src/cm/media/js/lib/yui/yui_3.10.3/build/axis-numeric-base/axis-numeric-base-debug.js
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     1 /*
       
     2 YUI 3.10.3 (build 2fb5187)
       
     3 Copyright 2013 Yahoo! Inc. All rights reserved.
       
     4 Licensed under the BSD License.
       
     5 http://yuilibrary.com/license/
       
     6 */
       
     7 
       
     8 YUI.add('axis-numeric-base', function (Y, NAME) {
       
     9 
       
    10 /**
       
    11  * Provides functionality for the handling of numeric axis data for a chart.
       
    12  *
       
    13  * @module charts
       
    14  * @submodule axis-numeric-base
       
    15  */
       
    16 
       
    17 /**
       
    18  * NumericImpl contains logic for numeric data. NumericImpl is used by the following classes:
       
    19  * <ul>
       
    20  *      <li>{{#crossLink "NumericAxisBase"}}{{/crossLink}}</li>
       
    21  *      <li>{{#crossLink "NumericAxis"}}{{/crossLink}}</li>
       
    22  *  </ul>
       
    23  *
       
    24  * @class NumericImpl
       
    25  * @constructor
       
    26  * @submodule axis-numeric-base
       
    27  */
       
    28 function NumericImpl()
       
    29 {
       
    30 }
       
    31 
       
    32 NumericImpl.NAME = "numericImpl";
       
    33 
       
    34 NumericImpl.ATTRS = {
       
    35     /**
       
    36      * Indicates whether 0 should always be displayed.
       
    37      *
       
    38      * @attribute alwaysShowZero
       
    39      * @type Boolean
       
    40      */
       
    41     alwaysShowZero: {
       
    42         value: true
       
    43     },
       
    44 
       
    45     /**
       
    46      * Method used for formatting a label. This attribute allows for the default label formatting method to overridden.
       
    47      * The method use would need to implement the arguments below and return a `String` or an `HTMLElement`. The default
       
    48      * implementation of the method returns a `String`. The output of this method will be rendered to the DOM using
       
    49      * `appendChild`. If you override the `labelFunction` method and return an html string, you will also need to override
       
    50      * the Data' `appendLabelFunction` to accept html as a `String`.
       
    51      * <dl>
       
    52      *      <dt>val</dt><dd>Label to be formatted. (`String`)</dd>
       
    53      *      <dt>format</dt><dd>Object containing properties used to format the label. (optional)</dd>
       
    54      * </dl>
       
    55      *
       
    56      * @attribute labelFunction
       
    57      * @type Function
       
    58      */
       
    59 
       
    60     /**
       
    61      * Object containing properties used by the `labelFunction` to format a
       
    62      * label.
       
    63      *
       
    64      * @attribute labelFormat
       
    65      * @type Object
       
    66      */
       
    67     labelFormat: {
       
    68         value: {
       
    69             prefix: "",
       
    70             thousandsSeparator: "",
       
    71             decimalSeparator: "",
       
    72             decimalPlaces: "0",
       
    73             suffix: ""
       
    74         }
       
    75     },
       
    76 
       
    77     /**
       
    78      *Indicates how to round unit values.
       
    79      *  <dl>
       
    80      *      <dt>niceNumber</dt><dd>Units will be smoothed based on the number of ticks and data range.</dd>
       
    81      *      <dt>auto</dt><dd>If the range is greater than 1, the units will be rounded.</dd>
       
    82      *      <dt>numeric value</dt><dd>Units will be equal to the numeric value.</dd>
       
    83      *      <dt>null</dt><dd>No rounding will occur.</dd>
       
    84      *  </dl>
       
    85      *
       
    86      * @attribute roundingMethod
       
    87      * @type String
       
    88      * @default niceNumber
       
    89      */
       
    90     roundingMethod: {
       
    91         value: "niceNumber"
       
    92     }
       
    93 };
       
    94 
       
    95 NumericImpl.prototype = {
       
    96     /**
       
    97      * @method initializer
       
    98      * @private
       
    99      */
       
   100     initializer: function() {
       
   101         this.after("alwaysShowZeroChange", this._keyChangeHandler);
       
   102         this.after("roundingMethodChange", this._keyChangeHandler);
       
   103     },
       
   104 
       
   105     /**
       
   106      * Formats a label based on the axis type and optionally specified format.
       
