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graphi.0.1.0.ts
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graphi.0.1.0.ts
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(function anonymousGraphiIIFE(window) {
interface Coordinate {
x: number;
y: number;
}
interface DrawData {
fn: string;
coords: Coordinate[];
options: {};
}
class Graphi {
canvas: HTMLCanvasElement;
cx: CanvasRenderingContext2D;
tr: Function;
mouse: Function;
theme: Theme;
data: DrawData[];
settings: {
canvas?: {
theme: string,
startX: number,
endX: number,
startY: number,
endY: number
},
grid?: {
unitsPerTick: string,
xAxisLabel: string,
yAxisLabel: string
}
};
// Holds collection of all Graphi instances
static ALL: []
constructor(
canvas: HTMLCanvasElement,
options: {
theme?: string,
startX?: number,
endX?: number,
startY?: number,
endY?: number
} = {}) {
const defaults = {theme: "default", startX: -50, endX: 50, startY: -50, endY: 50}
const a = Object.assign({}, defaults, options);
// get Canvas Context and wipe any prior contents
this.canvas = canvas;
this.cx = canvas.getContext("2d");
this.clearCanvas()
// generate transform functions for going from local coordinates
// to canvas pixels and for going from window pixels to coordinates
this.tr = transform(canvas, a.startX, a.endX, a.startY, a.endY);
this.mouse = mouseTransform(canvas, a.startX, a.endX, a.startY, a.endY)
this.global = globalTransform(canvas, this.tr);
this.trackPos();
// store settings for later use (e.g. re-rendering)
this.settings = {canvas: a};
if (typeof a.theme === "string") this.theme = getTheme(a.theme);
else this.theme = a.theme;
// apply background color
this.cx.fillStyle = RGBtoString(this.theme.backgroundColor);
this.cx.fillRect(0, 0, canvas.width, canvas.height);
// store for graphed functions to re-render contents
this.data = [];
// add new instance to collection
Graphi.ALL = [];
Graphi.ALL.push(this);
// when a new instance is created, remove past data from all instances
// graphi in order to prevent it from lingering for the mouse-over fn
if (Graphi.ALL) Graphi.ALL.forEach(g => g.data = []);
}
// resets the coordinate positioning based upon new canvas configuration
recalcCoordSystems() {
const a = this.settings.canvas;
this.tr = transform(this.canvas, a.startX, a.endX, a.startY, a.endY);
this.mouse = mouseTransform(this.canvas, a.startX, a.endX, a.startY, a.endY);
this.global = globalTransform(this.canvas, this.tr);
}
// repaints canvas. May be used for animation in the future
redrawCanvas() {
// copy and reset instance data
// will be recreated when each is run
const graphed: DrawData[] = this.data.slice();
this.data = [];
const a = this.settings.canvas;
this.clearCanvas();
// reset coordinate space in case canvas has been changed
this.canvas.width = this.canvas.offsetWidth;
this.canvas.height = this.canvas.offsetHeight;
this.recalcCoordSystems();
// redraw canvas: clear -> grid -> render each fn again
this.drawGrid(this.settings.grid)
for (const graph of graphed) this[graph.fn](graph.coords, graph.options);
}
// Clears canvas and redraws grid from existing settings
clearGrid() {
this.clearCanvas();
