diff --git a/mail/base/content/protovis-r2.6-modded.js b/mail/base/content/protovis-r2.6-modded.js new file mode 100644 index 0000000000..7de8ec5e56 --- /dev/null +++ b/mail/base/content/protovis-r2.6-modded.js @@ -0,0 +1,5390 @@ +var pv = function () { +/** + * @namespace The Protovis namespace, pv. 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 pv + * namespace. + */ +var pv = {}; + +/** + * Returns a prototype object suitable for extending the given class + * f. Rather than constructing a new instance of f 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: + * + *
function g() {} + * g.prototype = f.prototype; + * return new g();+ * + * 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 prototypal + * inheritance. + */ +pv.extend = function(f) { + function g() {} + g.prototype = f.prototype; + return new g(); +}; + +try { + eval("pv.parse = function(x) x;"); // native support +} catch (e) { + +/** + * Parses a Protovis specification, which may use JavaScript 1.8 function + * expresses, replacing those function expressions with proper functions such + * that the code can be run by a JavaScript 1.6 interpreter. This hack only + * supports function expressions (using clumsy regular expressions, no less), + * and not other JavaScript 1.8 features such as let expressions. + * + * @param {string} s a Protovis specification (i.e., a string of JavaScript 1.8 + * source code). + * @returns {string} a conformant JavaScript 1.6 source code. + */ + pv.parse = function(js) { // hacky regex support + var re = new RegExp("function(\\s+\\w+)?\\([^)]*\\)\\s*", "mg"), m, i = 0; + var s = ""; + while (m = re.exec(js)) { + var j = m.index + m[0].length; + if (js[j--] != '{') { + s += js.substring(i, j) + "{return "; + i = j; + for (var p = 0; p >= 0 && j < js.length; j++) { + switch (js[j]) { + case '"': case '\'': { + var c = js[j]; + while (++j < js.length && (js[j] != c)) { + if (js[j] == '\\') j++; + } + break; + } + case '[': case '(': p++; break; + case ']': case ')': p--; break; + case ';': + case ',': if (p == 0) p--; break; + } + } + s += pv.parse(js.substring(i, --j)) + ";}"; + i = j; + } + re.lastIndex = j; + } + s += js.substring(i); + return s; + }; +} + +/** + * Returns the passed-in argument, x; 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 x. + */ +pv.identity = function(x) { return x; }; + +/** + * Returns an array of numbers, starting at start, incrementing by + * step, until stop is reached. The stop value is exclusive. If + * only a single argument is specified, this value is interpeted as the + * stop value, with the start value as zero. If only two arguments + * are specified, the step value is implied to be one. + * + *
The method is modeled after the built-in range method from + * Python. See the Python documentation for more details. + * + * @see Python range. + * @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 a and b, returns an array of all possible + * pairs of elements [ai, bj]. The outer loop is on array + * a, while the inner loop is on b, such that the order of + * returned elements is [a0, b0], [a0, + * b1], ... [a0, bm], [a1, + * b0], [a1, b1], ... [a1, + * bm], ... [an, bm]. 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 a and b. + */ +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 arrays, concatenates the arrays into a + * single array. If the individual arrays are explicitly known, an alternative + * to blend is to use JavaScript's concat method directly. These two + * equivalent expressions:
pv.normalize(array, function(d) d.foo)+ * + * 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 f 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 f 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 + * f 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 f + * 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 + * f 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 + * f 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 f 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 f against an accumulator and each + * value of the specified array (from left-ot-right) so as to reduce it to a + * single value. + * + *
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 Array.reduce. + * @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 keys, using the function + * f to compute the value for each key. The arguments to the value + * function are the same as those used in the built-in array map + * 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. + * + *
For example, this expression creates a map from strings to string length: + * + *
pv.dict(["one", "three", "seventeen"], function(s) s.length)+ * + * The returned value is {one: 3, three: 5, seventeen: 9}. + * + * @see Array.map. + * @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 + * array for each index in indexes, in order. For example, + * + *
pv.permute(["a", "b", "c"], [1, 2, 0])+ * + * returns ["b", "c", "a"]. 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 f 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 array. + * @param {function} [f] an optional accessor function. + * @returns {array} an array of elements from array; 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 keys array. For + * example, + * + *
