File: mark.rb

package info (click to toggle)
ruby-rubyvis 0.6.1%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: buster, stretch
  • size: 1,808 kB
  • ctags: 679
  • sloc: ruby: 11,114; makefile: 2
file content (1095 lines) | stat: -rw-r--r-- 37,376 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
module Rubyvis
  # 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 Mark#add
  #
  # 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 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 <b>data</b>: a mark is generated once per
  # associated datum, mapping the datum to visual <b>properties</b> such as
  # position and color. Thus, a single mark specification represents a set of
  # visual elements that share the same data and visual encoding. The type of
  # mark defines the names of properties and their meaning. A property may be
  # static, ignoring the associated datum and returning a constant; or, it may be
  # dynamic, derived from the associated datum or index. Such dynamic encodings
  # can be specified succinctly using anonymous functions. Special properties
  # called event handlers can be registered to add interactivity.
  #
  # Protovis uses <b>inheritance</b> to simplify the specification of related
  # marks: a new mark can be derived from an existing mark, inheriting its
  # properties. The new mark can then override properties to specify new
  # behavior, potentially in terms of the old behavior. In this way, the old mark
  # serves as the <b>prototype</b> for the new mark. Most mark types share the
  # same basic properties for consistency and to facilitate inheritance.
  #
  # The prioritization of redundant properties is as follows:<ol>
  #
  # <li>If the <tt>width</tt> property is not specified (i.e., null), its value
  # is the width of the parent panel, minus this mark's left and right margins;
  # the left and right margins are zero if not specified.
  #
  # <li>Otherwise, if the <tt>right</tt> margin is not specified, its value is
  # the width of the parent panel, minus this mark's width and left margin; the
  # left margin is zero if not specified.
  #
  # <li>Otherwise, if the <tt>left</tt> property is not specified, its value is
  # the width of the parent panel, minus this mark's width and the right margin.
  #
  # </ol>This prioritization is then duplicated for the <tt>height</tt>,
  # <tt>bottom</tt> and <tt>top</tt> properties, respectively.
  #
  # While most properties are <i>variable</i>, some mark types, such as lines
  # and areas, generate a single visual element rather than a distinct visual
  # element per datum. With these marks, some properties may be <b>fixed</b>.
  # Fixed properties can vary per mark, but not <i>per datum</i>! These
  # properties are evaluated solely for the first (0-index) datum, and typically
  # are specified as a constant. However, it is valid to use a function if the
  # property varies between panels or is dynamically generated.
  #
  # == 'RBP' API
  # 
  # Since version 0.2.0, you could use a new API to use marks
  # , similar to one described on Brown's "Ruby Best Practices".
  # === Set properties using blocks 
  # You could use a block to set a property, without using explicitly
  # lambda statement. So
  #   area.width {|d| d*20}
  # is the same as
  #   area.width lambda {|d| d*20}
  # === Shortcuts methods
  # The protovis API uses the chain method aproach. Every method which
  # set a value on a object returns the same object. I maintain
  # this approach, and you can do
  #
  #   area.width(10).height(20).top(lambda {|d| d*10})
  #
  # To add a mark to another, you need to use +add+ method. This methods
  # returns the new mark, so you can still use the chain methods API,
  #
  #   area.width(10).height(20). # object is 'area'
  #   add(Rubyvis::Label).       # object changed to new label
  #     text('hi')               # text refers to new label
  # 
  # In the spirit of RBP, I created several methods as shortcut for +add+:
  # area(), bar(), dot(), image(), label(), line(), panel(), rule() and wedge().
  # If you provide a block, it will be executed inside the context of current of new mark depending on block's parameter.
  # * Without parameter: block executed inside context of new mark
  # * With paramenter: block executed inside context of current mark. 
  #   Parameter references the new mark
  # 
  # ==Example
  #
  # *Without parameter*
  #  vis=Rubyvis::Panel.new do
  #    area do
  #      width 10 # width changed for area
  #      height 10 # height changed for area
  #    end
  #  end
  # 
  # *Without parameter*
  #  vis=Rubyvis::Panel.new do
  #    area do |a|
  #      width 10 # width changed for panel
  #      a.height 10 # height changed for area
  #    end
  #  end
  #
  class Mark
    # On ruby 1.8, we must delete #id method
    # Is deprecated, so any good developer should'nt use it....
    if RUBY_VERSION<"1.9"
      undef_method :id
    end

