module Rubyvis # Alias por Rubyvis::Anchor.new(target) def self.Anchor(target) Rubyvis::Anchor.new(target) end # Represents an anchor on a given mark. An anchor is itself a mark, but # without a visual representation. It serves only to provide useful default # properties that can be inherited by other marks. Each type of mark can define # any number of named anchors for convenience. If the concrete mark type does # not define an anchor implementation specifically, one will be inherited from # the mark's parent class. # # For example, the bar mark provides anchors for its four sides: left, # right, top and bottom. Adding a label to the top anchor of a bar, # # bar.anchor("top").add(Rubyvis::Label) # # will render a text label on the top edge of the bar; the top anchor defines # the appropriate position properties (top and left), as well as text-rendering # properties for convenience (text_align and text_baseline). # #

Note that anchors do not inherit from their targets; the positional # properties are copied from the scene graph, which guarantees that the anchors # are positioned correctly, even if the positional properties are not defined # deterministically. (In addition, it also improves performance by avoiding # re-evaluating expensive properties.) If you want the anchor to inherit from # the target, use Mark#extend before adding. For example: # # bar.anchor("top").extend(bar).add(Rubyvis::Label) # # The anchor defines it's own positional properties, but other properties (such # as the title property, say) can be inherited using the above idiom. Also note # that you can override positional properties in the anchor for custom # behavior. class Anchor < Mark # List of properties common to all Anchors @properties=Mark.properties.dup ## # :attr: name # The anchor name. The set of supported anchor names is dependent on the # concrete mark type; see the mark type for details. For example, bars support # left, right, top and bottom anchors. # # 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. For instance, if you wanted to alternate top and bottom anchors, saying # # m.anchor(lambda {(index % 2) ? "top" : "bottom"}).add(Rubyvis::Dot) # # would have the desired effect. # attr_accessor_dsl [:name, lambda {|d| d.to_s}] # Create a new Anchor. Use Mark.add instead. def initialize(target) super() self.target=target self.parent=target.parent end # Sets the prototype of this anchor 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.) # #

This method differs slightly from the normal mark behavior in that the # anchor's target is preserved. # # @param {Rubyvis::Mark} proto the new prototype. # @returns {Rubyvis::Anchor} this anchor. # @see Rubyvis.Mark#add def extend(proto) @proto=proto self end end end