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Terms, Icons, and Labels

Many classes have shortcut names used when creating (instantiating) a class with a configuration object. The shortcut name is referred to as an alias (or xtype if the class extends Ext.Component). The alias/xtype is listed next to the class name of applicable classes for quick reference.

Access Levels

Framework classes or their members may be specified as private or protected. Else, the class / member is public. Public, protected, and private are access descriptors used to convey how and when the class or class member should be used.

Member Types

Member Syntax

Below is an example class member that we can disect to show the syntax of a class member (the lookupComponent method as viewed from the Ext.button.Button class in this case).

lookupComponent ( item ) : Ext.Component

Called when a raw config object is added to this container either during initialization of the items config, or when new items are added), or {@link #insert inserted.

This method converts the passed object into an instanced child component.

This may be overridden in subclasses when special processing needs to be applied to child creation.


item :  Object

The config object being added.


The component to be added.

Let's look at each part of the member row:

Member Flags

The API documentation uses a number of flags to further commnicate the class member's function and intent. The label may be represented by a text label, an abbreviation, or an icon.

Class Icons

- Indicates a framework class

- A singleton framework class. *See the singleton flag for more information

- A component-type framework class (any class within the Ext JS framework that extends Ext.Component)

- Indicates that the class, member, or guide is new in the currently viewed version

Member Icons

- Indicates a class member of type config

- Indicates a class member of type property

- Indicates a class member of type method

- Indicates a class member of type event

- Indicates a class member of type theme variable

- Indicates a class member of type theme mixin

- Indicates that the class, member, or guide is new in the currently viewed version

Class Member Quick-Nav Menu

Just below the class name on an API doc page is a row of buttons corresponding to the types of members owned by the current class. Each button shows a count of members by type (this count is updated as filters are applied). Clicking the button will navigate you to that member section. Hovering over the member-type button will reveal a popup menu of all members of that type for quick navigation.

Getter and Setter Methods

Getting and setter methods that correlate to a class config option will show up in the methods section as well as in the configs section of both the API doc and the member-type menus just beneath the config they work with. The getter and setter method documentation will be found in the config row for easy reference.

History Bar

Your page history is kept in localstorage and displayed (using the available real estate) just below the top title bar. By default, the only search results shown are the pages matching the product / version you're currently viewing. You can expand what is displayed by clicking on the button on the right-hand side of the history bar and choosing the "All" radio option. This will show all recent pages in the history bar for all products / versions.

Within the history config menu you will also see a listing of your recent page visits. The results are filtered by the "Current Product / Version" and "All" radio options. Clicking on the button will clear the history bar as well as the history kept in local storage.

If "All" is selected in the history config menu the checkbox option for "Show product details in the history bar" will be enabled. When checked, the product/version for each historic page will show alongside the page name in the history bar. Hovering the cursor over the page names in the history bar will also show the product/version as a tooltip.

Search and Filters

Both API docs and guides can be searched for using the search field at the top of the page.

On API doc pages there is also a filter input field that filters the member rows using the filter string. In addition to filtering by string you can filter the class members by access level, inheritance, and read only. This is done using the checkboxes at the top of the page.

The checkbox at the bottom of the API class navigation tree filters the class list to include or exclude private classes.

Clicking on an empty search field will show your last 10 searches for quick navigation.

API Doc Class Metadata

Each API doc page (with the exception of Javascript primitives pages) has a menu view of metadata relating to that class. This metadata view will have one or more of the following:

Expanding and Collapsing Examples and Class Members

Runnable examples (Fiddles) are expanded on a page by default. You can collapse and expand example code blocks individually using the arrow on the top-left of the code block. You can also toggle the collapse state of all examples using the toggle button on the top-right of the page. The toggle-all state will be remembered between page loads.

Class members are collapsed on a page by default. You can expand and collapse members using the arrow icon on the left of the member row or globally using the expand / collapse all toggle button top-right.

Desktop -vs- Mobile View

Viewing the docs on narrower screens or browsers will result in a view optimized for a smaller form factor. The primary differences between the desktop and "mobile" view are:

Viewing the Class Source

The class source can be viewed by clicking on the class name at the top of an API doc page. The source for class members can be viewed by clicking on the "view source" link on the right-hand side of the member row.

