]> git.parisson.com Git - telemeta.git/commitdiff
add wz_jsgraphics 3.03
authorolivier <>
Fri, 12 Dec 2008 18:16:24 +0000 (18:16 +0000)
committerolivier <>
Fri, 12 Dec 2008 18:16:24 +0000 (18:16 +0000)
telemeta/htdocs/js/wz_jsgraphics.js [new file with mode: 0755]

diff --git a/telemeta/htdocs/js/wz_jsgraphics.js b/telemeta/htdocs/js/wz_jsgraphics.js
new file mode 100755 (executable)
index 0000000..b3d1054
--- /dev/null
@@ -0,0 +1,1107 @@
+/* This notice must be untouched at all times.\r
+\r
+wz_jsgraphics.js    v. 3.03\r
+The latest version is available at\r
+http://www.walterzorn.com\r
+or http://www.devira.com\r
+or http://www.walterzorn.de\r
+\r
+Copyright (c) 2002-2004 Walter Zorn. All rights reserved.\r
+Created 3. 11. 2002 by Walter Zorn (Web: http://www.walterzorn.com )\r
+Last modified: 28. 1. 2008\r
+\r
+Performance optimizations for Internet Explorer\r
+by Thomas Frank and John Holdsworth.\r
+fillPolygon method implemented by Matthieu Haller.\r
+\r
+High Performance JavaScript Graphics Library.\r
+Provides methods\r
+- to draw lines, rectangles, ellipses, polygons\r
+       with specifiable line thickness,\r
+- to fill rectangles, polygons, ellipses and arcs\r
+- to draw text.\r
+NOTE: Operations, functions and branching have rather been optimized\r
+to efficiency and speed than to shortness of source code.\r
+\r
+LICENSE: LGPL\r
+\r
+This library is free software; you can redistribute it and/or\r
+modify it under the terms of the GNU Lesser General Public\r
+License (LGPL) as published by the Free Software Foundation; either\r
+version 2.1 of the License, or (at your option) any later version.\r
+\r
+This library is distributed in the hope that it will be useful,\r
+but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU\r
+Lesser General Public License for more details.\r
+\r
+You should have received a copy of the GNU Lesser General Public\r
+License along with this library; if not, write to the Free Software\r
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA,\r
+or see http://www.gnu.org/copyleft/lesser.html\r
+*/\r
+\r
+\r
+var jg_ok, jg_ie, jg_fast, jg_dom, jg_moz;\r
+\r
+\r
+function _chkDHTM(x, i)\r
+{\r
+       x = document.body || null;\r
+       jg_ie = x && typeof x.insertAdjacentHTML != "undefined" && document.createElement;\r
+       jg_dom = (x && !jg_ie &&\r
+               typeof x.appendChild != "undefined" &&\r
+               typeof document.createRange != "undefined" &&\r
+               typeof (i = document.createRange()).setStartBefore != "undefined" &&\r
+               typeof i.createContextualFragment != "undefined");\r
+       jg_fast = jg_ie && document.all && !window.opera;\r
+       jg_moz = jg_dom && typeof x.style.MozOpacity != "undefined";\r
+       jg_ok = !!(jg_ie || jg_dom);\r
+}\r
+\r
+function _pntCnvDom()\r
+{\r
+       var x = this.wnd.document.createRange();\r
+       x.setStartBefore(this.cnv);\r
+       x = x.createContextualFragment(jg_fast? this._htmRpc() : this.htm);\r
+       if(this.cnv) this.cnv.appendChild(x);\r
+       this.htm = "";\r
+}\r
+\r
+function _pntCnvIe()\r
+{\r
+       if(this.cnv) this.cnv.insertAdjacentHTML("BeforeEnd", jg_fast? this._htmRpc() : this.htm);\r
+       this.htm = "";\r
+}\r
+\r
+function _pntDoc()\r
+{\r
+       this.wnd.document.write(jg_fast? this._htmRpc() : this.htm);\r
+       this.htm = '';\r
+}\r
+\r
+function _pntN()\r
+{\r
+       ;\r
+}\r
+\r
+function _mkDiv(x, y, w, h)\r
+{\r
+       this.htm += '<div style="position:absolute;'+\r
+               'left:' + x + 'px;'+\r
+               'top:' + y + 'px;'+\r
+               'width:' + w + 'px;'+\r
+               'height:' + h + 'px;'+\r
+               'clip:rect(0,'+w+'px,'+h+'px,0);'+\r
+               'background-color:' + this.color +\r
+               (!jg_moz? ';overflow:hidden' : '')+\r
+               ';"><\/div>';\r
+}\r
+\r
+function _mkDivIe(x, y, w, h)\r
+{\r
+       this.htm += '%%'+this.color+';'+x+';'+y+';'+w+';'+h+';';\r
+}\r
+\r
+function _mkDivPrt(x, y, w, h)\r
+{\r
+       this.htm += '<div style="position:absolute;'+\r
+               'border-left:' + w + 'px solid ' + this.color + ';'+\r
+               'left:' + x + 'px;'+\r
+               'top:' + y + 'px;'+\r
+               'width:0px;'+\r
+               'height:' + h + 'px;'+\r
+               'clip:rect(0,'+w+'px,'+h+'px,0);'+\r
+               'background-color:' + this.color +\r
+               (!jg_moz? ';overflow:hidden' : '')+\r
+               ';"><\/div>';\r
+}\r
+\r
+var _regex =  /%%([^;]+);([^;]+);([^;]+);([^;]+);([^;]+);/g;\r
+function _htmRpc()\r
+{\r
+       return this.htm.replace(\r
+               _regex,\r
+               '<div style="overflow:hidden;position:absolute;background-color:'+\r
+               '$1;left:$2;top:$3;width:$4;height:$5"></div>\n');\r
+}\r
+\r
+function _htmPrtRpc()\r
+{\r
+       return this.htm.replace(\r
+               _regex,\r
+               '<div style="overflow:hidden;position:absolute;background-color:'+\r
+               '$1;left:$2;top:$3;width:$4;height:$5;border-left:$4px solid $1"></div>\n');\r
+}\r
+\r
+function _mkLin(x1, y1, x2, y2)\r
+{\r
+       if(x1 > x2)\r
+       {\r
+               var _x2 = x2;\r
+               var _y2 = y2;\r
+               x2 = x1;\r
+               y2 = y1;\r