this.drawGrid(this.settings.grid)
}
// Draws an X and Y axis as the 0 coordinate
// creates tick marks at a spacing determined by unitsPerTick
drawGrid(options: {
unitsPerTick?: string,
xAxisLabel?: string,
yAxisLabel?: string
} = {}): void {
const defaults = {unitsPerTick: 10, xAxisLabel: 'x', yAxisLabel: 'y'}
const a = Object.assign({}, defaults, options);
// save settings for re-rendering
this.settings.grid = a;
// used to abbriate code for clarity
const c = this.settings.canvas;
const color = this.colorize(this.theme.axisColor);
// total number of units / units per tick -> total ticks per axis
const totalXTicks = (Math.abs(c.startX) + c.endX) / a.unitsPerTick;
const totalYTicks = (Math.abs(c.startY) + c.endY) / a.unitsPerTick;
// axis coordinates for length of canvas
const xAxis = [{x: c.startX, y: 0}, {x: c.endX, y: 0}];
const yAxis = [{x: 0, y: c.startY}, {x: 0, y: c.endY}];
this.drawAxis(xAxis, color, totalXTicks);
this.drawAxis(yAxis, color, totalYTicks);
}
private drawAxis(
coord: Coordinate[],
color: string|RGB,
tickTotal: number,
label: string = ''): void {
// draw axis line
this.drawSegment(coord, color);
// Draw Ticks:
// get direction of axis
const hyp = hypotenuse(coord[0], coord[1]);
const angle = angleOfVector(coord[0], coord[1]);
const isVertical = approxEqual(angle, 1.5707963267948966);
// calculate length of tick and the offset per vector
// more complicated this way, but vertical/horizontal agnostic
const tickLength = this.canvas.width / 200;
const tickSpace = endOfVector({x: 0, y: 0}, angle, (hyp / tickTotal));
// start at root of axis
const base = {x: coord[0].x, y: coord[0].y};
// for each tick draw line segment offset by 1/2 of tickLength
// on either side of the tick point
for (let i = 0; i < tickTotal; i++) {
base.x += isVertical ? 0: tickSpace.x;
base.y += isVertical ? tickSpace.y: 0;
const start = {x: base.x, y: base.y}
const end = {x: base.x, y: base.y}
if (isVertical) {
start.x -= tickLength / 2;
end.x += tickLength / 2
} else {
start.y -= tickLength / 2;
end.y += tickLength / 2;
}
this.drawSegment([start, end], color)
}
}
// Generate Coordinates based upon an arbitrary function
// for the length of the x axis. Can be then rendered as desired.
genFn(
fn: Function,
options: {
amplitude?: number,
offset?: number,
step?: number
} = {}): Coordinate[] {
const defaults = {amplitude: 1, offset: 1, step: 1}
const a = Object.assign({}, defaults, options);
const yOfX: Coordinate[] = [];
for (let x = this.settings.canvas.startX; x < this.settings.canvas.endX; x += a.step) {
const y = fn(x / a.amplitude) + a.offset;
if (y) yOfX.push({x, y});
}
return yOfX;
}
// draw bezier curve from collection of coordinates
// each segment ends where the next one begins. The position of control points
// of each segment are determined by the slope of the previous and next
// point, which is then increased or decreated by the weight option
// 0--x--0 0--x--0
// / \ /
// / \ /
//x--0 0--x--0
// as the start and end coordinates do not have a preceding/following value
// which can be used to create a slope to place the first/last control point
// so the next/previous point is used instead.
