base, this._lmin);
this._max = Math.pow(this._base, this._lmax);
return this;
};
// Returns a list of rule values
pv.Scales.LogScale.prototype.ruleValues = function() {
var step = this.step(this._lmin, this._lmax);
if (step < 1) step = 1; // bound to 1
var start = Math.floor(this._lmin);
var end = Math.ceil(this._lmax);
var list =[];
var i, j, b;
for (i = start; i < end; i++) { // for each step
// add each rule value
// TODO: handle case where _log = zlog
b = Math.pow(this._base, i);
for (j = 1; j < this._base; j++) {
if (i >= 0) list.push(b*j);
else list.push((b*j).toFixed(-i));
}
}
list.push(b*this._base); // add max value
// check end points
if (list[0] < this._min) list.splice(0, 1);
if (list[list.length-1] > this._max) list.splice(list.length-1, 1);
return list;
};
// Update log scale values
pv.Scales.LogScale.prototype.update = function() {
this._log = (this._min < 0 && this._max > 0) ? pv.Scales.LogScale.zlog : pv.Scales.LogScale.log;
this._lmin = this._log(this._min, this._base);
this._lmax = this._log(this._max, this._base);
};
/**
* Returns a {@link pv.Nest} operator for the specified array. This is a
* convenience factory method, equivalent to <tt>new pv.Nest(array)</tt>.
*
* @see pv.Nest
* @param {array} array an array of elements to nest.
* @returns {pv.Nest} a nest operator for the specified array.
*/
pv.nest = function(array) {
return new pv.Nest(array);
};
/**
* Constructs a nest operator for the specified array.
*
* @class Represents a {@link Nest} operator for the specified array. Nesting
* allows elements in an array to be grouped into a hierarchical tree
* structure. The levels in the tree are specified by <i>key</i> functions. The
* leaf nodes of the tree can be sorted by value, while the internal nodes can
* be sorted by key. Finally, the tree can be returned either has a
* multidimensional array via {@link #entries}, or as a hierarchical map via
* {@link #map}. The {@link #rollup} routine similarly returns a map, collapsing
* the elements in each leaf node using a summary function.
*
* <p>For example, consider the following tabular data structure of Barley
* yields, from various sites in Minnesota during 1931-2:
*
* <pre>{ yield: 27.00, variety: "Manchuria", year: 1931, site: "University Farm" },
* { yield: 48.87, variety: "Manchuria", year: 1931, site: "Waseca" },
* { yield: 27.43, variety: "Manchuria", year: 1931, site: "Morris" }, ...</pre>
*
* To facilitate visualization, it may be useful to nest the elements first by
* year, and then by variety, as follows:
*
* <pre>var nest = pv.nest(yields)
* .key(function(d) d.year)
* .key(function(d) d.variety)
* .entries();</pre>
*
* This returns a nested array. Each element of the outer array is a key-values
* pair, listing the values for each distinct key:
*
* <pre>{ key: 1931, values: [
* { key: "Manchuria", values: [
* { yield: 27.00, variety: "Manchuria", year: 1931, site: "University Farm" },
* { yield: 48.87, variety: "Manchuria", year: 1931, site: "Waseca" },
* { yield: 27.43, variety: "Manchuria", year: 1931, site: "Morris" },
* ...
* ]},
* { key: "Glabron", values: [
* { yield: 43.07, variety: "Glabron", year: 1931, site: "University Farm" },
* { yield: 55.20, variety: "Glabron", year: 1931, site: "Waseca" },
* ...
* ]},
* ]},
* { key: 1932, values: ... }</pre>
*
* Further details, including sorting and rollup, is provided below on the
* corresponding methods.
*
* @param {array} array an array of elements to nest.
*/
pv.Nest = function(array) {
this.array = array;
this.keys = [];
};
/**
* Nests using the specified key function. Multiple keys may be added to the
* nest; the array elements will be nested in the order keys are specified.
*
* @param {function} key a key function; must return a string or suitable map
* key.
* @return {pv.Nest} this.
*/
pv.Nest.prototype.key = function(key) {
this.keys.push(key);
return this;
};
/**
* Sorts the previously-added keys. The natural sort order is used by default
* (see {@link pv.naturalOrder}); if an alternative order is desired,
* <tt>order</tt> should be a comparator function. If this method is not called
* (i.e., keys are <i>unsorted</i>), keys will appear in the order they appear
* in the underlying elements array. For example,
*
* <pre>pv.nest(yields)
* .key(function(d) d.year)
* .key(function(d) d.variety)
* .sortKeys()
* .entries()</pre>
*
* groups yield data by year, then variety, and sorts the variety groups
* lexicographically (since the variety attribute is a string).
*
* <p>Key sort order is only used in conjunction with {@link #entries}, which
* returns an array of key-values pairs. If the nest is used to construct a
* {@link #map} instead, keys are unsorted.
*
* @param {function} [order] an optional comparator function.
* @returns {pv.Nest} this.
