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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