pv.numerate(["a", "b", "c"])+ * + * returns {a: 0, b: 1, c: 2}. Note that since JavaScript maps only + * support string keys, keys must contain strings, or other values that + * naturally map to distinct string values. Alternatively, an optional accessor + * function f 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 sort method to sort elements by their natural + * order, ascending. Note that if no comparator function is specified to the + * built-in sort method, the default order is lexicographic, not + * natural! + * + * @see Array.sort. + * @param a an element to compare. + * @param b an element to compare. + * @returns {number} negative if a < b; positive if a > 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 sort method to sort elements by + * their natural order, descending. Note that if no comparator function is + * specified to the built-in sort method, the default order is + * lexicographic, not natural! + * + * @see #naturalOrder + * @param a an element to compare. + * @param b an element to compare. + * @returns {number} negative if a < b; positive if a > 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 + */ + svg: "http://www.w3.org/2000/svg", + + /** + * The XMLNS namespace, "http://www.w3.org/2000/xmlns". + * + * @type string + */ + xmlns: "http://www.w3.org/2000/xmlns", + + /** + * The XLINK namespace, "http://www.w3.org/1999/xlink". + * + * @type string + */ + xlink: "http://www.w3.org/1999/xlink", +}; + +/** @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:
If the format argument is already an instance of Color, + * the argument is returned with no further processing. + * + * @param {string} format the color specification string, e.g., "#f00". + * @returns {pv.Color} the corresponding Color. + * @see SVG color keywords. + * @see CSS3 color module. + */ +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": { + function parse(c) { // either integer or percentage + var f = parseFloat(c); + return (c[c.length - 1] == '%') ? Math.round(f * 2.55) : f; + } + var 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 color attribute, an opaque color format + * string, and the opacity 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. + * + *
See also the Color guide. + * + * @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 SVG color keywords. + * @see CSS3 color module. + */ + 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 species + * attribute: + * + *
pv.colors("red", "green", "blue").by(function(d) d.species)+ * + * The result of this expression can be used as a fill- or stroke-style + * property. This assumes that the data's species 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: + * + *
pv.Colors.category10.by(function(d) d.foo)+ * + * 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 start color to the + * specified end color. The color arguments may be specified either as + * strings or as {@link pv.Color}s. + * + * @param {string} start the start color; may be a pv.Color. + * @param {string} end the end color; may be a pv.Color. + * @returns {pv.Ramp} a color ramp from start to end. + */ +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 start color + * to the specified end 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 not 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 t in [0,1]. */ + function value(t) { + var t = Math.max(0, Math.min(1, t)); + 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 v. + * + * @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 Mark 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. + * + *
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. + * + *
Marks are associated with data: a mark is generated once per + * associated datum, mapping the datum to visual properties 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. + * + *
While most properties are variable, 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 fixed. + * Fixed properties can vary per mark, but not per datum! 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. + * + *
Protovis uses inheritance 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 prototype for the new mark. Most mark types share the + * same basic properties for consistency and to facilitate inheritance. + * + *
See also the Protovis guide. + */ +pv.Mark = function() {}; + +/** + * Returns the mark type name. Names should be lower case, with words separated + * by hyphens. For example, the mark class FooBar should return + * "foo-bar". + * + *
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 prototype, not the + * Protovis mark prototype, which is the {@link #proto} field.) + * + *
The created property method supports several modes of invocation:
m.height(function(d) d * 100);+ * + * The expression d * 100 will be evaluated for the height property of + * each mark instance. This function is stored in the $height field. The + * return value of the property method (e.g., m.height) is this mark + * (m)).
+ * + *
+ * + *
this.fillStyle("red").strokeStyle("black");+ * + * from a "click" event handler will set the fill color to red, and the stroke + * color to black, for any marks that are clicked.