+               x1 = _x2;\r
+               y1 = _y2;\r
+       }\r
+       var dx = x2-x1, dy = Math.abs(y2-y1),\r
+       x = x1, y = y1,\r
+       yIncr = (y1 > y2)? -1 : 1;\r
+\r
+       if(dx >= dy)\r
+       {\r
+               var pr = dy<<1,\r
+               pru = pr - (dx<<1),\r
+               p = pr-dx,\r
+               ox = x;\r
+               while(dx > 0)\r
+               {--dx;\r
+                       ++x;\r
+                       if(p > 0)\r
+                       {\r
+                               this._mkDiv(ox, y, x-ox, 1);\r
+                               y += yIncr;\r
+                               p += pru;\r
+                               ox = x;\r
+                       }\r
+                       else p += pr;\r
+               }\r
+               this._mkDiv(ox, y, x2-ox+1, 1);\r
+       }\r
+\r
+       else\r
+       {\r
+               var pr = dx<<1,\r
+               pru = pr - (dy<<1),\r
+               p = pr-dy,\r
+               oy = y;\r
+               if(y2 <= y1)\r
+               {\r
+                       while(dy > 0)\r
+                       {--dy;\r
+                               if(p > 0)\r
+                               {\r
+                                       this._mkDiv(x++, y, 1, oy-y+1);\r
+                                       y += yIncr;\r
+                                       p += pru;\r
+                                       oy = y;\r
+                               }\r
+                               else\r
+                               {\r
+                                       y += yIncr;\r
+                                       p += pr;\r
+                               }\r
+                       }\r
+                       this._mkDiv(x2, y2, 1, oy-y2+1);\r
+               }\r
+               else\r
+               {\r
+                       while(dy > 0)\r
+                       {--dy;\r
+                               y += yIncr;\r
+                               if(p > 0)\r
+                               {\r
+                                       this._mkDiv(x++, oy, 1, y-oy);\r
+                                       p += pru;\r
+                                       oy = y;\r
+                               }\r
+                               else p += pr;\r
+                       }\r
+                       this._mkDiv(x2, oy, 1, y2-oy+1);\r
+               }\r
+       }\r
+}\r
+\r
+function _mkLin2D(x1, y1, x2, y2)\r
+{\r
+       if(x1 > x2)\r
+       {\r
+               var _x2 = x2;\r
+               var _y2 = y2;\r
+               x2 = x1;\r
+               y2 = y1;\r
+               x1 = _x2;\r
+               y1 = _y2;\r
+       }\r
+       var dx = x2-x1, dy = Math.abs(y2-y1),\r
+       x = x1, y = y1,\r
+       yIncr = (y1 > y2)? -1 : 1;\r
+\r
+       var s = this.stroke;\r
+       if(dx >= dy)\r
+       {\r
+               if(dx > 0 && s-3 > 0)\r
+               {\r
+                       var _s = (s*dx*Math.sqrt(1+dy*dy/(dx*dx))-dx-(s>>1)*dy) / dx;\r
+                       _s = (!(s-4)? Math.ceil(_s) : Math.round(_s)) + 1;\r
+               }\r
+               else var _s = s;\r
+               var ad = Math.ceil(s/2);\r
+\r
+               var pr = dy<<1,\r
+               pru = pr - (dx<<1),\r
+               p = pr-dx,\r
+               ox = x;\r
+               while(dx > 0)\r
+               {--dx;\r
+                       ++x;\r
+                       if(p > 0)\r
+                       {\r
+                               this._mkDiv(ox, y, x-ox+ad, _s);\r
+                               y += yIncr;\r
+                               p += pru;\r
+                               ox = x;\r
+                       }\r
+                       else p += pr;\r
+               }\r
+               this._mkDiv(ox, y, x2-ox+ad+1, _s);\r
+       }\r
+\r
+       else\r
+       {\r
+               if(s-3 > 0)\r
+               {\r
+                       var _s = (s*dy*Math.sqrt(1+dx*dx/(dy*dy))-(s>>1)*dx-dy) / dy;\r
+                       _s = (!(s-4)? Math.ceil(_s) : Math.round(_s)) + 1;\r
+               }\r
+               else var _s = s;\r
+               var ad = Math.round(s/2);\r
+\r
+               var pr = dx<<1,\r
+               pru = pr - (dy<<1),\r
+               p = pr-dy,\r
+               oy = y;\r
+               if(y2 <= y1)\r
+               {\r
+                       ++ad;\r
+                       while(dy > 0)\r
+                       {--dy;\r
+                               if(p > 0)\r
+                               {\r
+                                       this._mkDiv(x++, y, _s, oy-y+ad);\r
+                                       y += yIncr;\r
+                                       p += pru;\r
+                                       oy = y;\r
+                               }\r
+                               else\r
+                               {\r
+                                       y += yIncr;\r
+                                       p += pr;\r
+                               }\r
+                       }\r
+                       this._mkDiv(x2, y2, _s, oy-y2+ad);\r
+               }\r
+               else\r
+               {\r
+                       while(dy > 0)\r
+                       {--dy;\r
