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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'
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