+ * + *
m.top(function() this.proto.top() + 10);+ * + * Note that the index of the mark being evaluated (in the above example, + * this.proto) is inherited from the Mark class and set by + * this mark. So, if the fifth element's top property is being evaluated, the + * fifth instance of this.proto will similarly be queried for the value + * of its top property. If the mark being evaluated has a different number of + * instances, or its data is unrelated, the behavior of this method is + * undefined. In these cases it may be better to index the scene + * explicitly to specify the exact instance. + * + *
Property names should follow standard JavaScript method naming + * conventions, using lowerCamel-style capitalization. + * + *
In addition to creating the property method, every property is registered + * in the {@link #properties} array on the prototype. Although this + * array is an instance field, it is considered immutable and shared by all + * instances of a given mark type. The properties array can be queried + * to see if a mark type defines a particular property, such as width or height. + * + * @param {string} name the property name. + */ +pv.Mark.prototype.defineProperty = function(name) { + if (!this.hasOwnProperty("properties")) { + this.properties = (this.properties || []).concat(); + } + this.properties.push(name); + this[name] = function(v) { + if (arguments.length) { + if (this.scene) { + this.scene[this.index][name] = v; + } else { + this["$" + 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 + * overriden 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 children 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. + * + *
For instance, consider a stacked area chart. The bottom property of the + * area can be defined using the cousin instance, which is the current + * area instance in the previous instantiation of the parent panel. In this + * sample code, + * + *
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();+ * + * 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 + * + *
m.data([1, 2, 3, 4, 5]);+ * + * 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 CSS2 cursor. + */ +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 + * pv.Bar. + * @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. + * + *
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, + * + *
bar.anchor("top").add(pv.Label);+ * + * 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. + * + *
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 + * + *
m.anchor(function() (this.index % 2) ? "top" : "bottom").add(pv.Dot);+ * + * 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, + * + *
bar.anchor("top").add(pv.Label);+ * + * then property functions on the label can refer to the bar via the + * anchorTarget 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: build and update. 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.) + * + *
In the build phase (see {@link #build}), all properties are evaluated, and + * the scene graph is generated. However, nothing is rendered. + * + *
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. + * + *
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 Mark class prototype. This allows mark + * properties to refer to properties on other marks in the same panel + * 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}. + * + *
The root scene array has a special property, data, 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. + * + *
The evaluation of the data and visible properties is + * special. The data 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 visisble 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. + * + *
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 svg 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 + * s 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 implied properties may be + * computed by the mark and set on the scene graph; see {@link #buildImplied}. + * + *
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 + * s 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. + * + *
The default implementation computes the implied CSS box model properties. + * The prioritization of redundant properties is as follows:
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. + * + *
The context of the property function is this 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["$" + name].apply(this, this.root.scene.data); +}; + +/** + * Updates the display, propagating property values computed in the build phase + * to the SVG image. This method is typically invoked by {@link #render}, but is + * also invoked after an event handler is triggered to update the display of a + * specific mark. + * + * @see #event + */ +pv.Mark.prototype.update = function() { + for (var i = 0; i < this.scene.length; i++) { + this.updateInstance(this.scene[i]); + } +}; + +/** + * Updates the display for the specified mark instance s in the scene + * graph. This implementation handles basic properties for all mark types, such + * as visibility, cursor and title tooltip. Concrete mark types should override + * this method to specify how marks are rendered. + * + * @param s a node in the scene graph; the instance of the mark to update. + */ +pv.Mark.prototype.updateInstance = function(s) { + var that = this, v = s.svg; + + /* visible */ + if (!s.visible) { + if (v) v.setAttribute("display", "none"); + return; + } + v.removeAttribute("display"); + + /* cursor */ + if (s.cursor) v.style.cursor = s.cursor; + + /* title (Safari only supports xlink:title on anchor elements) */ + var p = v.parentNode; + if (s.title) { + if (!v.$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. */ + 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 this mark instance, and the arguments are the full + * data stack. Event handlers can use property methods to manipulate the display + * properties of the mark: + * + *
m.event("click", function() this.fillStyle("red"));+ * + * Alternatively, the external data can be manipulated and the visualization + * redrawn: + * + *
m.event("click", function(d) { + * data = all.filter(function(k) k.name == d); + * vis.render(); + * });+ * + * 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. + * + *
The complete set of event types is defined by SVG; see the reference + * below. The set of supported event types is:
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. + * + * @see SVG events. + * @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. + * + *
Just as a line represents a polyline, the Area mark type + * represents a polygon. However, an area is not an arbitrary polygon; + * vertices are paired either horizontally or vertically into parallel + * spans, 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. + * + *
See also the Area guide. + * + * @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 + * strokeStyle 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. + * + *
This property is fixed. 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 lineWidth 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. + * + *
This property is fixed. 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. + * + *
This property is fixed. 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:
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 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.
