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bokeh / server / static / js / lib / models / glyphs / utils.js
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import * as hittest from "../../core/hittest";
export function generic_line_scalar_legend(visuals, ctx, { x0, x1, y0, y1 }) {
    ctx.save();
    ctx.beginPath();
    ctx.moveTo(x0, (y0 + y1) / 2);
    ctx.lineTo(x1, (y0 + y1) / 2);
    visuals.line.apply(ctx);
    ctx.restore();
}
export function generic_line_vector_legend(visuals, ctx, { x0, x1, y0, y1 }, i) {
    ctx.save();
    ctx.beginPath();
    ctx.moveTo(x0, (y0 + y1) / 2);
    ctx.lineTo(x1, (y0 + y1) / 2);
    visuals.line.apply(ctx, i);
    ctx.restore();
}
export function generic_area_scalar_legend(visuals, ctx, { x0, x1, y0, y1 }) {
    const w = Math.abs(x1 - x0);
    const dw = w * 0.1;
    const h = Math.abs(y1 - y0);
    const dh = h * 0.1;
    const sx0 = x0 + dw;
    const sx1 = x1 - dw;
    const sy0 = y0 + dh;
    const sy1 = y1 - dh;
    ctx.beginPath();
    ctx.rect(sx0, sy0, sx1 - sx0, sy1 - sy0);
    visuals.fill.apply(ctx);
    visuals.hatch?.apply(ctx);
    visuals.line?.apply(ctx);
}
export function generic_area_vector_legend(visuals, ctx, { x0, x1, y0, y1 }, i) {
    const w = Math.abs(x1 - x0);
    const dw = w * 0.1;
    const h = Math.abs(y1 - y0);
    const dh = h * 0.1;
    const sx0 = x0 + dw;
    const sx1 = x1 - dw;
    const sy0 = y0 + dh;
    const sy1 = y1 - dh;
    ctx.beginPath();
    ctx.rect(sx0, sy0, sx1 - sx0, sy1 - sy0);
    visuals.fill.apply(ctx, i);
    visuals.hatch?.apply(ctx, i);
    visuals.line?.apply(ctx, i);
}
export { generic_line_vector_legend as generic_line_legend };
export { generic_area_vector_legend as generic_area_legend };
export function line_interpolation(renderer, geometry, x2, y2, x3, y3) {
    const { sx, sy } = geometry;
    let x0, x1;
    let y0, y1;
    if (geometry.type == "point") {
        // The +/- adjustments here are to dilate the hit point into a virtual "segment" to use below
        [y0, y1] = renderer.yscale.r_invert(sy - 1, sy + 1);
        [x0, x1] = renderer.xscale.r_invert(sx - 1, sx + 1);
    }
    else {
        // The +/- adjustments here are to handle cases such as purely horizontal or vertical lines
        if (geometry.direction == "v") {
            [y0, y1] = renderer.yscale.r_invert(sy, sy);
            [x0, x1] = [Math.min(x2 - 1, x3 - 1), Math.max(x2 + 1, x3 + 1)];
        }
        else {
            [x0, x1] = renderer.xscale.r_invert(sx, sx);
            [y0, y1] = [Math.min(y2 - 1, y3 - 1), Math.max(y2 + 1, y3 + 1)];
        }
    }
    const { x, y } = hittest.check_2_segments_intersect(x0, y0, x1, y1, x2, y2, x3, y3);
    return [x, y]; // XXX: null is not handled at use sites
}
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