    # Hash storing properties names for current Mark type. 
    @properties={}
    
     # The enclosing parent panel. The parent panel is generally undefined only for the root panel; however, it is possible to create "offscreen" marks that are used only for inheritance purposes.
    # @attr [Panel]
    attr_accessor :parent
    
    # The root parent panel. This may be undefined for "offscreen" marks that are
    # created for inheritance purposes only.
    #
    # @attr [Panel]
    attr_accessor :root
    
    # The child index. -1 if the enclosing parent panel is nil; otherwise, the
    # zero-based index of this mark into the parent panel's <tt>children</tt>
    # array.
    # @attr [Number]
    attr_accessor :child_index
    
    
    # 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.
    attr_accessor :scene
    
    # The mark prototype, possibly undefined, 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.
    # @attr [Mark]
    attr_accessor :proto
    
    # The mark anchor target, possibly undefined.
    # @attr [Mark]
    attr_accessor :target
    
    # The current scale factor, based on any enclosing transforms. The current
    # scale can be used to create scale-independent graphics. For example, to
    # define a dot that has a radius of 10 irrespective of any zooming, say:
    #
    # <pre>dot.shape_radius(lambda { 10 / self.scale})</pre>
    #
    # Note that the stroke width and font size are defined irrespective of scale
    # (i.e., in screen space) already. Also note that when a transform is applied
    # to a panel, the scale affects only the child marks, not the panel itself.
    # @attr [Float]
    # @see Panel#transform
    attr_accessor :scale
    
    # Array with stores properties values 
    attr_reader :_properties
    
    # OpenStruct which store values for scenes
    attr_accessor :binds

    
    # Defines a setter-getter for the specified property.
    #
    # If a cast function has been assigned to the specified property name, the
    # property function is wrapped by the cast function, or, if a constant is
    # specified, the constant is immediately cast. Note, however, that if the
    # property value is nil, the cast function is not invoked.
    # 
    # Parameters:
    # * @param [String] name the property name.
    # * @param [Boolean] +def+ whether is a property or a def.
    # * @param [Proc] +cast+ the cast function for this property.
    # * @param [Class] +klass+ the klass on which property will be added
    
    def self.property_method(name, _def, func=nil, klass=nil)
      return if klass.method_defined? name
      klass.send(:define_method, name) do |*arguments,&block|
        v=arguments[0]
        #v,dummy = arguments
        if block
          v=block
        end
        if _def and self.scene
          if arguments.size>0
            defs[name]=OpenStruct.new({:id=>(v.nil?) ? 0 : Rubyvis.id, :value=> v})
            return self
          end
          return defs[name]
        end
        
        if arguments.size>0 or block
          v=v.to_proc if v.respond_to? :to_proc
          type=(!_def).to_i<<1 | (v.is_a? Proc).to_i          
          
          property_value(name,(type & 1 !=0) ? lambda {|*args|
              x=v.js_apply(self, args)
              (func and x) ? func.call(x) : x
          } : (func and v) ? func.call(v) : v)._type=type
          #@_properties_types[name]=type
          return self
        end
        i=instance()
        if i.nil?
          raise "No instance for #{self} on #{name}"
        else
        #          puts "index:#{self.index}, name:#{name}, val:#{i.send(name)}"
          i.send(name)
        end
      end
      
      camel=name.to_s.gsub(/(_.)/) {|v| v[1,1].upcase}
      if camel!=name
        klass.send(:alias_method, camel, name)
      end
    end
    
    # Creates a dinamic property using property_method().
    def self.attr_accessor_dsl(*attr)
      attr.each  do |sym|
      if sym.is_a? Array
        name,func=sym
      else
        name=sym
        func=nil
      end
      
      @properties[name]=true
      self.property_method(name,false, func, Rubyvis::Mark)        
      define_method(name.to_s+"=") {|v|
        self.send(name,v)
      }
      end
    end
    
    # Delete index
    # @private
    def delete_index
      @index=nil
      @index_defined=false
    end
    
    # 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.
    # @return [Integer]
    def index
      if @index.nil?
        Mark.index
      else
        @index
      end
    end
    # Returns true if index attribute is set and not deleted
    def index_defined?
      @index_defined
    end
    # Set index attribute.
    def index=(v)
      @index_defined=true
      @index=v
      v
    end
    