+ *
+ * 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.
+ *
+ * See also the Bar guide.
+ *
+ * @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
+ * strokeStyle 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 lineWidth 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: 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.
+ *
+ * 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 s 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 size 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.
+ *
+ * See also the Dot guide.
+ *
+ * @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: 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
+ * strokeStyle 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 lineWidth 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: 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 s 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 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.
+ *
+ * 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.
+ *
+ * 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 s in the scene
+ * graph. This implementation handles the fill and stroke style for the image,
+ * as well as positional properties.
+ *
+ * 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 pointer-events 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.nextSibling);
+ }
+ 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.
+ *
+ * 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}.
+ *
+ * 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.
+ *
+ * See also the Label guide.
+ *
+ * @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 toString.
+ *
+ * @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 CSS2 fonts.
+ * @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: 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.
+ *
+ * See also the Line guide.
+ *
+ * @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
+ * strokeStyle 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 lineWidth 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.
+ *
+ * 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.
+ *
+ * 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.
+ *
+ * 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.
+ *
+ * All panels have a children array (possibly empty) containing the
+ * child marks in the order they were added. Panels also have a root
+ * field which points to the root (outermost) panel; the root panel's root field
+ * points to itself.
+ *
+ * See also the Protovis guide.
+ *
+ * @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.
+ *
+ * Note: the "canvas" element here refers to a div (or other suitable
+ * HTML container element), not a canvas 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 $dom 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 $dom field.
+ */
+ function lastElement() {
+ var node = document.body;
+ while (node.lastChild && node.lastChild.tagName) {
+ node = node.lastChild;
+ }
+ return (node == document.body) ? node : node.parentNode;
+ }
+
+ /* Create the SVG element. */
+ var c = document.createElementNS(pv.ns.svg, "svg");
+ c.setAttribute("width", w);
+ c.setAttribute("height", h);
+
+ /* Insert it into the DOM at the appropriate location. */
+ this.$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
+ * s 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
+ * s in the scene graph. Panels have two implied properties: 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 Rules are positioned exclusively using the four margins. The following
+ * combinations of properties are supported: See also the Rule guide.
+ *
+ * @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
+ * strokeStyle 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 lineWidth 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: 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 s 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.
+ *
+ * The center point of the circle is positioned using the standard box model.
+ * The wedge can be stroked and filled, similar to {link Bar}.
+ *
+ * See also the Wedge guide.
+ *
+ * @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
+ * strokeStyle 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 lineWidth 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: For example, consider the following tabular data structure of Barley
+ * yields, from various sites in Minnesota during 1931-2:
+ *
+ * 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, order
+ * should be a comparator function. If this method is not called (i.e., values
+ * are unsorted), values will appear in the order they appear in the
+ * underlying elements array. For example,
+ *
+ * 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:
+ *
+ * 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 f. For example,
+ *
+ *
+ *
+ *
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.
+ *
+ *
+ *
+ *
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.
+ *
+ *
+ *
+ *
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 inside the mark.
+ *
+ *
+ *
+ *
The default horizontal alignment is left.
+ *
+ * @type string
+ * @name pv.Label.prototype.textAlign
+ */
+pv.Label.prototype.defineProperty("textAlign");
+
+/**
+ * The vertical text alignment. One of:
+ *
+ *
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 CSS3 text.
+ * @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 s 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.$text.nodeValue = s.text;
+ var style = "font:" + s.font + ";";
+ if (s.textShadow) {
+ style += "text-shadow:" + s.textShadow +";";
+ }
+ v.setAttribute("style", style);
+
+ /* fill */
+ var fill = pv.color(s.textStyle);
+ v.setAttribute("fill", fill.color);
+ v.setAttribute("fill-opacity", fill.opacity);
+
+ /* TODO enable interaction on labels? centralize this definition? */
+ v.setAttribute("pointer-events", "none");
+};
+/**
+ * Constructs a new line mark with default properties. Lines are not typically
+ * constructed directly, but by adding to a panel or an existing mark via
+ * {@link pv.Mark#add}.