drawBezier(
coords: Coordinate[],
options: {
color?: string|RGB,
weight?: number,
label?: string
} = {}): void {
this.data.push({fn: "drawBezier", coords, options})
const defaults = {color: '', weight: 1, label: ''}
const a = Object.assign({}, defaults, options);
a.color = this.colorize(a.color);
const cs = this.transformAll(coords);
if (cs.length === 0) return;
if (cs.length < 1) this.drawPoint(cs[0], 2, a.color);
const cx = this.cx;
let prevSlope = getSlopeOf(cs[0], cs[1]);
for (let i = 1; i < cs.length - 1; i++) {
const currSlope = getSlopeOf(cs[i - 1], cs[i + 1]);
const prev = cs[i - 1];
const curr = cs[i];
const weight = ((hypotenuse(prev, curr) / 10) * 3) * a.weight;
bezierCurve(cx, prev, prevSlope, curr, currSlope, weight, a.color);
prevSlope = currSlope;
}
const last = cs[cs.length - 1];
const nextToLast = cs[cs.length - 2];
const endingSlope = getSlopeOf(last, nextToLast);
bezierCurve(cx, nextToLast, prevSlope, last, endingSlope, 1, a.color);
}
// draw both a line and points at each coordinate given
drawLineWithPoints(
coords: Coordinate[],
options: {
radius?: number,
color?: string,
label?: string
} = {}): void {
this.data.push({fn: "drawLineWithPoints", coords, options})
const defaults = {radius: 1, color: '', label: ''}
const a = Object.assign({}, defaults, options);
a.color = this.colorize(a.color);
this.drawSegment(coords, a.color);
for (const point of coords) this.drawPoint(point, a.radius, a.color);
}
// draws points from an array of coordinates
drawPoints(
coords: Coordinate[],
options: {
color?: string|RGB,
width?: number,
label?: string
} = {}): void {
this.data.push({fn: "drawPoints", coords, options});
const defaults = {radius: 1, color: '', label: ''}
const a = Object.assign({}, defaults, options);
a.color = this.colorize(a.color);
for (const point of coords) this.drawPoint(point, a.radius, a.color);
}
// internal function used to draw a single point
private drawPoint(
point: Coordinate,
radius: number,
color: string): void {
const newPoint = this.tr(point)
this.cx.beginPath();
this.cx.strokeStyle = color;
this.cx.fillStyle = color;
this.cx.arc(newPoint.x, newPoint.y, radius, 0, 2 * Math.PI);
this.cx.fill();
this.cx.stroke();
}
// draws line from sequence of coordinates
drawLine(
coords: Coordinate[],
options: {
color?: string,
label?: string
} = {}): void {
this.data.push({fn: "drawLine", coords, options});
const defaults = {color: '', label: ''}
const a = Object.assign({}, defaults, options);
a.color = this.colorize(a.color);
this.drawSegment(coords, a.color);
}
// draws line segments between two points
private drawSegment(coords: Coordinate[], color: string): void {
const trCoords = this.transformAll(coords);
this.cx.strokeStyle = color
this.cx.beginPath();
this.cx.moveTo(trCoords[0].x, trCoords[0].y);
for (const coord of trCoords) {
this.cx.lineTo(coord.x, coord.y);
}
this.cx.stroke();
}
// transforms array of coordinates into canvas pixel coordinates
private transformAll(
coords: Coordinate[],
): Coordinate[] {
return coords.map(coord => this.tr(coord));
}
// generates an array of coordinates ( [{x, y}, {x, y}, ...] )
// from an array of arrays ( [[x, y], [x, y], ...])
convertToCoord(coords: []): Coordinate[] {
if (Array.isArray(coords) &&
coords.every(coord =>
Array.isArray(coord)
&& coord.length == 2
&& typeof coord[0] === "number"
&& typeof coord[1] === "number"))
return coords.map(coord => ({x: coord[0], y: coord[1]}))
else throw new Error("convertToCoord: Incorrect format. [[x, y],[x, y]]");
}
// track the mouse position and match it with the
// closest coordinate point on the canvas
private trackPos() {