   107      *
       
   108      * @method
       
   109      * @param {Object} value
       
   110      * @param {Object} format Pattern used to format the value.
       
   111      * @return String
       
   112      */
       
   113     formatLabel: function(val, format)
       
   114     {
       
   115         if(format)
       
   116         {
       
   117             return Y.DataType.Number.format(val, format);
       
   118         }
       
   119         return val;
       
   120     },
       
   121 
       
   122     /**
       
   123      * Returns the sum of all values per key.
       
   124      *
       
   125      * @method getTotalByKey
       
   126      * @param {String} key The identifier for the array whose values will be calculated.
       
   127      * @return Number
       
   128      */
       
   129     getTotalByKey: function(key)
       
   130     {
       
   131         var total = 0,
       
   132             values = this.getDataByKey(key),
       
   133             i = 0,
       
   134             val,
       
   135             len = values ? values.length : 0;
       
   136         for(; i < len; ++i)
       
   137         {
       
   138            val = parseFloat(values[i]);
       
   139            if(!isNaN(val))
       
   140            {
       
   141                 total += val;
       
   142            }
       
   143         }
       
   144         return total;
       
   145     },
       
   146 
       
   147     /**
       
   148      * Type of data used in `Data`.
       
   149      *
       
   150      * @property _type
       
   151      * @readOnly
       
   152      * @private
       
   153      */
       
   154     _type: "numeric",
       
   155 
       
   156     /**
       
   157      * Helper method for getting a `roundingUnit` when calculating the minimum and maximum values.
       
   158      *
       
   159      * @method _getMinimumUnit
       
   160      * @param {Number} max Maximum number
       
   161      * @param {Number} min Minimum number
       
   162      * @param {Number} units Number of units on the axis
       
   163      * @return Number
       
   164      * @private
       
   165      */
       
   166     _getMinimumUnit:function(max, min, units)
       
   167     {
       
   168         return this._getNiceNumber(Math.ceil((max - min)/units));
       
   169     },
       
   170 
       
   171     /**
       
   172      * Calculates a nice rounding unit based on the range.
       
   173      *
       
   174      * @method _getNiceNumber
       
   175      * @param {Number} roundingUnit The calculated rounding unit.
       
   176      * @return Number
       
   177      * @private
       
   178      */
       
   179     _getNiceNumber: function(roundingUnit)
       
   180     {
       
   181         var tempMajorUnit = roundingUnit,
       
   182             order = Math.ceil(Math.log(tempMajorUnit) * 0.4342944819032518),
       
   183             roundedMajorUnit = Math.pow(10, order),
       
   184             roundedDiff;
       
   185 
       
   186         if (roundedMajorUnit / 2 >= tempMajorUnit)
       
   187         {
       
   188             roundedDiff = Math.floor((roundedMajorUnit / 2 - tempMajorUnit) / (Math.pow(10,order-1)/2));
       
   189             tempMajorUnit = roundedMajorUnit/2 - roundedDiff*Math.pow(10,order-1)/2;
       
   190         }
       
   191         else
       
   192         {
       
   193             tempMajorUnit = roundedMajorUnit;
       
   194         }
       
   195         if(!isNaN(tempMajorUnit))
       
   196         {
       
   197             return tempMajorUnit;
       
   198         }
       
   199         return roundingUnit;
       
   200 
       
   201     },
       
   202 
       
   203     /**
       
   204      * Calculates the maximum and minimum values for the `Data`.
       
