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d3.layout.cloud

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Comparing version 1.1.1 to 1.2.0

bower.json

3

examples/node.js

@@ -0,1 +1,3 @@

var Canvas = require("canvas");
var cloud = require("../");

@@ -9,2 +11,3 @@

cloud().size([960, 500])
.canvas(function() { return new Canvas(1, 1); })
.words(words)

@@ -11,0 +14,0 @@ .padding(5)

@@ -1,16 +0,399 @@

var globals = {};
// Word cloud layout by Jason Davies, https://www.jasondavies.com/wordcloud/
// Algorithm due to Jonathan Feinberg, http://static.mrfeinberg.com/bv_ch03.pdf
// stash globals
if ("d3" in global) globals.d3 = global.d3;
if ("Canvas" in global) globals.Canvas = global.Canvas;
global.d3 = require("d3");
global.Canvas = require("canvas");
var dispatch = require("d3-dispatch").dispatch;
require("./d3.layout.cloud");
module.exports = d3.layout.cloud;
var cloudRadians = Math.PI / 180,
cw = 1 << 11 >> 5,
ch = 1 << 11;
// restore globals
if ("d3" in globals) global.d3 = globals.d3;
else delete global.d3;
if ("Canvas" in globals) global.Canvas = globals.Canvas;
else delete global.Canvas;
module.exports = function() {
var size = [256, 256],
text = cloudText,
font = cloudFont,
fontSize = cloudFontSize,
fontStyle = cloudFontNormal,
fontWeight = cloudFontNormal,
rotate = cloudRotate,
padding = cloudPadding,
spiral = archimedeanSpiral,
words = [],
timeInterval = Infinity,
event = dispatch("word", "end"),
timer = null,
random = Math.random,
cloud = {},
canvas = cloudCanvas;
cloud.canvas = function(_) {
return arguments.length ? (canvas = functor(_), cloud) : canvas;
};
cloud.start = function() {
var contextAndRatio = getContext(canvas()),
board = zeroArray((size[0] >> 5) * size[1]),
bounds = null,
n = words.length,
i = -1,
tags = [],
data = words.map(function(d, i) {
d.text = text.call(this, d, i);
d.font = font.call(this, d, i);
d.style = fontStyle.call(this, d, i);
d.weight = fontWeight.call(this, d, i);
d.rotate = rotate.call(this, d, i);
d.size = ~~fontSize.call(this, d, i);
d.padding = padding.call(this, d, i);
return d;
}).sort(function(a, b) { return b.size - a.size; });
if (timer) clearInterval(timer);
timer = setInterval(step, 0);
step();
return cloud;
function step() {
var start = Date.now();
while (Date.now() - start < timeInterval && ++i < n && timer) {
var d = data[i];
d.x = (size[0] * (random() + .5)) >> 1;
d.y = (size[1] * (random() + .5)) >> 1;
cloudSprite(contextAndRatio, d, data, i);
if (d.hasText && place(board, d, bounds)) {
tags.push(d);
event.word(d);
if (bounds) cloudBounds(bounds, d);
else bounds = [{x: d.x + d.x0, y: d.y + d.y0}, {x: d.x + d.x1, y: d.y + d.y1}];
// Temporary hack
d.x -= size[0] >> 1;
d.y -= size[1] >> 1;
}
}
if (i >= n) {
cloud.stop();
event.end(tags, bounds);
}
}
}
cloud.stop = function() {
if (timer) {
clearInterval(timer);
timer = null;
}
return cloud;
};
function getContext(canvas) {
canvas.width = canvas.height = 1;
var ratio = Math.sqrt(canvas.getContext("2d").getImageData(0, 0, 1, 1).data.length >> 2);
canvas.width = (cw << 5) / ratio;
canvas.height = ch / ratio;
var context = canvas.getContext("2d");
context.fillStyle = context.strokeStyle = "red";
context.textAlign = "center";
return {context: context, ratio: ratio};
}
function place(board, tag, bounds) {
var perimeter = [{x: 0, y: 0}, {x: size[0], y: size[1]}],
startX = tag.x,
startY = tag.y,
maxDelta = Math.sqrt(size[0] * size[0] + size[1] * size[1]),
s = spiral(size),
dt = random() < .5 ? 1 : -1,
t = -dt,
dxdy,
dx,
dy;
while (dxdy = s(t += dt)) {
dx = ~~dxdy[0];
dy = ~~dxdy[1];