    # Sets the value of the property <i>name</i> to <i>v</i>    
    def property_value(name,v)
      prop=Property.new({:name=>name, :id=>Rubyvis.id, :value=>v})
      @_properties.delete_if{|v1| v1.name==name}
      @_properties.push(prop)
      #@_properties_values[name]=v
      prop
    end
    
    # Alias for setting the left, right, top and bottom properties simultaneously.
    # 
    # @see Mark#left
    # @see Mark#right
    # @see Mark#top
    # @see Mark#bottom
    # @return [Mark] self
    def margin(n)
      self.left(n).right(n).top(n).bottom(n)
    end
    
    
    # Returns the current instance of this mark in the scene graph.
    # This is typically equivalent to +self.scene[self.index]+, however if the scene or index is unset, the default instance of the mark is returned. If no default is set, the default is the last instance. 
    # Similarly, if the scene or index of the parent panel is unset, the default instance of this mark in the last instance of the enclosing panel is returned, and so on.
    #
    # @return a node in the scene graph.
    def instance(default_index=nil)
      scene=self.scene
      scene||=self.parent.instance(-1).children[self.child_index]
      
      index = !self.index.nil? ? self.index : default_index
      
      #puts "defined?: #{index_defined?} : type: #{type}, self.index: #{self.index}, default_index: #{default_index}, index:#{index}"
      scene[index < 0 ? scene.size-1: index]
    end

    ##
    # :section: Marks properties
    ##
    
    ##
    # :attr: data
    # 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
    # proc. 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 Mark#scene), the data function on the area mark
    # dereferences each series.
    
    ##
    # :attr: visible
    # 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.
    
    ##
    # :attr: left
    # 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.
    
    ##
    # :attr: right
    # 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.
    
    ##
    # :attr: top
    # 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.
    
    ##
    # :attr: bottom
    # 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.
    
    ##
    # :attr: cursor
    # The cursor property; corresponds to the CSS cursor property. This is
    # typically used in conjunction with event handlers to indicate interactivity.
    # See {CSS 2 cursor}[http://www.w3.org/TR/CSS2/ui.html#propdef-cursor]
    
    ##
    # :attr: title
    # The title property; corresponds to the HTML/SVG title property, allowing the
    # general of simple plain text tooltips.
    
    
    ##
    # :attr: events
    # The events property; corresponds to the SVG pointer-events property,
    # specifying how the mark should participate in mouse events. The default value
    # is "painted". Supported values are:
    #
    # <p>"painted": The given mark may receive events when the mouse is over a
    # "painted" area. The painted areas are the interior (i.e., fill) of the mark
    # if a 'fillStyle' is specified, and the perimeter (i.e., stroke) of the mark
    # if a 'strokeStyle' is specified.
    #
    # <p>"all": The given mark may receive events when the mouse is over either the
    # interior (i.e., fill) or the perimeter (i.e., stroke) of the mark, regardless
    # of the specified fillStyle and strokeStyle.
    #
    # <p>"none": The given mark may not receive events.
    
    ##
    # :attr: reverse
    # The reverse property; a boolean determining whether 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, marks are
    # rendered in data order. Setting the reverse property to false reverses the
    # order in which they are rendered; however, the properties are still evaluated
    # (i.e., built) in forward order.
    
    ##
    # :attr: id
    # The instance identifier, for correspondence across animated transitions. If
    # no identifier is specified, correspondence is determined using the mark
    # index. Identifiers are not global, but local to a given mark.
    
    #
    
    attr_accessor_dsl :data, :visible, :left, :right, :top, :bottom, :cursor, :title, :reverse, :antialias, :events, :id

    @scene=nil
    @stack=[]
    @index=nil

    # @private Records which properties are defined on this mark type.
    def self.properties
      @properties
    end
    # Common index for all marks
    def Mark.index
      @index
    end
    
    # Set common index for all marks    
    def Mark.index=(v)
      @index=v
    end
    # Get common scene for all marks    
    def self.scene
      @scene
    end
    # Set common scene for all marks        
    def self.scene=(v)
      @scene=v
    end
    
    
    # Return properties for current mark
    def properties
      (self.class).properties
    end
    # Get common stack for all marks    
    def Mark.stack
      @stack
    end
    # Set common stack for all marks        
    def Mark.stack=(v)
      @stack=v
    end