   205      *
       
   206      * @method _updateMinAndMax
       
   207      * @private
       
   208      */
       
   209     _updateMinAndMax: function()
       
   210     {
       
   211         var data = this.get("data"),
       
   212             max,
       
   213             min,
       
   214             len,
       
   215             num,
       
   216             i = 0,
       
   217             setMax = this.get("setMax"),
       
   218             setMin = this.get("setMin");
       
   219         if(!setMax || !setMin)
       
   220         {
       
   221             if(data && data.length && data.length > 0)
       
   222             {
       
   223                 len = data.length;
       
   224                 for(; i < len; i++)
       
   225                 {
       
   226                     num = data[i];
       
   227                     if(isNaN(num))
       
   228                     {
       
   229                         max = setMax ? this._setMaximum : max;
       
   230                         min = setMin ? this._setMinimum : min;
       
   231                         continue;
       
   232                     }
       
   233 
       
   234                     if(setMin)
       
   235                     {
       
   236                         min = this._setMinimum;
       
   237                     }
       
   238                     else if(min === undefined)
       
   239                     {
       
   240                         min = num;
       
   241                     }
       
   242                     else
       
   243                     {
       
   244                         min = Math.min(num, min);
       
   245                     }
       
   246                     if(setMax)
       
   247                     {
       
   248                         max = this._setMaximum;
       
   249                     }
       
   250                     else if(max === undefined)
       
   251                     {
       
   252                         max = num;
       
   253                     }
       
   254                     else
       
   255                     {
       
   256                         max = Math.max(num, max);
       
   257                     }
       
   258 
       
   259                     this._actualMaximum = max;
       
   260                     this._actualMinimum = min;
       
   261                 }
       
   262             }
       
   263             this._roundMinAndMax(min, max, setMin, setMax);
       
   264         }
       
   265     },
       
   266 
       
   267     /**
       
   268      * Rounds the mimimum and maximum values based on the `roundingUnit` attribute.
       
   269      *
       
   270      * @method _roundMinAndMax
       
   271      * @param {Number} min Minimum value
       
   272      * @param {Number} max Maximum value
       
   273      * @private
       
   274      */
       
   275     _roundMinAndMax: function(min, max, setMin, setMax)
       
   276     {
       
   277         var roundingUnit,
       
   278             minimumRange,
       
   279             minGreaterThanZero = min >= 0,
       
   280             maxGreaterThanZero = max > 0,
       
   281             dataRangeGreater,
       
   282             maxRound,
       
   283             minRound,
       
   284             topTicks,
       
   285             botTicks,
       
   286             tempMax,
       
   287             tempMin,
       
   288             units = this.getTotalMajorUnits() - 1,
       
   289             alwaysShowZero = this.get("alwaysShowZero"),
       
   290             roundingMethod = this.get("roundingMethod"),
       
   291             useIntegers = (max - min)/units >= 1;
       
   292         if(roundingMethod)
       
   293         {
       
   294             if(roundingMethod === "niceNumber")
       
   295             {
       
   296                 roundingUnit = this._getMinimumUnit(max, min, units);
       
   297                 if(minGreaterThanZero && maxGreaterThanZero)
       
   298                 {
       
   299                     if((alwaysShowZero || min < roundingUnit) && !setMin)
       
   300                     {
       
   301                         min = 0;
       
   302                         roundingUnit = this._getMinimumUnit(max, min, units);
       
   303                     }
       
   304                     else
       
   305                     {
       
   306                        min = this._roundDownToNearest(min, roundingUnit);
       
   307                     }
       
   308                     if(setMax)
       
   309                     {
       
   310                         if(!alwaysShowZero)
       
   311                         {
       
   312                             min = max - (roundingUnit * units);
       
   313                         }
       
   314                     }
       
   315                     else if(setMin)
       
   316                     {
       
   317                         max = min + (roundingUnit * units);
       
   318                     }
       
   319                     else
       
   320                     {
       
   321                         max = this._roundUpToNearest(max, roundingUnit);
       
   322                     }
       
   323                 }
       
   324                 else if(maxGreaterThanZero && !minGreaterThanZero)
       
   325                 {
       
   326                     if(alwaysShowZero)
       
   327                     {
       
   328                         topTicks = Math.round(units/((-1 * min)/max + 1));
       
   329                         topTicks = Math.max(Math.min(topTicks, units - 1), 1);
       
   330                         botTicks = units - topTicks;
       
   331                         tempMax = Math.ceil( max/topTicks );
       
   332                         tempMin = Math.floor( min/botTicks ) * -1;
       
   333 
       
   334                         if(setMin)
       