*/
pv.Nest.prototype.sortKeys = function(order) {
this.keys[this.keys.length - 1].order = order || pv.naturalOrder;
return this;
};
/**
* Sorts the leaf values. The natural sort order is used by default (see
* {@link pv.naturalOrder}); if an alternative order is desired, <tt>order</tt>
* should be a comparator function. If this method is not called (i.e., values
* are <i>unsorted</i>), values will appear in the order they appear in the
* underlying elements array. For example,
*
* <pre>pv.nest(yields)
* .key(function(d) d.year)
* .key(function(d) d.variety)
* .sortValues(function(a, b) a.yield - b.yield)
* .entries()</pre>
*
* groups yield data by year, then variety, and sorts the values for each
* variety group by yield.
*
* <p>Value sort order, unlike keys, applies to both {@link #entries} and
* {@link #map}. It has no effect on {@link #rollup}.
*
* @param {function} [order] an optional comparator function.
* @return {pv.Nest} this.
*/
pv.Nest.prototype.sortValues = function(order) {
this.order = order || pv.naturalOrder;
return this;
};
/**
* Returns a hierarchical map of values. Each key adds one level to the
* hierarchy. With only a single key, the returned map will have a key for each
* distinct value of the key function; the correspond value with be an array of
* elements with that key value. If a second key is added, this will be a nested
* map. For example:
*
* <pre>pv.nest(yields)
* .key(function(d) d.variety)
* .key(function(d) d.site)
* .map()</pre>
*
* returns a map <tt>m</tt> such that <tt>m[variety][site]</tt> is an array, a subset of
* <tt>yields</tt>, with each element having the given variety and site.
*
* @returns a hierarchical map of values.
*/
pv.Nest.prototype.map = function() {
var map = {}, values = [];
/* Build the map. */
for (var i, j = 0; j < this.array.length; j++) {
var x = this.array[j];
var m = map;
for (i = 0; i < this.keys.length - 1; i++) {
var k = this.keys[i](x);
if (!m[k]) m[k] = {};
m = m[k];
}
k = this.keys[i](x);
if (!m[k]) {
var a = [];
values.push(a);
m[k] = a;
}
m[k].push(x);
}
/* Sort each leaf array. */
if (this.order) {
for (var i = 0; i < values.length; i++) {
values[i].sort(this.order);
}
}
return map;
};
/**
* Returns a hierarchical nested array. This method is similar to
* {@link pv#entries}, but works recursively on the entire hierarchy. Rather
* than returning a map like {@link #map}, this method returns a nested
* array. Each element of the array has a <tt>key</tt> and <tt>values</tt>
* field. For leaf nodes, the <tt>values</tt> array will be a subset of the
* underlying elements array; for non-leaf nodes, the <tt>values</tt> array will
* contain more key-values pairs.
*
* <p>For an example usage, see the {@link Nest} constructor.
*
* @returns a hierarchical nested array.
*/
pv.Nest.prototype.entries = function() {
/** Recursively extracts the entries for the given map. */
function entries(map) {
var array = [];
for (var k in map) {
var v = map[k];
array.push({ key: k, values: (v instanceof Array) ? v : entries(v) });
};
return array;
}
/** Recursively sorts the values for the given key-values array. */
function sort(array, i) {
var o = this.keys[i].order;
if (o) array.sort(function(a, b) { return o(a.key, b.key); });
if (++i < this.keys.length) {
for (var j = 0; j < array.length; j++) {
sort.call(this, array[j].values, i);
}
}
return array;
}
return sort.call(this, entries(this.map()), 0);
};
/**
* Returns a rollup map. The behavior of this method is the same as
* {@link #map}, except that the leaf values are replaced with the return value
* of the specified rollup function <tt>f</tt>. For example,
*
* <pre>pv.nest(yields)
* .key(function(d) d.site)
* .rollup(function(v) pv.median(v, function(d) d.yield))</pre>
*
* first groups yield data by site, and then returns a map from site to median
* yield for the given site.
*
* @see #map
* @param {function} f a rollup function.
* @returns a hierarhical map, with the leaf values computed by <tt>f</tt>.
*/
pv.Nest.prototype.rollup = function(f) {
/** Recursively descends to the leaf nodes (arrays) and does rollup. */
function rollup(map) {
for (var key in map) {
var value = map[key];
if (value instanceof Array) {
map[key] = f(value);
} else {
rollup(value);
}
}
return map;
}
return rollup(this.map());
};
pv.Scales.ordinal = function(ordinals) {
return new pv.Scales.OrdinalScale(ordinals);
};
/**
* OrdinalScale is a Scale for ordered sequential data. This supports both
* numeric and non-numeric data, and simply places each element in sequence
* using the ordering found in the input data array.