    # Create a new Mark
    def initialize(opts=Hash.new, &block)
      @_properties=[]
      opts.each {|k,v|
        self.send("#{k}=",v) if self.respond_to? k
      }
      @defs={}
      @child_index=-1
      @index=-1
      @index_defined = true
      @scale=1
      @scene=nil
      if block
        execute(&block)
        #block.arity<1 ? self.instance_eval(&block) : block.call(self)
      end
    end
    # Execute a block using this mark as a reference
    # <b>Example</b>
    #   bar.execute |b|
    #     b.width 10
    #     b.add(Rubyvis::Label)
    #   end
    def execute(&block)
      block.arity<1 ? self.instance_eval(&block) : block.call(self)      
    end
    # The mark type; a lower name. The type name controls rendering
    # behavior, and unless the rendering engine is extended, must be one of the
    # built-in concrete mark types: area, bar, dot, image, label, line, panel,
    # rule, or wedge.
    def type
      "mark"
    end
    
    # Default properties for all mark types. By default, the data array is the
    # parent data as a single-element array; if the data property is not
    # specified, this causes each mark to be instantiated as a singleton 
    # with the parents  datum. The visible property is true by default, 
    # and the reverse property is false.    
    def self.defaults
      Mark.new({:data=>lambda {|d| [d]}, :visible=>true, :antialias=>true, :events=>'painted'})
    end
    
    # 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).
    # On protovis, this method is called +extend+, but it should be changed
    # because clashed with native +extend+ method
    def mark_extend(proto)
      @proto=proto
      @target=proto.target
      self
    end
    # Find the instances of this mark that match source.
    # @see Anchor
    def instances(source)
      mark = self
      _index = []
      scene=nil
      
      while (!(scene = mark.scene)) do
        source = source.parent;
        _index.push(OpenStruct.new({:index=>source.index, :child_index=>mark.child_index}))
        mark = mark.parent
      end

      while (_index.size>0) do
        i = _index.pop()
        scene = scene[i.index].children[i.child_index]
      end
      #
      # When the anchor target is also an ancestor, as in the case of adding
      # to a panel anchor, only generate one instance per panel. Also, set
      # the margins to zero, since they are offset by the enclosing panel.
      # /
      
      if (index_defined?)
        s = scene[self.index].dup
        s.right = s.top = s.left = s.bottom = 0;
        return [s];
      end
      scene
    end
    

    # 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.
    def first 
      scene[0]
    end
    # 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.
    def last 
      scene[scene.size - 1]
    end
    
        
    # Returns the previous instance of this mark in the scene graph, or
    # nil if this is the first instance.
    #
    # @return a node in the scene graph, or nil.
    def sibling
      (self.index==0) ? nil: self.scene[self.index-1]
    end
    
    
    # Returns the current instance in the scene graph of this mark,
    # in the previous instance of the enclosing parent panel. 
    # May return nil if this instance could not be found.
    #
    # @return a node in the scene graph, or nil.
    def cousin
      par=self.parent
      s= par ? par.sibling : nil
      (s and s.children) ? s.children[self.child_index][self.index] : nil
    end
    
    # 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
    # +Rubyvis::Bar+
    # * @returns {Mark} the new mark.
    # * @see #mark_extend
    def add(type)
      parent.add(type).mark_extend(self)
    end
    # Returns an anchor with the specified name. All marks support the five
    # standard anchor names:
    # * top
    # * left
    # * center
    # * bottom
    # * right
    #
    # 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 mark by default.
    #
    # To facilitate stacking, anchors are defined in terms of their opposite
    # edge. For example, the top anchor defines the bottom property, 
    # such that the mark extends upwards; the bottom anchor instead defines 
    # the top property, such that the mark extends downwards. See also Layout::Stack
    #
    # 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 Anchor#name property for details.
    #
    # @param [String] name the anchor name; either a string or a property function.
    # @return [Anchor] the new anchor.
    def anchor(name='center')
      mark_anchor(name)
    end
    # Implementation of mark anchor
    def mark_anchor(name="center") # :nodoc:
      anchor=Rubyvis::Anchor.
        new(self).
        name(name).
        data(lambda {
          pp self.scene.target if $DEBUG
          a=self.scene.target.map {|s| puts "s:#{s.data}" if $DEBUG; s.data}
          p a if $DEBUG
          a 
        }).visible(lambda {
          