Sencha Touch 2.4


Using The Draw and Chart Packages in Sencha Touch

This guide provides an overview of the usage of the Sencha Touch Draw and Chart packages. These packages enable you to create cross-browser and cross-device graphics in a versatile way.

During the last several months the draw and chart packages have been re-factored and now they are directly integrated into Sencha Touch. This refactoring mainly focuses on:

  1. Performance - This version of the draw and chart packages provides a significant performance enhancement.
  2. Maintainability - The draw and chart functionality have been separated thoroughly, making it easier to fix bugs and to provide new features.
  3. Flexibility - Both the series and the sprites are provided in such a way that they are easier to customize and/or extend. You can write your own sprite classes and define attributes that can be automatically animated and manipulated.

The following topics are covered in this guide:

  • Draw Component: A cross-browser/cross-device package for drawing general purpose graphics and animations.
  • Chart Component: A hierarchy of classes that define a chart container, which provides the capability to visualize data.

Draw Component

The Draw package is designed to meet the development needs for mobile application graphics rendering, providing a versatile tool that is capable of creating cross-browser, cross-device custom graphics and rich animations. The Draw package is designed for performance and enables rich user interactions through a large number of charts with a low memory footprint.

The Draw package contains a Surface class (Ext.draw.Surface) that abstracts the underlying graphics implementation and enables the creation of arbitrarily shaped objects, called sprites, or groups of sprites. Sprites respond to interactions such as touch events (tap, swipe, and so on), and also provide rich animations on all style attributes, such as shape, color, size, and so on.

The underlying implementation for the Surface class is the HTML Canvas engine. Canvas was chosen because procedural drawing with the 2D Canvas API usually outperforms DOM-based approaches.


You can create a simple drawing surface without loading the Chart package at all. This can be useful for creating arbitrary graphics that work on all devices and that animate well. For example, you could create an interactive map of the United States, in which each state is a sprite instead of a simple image, or an info-graphic whose elements are sprites. Using sprites instead of images gives web pages a richer user experience that provides interactivity and animation.

As you may have noticed in this example, the HiDPI Display is detected and the pixel rate is boosted to adapt the resolution. Note that this happens transparently to both users and developers. A "pixel" used in Surface is always the same size as in a common HTML page, no matter if the display device is HiDPI or not. As a result, charts will no longer look fuzzy on Retina devices.

The Draw package also supports a SVG back-end. Simply set "Ext.draw.engine.SVG" as the default engine for your Draw Component, and it works all as expected. Continue using the Canvas API to draw procedurally and forget about the back-end, it is all abstracted for you.


Sprites are objects rendered on a drawing surface. They are added to a surface in the getItems() collection. The following example includes a sprite with the type circle, a radius of 100 and a yellowish color (#ff8), which causes a yellow circle to appear in the top left corner of the surface.

In the current version of the Draw package, sprites are represented by their own classes. In addition to improving the rendering performance, this also makes it much easier to modify them.

Additionally, the Draw package introduces the following enhancements to sprites:

  • Attribute definitions - In order to create custom sprite types, you will need to define additional attributes that can also be changed by the setAttribute method. You can define the data type of an attribute, the method of interpolation for animation, as well as the callbacks to call after the attributes have been changed.
  • Modifiers - The modifiers are decorators to the original attributes. Modifiers are chained together like a carefully separated pipeline, so that each modifier does not need to know about the others, and the attributes will be decorated though the pipeline. You can chain and unchain the modifiers very easily and the appearance of the sprite will be changed correctly.
  • Flyweight instancing - The Chart package provides markers as well as labels in every kind of chart. You can register any sprite as the template of an instancing sprite, which will basically render the same object multiple times in different places.

Each of these features is described in a subsequent section.

In addition to the Circle type, you can use the following other sprite types:

  • rect - Creates a rectangle. You can provide it with round corners by setting its radius attribute.
  • image - Creates a bitmap image that is rendered on the surface.
  • path - Creates arbitrary shapes using the SVG path syntax. This is the most powerful primitive sprite type. For a tutorial on the SVG path syntax, see the Mozilla Developer Network.

Unlike the old Draw package, attributes are defined with a naming convention that conforms to the HTML Canvas API rather than SVG API. However, you can still use the old naming convention conforming to the SVG API due to the aliasing mechanism in attribute definition.