if (Math.min(Math.abs(dx), Math.abs(dy)) >= maxDelta) break;
tag.x = startX + dx;
tag.y = startY + dy;
if (tag.x + tag.x0 < 0 || tag.y + tag.y0 < 0 ||
tag.x + tag.x1 > size[0] || tag.y + tag.y1 > size[1]) continue;
// TODO only check for collisions within current bounds.
if (!bounds || !cloudCollide(tag, board, size[0])) {
if (!bounds || collideRects(tag, bounds)) {
var sprite = tag.sprite,
w = tag.width >> 5,
sw = size[0] >> 5,
lx = tag.x - (w << 4),
sx = lx & 0x7f,
msx = 32 - sx,
h = tag.y1 - tag.y0,
x = (tag.y + tag.y0) * sw + (lx >> 5),
last;
for (var j = 0; j < h; j++) {
last = 0;
for (var i = 0; i <= w; i++) {
board[x + i] |= (last << msx) | (i < w ? (last = sprite[j * w + i]) >>> sx : 0);
}
x += sw;
}
delete tag.sprite;
return true;
}
}
}
return false;
}
cloud.timeInterval = function(_) {
return arguments.length ? (timeInterval = _ == null ? Infinity : _, cloud) : timeInterval;
};
cloud.words = function(_) {
return arguments.length ? (words = _, cloud) : words;
};
cloud.size = function(_) {
return arguments.length ? (size = [+_[0], +_[1]], cloud) : size;
};
cloud.font = function(_) {
return arguments.length ? (font = functor(_), cloud) : font;
};
cloud.fontStyle = function(_) {
return arguments.length ? (fontStyle = functor(_), cloud) : fontStyle;
};
cloud.fontWeight = function(_) {
return arguments.length ? (fontWeight = functor(_), cloud) : fontWeight;
};
cloud.rotate = function(_) {
return arguments.length ? (rotate = functor(_), cloud) : rotate;
};
cloud.text = function(_) {
return arguments.length ? (text = functor(_), cloud) : text;
};
cloud.spiral = function(_) {
return arguments.length ? (spiral = spirals[_] || _, cloud) : spiral;
};
cloud.fontSize = function(_) {
return arguments.length ? (fontSize = functor(_), cloud) : fontSize;
};
cloud.padding = function(_) {
return arguments.length ? (padding = functor(_), cloud) : padding;
};
cloud.random = function(_) {
return arguments.length ? (random = _, cloud) : random;
};
cloud.on = function() {
var value = event.on.apply(event, arguments);
return value === event ? cloud : value;
};
return cloud;
};
function cloudText(d) {
return d.text;
}
function cloudFont() {
return "serif";
}
function cloudFontNormal() {
return "normal";
}
function cloudFontSize(d) {
return Math.sqrt(d.value);
}
function cloudRotate() {
return (~~(Math.random() * 6) - 3) * 30;
}
function cloudPadding() {
return 1;
}
// Fetches a monochrome sprite bitmap for the specified text.
// Load in batches for speed.
function cloudSprite(contextAndRatio, d, data, di) {
if (d.sprite) return;
var c = contextAndRatio.context,
ratio = contextAndRatio.ratio;
c.clearRect(0, 0, (cw << 5) / ratio, ch / ratio);
var x = 0,
y = 0,
maxh = 0,
n = data.length;
--di;
while (++di < n) {
d = data[di];
c.save();
c.font = d.style + " " + d.weight + " " + ~~((d.size + 1) / ratio) + "px " + d.font;
var w = c.measureText(d.text + "m").width * ratio,
h = d.size << 1;
if (d.rotate) {
var sr = Math.sin(d.rotate * cloudRadians),
cr = Math.cos(d.rotate * cloudRadians),
wcr = w * cr,
wsr = w * sr,
hcr = h * cr,
hsr = h * sr;
w = (Math.max(Math.abs(wcr + hsr), Math.abs(wcr - hsr)) + 0x1f) >> 5 << 5;
h = ~~Math.max(Math.abs(wsr + hcr), Math.abs(wsr - hcr));
} else {
w = (w + 0x1f) >> 5 << 5;
}
if (h > maxh) maxh = h;
if (x + w >= (cw << 5)) {
x = 0;
y += maxh;
maxh = 0;
}
if (y + h >= ch) break;
c.translate((x + (w >> 1)) / ratio, (y + (h >> 1)) / ratio);
if (d.rotate) c.rotate(d.rotate * cloudRadians);
c.fillText(d.text, 0, 0);
if (d.padding) c.lineWidth = 2 * d.padding, c.strokeText(d.text, 0, 0);
c.restore();
d.width = w;