+                               y += yIncr;\r
+                               if(p > 0)\r
+                               {\r
+                                       this._mkDiv(x++, oy, _s, y-oy+ad);\r
+                                       p += pru;\r
+                                       oy = y;\r
+                               }\r
+                               else p += pr;\r
+                       }\r
+                       this._mkDiv(x2, oy, _s, y2-oy+ad+1);\r
+               }\r
+       }\r
+}\r
+\r
+function _mkLinDott(x1, y1, x2, y2)\r
+{\r
+       if(x1 > x2)\r
+       {\r
+               var _x2 = x2;\r
+               var _y2 = y2;\r
+               x2 = x1;\r
+               y2 = y1;\r
+               x1 = _x2;\r
+               y1 = _y2;\r
+       }\r
+       var dx = x2-x1, dy = Math.abs(y2-y1),\r
+       x = x1, y = y1,\r
+       yIncr = (y1 > y2)? -1 : 1,\r
+       drw = true;\r
+       if(dx >= dy)\r
+       {\r
+               var pr = dy<<1,\r
+               pru = pr - (dx<<1),\r
+               p = pr-dx;\r
+               while(dx > 0)\r
+               {--dx;\r
+                       if(drw) this._mkDiv(x, y, 1, 1);\r
+                       drw = !drw;\r
+                       if(p > 0)\r
+                       {\r
+                               y += yIncr;\r
+                               p += pru;\r
+                       }\r
+                       else p += pr;\r
+                       ++x;\r
+               }\r
+       }\r
+       else\r
+       {\r
+               var pr = dx<<1,\r
+               pru = pr - (dy<<1),\r
+               p = pr-dy;\r
+               while(dy > 0)\r
+               {--dy;\r
+                       if(drw) this._mkDiv(x, y, 1, 1);\r
+                       drw = !drw;\r
+                       y += yIncr;\r
+                       if(p > 0)\r
+                       {\r
+                               ++x;\r
+                               p += pru;\r
+                       }\r
+                       else p += pr;\r
+               }\r
+       }\r
+       if(drw) this._mkDiv(x, y, 1, 1);\r
+}\r
+\r
+function _mkOv(left, top, width, height)\r
+{\r
+       var a = (++width)>>1, b = (++height)>>1,\r
+       wod = width&1, hod = height&1,\r
+       cx = left+a, cy = top+b,\r
+       x = 0, y = b,\r
+       ox = 0, oy = b,\r
+       aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,\r
+       st = (aa2>>1)*(1-(b<<1)) + bb2,\r
+       tt = (bb2>>1) - aa2*((b<<1)-1),\r
+       w, h;\r
+       while(y > 0)\r
+       {\r
+               if(st < 0)\r
+               {\r
+                       st += bb2*((x<<1)+3);\r
+                       tt += bb4*(++x);\r
+               }\r
+               else if(tt < 0)\r
+               {\r
+                       st += bb2*((x<<1)+3) - aa4*(y-1);\r
+                       tt += bb4*(++x) - aa2*(((y--)<<1)-3);\r
+                       w = x-ox;\r
+                       h = oy-y;\r
+                       if((w&2) && (h&2))\r
+                       {\r
+                               this._mkOvQds(cx, cy, x-2, y+2, 1, 1, wod, hod);\r
+                               this._mkOvQds(cx, cy, x-1, y+1, 1, 1, wod, hod);\r
+                       }\r
+                       else this._mkOvQds(cx, cy, x-1, oy, w, h, wod, hod);\r
+                       ox = x;\r
+                       oy = y;\r
+               }\r
+               else\r
+               {\r
+                       tt -= aa2*((y<<1)-3);\r
+                       st -= aa4*(--y);\r
+               }\r
+       }\r
+       w = a-ox+1;\r
+       h = (oy<<1)+hod;\r
+       y = cy-oy;\r
+       this._mkDiv(cx-a, y, w, h);\r
+       this._mkDiv(cx+ox+wod-1, y, w, h);\r
+}\r
+\r
+function _mkOv2D(left, top, width, height)\r
+{\r
+       var s = this.stroke;\r
+       width += s+1;\r
+       height += s+1;\r
+       var a = width>>1, b = height>>1,\r
+       wod = width&1, hod = height&1,\r
+       cx = left+a, cy = top+b,\r
+       x = 0, y = b,\r
+       aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,\r
+       st = (aa2>>1)*(1-(b<<1)) + bb2,\r
+       tt = (bb2>>1) - aa2*((b<<1)-1);\r
+\r
+       if(s-4 < 0 && (!(s-2) || width-51 > 0 && height-51 > 0))\r
+       {\r
+               var ox = 0, oy = b,\r
+               w, h,\r
+               pxw;\r
+               while(y > 0)\r
+               {\r
+                       if(st < 0)\r
+                       {\r
+                               st += bb2*((x<<1)+3);\r
+                               tt += bb4*(++x);\r
+                       }\r
+                       else if(tt < 0)\r
+                       {\r
+                               st += bb2*((x<<1)+3) - aa4*(y-1);\r
+                               tt += bb4*(++x) - aa2*(((y--)<<1)-3);\r
+                               w = x-ox;\r
+                               h = oy-y;\r
+\r
+                               if(w-1)\r
+                               {\r
+                                       pxw = w+1+(s&1);\r
+                                       h = s;\r
+                               }\r
+                               else if(h-1)\r
+                               {\r
+                                       pxw = s;\r
+                                       h += 1+(s&1);\r