          self.scene.target[index].visible
        }).id(lambda {
            self.scene.target[index].id
        }).
        left(lambda {
          s = self.scene.target[index]
          w = s.width
          w||=0
          if ['bottom','top','center'].include?(self.name)
            s.left + w / 2.0
          elsif self.name=='left'
            nil
          else
            s.left + w
          end
        }).
        top(lambda {
        s = self.scene.target[self.index]
        h = s.height
        h||= 0
        if ['left','right','center'].include? self.name
          s.top+h/2.0
        elsif self.name=='top'
          nil
        else
          s.top + h
        end
      }).right(lambda {
        s = self.scene.target[self.index]
        self.name() == "left" ? s.right + (s.width ? s.width : 0) : nil;
      }).bottom(lambda {
        s = self.scene.target[self.index];
        self.name() == "top" ? s.bottom + (s.height ? s.height : 0) : nil;
      }).text_align(lambda {
        if ['bottom','top','center'].include? self.name
          'center'
        elsif self.name=='right'
          'right'
        else
          'left'
        end
      }).text_baseline(lambda {

        if ['right','left','center'].include? self.name
          'middle'
        elsif self.name=='top'
          'top'
        else
          'bottom'
        end
      })
      anchor
    end


    # Computes the implied properties for this mark for the specified
    # instance <tt>s</tt> in the scene graph. Implied properties are those with
    # dependencies on multiple other properties; for example, the width property
    # may be implied if the left and right properties are set. This method can be
    # overridden by concrete mark types to define new implied properties, if
    # necessary.
    #
    # @param s a node in the scene graph; the instance of the mark to build.
    def build_implied(s) # :nodoc:
      mark_build_implied(s)
    end
    
    def mark_build_implied(s) # :nodoc:
      l=s.left
      r=s.right
      t=s.top
      b=s.bottom
      prop=self.properties
      
      #p self
      
      w = (prop[:width])  ? s.width : 0
      h = (prop[:height])  ? s.height : 0
      
      width=self.parent ? self.parent.width() : (w+(l.nil? ? 0 : l)+(r.nil? ? 0 : r))
      #puts (self.parent)? "parent width: #{self.parent.width}" : "no parent" if $DEBUG
      #p prop.sort if $DEBUG
      
      height=self.parent ? self.parent.height(): (h+(t.nil? ? 0 : t )+(b.nil? ? 0 : b))
      
      puts "build implied #{type}: l:#{l},r:#{r},t:#{t},b:#{b}, w:#{prop[:width]} #{w},h: #{prop[:height]} #{h}, width:#{width}, height:#{height}" if $DEBUG
      
      if w.nil?
        r||=0
        l||=0
        w=width-r-l
      elsif r.nil?
        if l.nil?
          r=(width-w) / (2.0)
          l=r
        else
          r=width-w-l
        end
      elsif l.nil?
        l=width-w-r
      end

      

      if h.nil?
        t||=0
        b||=0
        h=height-t-b
      elsif b.nil?
        if t.nil?
          t=(height-h) / 2.0
          b=t
        else
          b=height-h-t
        end
      elsif t.nil?
        t=height-h-b
      end



      s.left=l
      s.right=r
      s.top=t
      s.bottom=b

      puts "Post->left: #{l},right:#{r},top:#{t},bottom:#{b}, width:#{w}, height:#{h}\n\n" if $DEBUG
      s.width  = w if prop[:width]
      s.height = h if prop[:height]
      s.text_style=Rubyvis::Color.transparent if prop[:text_style] and !s.text_style
      s.fill_style=Rubyvis::Color.transparent if prop[:fill_style] and !s.fill_style
      s.stroke_style=Rubyvis::Color.transparent if prop[:stroke_style] and !s.stroke_style
    end
    # Renders this mark, including recursively rendering all child marks if this is
    # a panel. This method finds all instances of this mark and renders them. This
    # method descends recursively to the level of the mark to be rendered, finding
    # all visible instances of the mark. After the marks are rendered, the scene
    # and index attributes are removed from the mark to restore them to a clean
    # state.
    #
    # <p>If an enclosing panel has an index property set (as is the case inside in
    # an event handler), then only instances of this mark inside the given instance
    # of the panel will be rendered; otherwise, all visible instances of the mark
    # will be rendered.
    def render
      parent=self.parent
      @stack=Mark.stack
      if parent and !self.root.scene
        root.render()
        return
      end
      @indexes=[]
      mark=self
      until mark.parent.nil?
        @indexes.unshift(mark.child_index)
      end
      bind
      while(parent and !parent.respond_to? :index) do
        parent=parent.parent
      end

