App-RPi-EnvUI
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public/js/flot.js view on Meta::CPAN
// @param {string} cls List of classes to apply to the canvas.
// @param {element} container Element onto which to append the canvas.
//
// Requiring a container is a little iffy, but unfortunately canvas
// operations don't work unless the canvas is attached to the DOM.
function Canvas(cls, container) {
var element = container.children("." + cls)[0];
if (element == null) {
element = document.createElement("canvas");
element.className = cls;
$(element).css({ direction: "ltr", position: "absolute", left: 0, top: 0 })
.appendTo(container);
// If HTML5 Canvas isn't available, fall back to [Ex|Flash]canvas
if (!element.getContext) {
if (window.G_vmlCanvasManager) {
element = window.G_vmlCanvasManager.initElement(element);
} else {
throw new Error("Canvas is not available. If you're using IE with a fall-back such as Excanvas, then there's either a mistake in your conditional include, or the page has no DOCTYPE and is rendering in Quirks Mode.");
}
}
}
this.element = element;
var context = this.context = element.getContext("2d");
// Determine the screen's ratio of physical to device-independent
// pixels. This is the ratio between the canvas width that the browser
// advertises and the number of pixels actually present in that space.
// The iPhone 4, for example, has a device-independent width of 320px,
// but its screen is actually 640px wide. It therefore has a pixel
// ratio of 2, while most normal devices have a ratio of 1.
var devicePixelRatio = window.devicePixelRatio || 1,
backingStoreRatio =
context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1;
this.pixelRatio = devicePixelRatio / backingStoreRatio;
// Size the canvas to match the internal dimensions of its container
this.resize(container.width(), container.height());
// Collection of HTML div layers for text overlaid onto the canvas
this.textContainer = null;
this.text = {};
// Cache of text fragments and metrics, so we can avoid expensively
// re-calculating them when the plot is re-rendered in a loop.
this._textCache = {};
}
// Resizes the canvas to the given dimensions.
//
// @param {number} width New width of the canvas, in pixels.
// @param {number} width New height of the canvas, in pixels.
Canvas.prototype.resize = function(width, height) {
if (width <= 0 || height <= 0) {
throw new Error("Invalid dimensions for plot, width = " + width + ", height = " + height);
}
var element = this.element,
context = this.context,
pixelRatio = this.pixelRatio;
// Resize the canvas, increasing its density based on the display's
// pixel ratio; basically giving it more pixels without increasing the
// size of its element, to take advantage of the fact that retina
// displays have that many more pixels in the same advertised space.
// Resizing should reset the state (excanvas seems to be buggy though)
if (this.width != width) {
element.width = width * pixelRatio;
element.style.width = width + "px";
this.width = width;
}
if (this.height != height) {
element.height = height * pixelRatio;
element.style.height = height + "px";
this.height = height;
}
// Save the context, so we can reset in case we get replotted. The
// restore ensure that we're really back at the initial state, and
// should be safe even if we haven't saved the initial state yet.
context.restore();
context.save();
// Scale the coordinate space to match the display density; so even though we
// may have twice as many pixels, we still want lines and other drawing to
// appear at the same size; the extra pixels will just make them crisper.
context.scale(pixelRatio, pixelRatio);
};
// Clears the entire canvas area, not including any overlaid HTML text
Canvas.prototype.clear = function() {
this.context.clearRect(0, 0, this.width, this.height);
};
// Finishes rendering the canvas, including managing the text overlay.