In addition, sprites can be transformed using the following attributes:

  • scalingX - The x factor on scaling.
  • scalingY - The y factor on scaling.
  • scalingCenterX - The x coordinate of the origin to perform scaling. null to refer to the center of the sprite.
  • scalingCenterY - The y coordinate of the origin to perform scaling. null to refer to the center of the sprite.
  • rotationRads - The angle of the clockwise rotation in radians.
  • rotationCenterX - The x coordinate of center of the rotation. null to refer to the center of the sprite.
  • rotationCenterY - The y coordinate of center of the rotation. null to refer to the center of the sprite.
  • translationX - The translation on x direction.
  • translationY - The translation on y direction.

The package no longer stores transform objects in the set of attributes, but you can continue to use transform objects to set those attributes. The definition of transform objects are compatible with the old Draw package. The transforms are performed in the following order: scaling, rotation, translation.

After setting any of the previously described transform attributes, the matrix and inverseMatrix attributes are updated. In the new Draw package, you can also simply set the matrix attributes directly. In order to retain consistency, the matrix you give will be extracted into the above attributes.

Attribute Definitions And Modifiers

The Sencha Touch Draw package also introduces a mechanism for sprite attribute definitions, as well as sprite modifiers. These features represent an important improvement on both maintainability and performance, and they are essential if you want to write your own sprites. Let us take a closer look at each of these features:

Attribute Definition

Attribute definition enables you to define custom attributes of a custom sprite class to perform "lazy" updates. The primary purpose of an attribute definition is to define how data is used for changing the content of an attribute set when the setAttributes method is called. Each sprite has a member called attr (the "set of attributes" of the sprite.)

All sprite states – as well as caches – are stored in the set of attributes. This architecture deliberately separates the "Model" (attributes) from the "View" (sprite). This way we can share the same sprite to display a different set of attributes, which is how flyweight instancing works.

Attribute definitions are illustrated in the following example (a snippet from the line sprite):

inheritableStatics: {
    def: {
        processors: {
            smooth: 'bool',
            step: 'bool',
            preciseStroke: 'bool'

        defaults: {
            smooth: false,
            step: false,
            preciseStroke: false

        dirtyTriggers: {
            dataX: 'dataX,bbox,smooth',
            dataY: 'dataY,bbox,smooth',
            smooth: 'smooth'

        updaters: {
            "smooth": function (attr) {
                if (attr.smooth && attr.dataX && attr.dataY) {
                    this.smoothX = Ext.draw.Draw.spline(attr.dataX);
                    this.smoothY = Ext.draw.Draw.spline(attr.dataY);
                } else {
                    delete this.smoothX;
                    delete this.smoothY;

The attributes definitions are defined in the inheritableStatics section of a class definition, they will be inherited automatically through class inheritance. Because it is defined as a static member, the object that manages the mechanism is created only once for each class. Due to the separation of attributes and sprites, we are able to use the same attribute manager sprite attribute definition to process all the sprites of the same type.

Attribute definitions can define appliers (called processors in the sample code) and updaters in a relatively similar way as the Sencha Touch config system, but with batched update processors for better performance. For example, when you change the width and height of a rectangle sprite, its cached path is updated. The Draw package batches the updating if you set both attributes in the same setAttributes call, so that the path needs to be calculated only once. Appliers of attribute definitions, or processors, enable you to check and normalize a value before it is applied to the set of attributes. Since names can be used as references to predefined processors, this approach is very convenient and vastly enhances maintainability. Attribute definitions also enable you to define aliases to the attribute items, so you can use legacy code using the old Sencha Touch 1.0 naming conventions without a major compatibility impact.


Modifiers enable you to add changes to a set of attributes. A modifier is an adaptation of the Decorator pattern. A sprite can have a list of modifiers that are chained together to process the content of an attribute set. In this way, a modifier is like a pipeline of filters that build up the resulting attributes progressively. For instance, when you query the value of an attribute set, the Highlight modifier changes certain attributes to be its highlighted value; similarly, the Animation modifier generates the current value for each animated attribute for each frame.

Since Modifiers are designed to work independently, this increases maintainability by making each modification modular. Previously, highlighting a sprite involved working with an animation inside the highlighting code, which involved about ten lines of similar, potentially error-prone code every time you wanted to do the trick. You needed to use a different way to highlight a sprite, depending on whether it was in an animation or not. In the animation part, you needed to do the same thing again. Now however, with the use of modifiers, highlighting is done in only two lines and only involves setting the highlighted attribute that will activate the highlight modifier. The modifier highlights the sprite exactly as expected, without needing to know the information about the animation.