      self.context( parent ? parent.scene : nil,
        parent ? parent.index : -1,
        lambda { render_render(root, 0,1) }
        )

    end

    def render_render(mark,depth,scale) # :nodoc:
      mark.scale=scale
      if (depth < @indexes.size)
        @stack.unshift(nil)
        if (mark.index_defined?)
          render_instance(mark, depth, scale);
        else
          mark.scene.size.times {|i|
            mark.index = i;
            render_instance(mark, depth, scale);
          }
          mark.delete_index
        end
        stack.shift
      else
        mark.build
        Rubyvis::SvgScene.scale = scale;
        Rubyvis::SvgScene.update_all(mark.scene);
      end
      mark.scale=nil
    end
    
    
    def render_instance(mark,depth,scale) # :nodoc:
      s=mark.scene[mark.index]
      if s.visible
        child_index=@indexes[depth]
        child=mark.children[child_index]
        child_index.times {|i|
          mark.children[i].scene=s.children[i]
        }
        Mark.stack[0]=s.data

        if (child.scene)
          render_render(child,depth+1,scale*s.transform.k)
        else
          child.scene=s.children[child_index]
          render_render(child, depth+1,scale*s.transform.k)
          child.scene=nil
        end
        child_index.times {|i|
          mark.children[i].scene=nil
        }

      end
    end
    def bind_bind(mark)
      begin
        #puts "Binding:#{mark.type}->#{mark._properties.map {|v| v.name}}"
        
        mark._properties.reverse.each {|v|
          
          #p v.name
          k=v.name
          if !@seen.has_key?(k)
            @seen[k]=v
            case k
            when :data
              @_data=v
            when :visible
              @_required.push(v)
            when :id
              @_required.push(v)
            else
              @types[v._type].push(v)
            end
          end
        }
      end while(mark = mark.proto)
    end
    private :bind_bind, :render_render, :render_instance
    # @private In the bind phase, inherited property definitions are cached so they
    # do not need to be queried during build.
    def bind
      mark_bind
    end
    
    def mark_bind() # :nodoc:
      @seen={}
      @types={1=>[],2=>[],3=>[]}
      @_data=nil
      @_required=[]
      #puts "Binding!"
      bind_bind(self)
      bind_bind((self.class).defaults)
      @types[1].reverse!
      @types[3].reverse!
      #puts "***"
      #pp @types[3]
      #puts "***"
      mark=self
      begin
        properties.each {|name,v|
          if !@seen[name]
            @seen[name]=Property.new(:name=>name, :_type=>2, :value=>nil)
            @types[2].push(@seen[name])
          end
        }
      end while(mark = mark.proto)
      @binds=OpenStruct.new({:properties=>@seen, :data=>@_data, :required=>@_required, :optional=>@types[1]+@types[2]+@types[3]
      })
    end


    def context_apply(scene,index) # :nodoc:
      Mark.scene=scene
      Mark.index=index
      return if(!scene)
      that=scene.mark
      mark=that
      ancestors=[]
      begin
        ancestors.push(mark)
        Mark.stack.push(scene[index].data)
        mark.index=index
        mark.scene=scene
        index=scene.parent_index
        scene=scene.parent
      end while(mark=mark.parent)
      k=1
      ancestors.size.times {|ic|
        i=ancestors.size-ic-1
        mark=ancestors[i]
        mark.scale=k
        k=k*mark.scene[mark.index].transform.k
      }
      if (that.children)
        n=that.children.size
        n.times {|i|
          mark=that.children[i]
          mark.scene=that.scene[that.index].children[i]
          mark.scale=k
        }

      end

    end
    def context_clear(scene,index) # :nodoc:
      return if !scene
      that=scene.mark
      mark=nil
      if(that.children)
        that.children.size.times {|i|
          mark=that.children[i]
          mark.scene=nil
          mark.scale=nil
        }

      end
      mark=that
      begin
        Mark.stack.pop
        if(mark.parent)                 
          mark.scene=nil
          mark.scale=nil
        end
        mark.index=nil
      end while(mark=mark.parent)
    end
    def context(scene, index, f) # :nodoc:
      #proto=Mark
      stack=Mark.stack
      oscene=Mark.scene
      oindex=Mark.index
      context_clear(oscene,oindex)
      context_apply(scene,index)
      begin
        f.js_apply(self, stack)
      ensure
        context_clear(scene,index)
        context_apply(oscene,oindex)
      end
    end