const that = this;
this.canvas.removeEventListener('mousemove', displayInfoAtCoord)
this.canvas.addEventListener('mousemove', displayInfoAtCoord)
function displayInfoAtCoord (e) {
if (that.data.length === 0) return;
that.recalcCoordSystems();
const mouse = that.mouse({ x: e.x, y: e.y });
const closestGraph = graphWithClosestCoord(that.data, mouse);
const closestPoint = closestGraph.closest;
const globalPoint = that.global(closestPoint);
let floater = document.querySelector('#floater');
if (floater === null) {
renderMouseOverCard.apply(that);
floater = document.querySelector('#floater');
}
floater.style.top = globalPoint.y + 5;
floater.style.left = globalPoint.x + 5;
const label = document.querySelector('#floater-label');
const labelText = closestGraph.graph.options.label;
if (!!labelText) {
label.style.display = "initial"
label.textContent = labelText;
} else {
label.style.display = "none";
label.textContent = "";
}
const values = document.querySelector('#floater-values');
values.textContent = `${that.settings.grid.xAxisLabel}:${closestPoint.x.toFixed(2)},` +
` ${that.settings.grid.yAxisLabel}:${closestPoint.y.toFixed(2)}`;
let dot = document.querySelector('#dot');
dot.style.top = globalPoint.y - 5;
dot.style.left = globalPoint.x - 5;
}
}
private clearCanvas() {
this.cx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
// if given RGB type, return "rgb(n, n, n)", otherwise
// assume that the given string was a valid CSS string name
private colorize(color: string|RGB): string {
if (color instanceof Object) return RGBtoString(color);
if (typeof color === "string" && color === '') return this.getNextColor();
else return color;
}
private getNextColor(): string {
if (this.theme.lastColorIndex >= this.theme.colors.length) this.theme.lastColorIndex = 0;
const nextColor = RGBtoString(this.theme.colors[this.theme.lastColorIndex]);
this.theme.lastColorIndex++;
return nextColor;
}
}
// allows for equality comparisons when there is only a minor difference
// e.g. .1 + .2 === .3 -> false, approxEqual(.1 + .2, .3) -> true
function approxEqual(n1: number, n2: number, epsilon: number = 0.0001): boolean {
return Math.abs(n1 - n2) < epsilon;
}
// returns length between two coordinates
function hypotenuse(root: Coordinate, end: Coordinate): number {
return Math.hypot(end.x - root.x, end.y - root.y);
}
// returns coordinate at end of vector (length + angle -> vector)
function endOfVector(root: Coordinate, angle: number, hypotenuse: number): Coordinate {
const opposite = Math.sin(angle) * hypotenuse;
const adjacent = Math.cos(angle) * hypotenuse;
return { x: root.x + adjacent, y: root.y + opposite };;
}
function angleOfVector(root: Coordinate, end: Coordinate): number {
return Math.asin((end.y - root.y) / hypotenuse(root, end));
}
// returns slope between two coordinates, e.g. y = 3x, slope: 3
function getSlopeOf(coord1: Coordinate, coord2: Coordinate): number {
const x = coord2.x - coord1.x;
const y = coord2.y - coord1.y;
return y / x;
}
// draws bezier curve on canvas, uses weight and slope to
// position the control points of the curve
function bezierCurve(
cx: CanvasRenderingContext2D,
start: Coordinate,
startSlope: number,
end: Coordinate,
endSlope: number,
weight: number,
color: string): void {
cx.beginPath();
cx.strokeStyle = color;
cx.moveTo(start.x, start.y);
// bezierCurveTo(start x, y, control point1 x, y,
// control point2 x, y, end x, y)
cx.bezierCurveTo(
start.x + weight,
start.y + weight * startSlope,
end.x - weight,
end.y - weight * endSlope,
end.x,
end.y
);
cx.stroke();
}
// Returns transformation function with canvas and grid details baked in.