+ *
+ * @class Represents a series of connected line segments, or polyline,
+ * that can be stroked with a configurable color and thickness. Each
+ * articulation point in the line corresponds to a datum; for n points,
+ * n-1 connected line segments are drawn. The point is positioned using
+ * the box model. Arbitrary paths are also possible, allowing radar plots and
+ * other custom visualizations.
+ *
+ *
+ *
+ *
The current implementation creates the SVG element, if necessary, during
+ * the build phase; in the future, it may be preferrable to move this to the
+ * update phase, although then the canvas property would be undefined. In
+ * addition, DOM inspection is necessary to define the implied width and height
+ * properties that may be inferred from the DOM.
+ *
+ * @param s a node in the scene graph; the instance of the panel to build.
+ */
+pv.Panel.prototype.buildImplied = function(s) {
+ if (!s.children) s.children = [];
+ if (!s.parent) {
+ var c = s.canvas;
+ if (c) {
+ var d = (typeof c == "string") ? document.getElementById(c) : c;
+
+ /* Clear the container if it's not already associated with this panel. */
+ if (d.$panel != this) {
+ d.$panel = this;
+ delete d.$canvas;
+ while (d.lastChild)
+ d.removeChild(d.lastChild);
+ }
+
+ /* 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. */
+ function css(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 g (container) element. The
+ * g element uses the transform 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
+ *
+ *
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.
+ *
+ *
+ *
+ *
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 inside the
+ * mark.
+ *
+ *
+ *
+ *
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 s 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 { 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" }, ...
+ *
+ * To facilitate visualization, it may be useful to nest the elements first by
+ * year, and then by variety, as follows:
+ *
+ * var nest = pv.nest(yields)
+ * .key(function(d) d.year)
+ * .key(function(d) d.variety)
+ * .entries();
+ *
+ * This returns a nested array. Each element of the outer array is a key-values
+ * pair, listing the values for each distinct key:
+ *
+ * { 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: ... }
+ *
+ * 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,
+ * order should be a comparator function. If this method is not called
+ * (i.e., keys are unsorted), keys will appear in the order they appear
+ * in the underlying elements array. For example,
+ *
+ * pv.nest(yields)
+ * .key(function(d) d.year)
+ * .key(function(d) d.variety)
+ * .sortKeys()
+ * .entries()
+ *
+ * groups yield data by year, then variety, and sorts the variety groups
+ * lexicographically (since the variety attribute is a string).
+ *
+ * pv.nest(yields)
+ * .key(function(d) d.year)
+ * .key(function(d) d.variety)
+ * .sortValues(function(a, b) a.yield - b.yield)
+ * .entries()
+ *
+ * groups yield data by year, then variety, and sorts the values for each
+ * variety group by yield.
+ *
+ * pv.nest(yields)
+ * .key(function(d) d.variety)
+ * .key(function(d) d.site)
+ * .map()
+ *
+ * returns a map m such that m[variety][site] is an array, a subset of
+ * yields, 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 key and values
+ * field. For leaf nodes, the values array will be a subset of the
+ * underlying elements array; for non-leaf nodes, the values array will
+ * contain more key-values pairs.
+ *
+ * pv.nest(yields)
+ * .key(function(d) d.site)
+ * .rollup(function(v) pv.median(v, function(d) d.yield))
+ *
+ * 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 f.
+ */
+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;
+}();
diff --git a/mail/base/jar.mn b/mail/base/jar.mn
index 1d44b855de..94e8160baa 100644
--- a/mail/base/jar.mn
+++ b/mail/base/jar.mn
@@ -71,6 +71,7 @@ messenger.jar:
* content/messenger/configEditorOverlay.xul (content/configEditorOverlay.xul)
content/messenger/composerOverlay.css (content/composerOverlay.css)
content/messenger/threadPane.js (content/threadPane.js)
+ content/messenger/protovis-r2.6-modded.js (content/protovis-r2.6-modded.js)
#ifdef XP_MACOSX
content/messenger/macMenuOverlay.xul (content/macMenuOverlay.xul)
#endif