   335                         {
       
   336                             while(tempMin < tempMax && botTicks >= 0)
       
   337                             {
       
   338                                 botTicks--;
       
   339                                 topTicks++;
       
   340                                 tempMax = Math.ceil( max/topTicks );
       
   341                                 tempMin = Math.floor( min/botTicks ) * -1;
       
   342                             }
       
   343                             //if there are any bottom ticks left calcualate the maximum by multiplying by the tempMin value
       
   344                             //if not, it's impossible to ensure that a zero is shown. skip it
       
   345                             if(botTicks > 0)
       
   346                             {
       
   347                                 max = tempMin * topTicks;
       
   348                             }
       
   349                             else
       
   350                             {
       
   351                                 max = min + (roundingUnit * units);
       
   352                             }
       
   353                         }
       
   354                         else if(setMax)
       
   355                         {
       
   356                             while(tempMax < tempMin && topTicks >= 0)
       
   357                             {
       
   358                                 botTicks++;
       
   359                                 topTicks--;
       
   360                                 tempMin = Math.floor( min/botTicks ) * -1;
       
   361                                 tempMax = Math.ceil( max/topTicks );
       
   362                             }
       
   363                             //if there are any top ticks left calcualate the minimum by multiplying by the tempMax value
       
   364                             //if not, it's impossible to ensure that a zero is shown. skip it
       
   365                             if(topTicks > 0)
       
   366                             {
       
   367                                 min = tempMax * botTicks * -1;
       
   368                             }
       
   369                             else
       
   370                             {
       
   371                                 min = max - (roundingUnit * units);
       
   372                             }
       
   373                         }
       
   374                         else
       
   375                         {
       
   376                             roundingUnit = Math.max(tempMax, tempMin);
       
   377                             roundingUnit = this._getNiceNumber(roundingUnit);
       
   378                             max = roundingUnit * topTicks;
       
   379                             min = roundingUnit * botTicks * -1;
       
   380                         }
       
   381                     }
       
   382                     else
       
   383                     {
       
   384                         if(setMax)
       
   385                         {
       
   386                             min = max - (roundingUnit * units);
       
   387                         }
       
   388                         else if(setMin)
       
   389                         {
       
   390                             max = min + (roundingUnit * units);
       
   391                         }
       
   392                         else
       
   393                         {
       
   394                             min = this._roundDownToNearest(min, roundingUnit);
       
   395                             max = this._roundUpToNearest(max, roundingUnit);
       
   396                         }
       
   397                     }
       
   398                 }
       
   399                 else
       
   400                 {
       
   401                     if(setMin)
       
   402                     {
       
   403                         if(alwaysShowZero)
       
   404                         {
       
   405                             max = 0;
       
   406                         }
       
   407                         else
       
   408                         {
       
   409                             max = min + (roundingUnit * units);
       
   410                         }
       
   411                     }
       
   412                     else if(!setMax)
       
   413                     {
       
   414                         if(alwaysShowZero || max === 0 || max + roundingUnit > 0)
       
   415                         {
       
   416                             max = 0;
       
   417                             roundingUnit = this._getMinimumUnit(max, min, units);
       
   418                             min = max - (roundingUnit * units);
       
   419                         }
       
   420                         else
       
   421                         {
       
   422                             min = this._roundDownToNearest(min, roundingUnit);
       
   423                             max = this._roundUpToNearest(max, roundingUnit);
       
   424                         }
       
   425                     }
       
   426                     else
       
   427                     {
       
   428                         min = max - (roundingUnit * units);
       
   429                     }
       
   430                 }
       
   431             }
       
   432             else if(roundingMethod === "auto")
       
   433             {
       
   434                 if(minGreaterThanZero && maxGreaterThanZero)
       
   435                 {
       
   436                     if((alwaysShowZero || min < (max-min)/units) && !setMin)
       
   437                     {
       
   438                         min = 0;
       
   439                     }
       
   440 
       
   441                     roundingUnit = (max - min)/units;
       
   442                     if(useIntegers)
       
   443                     {
       
   444                         roundingUnit = Math.ceil(roundingUnit);
       
   445                         max = min + (roundingUnit * units);
       