Modifiers are implemented in such a way that queries to the attribute are actually querying a property that directly exists on the JavaScript object. The attributes set is structured as a prototype chain controlled by modifiers.

In the setAttributes method, the changes you want to make to the attributes set is called a "change request". setAttributes will call the pushDown method against the request at the end of the modifier chain. The modifier, who can actually modify the change request, is responsible for passing the change request down through the chain when this is necessary (a counter example is when the modifier knows that no changes will be made after this point, then it can stop the pushDown). The remaining changes are popped up as a return value. The modifiers can also modify the popped up changes and/or place the changes to where (in the prototype chain) it should actually be placed.

Although the implementation of modifiers is sophisticated and might be hard to understand, in practice it is quite simple to use. In most cases you do not need to know what is behind it, and it simply works. For example, you do not need to initiate an update loop or "start" something to use an Animation modifier. You simply set the duration time of the modifier and then, anytime you change an attribute of the sprite, it will start a smooth animation.

Flyweight Instancing Of Sprites

Another enhancement introduced with the Sencha Touch Draw package is a feature called flyweight instancing, which provides major performance improvements.

The new Chart package represents many visual elements of a chart as "markers" -- flyweight sprites forked from a single set of attributes prototype. These markers share the same sprite object. In this way, a sprite defines the logic for rendering (hence the "View") rather than the data (hence the "Model"). Creating massive number of sprites is a heavyweight operation and can be computationally expensive. Instead, for a set of objects that differ slightly, only the incremental data for rendering is created, which saves a significant amount of memory. This technique is often referred to as "instancing rendering" in other computer graphics fields. In the new Draw package an "Instancing Sprite" is a container of the forked instances and renders them using instancing rendering.

The Chart package provides "markers" in every chart type. Markers are supported by a subclass of instancing sprite called Markers sprite. The main difference between markers and regular instancing sprites is that markers are attached to another sprite called "marker holders". Whenever the marker holders are drawn, the marker sprite will collect information about the changes on the instances. While previously a marker was only a small subset of a sprite config object, in the current version you can use your own template and it can be anything and can appear anywhere.

Chart Component Overview

The Chart package consists of a hierarchy of classes that provide data visualization functionality. These include series, axes, interactions, and mechanisms for implementing markers and legends. This section provides an overview on how these classes are tied together and what functionality is included in each class. The following sections cover the specific axes, series, and interactions.

The Chart Component Class

All types of chart components are extended from The abstract chart class, which extends the draw component.

A chart component is the container for managing series and axes. It is responsible for laying out the series and axes every time the size is changed. An implementation of the abstract class must override the performLayout method.

For example, a cartesian chart needs to respond to the changes of the thickness of the axes and recalculate the series area.

In the new Chart package, there are three type of charts:

  • Cartesian Chart - This class is used to render series and axes in an cartesian coordinate system. Ext.chart.Chart is also used to refer to this class.
  • Polar Chart - This class is used to render series and axes in an polar coordinate system.
  • Space Filling Chart - This class is used to fill the series to the size of the component. No axes are used in this type of chart.

A Chart component manages the following items:

  • Axes - These are accessed through Ext.chart.series.Series and represent all the axes being defined and drawn for this visualization. This is a mixed collection.
  • Series - These are accessed through Ext.chart.series.Series and represent all the series being drawn for the chart. This could be line, bar, scatter, and so on. This is also a mixed collection.
  • Interactions - These are controllers that directly manipulate the series and axes when certain touch gestures are recognized.
  • Legend Store - This represents the legend information collected from the series. Normally, you can attach a data list to this store and get automatically updated on the legend information changes.

A Chart component delegates touch events to different areas of the chart, such as the axes, series, and so on. You can listen to the "itemXXXX" events directly on the Chart component and it will delegate the events from registered series:

    'itemtap': function(series, item, e) {
       alert('An item from ' + + ' has been tapped!');


In the Sencha Touch Chart package we provide a class axis to represent all kinds of axes. The axis object works differently according to the its docking position. There are four types of docking:

  • Left/Right - The axis is vertical.
  • Top/Bottom - The axis is horizontal.
  • Radial - The axis is placed radially inside a polar chart to identify the current radius.
  • Angular - The axis is placed outside against the boundary of the polar chart to identify the current angle.

