+ if (!isNaN(prevX)) {
+ ctx.moveTo(prevX, prevYs[0]);
+ ctx.lineTo(point.canvasx, newYs[0]);
+ ctx.lineTo(point.canvasx, newYs[1]);
+ ctx.lineTo(prevX, prevYs[1]);
+ ctx.closePath();
+ }
+ prevYs[0] = newYs[0];
+ prevYs[1] = newYs[1];
+ prevX = point.canvasx;
+ }
+ }
+ ctx.fill();
+ }
+ } else if (fillGraph) {
+ // TODO(danvk): merge this code with the logic above; they're very similar.
+ for (var i = 0; i < setCount; i++) {
+ var setName = setNames[i];
+ var setNameLast;
+ if (i>0) setNameLast = setNames[i-1];
+ var color = this.colors[setName];
+
+ // setup graphics context
+ ctx.save();
+ ctx.strokeStyle = color;
+ ctx.lineWidth = this.options.strokeWidth;
+ var prevX = NaN;
+ var prevYs = [-1, -1];
+ var count = 0;
+ var yscale = this.layout.yscale;
+ // should be same color as the lines but only 15% opaque.
+ var rgb = new RGBColor(color);
+ var err_color = 'rgba(' + rgb.r + ',' + rgb.g + ',' + rgb.b + ',' +
+ fillAlpha + ')';
+ ctx.fillStyle = err_color;
+ ctx.beginPath();
+ for (var j = 0; j < this.layout.points.length; j++) {
+ var point = this.layout.points[j];
+ count++;
+ if (point.name == setName) {
+ if (!isOK(point.y)) {
+ prevX = NaN;
+ continue;
+ }
+ var pX = 1.0 + this.layout.minyval * this.layout.yscale;
+ if (pX < 0.0) pX = 0.0;
+ else if (pX > 1.0) pX = 1.0;
+ var newYs = [ point.y, pX ];
+ newYs[0] = this.area.h * newYs[0] + this.area.y;
+ newYs[1] = this.area.h * newYs[1] + this.area.y;
+ if (!isNaN(prevX)) {