+                               }\r
+                               else pxw = h = s;\r
+                               this._mkOvQds(cx, cy, x-1, oy, pxw, h, wod, hod);\r
+                               ox = x;\r
+                               oy = y;\r
+                       }\r
+                       else\r
+                       {\r
+                               tt -= aa2*((y<<1)-3);\r
+                               st -= aa4*(--y);\r
+                       }\r
+               }\r
+               this._mkDiv(cx-a, cy-oy, s, (oy<<1)+hod);\r
+               this._mkDiv(cx+a+wod-s, cy-oy, s, (oy<<1)+hod);\r
+       }\r
+\r
+       else\r
+       {\r
+               var _a = (width-(s<<1))>>1,\r
+               _b = (height-(s<<1))>>1,\r
+               _x = 0, _y = _b,\r
+               _aa2 = (_a*_a)<<1, _aa4 = _aa2<<1, _bb2 = (_b*_b)<<1, _bb4 = _bb2<<1,\r
+               _st = (_aa2>>1)*(1-(_b<<1)) + _bb2,\r
+               _tt = (_bb2>>1) - _aa2*((_b<<1)-1),\r
+\r
+               pxl = new Array(),\r
+               pxt = new Array(),\r
+               _pxb = new Array();\r
+               pxl[0] = 0;\r
+               pxt[0] = b;\r
+               _pxb[0] = _b-1;\r
+               while(y > 0)\r
+               {\r
+                       if(st < 0)\r
+                       {\r
+                               pxl[pxl.length] = x;\r
+                               pxt[pxt.length] = y;\r
+                               st += bb2*((x<<1)+3);\r
+                               tt += bb4*(++x);\r
+                       }\r
+                       else if(tt < 0)\r
+                       {\r
+                               pxl[pxl.length] = x;\r
+                               st += bb2*((x<<1)+3) - aa4*(y-1);\r
+                               tt += bb4*(++x) - aa2*(((y--)<<1)-3);\r
+                               pxt[pxt.length] = y;\r
+                       }\r
+                       else\r
+                       {\r
+                               tt -= aa2*((y<<1)-3);\r
+                               st -= aa4*(--y);\r
+                       }\r
+\r
+                       if(_y > 0)\r
+                       {\r
+                               if(_st < 0)\r
+                               {\r
+                                       _st += _bb2*((_x<<1)+3);\r
+                                       _tt += _bb4*(++_x);\r
+                                       _pxb[_pxb.length] = _y-1;\r
+                               }\r
+                               else if(_tt < 0)\r
+                               {\r
+                                       _st += _bb2*((_x<<1)+3) - _aa4*(_y-1);\r
+                                       _tt += _bb4*(++_x) - _aa2*(((_y--)<<1)-3);\r
+                                       _pxb[_pxb.length] = _y-1;\r
+                               }\r
+                               else\r
+                               {\r
+                                       _tt -= _aa2*((_y<<1)-3);\r
+                                       _st -= _aa4*(--_y);\r
+                                       _pxb[_pxb.length-1]--;\r
+                               }\r
+                       }\r
+               }\r
+\r
+               var ox = -wod, oy = b,\r
+               _oy = _pxb[0],\r
+               l = pxl.length,\r
+               w, h;\r
+               for(var i = 0; i < l; i++)\r
+               {\r
+                       if(typeof _pxb[i] != "undefined")\r
+                       {\r
+                               if(_pxb[i] < _oy || pxt[i] < oy)\r
+                               {\r
+                                       x = pxl[i];\r
+                                       this._mkOvQds(cx, cy, x, oy, x-ox, oy-_oy, wod, hod);\r
+                                       ox = x;\r
+                                       oy = pxt[i];\r
+                                       _oy = _pxb[i];\r
+                               }\r
+                       }\r
+                       else\r
+                       {\r
+                               x = pxl[i];\r
+                               this._mkDiv(cx-x, cy-oy, 1, (oy<<1)+hod);\r
+                               this._mkDiv(cx+ox+wod, cy-oy, 1, (oy<<1)+hod);\r
+                               ox = x;\r
+                               oy = pxt[i];\r
+                       }\r
+               }\r
+               this._mkDiv(cx-a, cy-oy, 1, (oy<<1)+hod);\r
+               this._mkDiv(cx+ox+wod, cy-oy, 1, (oy<<1)+hod);\r
+       }\r
+}\r
+\r
+function _mkOvDott(left, top, width, height)\r
+{\r
+       var a = (++width)>>1, b = (++height)>>1,\r
+       wod = width&1, hod = height&1, hodu = hod^1,\r
+       cx = left+a, cy = top+b,\r
+       x = 0, y = b,\r
+       aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,\r
+       st = (aa2>>1)*(1-(b<<1)) + bb2,\r
+       tt = (bb2>>1) - aa2*((b<<1)-1),\r
+       drw = true;\r
+       while(y > 0)\r
+       {\r
+               if(st < 0)\r
+               {\r
+                       st += bb2*((x<<1)+3);\r
+                       tt += bb4*(++x);\r
+               }\r
+               else if(tt < 0)\r
+               {\r
+                       st += bb2*((x<<1)+3) - aa4*(y-1);\r
+                       tt += bb4*(++x) - aa2*(((y--)<<1)-3);\r
+               }\r