Axes help series to map data values into coordinates. They are bound to the type of data that needs to be represented. There are axes for category information (Ext.chart.axis.Category) and for quantitative information (Ext.chart.axis.Numeric). The Time axis (Ext.chart.axis.Time) enables the rendering of information over a specific period of time and the updating with smooth animations.

See the axis class documentation for specific information about each axis. The series examples contained in subsequent sections of this guide provide axis configuration examples.

You can enable grids to be attached to an axis object. Grids are placed perpendicular to the axis and are drawn below the series. Grids can be styled by specifying a style object as the grid field of the axis config. By giving the grid field a true value, it will draw the grid with default style.

The grid style receives two special fields, even and odd, to specify additional styles for even and odd grids. You can also set the fillStyle parameter of a grid, which will render a fill between two grids.

For example, the following configuration produces minor ticks in the left axis for the line series:


Series is an abstract class extended by concrete visualizations, such as Line Series, Bar Series, or Scatter Series.

The Series class itself contains code that is common to all of these series, such as event handling, highlighting, markers, labels and so on.

The following sections describe available series types. It also shows a complete series configuration example, including the Chart, Axis, and Series options. For more specific information, see the Series documentation.


The Area series creates a stacked area chart, which is typically used to display multiple aggregated layers of information. Similar to other series, the Area series must be added into the series config of the chart.

You can specify multiple y fields on a stacked series such as Area series and Bar series.

A typical configuration object for the Area series looks as in the following code sample:


The Bar series creates a stackable or groupable bar chart, which is typically used to display categorized numeric data that shows progression or regression. Note that opposed to the old chart package, a Bar series refers to a vertical bar series, or a column series. You can obtain the horizontal one by setting flipXY to the chart.

A Bar series can either be stacked or grouped. You can set the stacked config on the series to false in order to switch the series to the grouped mode.

A sample Bar chart is shown in the following example:


The Line series creates a line chart, an alternative to a bar chart for showing categorized numeric data that shows progression or regression. The following example shows a typical configuration object for the Line series:


The Pie series creates a pie chart, a great way to display quantitative information for a number of categories that also have a meaning as a whole, for example, all 12 months of a given year.

Note that opposed to all previous series, pie series and radar series are polar series. As a result, you cannot use them with a cartesian chart, they must be contained instead in a polar chart.

A Pie chart example is given in the following code sample:


The Radar series creates a radar chart, a great way to display a comparison of different quantitative values for a constrained number of categories. A Radar series example is illustrated by the following code:


The scatter series creates a scatter chart, which enables an application to display more than two variables in the same visualization.

These variables can be mapped onto x, y coordinates and also to an element's properties, such as radius, size, color, and so on.


The Gauge series creates a gauge chart, typically used to show progress in a certain variable. In addition to using stores, you can also set a value of the gauge series to show the value.

A Gauge series uses the space fill chart type.

An example is given in the following code sample:


This section introduces the interaction features in the Sencha Touch Chart package. By taking advantage of these features, you can create highly interactive charts that enable users to visualize and navigate complex data sets.

A Great Mobile Chart User Experience

Deploying charts on mobile touch devices poses some unique problems over desktop environments:

  • The small screen size limits the amount and complexity of data that can be displayed at once.
  • The touch input makes it difficult for the user to accurately select data points in order to view detailed information.
  • The hardware limitations make it hard for mobile devices to redraw chart data.

These unique issues make the sort of charts commonly seen on the Web practically unusable on touch devices. In order to deliver a great mobile chart user experience, Touch Charts enables a level of interactivity that is not available with other current charting products. Additionally, Touch Charts interactions provide a high degree of configurability, and are designed to perform well on mobile hardware.

Let us take a closer look at the interaction types supported by Sencha Touch Charts.

Adding Interactions To Your Chart

To add interactions to a chart, set the interactions config of the chart to an array of interaction config objects.

Each object must be a string or must contains a type property matching one of the interaction types, described in the subsequent sections. Each object may also contain additional config options that are appropriate for a particular interaction.