   446                     }
       
   447                     else
       
   448                     {
       
   449                         max = min + Math.ceil(roundingUnit * units * 100000)/100000;
       
   450 
       
   451                     }
       
   452                 }
       
   453                 else if(maxGreaterThanZero && !minGreaterThanZero)
       
   454                 {
       
   455                     if(alwaysShowZero)
       
   456                     {
       
   457                         topTicks = Math.round( units / ( (-1 * min) /max + 1) );
       
   458                         topTicks = Math.max(Math.min(topTicks, units - 1), 1);
       
   459                         botTicks = units - topTicks;
       
   460 
       
   461                         if(useIntegers)
       
   462                         {
       
   463                             tempMax = Math.ceil( max/topTicks );
       
   464                             tempMin = Math.floor( min/botTicks ) * -1;
       
   465                             roundingUnit = Math.max(tempMax, tempMin);
       
   466                             max = roundingUnit * topTicks;
       
   467                             min = roundingUnit * botTicks * -1;
       
   468                         }
       
   469                         else
       
   470                         {
       
   471                             tempMax = max/topTicks;
       
   472                             tempMin = min/botTicks * -1;
       
   473                             roundingUnit = Math.max(tempMax, tempMin);
       
   474                             max = Math.ceil(roundingUnit * topTicks * 100000)/100000;
       
   475                             min = Math.ceil(roundingUnit * botTicks * 100000)/100000 * -1;
       
   476                         }
       
   477                     }
       
   478                     else
       
   479                     {
       
   480                         roundingUnit = (max - min)/units;
       
   481                         if(useIntegers)
       
   482                         {
       
   483                             roundingUnit = Math.ceil(roundingUnit);
       
   484                         }
       
   485                         min = Math.round(this._roundDownToNearest(min, roundingUnit) * 100000)/100000;
       
   486                         max = Math.round(this._roundUpToNearest(max, roundingUnit) * 100000)/100000;
       
   487                     }
       
   488                 }
       
   489                 else
       
   490                 {
       
   491                     roundingUnit = (max - min)/units;
       
   492                     if(useIntegers)
       
   493                     {
       
   494                         roundingUnit = Math.ceil(roundingUnit);
       
   495                     }
       
   496                     if(alwaysShowZero || max === 0 || max + roundingUnit > 0)
       
   497                     {
       
   498                         max = 0;
       
   499                         roundingUnit = (max - min)/units;
       
   500                         if(useIntegers)
       
   501                         {
       
   502                             Math.ceil(roundingUnit);
       
   503                             min = max - (roundingUnit * units);
       
   504                         }
       
   505                         else
       
   506                         {
       
   507                             min = max - Math.ceil(roundingUnit * units * 100000)/100000;
       
   508                         }
       
   509                     }
       
   510                     else
       
   511                     {
       
   512                         min = this._roundDownToNearest(min, roundingUnit);
       
   513                         max = this._roundUpToNearest(max, roundingUnit);
       
   514                     }
       
   515 
       
   516                 }
       
   517             }
       
   518             else if(!isNaN(roundingMethod) && isFinite(roundingMethod))
       
   519             {
       
   520                 roundingUnit = roundingMethod;
       
   521                 minimumRange = roundingUnit * units;
       
   522                 dataRangeGreater = (max - min) > minimumRange;
       
   523                 minRound = this._roundDownToNearest(min, roundingUnit);
       
   524                 maxRound = this._roundUpToNearest(max, roundingUnit);
       
   525                 if(setMax)
       
   526                 {
       
   527                     min = max - minimumRange;
       
   528                 }
       
   529                 else if(setMin)
       
   530                 {
       
   531                     max = min + minimumRange;
       
   532                 }
       
   533                 else if(minGreaterThanZero && maxGreaterThanZero)
       
   534                 {
       
   535                     if(alwaysShowZero || minRound <= 0)
       
   536                     {
       
   537                         min = 0;
       
   538                     }
       
   539                     else
       
   540                     {
       
   541                         min = minRound;
       
   542                     }
       
   543                     max = min + minimumRange;
       
   544                 }
       
   545                 else if(maxGreaterThanZero && !minGreaterThanZero)
       