+               else\r
+               {\r
+                       tt -= aa2*((y<<1)-3);\r
+                       st -= aa4*(--y);\r
+               }\r
+               if(drw && y >= hodu) this._mkOvQds(cx, cy, x, y, 1, 1, wod, hod);\r
+               drw = !drw;\r
+       }\r
+}\r
+\r
+function _mkRect(x, y, w, h)\r
+{\r
+       var s = this.stroke;\r
+       this._mkDiv(x, y, w, s);\r
+       this._mkDiv(x+w, y, s, h);\r
+       this._mkDiv(x, y+h, w+s, s);\r
+       this._mkDiv(x, y+s, s, h-s);\r
+}\r
+\r
+function _mkRectDott(x, y, w, h)\r
+{\r
+       this.drawLine(x, y, x+w, y);\r
+       this.drawLine(x+w, y, x+w, y+h);\r
+       this.drawLine(x, y+h, x+w, y+h);\r
+       this.drawLine(x, y, x, y+h);\r
+}\r
+\r
+function jsgFont()\r
+{\r
+       this.PLAIN = 'font-weight:normal;';\r
+       this.BOLD = 'font-weight:bold;';\r
+       this.ITALIC = 'font-style:italic;';\r
+       this.ITALIC_BOLD = this.ITALIC + this.BOLD;\r
+       this.BOLD_ITALIC = this.ITALIC_BOLD;\r
+}\r
+var Font = new jsgFont();\r
+\r
+function jsgStroke()\r
+{\r
+       this.DOTTED = -1;\r
+}\r
+var Stroke = new jsgStroke();\r
+\r
+function jsGraphics(cnv, wnd)\r
+{\r
+       this.setColor = function(x)\r
+       {\r
+               this.color = x.toLowerCase();\r
+       };\r
+\r
+       this.setStroke = function(x)\r
+       {\r
+               this.stroke = x;\r
+               if(!(x+1))\r
+               {\r
+                       this.drawLine = _mkLinDott;\r
+                       this._mkOv = _mkOvDott;\r
+                       this.drawRect = _mkRectDott;\r
+               }\r
+               else if(x-1 > 0)\r
+               {\r
+                       this.drawLine = _mkLin2D;\r
+                       this._mkOv = _mkOv2D;\r
+                       this.drawRect = _mkRect;\r
+               }\r
+               else\r
+               {\r
+                       this.drawLine = _mkLin;\r
+                       this._mkOv = _mkOv;\r
+                       this.drawRect = _mkRect;\r
+               }\r
+       };\r
+\r
+       this.setPrintable = function(arg)\r
+       {\r
+               this.printable = arg;\r
+               if(jg_fast)\r
+               {\r
+                       this._mkDiv = _mkDivIe;\r
+                       this._htmRpc = arg? _htmPrtRpc : _htmRpc;\r
+               }\r
+               else this._mkDiv = arg? _mkDivPrt : _mkDiv;\r
+       };\r
+\r
+       this.setFont = function(fam, sz, sty)\r
+       {\r
+               this.ftFam = fam;\r
+               this.ftSz = sz;\r
+               this.ftSty = sty || Font.PLAIN;\r
+       };\r
+\r
+       this.drawPolyline = this.drawPolyLine = function(x, y)\r
+       {\r
+               for (var i=x.length - 1; i;)\r
+               {--i;\r
+                       this.drawLine(x[i], y[i], x[i+1], y[i+1]);\r
+               }\r
+       };\r
+\r
+       this.fillRect = function(x, y, w, h)\r
+       {\r
+               this._mkDiv(x, y, w, h);\r
+       };\r
+\r
+       this.drawPolygon = function(x, y)\r
+       {\r
+               this.drawPolyline(x, y);\r
+               this.drawLine(x[x.length-1], y[x.length-1], x[0], y[0]);\r
+       };\r
+\r
+       this.drawEllipse = this.drawOval = function(x, y, w, h)\r
+       {\r
+               this._mkOv(x, y, w, h);\r
+       };\r
+\r
+       this.fillEllipse = this.fillOval = function(left, top, w, h)\r
+       {\r
+               var a = w>>1, b = h>>1,\r
+               wod = w&1, hod = h&1,\r
+               cx = left+a, cy = top+b,\r
+               x = 0, y = b, oy = b,\r
+               aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,\r
+               st = (aa2>>1)*(1-(b<<1)) + bb2,\r
+               tt = (bb2>>1) - aa2*((b<<1)-1),\r
+               xl, dw, dh;\r
+               if(w) while(y > 0)\r
+               {\r
+                       if(st < 0)\r
+                       {\r
+                               st += bb2*((x<<1)+3);\r
+                               tt += bb4*(++x);\r
+                       }\r
+                       else if(tt < 0)\r
+                       {\r
+                               st += bb2*((x<<1)+3) - aa4*(y-1);\r
+                               xl = cx-x;\r
+                               dw = (x<<1)+wod;\r
+                               tt += bb4*(++x) - aa2*(((y--)<<1)-3);\r
+                               dh = oy-y;\r
+                               this._mkDiv(xl, cy-oy, dw, dh);\r
+                               this._mkDiv(xl, cy+y+hod, dw, dh);\r
+                               oy = y;\r
+                       }\r
+                       else\r
+                       {\r
+                               tt -= aa2*((y<<1)-3);\r
+                               st -= aa4*(--y);\r
+                       }\r
+               }\r
+               this._mkDiv(cx-a, cy-oy, w, (oy<<1)+hod);\r
+       };\r
+\r
+       this.fillArc = function(iL, iT, iW, iH, fAngA, fAngZ)\r
+       {\r
+               var a = iW>>1, b = iH>>1,\r
+               iOdds = (iW&1) | ((iH&1) << 16),\r
+               cx = iL+a, cy = iT+b,\r
+               x = 0, y = b, ox = x, oy = y,\r
+               aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,\r
+               st = (aa2>>1)*(1-(b<<1)) + bb2,\r