For example let us consider the following code sample that creates a Chart and configures interactions on it:

This column chart is configured with the following two interactions:

  • panzoom - Allows zooming and panning along the left and bottom axes. You can toggle the mode by click on the button on the top-left corner.
  • itemhighlight - Highlights a bar item by tapping on it.
  • iteminfo - Displays detailed information about a series data point in a popup panel on the doubletap gesture.

You can define your own interaction by implementing the Ext.chart.interactions.Abstract class and register the name using an alias with the interaction prefix. For example, if you want to create an interaction called remove, create an alias of the class named "interaction.remove", then set the type: 'remove' in the interaction config.


All of the supported interactions are bound by default to gestures that make sense in most situations, however you may want to change which gestures trigger which interactions. This is particularly likely when combining interactions whose default gestures collide with one another, such as the itemhighlight and iteminfo interactions, which are both bound to an tap gesture by default.

To allow for customization of gestures, each interaction exposes one or more gesture config properties. For simple interactions configured with a single gesture use the gesture config, as shown in the following code sample:

interactions: [{
    type: 'iteminfo',
    gesture: 'doubletap' //changed to use doubletap instead of the default itemtap gesture

More complex interactions that use more than a single gesture expose multiple fooGesture configs for customizing each interaction. See the Ext.chart.interactions.Abstract for each interaction class to see which gesture properties it supports.

Item Highlighting

The itemhighlight interaction enables you to highlight individual data point items on the chart and is bound to the tap gesture by default.

The highlight effects can also be customized via the highlightCfg config property on each series. The following code example illustrates a highlighting effect on the tap gesture:

interactions: [{
    type: 'itemhighlight',
    gesture: 'tap'

This interaction is implemented by the Ext.chart.interactions.ItemHighlight class. See the ItemHighlight for detailed configuration options.

Item Info

The iteminfo interaction enables you to select an individual data point item on the chart and view detailed information about it in a popup panel. It is bound to itemtap by default. Although you can use the gesture config to change this behavior, you still have to bind the interaction on itemXXXX events.

The popup panel that is displayed does not have any default content. Its content is dependent on the particular data model and chart configuration that is being used. You have to implement a handler for the interaction's show event to populate the panel. The handler is passed a reference to the interaction instance, the selected item, and the panel instance. An example is given by the following code:

interactions: [{
    type: 'iteminfo',
    gesture: 'doubletap',
    listeners: {
        show: function(interaction, item, panel) {
            panel.setHtml('Stock Price: $' + item.record.get('price'));

This interaction is implemented by the Ext.chart.interactions.ItemInfo class. See itemInfo for detailed configuration options.

Axis Pan/Zoom Navigation

The panzoom interaction enables users to navigate one or more axes in a Cartesian chart by zooming in/out and panning. This is particularly useful for series with large numbers of data points, since zooming enables users to see details and to interact more easily with individual data points.

You can get a toggle button from the interaction by using the getModeToggleButton method and place it anywhere. It will then be destroyed along with the destruction of the interaction.

On devices that support multi-touch events, a two-touch pinch gesture performs a zoom and a single-touch drag performs a pan. This interaction must be bound to one or more axes. Parameters for the pan/zoom actions can be configured individually for each axis, as shown in the following sample code:

interactions: [
        type: 'panzoom',
        axes: {
            "left": {
                allowPan: false,
                allowZoom: false
            "bottom": {
                allowPan: true,
                allowZoom: true

This interaction is implemented by the Ext.chart.interactions.PanZoom class. See the panzoom class for detailed configuration options.

Pie/Radar Rotation

The rotate interaction enables users to rotate a pie or a radar chart, by default the rotation being performed using a drag gesture.

The following code snippet is an example:

interactions: ['rotate']

This interaction is implemented by the Ext.chart.interactions.Rotate class. See the rotate class for detailed configuration options.


The chart exposes a store to represent legend information collected from series. Technically, you can do anything with this store. Again, this architecture can help you decouple the legend information from the legend component, so you can use any technology and customization for showing the legend at any desired place.

For you convenience, we also provide a default legend component that already implements some common and basic functionality for displaying legends. The Chart configuration object accepts a legend section to enable the default legend component and insert it in the parent of the chart. The default legend component contains a position config and it is docked on that side.

The following example shows how the legend looks when docked on different sides. Note that due to the separation between legend information and legend component, you can attache multiple legends to the same chart and they work along well with each other.

Sencha Touch 2.4