   546                 {
       
   547                     min = minRound;
       
   548                     max = maxRound;
       
   549                 }
       
   550                 else
       
   551                 {
       
   552                     if(alwaysShowZero || maxRound >= 0)
       
   553                     {
       
   554                         max = 0;
       
   555                     }
       
   556                     else
       
   557                     {
       
   558                         max = maxRound;
       
   559                     }
       
   560                     min = max - minimumRange;
       
   561                 }
       
   562             }
       
   563         }
       
   564         this._dataMaximum = max;
       
   565         this._dataMinimum = min;
       
   566     },
       
   567 
       
   568     /**
       
   569      * Rounds a Number to the nearest multiple of an input. For example, by rounding
       
   570      * 16 to the nearest 10, you will receive 20. Similar to the built-in function Math.round().
       
   571      *
       
   572      * @method _roundToNearest
       
   573      * @param {Number} number Number to round
       
   574      * @param {Number} nearest Multiple to round towards.
       
   575      * @return Number
       
   576      * @private
       
   577      */
       
   578     _roundToNearest: function(number, nearest)
       
   579     {
       
   580         nearest = nearest || 1;
       
   581         var roundedNumber = Math.round(this._roundToPrecision(number / nearest, 10)) * nearest;
       
   582         return this._roundToPrecision(roundedNumber, 10);
       
   583     },
       
   584 
       
   585     /**
       
   586      * Rounds a Number up to the nearest multiple of an input. For example, by rounding
       
   587      * 16 up to the nearest 10, you will receive 20. Similar to the built-in function Math.ceil().
       
   588      *
       
   589      * @method _roundUpToNearest
       
   590      * @param {Number} number Number to round
       
   591      * @param {Number} nearest Multiple to round towards.
       
   592      * @return Number
       
   593      * @private
       
   594      */
       
   595     _roundUpToNearest: function(number, nearest)
       
   596     {
       
   597         nearest = nearest || 1;
       
   598         return Math.ceil(this._roundToPrecision(number / nearest, 10)) * nearest;
       
   599     },
       
   600 
       
   601     /**
       
   602      * Rounds a Number down to the nearest multiple of an input. For example, by rounding
       
   603      * 16 down to the nearest 10, you will receive 10. Similar to the built-in function Math.floor().
       
   604      *
       
   605      * @method _roundDownToNearest
       
   606      * @param {Number} number Number to round
       
   607      * @param {Number} nearest Multiple to round towards.
       
   608      * @return Number
       
   609      * @private
       
   610      */
       
   611     _roundDownToNearest: function(number, nearest)
       
   612     {
       
   613         nearest = nearest || 1;
       
   614         return Math.floor(this._roundToPrecision(number / nearest, 10)) * nearest;
       
   615     },
       
   616 
       
   617     /**
       
   618      * Rounds a number to a certain level of precision. Useful for limiting the number of
       
   619      * decimal places on a fractional number.
       
   620      *
       
   621      * @method _roundToPrecision
       
   622      * @param {Number} number Number to round
       
   623      * @param {Number} precision Multiple to round towards.
       
   624      * @return Number
       
   625      * @private
       
   626      */
       
   627     _roundToPrecision: function(number, precision)
       
   628     {
       
   629         precision = precision || 0;
       
   630         var decimalPlaces = Math.pow(10, precision);
       
   631         return Math.round(decimalPlaces * number) / decimalPlaces;
       
   632     }
       
   633 };
       
   634 
       
   635 Y.NumericImpl = NumericImpl;
       
   636 
       
   637 /**
       
   638  * NumericAxisBase manages numeric data for an axis.
       
   639  *
       
   640  * @class NumericAxisBase
       
   641  * @constructor
       
   642  * @extends AxisBase
       
   643  * @uses NumericImpl
       
   644  * @param {Object} config (optional) Configuration parameters.
       
   645  * @submodule axis-numeric-base
       
   646  */
       
   647 Y.NumericAxisBase = Y.Base.create("numericAxisBase", Y.AxisBase, [Y.NumericImpl]);
       
   648 
       
   649 
       
   650 }, '3.10.3', {"requires": ["axis-base"]});