+               tt = (bb2>>1) - aa2*((b<<1)-1),\r
+               // Vars for radial boundary lines\r
+               xEndA, yEndA, xEndZ, yEndZ,\r
+               iSects = (1 << (Math.floor((fAngA %= 360.0)/180.0) << 3))\r
+                               | (2 << (Math.floor((fAngZ %= 360.0)/180.0) << 3))\r
+                               | ((fAngA >= fAngZ) << 16),\r
+               aBndA = new Array(b+1), aBndZ = new Array(b+1);\r
+               \r
+               // Set up radial boundary lines\r
+               fAngA *= Math.PI/180.0;\r
+               fAngZ *= Math.PI/180.0;\r
+               xEndA = cx+Math.round(a*Math.cos(fAngA));\r
+               yEndA = cy+Math.round(-b*Math.sin(fAngA));\r
+               _mkLinVirt(aBndA, cx, cy, xEndA, yEndA);\r
+               xEndZ = cx+Math.round(a*Math.cos(fAngZ));\r
+               yEndZ = cy+Math.round(-b*Math.sin(fAngZ));\r
+               _mkLinVirt(aBndZ, cx, cy, xEndZ, yEndZ);\r
+\r
+               while(y > 0)\r
+               {\r
+                       if(st < 0) // Advance x\r
+                       {\r
+                               st += bb2*((x<<1)+3);\r
+                               tt += bb4*(++x);\r
+                       }\r
+                       else if(tt < 0) // Advance x and y\r
+                       {\r
+                               st += bb2*((x<<1)+3) - aa4*(y-1);\r
+                               ox = x;\r
+                               tt += bb4*(++x) - aa2*(((y--)<<1)-3);\r
+                               this._mkArcDiv(ox, y, oy, cx, cy, iOdds, aBndA, aBndZ, iSects);\r
+                               oy = y;\r
+                       }\r
+                       else // Advance y\r
+                       {\r
+                               tt -= aa2*((y<<1)-3);\r
+                               st -= aa4*(--y);\r
+                               if(y && (aBndA[y] != aBndA[y-1] || aBndZ[y] != aBndZ[y-1]))\r
+                               {\r
+                                       this._mkArcDiv(x, y, oy, cx, cy, iOdds, aBndA, aBndZ, iSects);\r
+                                       ox = x;\r
+                                       oy = y;\r
+                               }\r
+                       }\r
+               }\r
+               this._mkArcDiv(x, 0, oy, cx, cy, iOdds, aBndA, aBndZ, iSects);\r
+               if(iOdds >> 16) // Odd height\r
+               {\r
+                       if(iSects >> 16) // Start-angle > end-angle\r
+                       {\r
+                               var xl = (yEndA <= cy || yEndZ > cy)? (cx - x) : cx;\r
+                               this._mkDiv(xl, cy, x + cx - xl + (iOdds & 0xffff), 1);\r
+                       }\r
+                       else if((iSects & 0x01) && yEndZ > cy)\r
+                               this._mkDiv(cx - x, cy, x, 1);\r
+               }\r
+       };\r
+\r
+/* fillPolygon method, implemented by Matthieu Haller.\r
+This javascript function is an adaptation of the gdImageFilledPolygon for Walter Zorn lib.\r
+C source of GD 1.8.4 found at http://www.boutell.com/gd/\r
+\r
+THANKS to Kirsten Schulz for the polygon fixes!\r
+\r
+The intersection finding technique of this code could be improved\r
+by remembering the previous intertersection, and by using the slope.\r
+That could help to adjust intersections to produce a nice\r
+interior_extrema. */\r
+       this.fillPolygon = function(array_x, array_y)\r
+       {\r
+               var i;\r
+               var y;\r
+               var miny, maxy;\r
+               var x1, y1;\r
+               var x2, y2;\r
+               var ind1, ind2;\r
+               var ints;\r
+\r
+               var n = array_x.length;\r
+               if(!n) return;\r
+\r
+               miny = array_y[0];\r
+               maxy = array_y[0];\r
+               for(i = 1; i < n; i++)\r
+               {\r
+                       if(array_y[i] < miny)\r
+                               miny = array_y[i];\r
+\r
+                       if(array_y[i] > maxy)\r
+                               maxy = array_y[i];\r
+               }\r
+               for(y = miny; y <= maxy; y++)\r
+               {\r
+                       var polyInts = new Array();\r
+                       ints = 0;\r
+                       for(i = 0; i < n; i++)\r
+                       {\r
+                               if(!i)\r
+                               {\r
+                                       ind1 = n-1;\r
+                                       ind2 = 0;\r
+                               }\r
+                               else\r
+                               {\r
+                                       ind1 = i-1;\r
+                                       ind2 = i;\r
+                               }\r
+                               y1 = array_y[ind1];\r
+                               y2 = array_y[ind2];\r
+                               if(y1 < y2)\r
+                               {\r
+                                       x1 = array_x[ind1];\r
+                                       x2 = array_x[ind2];\r
+                               }\r
+                               else if(y1 > y2)\r
+                               {\r
+                                       y2 = array_y[ind1];\r