*/
pv.Scales.OrdinalScale = function(ordinals) {
pv.Scales.Scale.call(this);
/* Filter the specified ordinals to their unique values. */
var seen = {};
this._ordinals = [];
for (var i = 0; i < ordinals.length; i++) {
var o = ordinals[i];
if (seen[o] == undefined) {
seen[o] = true;
this._ordinals.push(o);
}
}
this._map = pv.numerate(this._ordinals);
};
pv.Scales.OrdinalScale.prototype = pv.extend(pv.Scales.Scale);
// Accessor method for ordinals
pv.Scales.OrdinalScale.prototype.ordinals = function(ordinals) {
if (ordinals == undefined) {
return this._ordinals;
} else {
this._ordinals = ordinals;
this._map = pv.numerate(ordinals);
return this;
}
};
// Normalizes the value
pv.Scales.OrdinalScale.prototype.normalize = function(x) {
var i = this._map[x];
// if x not an ordinal value(assume x is an index value)
if (i == undefined) i = x;
// Not sure if the value should be shifted
return (i == undefined) ? -1 : (i + 0.5) / this._ordinals.length;
};
// Returns the ordinal values for i
pv.Scales.OrdinalScale.prototype.unnormalize = function(n) {
var i = Math.floor(n * this._ordinals.length - 0.5);
return this._ordinals[i];
};
// Returns a list of rule values
pv.Scales.OrdinalScale.prototype.ruleValues = function() {
return pv.range(0.5, this._ordinals.length-0.5);
};
// Returns the width between rules
pv.Scales.OrdinalScale.prototype.ruleWidth = function() {
return this.scale(1/this._ordinals.length);
};
pv.Scales.root = function(min, max, base) {
return new pv.Scales.RootScale(min, max, base);
};
pv.Scales.root.fromData = function(data, f, base) {
return new pv.Scales.RootScale(pv.min(data, f), pv.max(data, f), base);
}
/**
* RootScale is a QuantativeScale that performs a root transformation of the
* data. This could be a square root or any arbitrary power. A root scale may
* be a many-to-one mapping where the reverse mapping will not be correct.
*/
pv.Scales.RootScale = function(min, max, base) {
if (min instanceof Array) {
if (max == undefined) max = 2; // default base for root is 2.
} else {
if (base == undefined) base = 2; // default base for root is 2.
}
pv.Scales.QuantitativeScale.call(this, min, max, base);
this.update();
};
// Returns the root value with base b
pv.Scales.RootScale.root = function (x, b) {
var s = (x < 0) ? -1 : 1;
return s * Math.pow(s * x, 1 / b);
};
pv.Scales.RootScale.prototype = pv.extend(pv.Scales.QuantitativeScale);
// Accessor method for min
pv.Scales.RootScale.prototype.min = function(x) {
var value = pv.Scales.QuantitativeScale.prototype.min.call(this, x);
if (x != undefined) this.update();
return value;
};
// Accessor method for max
pv.Scales.RootScale.prototype.max = function(x) {
var value = pv.Scales.QuantitativeScale.prototype.max.call(this, x);
if (x != undefined) this.update();
return value;
};
// Accessor method for base
pv.Scales.RootScale.prototype.base = function(x) {
var value = pv.Scales.QuantitativeScale.prototype.base.call(this, x);
if (x != undefined) this.update();
return value;
};
// Normalizes the value
pv.Scales.RootScale.prototype.normalize = function(x) {
var eps = pv.Scales.epsilon;
var range = this._rmax - this._rmin;
return (range < eps && range > -eps) ? 0
: (pv.Scales.RootScale.root(x, this._base) - this._rmin)
/ (this._rmax - this._rmin);
};
// Un-normalizes the value
pv.Scales.RootScale.prototype.unnormalize = function(n) {
return Math.pow(n * (this._rmax - this._rmin) + this._rmin, this._base);
};
// Sets min/max values to "nice numbers"
pv.Scales.RootScale.prototype.nice = function() {
var step = this.step(this._rmin, this._rmax);
this._rmin = Math.floor(this._rmin / step) * step;
this._rmax = Math.ceil(this._rmax / step) * step;
this._min = Math.pow(this._rmin, this._base);
this._max = Math.pow(this._rmax, this._base);
return this;
};
// Returns a list of rule values
// The rule values of a root scale should be the powers
// of integers, e.g. 1, 4, 9, ... for base = 2
// TODO: This function needs further testing
pv.Scales.RootScale.prototype.ruleValues = function() {
var step = this.step(this._rmin, this._rmax);
// if (step < 1) step = 1; // bound to 1
// TODO: handle decimal values
var s;
var list = pv.range(Math.floor(this._rmin), Math.ceil(this._rmax), step);
for (var i = 0; i < list.length; i++) {
s = (list[i] < 0) ? -1 : 1;
list[i] = s*Math.pow(list[i], this._base);
}
// check end points
if (list[0] < this._min) list.splice(0, 1);
if (list[list.length-1] > this._max) list.splice(list.length-1, 1);
return list;
};
// Update root scale values
pv.Scales.RootScale.prototype.update = function() {
var rt = pv.Scales.RootScale.root;
this._rmin = rt(this._min, this._base);
this._rmax = rt(this._max, this._base);
};
return pv;
}();