public/js/flot.js view on Meta::CPAN
var points = datapoints.points, ps = datapoints.pointsize;
for (var i = 0; i < points.length; i += ps) {
if (points[i] == null)
continue;
drawBar(points[i], points[i + 1], points[i + 2], barLeft, barRight, fillStyleCallback, axisx, axisy, ctx, series.bars.horizontal, series.bars.lineWidth);
}
}
ctx.save();
ctx.translate(plotOffset.left, plotOffset.top);
// FIXME: figure out a way to add shadows (for instance along the right edge)
ctx.lineWidth = series.bars.lineWidth;
ctx.strokeStyle = series.color;
var barLeft;
switch (series.bars.align) {
case "left":
barLeft = 0;
break;
case "right":
barLeft = -series.bars.barWidth;
break;
default:
barLeft = -series.bars.barWidth / 2;
}
var fillStyleCallback = series.bars.fill ? function (bottom, top) { return getFillStyle(series.bars, series.color, bottom, top); } : null;
plotBars(series.datapoints, barLeft, barLeft + series.bars.barWidth, fillStyleCallback, series.xaxis, series.yaxis);
ctx.restore();
}
function getFillStyle(filloptions, seriesColor, bottom, top) {
var fill = filloptions.fill;
if (!fill)
return null;
if (filloptions.fillColor)
return getColorOrGradient(filloptions.fillColor, bottom, top, seriesColor);
var c = $.color.parse(seriesColor);
c.a = typeof fill == "number" ? fill : 0.4;
c.normalize();
return c.toString();
}
function insertLegend() {
if (options.legend.container != null) {
$(options.legend.container).html("");
} else {
placeholder.find(".legend").remove();
}
if (!options.legend.show) {
return;
}
var fragments = [], entries = [], rowStarted = false,
lf = options.legend.labelFormatter, s, label;
// Build a list of legend entries, with each having a label and a color
for (var i = 0; i < series.length; ++i) {
s = series[i];
if (s.label) {
label = lf ? lf(s.label, s) : s.label;
if (label) {
entries.push({
label: label,
color: s.color
});
}
}
}
// Sort the legend using either the default or a custom comparator
if (options.legend.sorted) {
if ($.isFunction(options.legend.sorted)) {
entries.sort(options.legend.sorted);
} else if (options.legend.sorted == "reverse") {
entries.reverse();
} else {
var ascending = options.legend.sorted != "descending";
entries.sort(function(a, b) {
return a.label == b.label ? 0 : (
(a.label < b.label) != ascending ? 1 : -1 // Logical XOR
);
});
}
}
// Generate markup for the list of entries, in their final order
for (var i = 0; i < entries.length; ++i) {
var entry = entries[i];
if (i % options.legend.noColumns == 0) {
if (rowStarted)
fragments.push('</tr>');
fragments.push('<tr>');
rowStarted = true;
}
fragments.push(
'<td class="legendColorBox"><div style="border:1px solid ' + options.legend.labelBoxBorderColor + ';padding:1px"><div style="width:4px;height:0;border:5px solid ' + entry.color + ';overflow:hidden"></div></div></td>' +
'<td class="legendLabel">' + entry.label + '</td>'
);
}
if (rowStarted)
fragments.push('</tr>');
if (fragments.length == 0)
return;
var table = '<table style="font-size:smaller;color:' + options.grid.color + '">' + fragments.join("") + '</table>';
if (options.legend.container != null)
$(options.legend.container).html(table);
else {
var pos = "",
p = options.legend.position,
m = options.legend.margin;
if (m[0] == null)
m = [m, m];
if (p.charAt(0) == "n")
pos += 'top:' + (m[1] + plotOffset.top) + 'px;';
else if (p.charAt(0) == "s")
pos += 'bottom:' + (m[1] + plotOffset.bottom) + 'px;';
if (p.charAt(1) == "e")
pos += 'right:' + (m[0] + plotOffset.right) + 'px;';
else if (p.charAt(1) == "w")
pos += 'left:' + (m[0] + plotOffset.left) + 'px;';
var legend = $('<div class="legend">' + table.replace('style="', 'style="position:absolute;' + pos +';') + '</div>').appendTo(placeholder);
if (options.legend.backgroundOpacity != 0.0) {
// put in the transparent background
// separately to avoid blended labels and
// label boxes
var c = options.legend.backgroundColor;
if (c == null) {
c = options.grid.backgroundColor;
if (c && typeof c == "string")
c = $.color.parse(c);
else
c = $.color.extract(legend, 'background-color');
c.a = 1;
c = c.toString();
}
var div = legend.children();
$('<div style="position:absolute;width:' + div.width() + 'px;height:' + div.height() + 'px;' + pos +'background-color:' + c + ';"> </div>').prependTo(legend).css('opacity', options.legend.backgroundOpacity);
}
}
}
// interactive features
var highlights = [],
redrawTimeout = null;
// returns the data item the mouse is over, or null if none is found
function findNearbyItem(mouseX, mouseY, seriesFilter) {
var maxDistance = options.grid.mouseActiveRadius,
smallestDistance = maxDistance * maxDistance + 1,
item = null, foundPoint = false, i, j, ps;
for (i = series.length - 1; i >= 0; --i) {
if (!seriesFilter(series[i]))
continue;
var s = series[i],
axisx = s.xaxis,
axisy = s.yaxis,
points = s.datapoints.points,
mx = axisx.c2p(mouseX), // precompute some stuff to make the loop faster
my = axisy.c2p(mouseY),
maxx = maxDistance / axisx.scale,
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