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YUIDoc, YUI's JavaScript Documentation engine tweaked to work with VB/VBScript comments.

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/** * NumericAxis manages numeric data on an axis. * * @module charts * @class NumericAxis * @constructor * @param {Object} config (optional) Configuration parameters for the Chart. * @extends AxisType */ function NumericAxis(config) { NumericAxis.superclass.constructor.apply(this, arguments); } NumericAxis.NAME = "numericAxis"; NumericAxis.ATTRS = { /** * Indicates whether 0 should always be displayed. * * @attribute alwaysShowZero * @type Boolean */ alwaysShowZero: { value: true }, /** * Method used for formatting a label. This attribute allows for the default label formatting method to overridden. The method use would need * to implement the arguments below and return a `String` or an `HTMLElement`. The default implementation of the method returns a `String`. The output of this method * will be rendered to the DOM using `appendChild`. If you override the `labelFunction` method and return an html string, you will also need to override the Axis' * `appendLabelFunction` to accept html as a `String`. * <dl> * <dt>val</dt><dd>Label to be formatted. (`String`)</dd> * <dt>format</dt><dd>Object containing properties used to format the label. (optional)</dd> * </dl> * * @attribute labelFunction * @type Function */ labelFunction: { value: function(val, format) { if(format) { return Y.DataType.Number.format(val, format); } return val; } }, /** * Object containing properties used by the `labelFunction` to format a * label. * * @attribute labelFormat * @type Object */ labelFormat: { value: { prefix: "", thousandsSeparator: "", decimalSeparator: "", decimalPlaces: "0", suffix: "" } } }; Y.extend(NumericAxis, Y.AxisType, { /** * Formats a label based on the axis type and optionally specified format. * * @method formatLabel * @param {Object} value * @param {Object} format Pattern used to format the value. * @return String */ formatLabel: function(val, format) { if(format) { return Y.DataType.Number.format(val, format); } return val; }, /** * Returns the sum of all values per key. * * @method getTotalByKey * @param {String} key The identifier for the array whose values will be calculated. * @return Number */ getTotalByKey: function(key) { var total = 0, values = this.getDataByKey(key), i = 0, val, len = values ? values.length : 0; for(; i < len; ++i) { val = parseFloat(values[i]); if(!isNaN(val)) { total += val; } } return total; }, /** * Type of data used in `Axis`. * * @property _type * @readOnly * @private */ _type: "numeric", /** * Helper method for getting a `roundingUnit` when calculating the minimum and maximum values. * * @method _getMinimumUnit * @param {Number} max Maximum number * @param {Number} min Minimum number * @param {Number} units Number of units on the axis * @return Number * @private */ _getMinimumUnit:function(max, min, units) { return this._getNiceNumber(Math.ceil((max - min)/units)); }, /** * Calculates a nice rounding unit based on the range. * * @method _getNiceNumber * @param {Number} roundingUnit The calculated rounding unit. * @return Number * @private */ _getNiceNumber: function(roundingUnit) { var tempMajorUnit = roundingUnit, order = Math.ceil(Math.log(tempMajorUnit) * 0.4342944819032518), roundedMajorUnit = Math.pow(10, order), roundedDiff; if (roundedMajorUnit / 2 >= tempMajorUnit) { roundedDiff = Math.floor((roundedMajorUnit / 2 - tempMajorUnit) / (Math.pow(10,order-1)/2)); tempMajorUnit = roundedMajorUnit/2 - roundedDiff*Math.pow(10,order-1)/2; } else { tempMajorUnit = roundedMajorUnit; } if(!isNaN(tempMajorUnit)) { return tempMajorUnit; } return roundingUnit; }, /** * Calculates the maximum and minimum values for the `Axis`. * * @method _updateMinAndMax * @private */ _updateMinAndMax: function() { var data = this.get("data"), max, min, len, num, i = 0, key, setMax = this.get("setMax"), setMin = this.get("setMin"); if(!setMax || !setMin) { if(data && data.length && data.length > 0) { len = data.length; for(; i < len; i++) { num = data[i]; if(isNaN(num)) { if(Y_Lang.isObject(num)) { min = max = 0; //hloc values for(key in num) { if(num.hasOwnProperty(key)) { max = Math.max(num[key], max); min = Math.min(num[key], min); } } } max = setMax ? this._setMaximum : max; min = setMin ? this._setMinimum : min; continue; } if(setMin) { min = this._setMinimum; } else if(min === undefined) { min = num; } else { min = Math.min(num, min); } if(setMax) { max = this._setMaximum; } else if(max === undefined) { max = num; } else { max = Math.max(num, max); } this._actualMaximum = max; this._actualMinimum = min; } } this._roundMinAndMax(min, max, setMin, setMax); } }, /** * Rounds the mimimum and maximum values based on the `roundingUnit` attribute. * * @method _roundMinAndMax * @param {Number} min Minimum value * @param {Number} max Maximum value * @private */ _roundMinAndMax: function(min, max, setMin, setMax) { var roundingUnit, minimumRange, minGreaterThanZero = min >= 0, maxGreaterThanZero = max > 0, dataRangeGreater, maxRound, minRound, topTicks, botTicks, tempMax, tempMin, units = this.getTotalMajorUnits() - 1, alwaysShowZero = this.get("alwaysShowZero"), roundingMethod = this.get("roundingMethod"), useIntegers = (max - min)/units >= 1; if(roundingMethod) { if(roundingMethod == "niceNumber") { roundingUnit = this._getMinimumUnit(max, min, units); if(minGreaterThanZero && maxGreaterThanZero) { if((alwaysShowZero || min < roundingUnit) && !setMin) { min = 0; roundingUnit = this._getMinimumUnit(max, min, units); } else { min = this._roundDownToNearest(min, roundingUnit); } if(setMax) { if(!alwaysShowZero) { min = max - (roundingUnit * units); } } else if(setMin) { max = min + (roundingUnit * units); } else { max = this._roundUpToNearest(max, roundingUnit); } } else if(maxGreaterThanZero && !minGreaterThanZero) { if(alwaysShowZero) { topTicks = Math.round(units/((-1 * min)/max + 1)); topTicks = Math.max(Math.min(topTicks, units - 1), 1); botTicks = units - topTicks; tempMax = Math.ceil( max/topTicks ); tempMin = Math.floor( min/botTicks ) * -1; if(setMin) { while(tempMin < tempMax && botTicks >= 0) { botTicks--; topTicks++; tempMax = Math.ceil( max/topTicks ); tempMin = Math.floor( min/botTicks ) * -1; } //if there are any bottom ticks left calcualate the maximum by multiplying by the tempMin value //if not, it's impossible to ensure that a zero is shown. skip it if(botTicks > 0) { max = tempMin * topTicks; } else { max = min + (roundingUnit * units); } } else if(setMax) { while(tempMax < tempMin && topTicks >= 0) { botTicks++; topTicks--; tempMin = Math.floor( min/botTicks ) * -1; tempMax = Math.ceil( max/topTicks ); } //if there are any top ticks left calcualate the minimum by multiplying by the tempMax value //if not, it's impossible to ensure that a zero is shown. skip it if(topTicks > 0) { min = tempMax * botTicks * -1; } else { min = max - (roundingUnit * units); } } else { roundingUnit = Math.max(tempMax, tempMin); roundingUnit = this._getNiceNumber(roundingUnit); max = roundingUnit * topTicks; min = roundingUnit * botTicks * -1; } } else { if(setMax) { min = max - (roundingUnit * units); } else if(setMin) { max = min + (roundingUnit * units); } else { min = this._roundDownToNearest(min, roundingUnit); max = this._roundUpToNearest(max, roundingUnit); } } } else { if(setMin) { if(alwaysShowZero) { max = 0; } else { max = min + (roundingUnit * units); } } else if(!setMax) { if(alwaysShowZero || max === 0 || max + roundingUnit > 0) { max = 0; roundingUnit = this._getMinimumUnit(max, min, units); } else { max = this._roundUpToNearest(max, roundingUnit); } min = max - (roundingUnit * units); } else { min = max - (roundingUnit * units); } } } else if(roundingMethod == "auto") { if(minGreaterThanZero && maxGreaterThanZero) { if((alwaysShowZero || min < (max-min)/units) && !setMin) { min = 0; } roundingUnit = (max - min)/units; if(useIntegers) { roundingUnit = Math.ceil(roundingUnit); } max = min + (roundingUnit * units); } else if(maxGreaterThanZero && !minGreaterThanZero) { if(alwaysShowZero) { topTicks = Math.round( units / ( (-1 * min) /max + 1) ); topTicks = Math.max(Math.min(topTicks, units - 1), 1); botTicks = units - topTicks; if(useIntegers) { tempMax = Math.ceil( max/topTicks ); tempMin = Math.floor( min/botTicks ) * -1; } else { tempMax = max/topTicks; tempMin = min/botTicks * -1; } roundingUnit = Math.max(tempMax, tempMin); max = roundingUnit * topTicks; min = roundingUnit * botTicks * -1; } else { roundingUnit = (max - min)/units; if(useIntegers) { roundingUnit = Math.ceil(roundingUnit); } min = this._roundDownToNearest(min, roundingUnit); max = this._roundUpToNearest(max, roundingUnit); } } else { roundingUnit = (max - min)/units; if(useIntegers) { roundingUnit = Math.ceil(roundingUnit); } if(alwaysShowZero || max === 0 || max + roundingUnit > 0) { max = 0; roundingUnit = (max - min)/units; if(useIntegers) { Math.ceil(roundingUnit); } } else { max = this._roundUpToNearest(max, roundingUnit); } min = max - (roundingUnit * units); } } else if(!isNaN(roundingMethod) && isFinite(roundingMethod)) { roundingUnit = roundingMethod; minimumRange = roundingUnit * units; dataRangeGreater = (max - min) > minimumRange; minRound = this._roundDownToNearest(min, roundingUnit); maxRound = this._roundUpToNearest(max, roundingUnit); if(setMax) { min = max - minimumRange; } else if(setMin) { max = min + minimumRange; } else if(minGreaterThanZero && maxGreaterThanZero) { if(alwaysShowZero || minRound <= 0) { min = 0; } else { min = minRound; } max = min + minimumRange; } else if(maxGreaterThanZero && !minGreaterThanZero) { min = minRound; max = min + minimumRange; } else { if(alwaysShowZero || maxRound >= 0) { max = 0; } else { max = maxRound; } min = max - minimumRange; } } } this._dataMaximum = max; this._dataMinimum = min; }, /** * Calculates and returns a value based on the number of labels and the index of * the current label. * * @method getLabelByIndex * @param {Number} i Index of the label. * @param {Number} l Total number of labels. * @return String */ getLabelByIndex: function(i, l) { var min = this.get("minimum"), max = this.get("maximum"), increm = (max - min)/(l-1), label, roundingMethod = this.get("roundingMethod"); l -= 1; //respect the min and max. calculate all other labels. if(i === 0) { label = min; } else if(i === l) { label = max; } else { label = (i * increm); if(roundingMethod == "niceNumber") { label = this._roundToNearest(label, increm); } label += min; } return parseFloat(label); }, /** * Rounds a Number to the nearest multiple of an input. For example, by rounding * 16 to the nearest 10, you will receive 20. Similar to the built-in function Math.round(). * * @method _roundToNearest * @param {Number} number Number to round * @param {Number} nearest Multiple to round towards. * @return Number * @private */ _roundToNearest: function(number, nearest) { nearest = nearest || 1; if(nearest === 0) { return number; } var roundedNumber = Math.round(this._roundToPrecision(number / nearest, 10)) * nearest; return this._roundToPrecision(roundedNumber, 10); }, /** * Rounds a Number up to the nearest multiple of an input. For example, by rounding * 16 up to the nearest 10, you will receive 20. Similar to the built-in function Math.ceil(). * * @method _roundUpToNearest * @param {Number} number Number to round * @param {Number} nearest Multiple to round towards. * @return Number * @private */ _roundUpToNearest: function(number, nearest) { nearest = nearest || 1; if(nearest === 0) { return number; } return Math.ceil(this._roundToPrecision(number / nearest, 10)) * nearest; }, /** * Rounds a Number down to the nearest multiple of an input. For example, by rounding * 16 down to the nearest 10, you will receive 10. Similar to the built-in function Math.floor(). * * @method _roundDownToNearest * @param {Number} number Number to round * @param {Number} nearest Multiple to round towards. * @return Number * @private */ _roundDownToNearest: function(number, nearest) { nearest = nearest || 1; if(nearest === 0) { return number; } return Math.floor(this._roundToPrecision(number / nearest, 10)) * nearest; }, /** * Rounds a number to a certain level of precision. Useful for limiting the number of * decimal places on a fractional number. * * @method _roundToPrecision * @param {Number} number Number to round * @param {Number} precision Multiple to round towards. * @return Number * @private */ _roundToPrecision: function(number, precision) { precision = precision || 0; var decimalPlaces = Math.pow(10, precision); return Math.round(decimalPlaces * number) / decimalPlaces; }, /** * Checks to see if data extends beyond the range of the axis. If so, * that data will need to be hidden. This method is internal, temporary and subject * to removal in the future. * * @method _hasDataOverflow * @protected * @return Boolean */ _hasDataOverflow: function() { var roundingMethod, min, max; if(this.get("setMin") || this.get("setMax")) { return true; } roundingMethod = this.get("roundingMethod"); min = this._actualMinimum; max = this._actualMaximum; if(Y_Lang.isNumber(roundingMethod) && ((Y_Lang.isNumber(max) && max > this._dataMaximum) || (Y_Lang.isNumber(min) && min < this._dataMinimum))) { return true; } return false; } }); Y.NumericAxis = NumericAxis;