    # Evaluates properties and computes implied properties. Properties are
    # stored in the Mark.scene array for each instance of this mark.
    #
    # As marks are built recursively, the Mark.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 <i>in the same panel</i>
    # conveniently; however, in general it is better to reference mark instances
    # specifically through the scene graph rather than depending on the magical
    # behavior of Mark#index.
    #
    # The root scene array has a special property, <tt>data</tt>, which stores
    # the current data stack. The first element in this stack is the current datum,
    # followed by the datum of the enclosing parent panel, and so on. The data
    # stack should not be accessed directly; instead, property functions are passed
    # the current data stack as arguments.
    #
    # <p>The evaluation of the <tt>data</tt> and <tt>visible</tt> properties is
    # special. The <tt>data</tt> property is evaluated first; unlike the other
    # properties, the data stack is from the parent panel, rather than the current
    # mark, since the data is not defined until the data property is evaluated.
    # The <tt>visible</tt> property is subsequently evaluated for each instance;
    # only if true will the {@link #buildInstance} method be called, evaluating
    # other properties and recursively building the scene graph.
    #
    # <p>If this mark is being re-built, any old instances of this mark that no
    # longer exist (because the new data array contains fewer elements) will be
    # cleared using {@link #clearInstance}.
    #
    # @param parent the instance of the parent panel from the scene graph.
    def build
      scene=self.scene
      stack=Mark.stack
      if(!scene)
        self.scene=SceneElement.new
        scene=self.scene
        scene.mark=self
        scene.type=self.type
        scene.child_index=self.child_index
        if(self.parent)
          scene.parent=self.parent.scene
          scene.parent_index=self.parent.index
        end
      end
      # Resolve anchor target
      #puts "Resolve target"
      if(self.target)
        scene.target=self.target.instances(scene)
      end
      #pp self.binds
      data=self.binds.data
      #puts "stack:#{stack}"
      #puts "data_value:#{data.value}"

      data=(data._type & 1)>0 ? data.value.js_apply(self, stack) : data.value
      #puts "data:#{data}"

      stack.unshift(nil)
      scene.size=data.size
      data.each_with_index {|d, i|
        Mark.index=i
        self.index=i
        s=scene[i]
        if !s
          scene[i]=s=SceneElement.new
        end
        stack[0]=data[i]
        s.data=data[i]
        build_instance(s)
      }
      Mark.index=-1
      delete_index
      stack.shift()
      self
    end
    # @private
    def build_instance(s) # :nodoc:
      mark_build_instance(s)
    end
    # @private
    def mark_build_instance(s1) # :nodoc:
      build_properties(s1, self.binds.required)
      if s1.visible
        build_properties(s1, self.binds.optional)
        build_implied(s1)
      end
    end
    
    # Evaluates the specified array of properties for the specified
    # instance <tt>s</tt> in the scene graph.
    #
    # @param s a node in the scene graph; the instance of the mark to build.
    # @param properties an array of properties.
    
    def build_properties(ss,props) # :nodoc:
      mark_build_properties(ss,props)
    end
    
    def mark_build_properties(ss, props) # :nodoc:
      #p "#{type}:"+props.map {|prop| prop.name}.join(",")
      props.each do |prop|
        v=prop.value
        # p "#{prop.name}=#{v}"
        if prop._type==3
          v=v.js_apply(self, Mark.stack)
        end
        ss.send((prop.name.to_s+"=").to_sym, v)
      end
    end
    
    # @todo implement
    def event(type,handler) # :nodoc:
      #@_handlers[type]=handler
      self
    end
  end
end

require 'rubyvis/mark/anchor'
require 'rubyvis/mark/bar'
require 'rubyvis/mark/image'
require 'rubyvis/mark/panel'
require 'rubyvis/mark/area'
require 'rubyvis/mark/line'
require 'rubyvis/mark/rule'
require 'rubyvis/mark/label'
require 'rubyvis/mark/dot'
require 'rubyvis/mark/wedge'