// Returned function transforms grid x,y coordinates to canvas pixel space
function transform(
canvas: HTMLCanvasElement,
minX: number,
maxX: number,
minY: number,
maxY: number): Function {
return function (c: Coordinate): Coordinate {
// offset by the minimum grid space, divide by total units to get percent
// of length, then multiply by canvas dimension to get location in px
let gridX = (c.x + Math.abs(minX)) / (Math.abs(minX) + maxX) * canvas.width;
let gridY = (c.y + Math.abs(minY)) / (Math.abs(minY) + maxY) * canvas.height;
// invert to compensate for updside down Y axis
let invertedY = canvas.height - gridY;
return { x: gridX, y: invertedY };
}
}
// Transforms coord in grid space to global window space in pixels
// must compensate for the offsets due to styling: padding, border and margin
function globalTransform(
canvas: HTMLCanvasElement,
transformFn: Function): Coordinate {
const paddingTop = parseInt(getElementProperty(canvas, "paddingTop"));
const paddingRight = parseInt(getElementProperty(canvas, "paddingRight"));
const paddingBottom = parseInt(getElementProperty(canvas, "paddingBottom"));
const paddingLeft = parseInt(getElementProperty(canvas, "paddingLeft"));
const marginTop = parseInt(getElementProperty(canvas, "marginTop"));
const marginRight = parseInt(getElementProperty(canvas, "marginRight"));
const marginBottom = parseInt(getElementProperty(canvas, "marginBottom"));
const marginLeft = parseInt(getElementProperty(canvas, "marginLeft"));
const borderTop = parseInt(getElementProperty(canvas, "borderTop"));
const borderRight = parseInt(getElementProperty(canvas, "borderRight"));
const borderBottom = parseInt(getElementProperty(canvas, "borderBottom"));
const borderLeft = parseInt(getElementProperty(canvas, "borderLeft"));
const actualWidth = canvas.offsetWidth - (paddingLeft + paddingRight + marginLeft + marginRight + borderLeft + borderRight);
const actualHeight = canvas.offsetHeight - (paddingTop + paddingBottom + marginTop + marginBottom + borderTop + borderBottom);
return function globalSpace(coord: Coordinate): Coordinate {
const gridSpace: Coordinate = transformFn(coord);
return {x: gridSpace.x * (actualWidth / canvas.width) + canvas.offsetLeft + paddingLeft + marginLeft + borderLeft,
y: gridSpace.y * (actualHeight / canvas.height) + canvas.offsetTop + paddingTop + marginTop + borderTop};
}
}
// Returns transformation function with canvas and grid details baked in.
// Returned function transforms mouse x,y coordinates to grid space coordinates.
// Note: mouse coordinates are offset from top left corner of the *visible* window
// so scrolling must be accounted for.
function mouseTransform(
canvas: HTMLCanvasElement,
minX: number,
maxX: number,
minY: number,
maxY: number): Function {
return function (coord: Coordinate): Coordinate {
// subtract the offset from the top left of the window
// to the top left of the canvas
const canvasX = coord.x - canvas.offsetLeft + window.scrollX;
const canvasY = coord.y - canvas.offsetTop + window.scrollY;
// invert the Y axis, so that it is normal x,y space from bottom left corner
const invertY = canvas.offsetHeight - canvasY;
// transform to grid space by dividing by the of px/unit
// then offsetting by the gridspace minimum
const scaleXFactor = canvas.offsetWidth / (Math.abs(minX) + maxX);
const scaleYFactor = canvas.offsetHeight / (Math.abs(minY) + maxY);
const gridX = (canvasX / scaleXFactor) + minX;
const gridY = (invertY / scaleYFactor) + minY;
return { x: gridX, y: gridY};
}
}
// given a collection of coordinates, returns the one closest to the target
function closestCoord(coords: Coordinate[], target: Coordinate): Coordinate {
const shallowCopy = coords.slice();
if (shallowCopy === undefined) throw new Error("closestCoord: no coordinates given");
return shallowCopy.sort((a, b) => hypotenuse(a, target) - hypotenuse(b, target))[0];
}
// given a collection of stored data already used to draw the current graph
// check for which graphed collection has the closest coordinate and return
// that particular collection wrapped in an object literal with a pointer
// to the closest coordinate.