+                                       y1 = array_y[ind2];\r
+                                       x2 = array_x[ind1];\r
+                                       x1 = array_x[ind2];\r
+                               }\r
+                               else continue;\r
+\r
+                                //  Modified 11. 2. 2004 Walter Zorn\r
+                               if((y >= y1) && (y < y2))\r
+                                       polyInts[ints++] = Math.round((y-y1) * (x2-x1) / (y2-y1) + x1);\r
+\r
+                               else if((y == maxy) && (y > y1) && (y <= y2))\r
+                                       polyInts[ints++] = Math.round((y-y1) * (x2-x1) / (y2-y1) + x1);\r
+                       }\r
+                       polyInts.sort(_CompInt);\r
+                       for(i = 0; i < ints; i+=2)\r
+                               this._mkDiv(polyInts[i], y, polyInts[i+1]-polyInts[i]+1, 1);\r
+               }\r
+       };\r
+\r
+       this.drawString = function(txt, x, y)\r
+       {\r
+               this.htm += '<div style="position:absolute;white-space:nowrap;'+\r
+                       'left:' + x + 'px;'+\r
+                       'top:' + y + 'px;'+\r
+                       'font-family:' +  this.ftFam + ';'+\r
+                       'font-size:' + this.ftSz + ';'+\r
+                       'color:' + this.color + ';' + this.ftSty + '">'+\r
+                       txt +\r
+                       '<\/div>';\r
+       };\r
+\r
+/* drawStringRect() added by Rick Blommers.\r
+Allows to specify the size of the text rectangle and to align the\r
+text both horizontally (e.g. right) and vertically within that rectangle */\r
+       this.drawStringRect = function(txt, x, y, width, halign)\r
+       {\r
+               this.htm += '<div style="position:absolute;overflow:hidden;'+\r
+                       'left:' + x + 'px;'+\r
+                       'top:' + y + 'px;'+\r
+                       'width:'+width +'px;'+\r
+                       'text-align:'+halign+';'+\r
+                       'font-family:' +  this.ftFam + ';'+\r
+                       'font-size:' + this.ftSz + ';'+\r
+                       'color:' + this.color + ';' + this.ftSty + '">'+\r
+                       txt +\r
+                       '<\/div>';\r
+       };\r
+\r
+       this.drawImage = function(imgSrc, x, y, w, h, a)\r
+       {\r
+               this.htm += '<div style="position:absolute;'+\r
+                       'left:' + x + 'px;'+\r
+                       'top:' + y + 'px;'+\r
+                       // w (width) and h (height) arguments are now optional.\r
+                       // Added by Mahmut Keygubatli, 14.1.2008\r
+                       (w? ('width:' +  w + 'px;') : '') +\r
+                       (h? ('height:' + h + 'px;'):'')+'">'+\r
+                       '<img src="' + imgSrc +'"'+ (w ? (' width="' + w + '"'):'')+ (h ? (' height="' + h + '"'):'') + (a? (' '+a) : '') + '>'+\r
+                       '<\/div>';\r
+       };\r
+\r
+       this.clear = function()\r
+       {\r
+               this.htm = "";\r
+               if(this.cnv) this.cnv.innerHTML = "";\r
+       };\r
+\r
+       this._mkOvQds = function(cx, cy, x, y, w, h, wod, hod)\r
+       {\r
+               var xl = cx - x, xr = cx + x + wod - w, yt = cy - y, yb = cy + y + hod - h;\r
+               if(xr > xl+w)\r
+               {\r
+                       this._mkDiv(xr, yt, w, h);\r
+                       this._mkDiv(xr, yb, w, h);\r
+               }\r
+               else\r
+                       w = xr - xl + w;\r
+               this._mkDiv(xl, yt, w, h);\r
+               this._mkDiv(xl, yb, w, h);\r
+       };\r
+       \r
+       this._mkArcDiv = function(x, y, oy, cx, cy, iOdds, aBndA, aBndZ, iSects)\r
+       {\r
+               var xrDef = cx + x + (iOdds & 0xffff), y2, h = oy - y, xl, xr, w;\r
+\r
+               if(!h) h = 1;\r
+               x = cx - x;\r
+\r
+               if(iSects & 0xff0000) // Start-angle > end-angle\r
+               {\r
+                       y2 = cy - y - h;\r
+                       if(iSects & 0x00ff)\r
+                       {\r
+                               if(iSects & 0x02)\r
+                               {\r
+                                       xl = Math.max(x, aBndZ[y]);\r
+                                       w = xrDef - xl;\r
+                                       if(w > 0) this._mkDiv(xl, y2, w, h);\r
+                               }\r
+                               if(iSects & 0x01)\r
+                               {\r
+                                       xr = Math.min(xrDef, aBndA[y]);\r
+                                       w = xr - x;\r
+                                       if(w > 0) this._mkDiv(x, y2, w, h);\r
+                               }\r
+                       }\r
+                       else\r
+                               this._mkDiv(x, y2, xrDef - x, h);\r
+                       y2 = cy + y + (iOdds >> 16);\r
+                       if(iSects & 0xff00)\r
+                       {\r
+                               if(iSects & 0x0100)\r
+                               {\r
+                                       xl = Math.max(x, aBndA[y]);\r
+                                       w = xrDef - xl;\r