d.height = h;
d.xoff = x;
d.yoff = y;
d.x1 = w >> 1;
d.y1 = h >> 1;
d.x0 = -d.x1;
d.y0 = -d.y1;
d.hasText = true;
x += w;
}
var pixels = c.getImageData(0, 0, (cw << 5) / ratio, ch / ratio).data,
sprite = [];
while (--di >= 0) {
d = data[di];
if (!d.hasText) continue;
var w = d.width,
w32 = w >> 5,
h = d.y1 - d.y0;
// Zero the buffer
for (var i = 0; i < h * w32; i++) sprite[i] = 0;
x = d.xoff;
if (x == null) return;
y = d.yoff;
var seen = 0,
seenRow = -1;
for (var j = 0; j < h; j++) {
for (var i = 0; i < w; i++) {
var k = w32 * j + (i >> 5),
m = pixels[((y + j) * (cw << 5) + (x + i)) << 2] ? 1 << (31 - (i % 32)) : 0;
sprite[k] |= m;
seen |= m;
}
if (seen) seenRow = j;
else {
d.y0++;
h--;
j--;
y++;
}
}
d.y1 = d.y0 + seenRow;
d.sprite = sprite.slice(0, (d.y1 - d.y0) * w32);
}
}
// Use mask-based collision detection.
function cloudCollide(tag, board, sw) {
sw >>= 5;
var sprite = tag.sprite,
w = tag.width >> 5,
lx = tag.x - (w << 4),
sx = lx & 0x7f,
msx = 32 - sx,
h = tag.y1 - tag.y0,
x = (tag.y + tag.y0) * sw + (lx >> 5),
last;
for (var j = 0; j < h; j++) {
last = 0;
for (var i = 0; i <= w; i++) {
if (((last << msx) | (i < w ? (last = sprite[j * w + i]) >>> sx : 0))
& board[x + i]) return true;
}
x += sw;
}
return false;
}
function cloudBounds(bounds, d) {
var b0 = bounds[0],
b1 = bounds[1];
if (d.x + d.x0 < b0.x) b0.x = d.x + d.x0;
if (d.y + d.y0 < b0.y) b0.y = d.y + d.y0;
if (d.x + d.x1 > b1.x) b1.x = d.x + d.x1;
if (d.y + d.y1 > b1.y) b1.y = d.y + d.y1;
}
function collideRects(a, b) {
return a.x + a.x1 > b[0].x && a.x + a.x0 < b[1].x && a.y + a.y1 > b[0].y && a.y + a.y0 < b[1].y;
}
function archimedeanSpiral(size) {
var e = size[0] / size[1];
return function(t) {
return [e * (t *= .1) * Math.cos(t), t * Math.sin(t)];
};
}
function rectangularSpiral(size) {
var dy = 4,
dx = dy * size[0] / size[1],
x = 0,
y = 0;
return function(t) {
var sign = t < 0 ? -1 : 1;
// See triangular numbers: T_n = n * (n + 1) / 2.
switch ((Math.sqrt(1 + 4 * sign * t) - sign) & 3) {
case 0: x += dx; break;
case 1: y += dy; break;
case 2: x -= dx; break;
default: y -= dy; break;
}
return [x, y];
};
}
// TODO reuse arrays?
function zeroArray(n) {
var a = [],
i = -1;
while (++i < n) a[i] = 0;
return a;
}
function cloudCanvas() {
return document.createElement("canvas");
}
function functor(d) {
return typeof d === "function" ? d : function() { return d; };
}
var spirals = {
archimedean: archimedeanSpiral,
rectangular: rectangularSpiral
};

12

package.json
{
"name": "d3.layout.cloud",
"version": "1.1.1",
"version": "1.2.0",
"description": "Generate word clouds in JavaScript.",

@@ -17,2 +17,3 @@ "keywords": [

},
"license": "BSD-3-Clause",
"repository": {

@@ -23,6 +24,11 @@ "type": "git",

"main": "index.js",
"scripts": {
"build": "mkdir -p build && browserify --standalone d3.layout.cloud index.js > build/d3.layout.cloud.js"
},
"dependencies": {
"d3": "3.x",
"canvas": "1.2.x"
"d3-dispatch": "0.2.x"
},
"devDependencies": {
"browserify": "^11.2.0"
}
}

@@ -158,1 +158,14 @@ # Word Cloud Layout

to `Math.random`.
<a name="canvas" href="#canvas">#</a> <b>canvas</b>([<i>canvas</i>])
If specified, sets the **canvas** generator function, which is used internally
to draw text. If not specified, returns the current generator function, which
defaults to:
```js
function() { return document.createElement("canvas"); }
```
When using Node.js, you will almost definitely override this default, e.g.
using the [canvas module](https://www.npmjs.com/package/canvas).

Sorry, the diff of this file is not supported yet

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