function graphWithClosestCoord(drawData: DrawData[], target: Coordinate) {
const closestGraph = drawData.reduce((acc, graph) => {
const closest = closestCoord(graph.coords, target);
if (hypotenuse(closest, target) <
hypotenuse(acc.closest, target)) {
return {closest, graph};
} else return acc;
}, {closest: {x: Infinity, y: Infinity}, graph: {}});
return closestGraph;
}
// generate HTML for mouseOver overlay
function renderMouseOverCard(): void {
const floater = document.createElement('div');
floater.id = "floater"
floater.style.position = "absolute";
floater.style.textColor = RGBtoString(this.theme.axisColor);
const label = document.createElement('p');
label.id = "floater-label"
const values = document.createElement('p')
values.id = "floater-values";
floater.appendChild(label);
floater.appendChild(values);
const dot = document.createElement('div');
dot.id = "dot";
dot.style.height = "10px";
dot.style.width = "10px";
dot.style.backgroundColor = "red";
dot.style.borderRadius = "50%";
dot.style.position = "absolute";
let main = document.querySelector('main')
if (main === null) main = window;
main.appendChild(floater);
main.appendChild(dot);
}
// wrapper function for ugly vanilla js code
function getElementProperty(element: HTMLElement, property: string): any {
return window.getComputedStyle(element)[property];
}
// wrapper function for vanilla fetch function
function httpRequest(url, method='GET', data={}) {
const init = {
headers: {
'Accept': 'application/json',
'Content-Type': 'application/json'
},
method: method,
body: JSON.stringify(data)
}
if (method.toLowerCase() === 'get') delete init.body;
if (method.toLowerCase() === 'post' && init.body.id) delete init.body.id;
return fetch( url, init);
}
// Color Space Management Functions
interface RGB {
r: number;
g: number;
b: number;
}
// convert RGB type to string "rgb(n, n, n)"
function RGBtoString(color: RGB): string {
return `rgb(${color.r}, ${color.g}, ${color.b})`
}
// Themes
// Theme Type Declaration
interface Theme {
name: string;
backgroundColor: RGB;
axisColor: RGB;
colors: RGB[];
lastColorIndex: number;
}
// accepts either a string name and searches for a saved
// theme by that name, or determines that the given argument
// is an object and is thus assumed to be a compatible theme object
function getTheme(theme: string|Theme) {
if (theme instanceof Object) return theme;
else {
let foundTheme = themes.find(t => t.name === theme);
if (foundTheme instanceof Object) return foundTheme;
else throw new Error("getTheme: theme name doesn't match available themes");
}
}
const themes: Theme[] = [
{
name: "default",
backgroundColor: {r: 73, g: 73, b: 73},
axisColor: {r: 93, g: 93, b: 93},
colors: [ {r: 143, g: 45, b: 45},
{r: 45, g: 121, b: 143},
{r: 19, g: 70, b: 170},
{r: 45, g: 121, b: 143},
{r: 143, g: 45, b: 82},
{r: 77, g: 45, b: 143},
{r: 119, g: 45, b: 143},
{r: 235, g: 37, b: 33}],
lastColorIndex: 0
},
{
name: "dark",
backgroundColor: {r: 31, g: 32, b: 32},
axisColor: {r: 212, g: 212, b: 206},
colors: [ {r: 166, g: 226, b: 46},
{r: 174, g: 129, b: 225},
{r: 249, g: 38, b: 114},
{r: 102, g: 216, b: 238},
{r: 226, g: 215, b: 115},
{r: 196, g: 151, b: 111},
{r: 156, g: 221, b: 254},
{r: 245, g: 245, b: 66},
{r: 30, g: 150, b: 140}],
lastColorIndex: 0
},
{
name: "light",
backgroundColor: {r: 255, g: 255, b: 255},
axisColor: {r: 210, g: 210, b: 210},
colors: [ {r: 255, g: 159, b: 108},
{r: 0, g: 126, b: 130},
{r: 164, g: 65, b: 133},
{r: 88, g: 124, b: 12},
{r: 0, g: 63, b: 65},
{r: 81, g: 48, b: 75},
{r: 41, g: 25, b: 37},
{r: 144, g: 89, b: 134},
{r: 134, g: 164, b: 63},
{r: 220, g: 124, b: 115}],
lastColorIndex: 0
}
]
// attach Graphi class to window, keeping the remaining
// helper functions private within the IIFE
window.Graphi = Graphi;
})(window)