+                                       if(w > 0) this._mkDiv(xl, y2, w, h);\r
+                               }\r
+                               if(iSects & 0x0200)\r
+                               {\r
+                                       xr = Math.min(xrDef, aBndZ[y]);\r
+                                       w = xr - x;\r
+                                       if(w > 0) this._mkDiv(x, y2, w, h);\r
+                               }\r
+                       }\r
+                       else\r
+                               this._mkDiv(x, y2, xrDef - x, h);\r
+               }\r
+               else\r
+               {\r
+                       if(iSects & 0x00ff)\r
+                       {\r
+                               if(iSects & 0x02)\r
+                                       xl = Math.max(x, aBndZ[y]);\r
+                               else\r
+                                       xl = x;\r
+                               if(iSects & 0x01)\r
+                                       xr = Math.min(xrDef, aBndA[y]);\r
+                               else\r
+                                       xr = xrDef;\r
+                               y2 = cy - y - h;\r
+                               w = xr - xl;\r
+                               if(w > 0) this._mkDiv(xl, y2, w, h);\r
+                       }\r
+                       if(iSects & 0xff00)\r
+                       {\r
+                               if(iSects & 0x0100)\r
+                                       xl = Math.max(x, aBndA[y]);\r
+                               else\r
+                                       xl = x;\r
+                               if(iSects & 0x0200)\r
+                                       xr = Math.min(xrDef, aBndZ[y]);\r
+                               else\r
+                                       xr = xrDef;\r
+                               y2 = cy + y + (iOdds >> 16);\r
+                               w = xr - xl;\r
+                               if(w > 0) this._mkDiv(xl, y2, w, h);\r
+                       }\r
+               }\r
+       };\r
+\r
+       this.setStroke(1);\r
+       this.setFont("verdana,geneva,helvetica,sans-serif", "12px", Font.PLAIN);\r
+       this.color = "#000000";\r
+       this.htm = "";\r
+       this.wnd = wnd || window;\r
+\r
+       if(!jg_ok) _chkDHTM();\r
+       if(jg_ok)\r
+       {\r
+               if(cnv)\r
+               {\r
+                       if(typeof(cnv) == "string")\r
+                               this.cont = document.all? (this.wnd.document.all[cnv] || null)\r
+                                       : document.getElementById? (this.wnd.document.getElementById(cnv) || null)\r
+                                       : null;\r
+                       else if(cnv == window.document)\r
+                               this.cont = document.getElementsByTagName("body")[0];\r
+                       // If cnv is a direct reference to a canvas DOM node\r
+                       // (option suggested by Andreas Luleich)\r
+                       else this.cont = cnv;\r
+                       // Create new canvas inside container DIV. Thus the drawing and clearing\r
+                       // methods won't interfere with the container's inner html.\r
+                       // Solution suggested by Vladimir.\r
+                       this.cnv = this.wnd.document.createElement("div");\r
+                       this.cnv.style.fontSize=0;\r
+                       this.cont.appendChild(this.cnv);\r
+                       this.paint = jg_dom? _pntCnvDom : _pntCnvIe;\r
+               }\r
+               else\r
+                       this.paint = _pntDoc;\r
+       }\r
+       else\r
+               this.paint = _pntN;\r
+\r
+       this.setPrintable(false);\r
+}\r
+\r
+function _mkLinVirt(aLin, x1, y1, x2, y2)\r
+{\r
+       var dx = Math.abs(x2-x1), dy = Math.abs(y2-y1),\r
+       x = x1, y = y1,\r
+       xIncr = (x1 > x2)? -1 : 1,\r
+       yIncr = (y1 > y2)? -1 : 1,\r
+       p,\r
+       i = 0;\r
+       if(dx >= dy)\r
+       {\r
+               var pr = dy<<1,\r
+               pru = pr - (dx<<1);\r
+               p = pr-dx;\r
+               while(dx > 0)\r
+               {--dx;\r
+                       if(p > 0)    //  Increment y\r
+                       {\r
+                               aLin[i++] = x;\r
+                               y += yIncr;\r
+                               p += pru;\r
+                       }\r
+                       else p += pr;\r
+                       x += xIncr;\r
+               }\r
+       }\r
+       else\r
+       {\r
+               var pr = dx<<1,\r
+               pru = pr - (dy<<1);\r
+               p = pr-dy;\r
+               while(dy > 0)\r
+               {--dy;\r
+                       y += yIncr;\r
+                       aLin[i++] = x;\r
+                       if(p > 0)    //  Increment x\r
+                       {\r
+                               x += xIncr;\r
+                               p += pru;\r
+                       }\r
+                       else p += pr;\r
+               }\r
+       }\r
+       for(var len = aLin.length, i = len-i; i;)\r
+               aLin[len-(i--)] = x;\r
+};\r
+\r
+function _CompInt(x, y)\r
+{\r
+       return(x - y);\r
+}\r
+\r