@fmsim/machine 2.0.0-beta.104 → 2.0.0-beta.108

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@@ -0,0 +1,628 @@
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+ import { Component, POSITION } from '@hatiolab/things-scene'
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+ import { themesColorRange } from '@fmsim/api'
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+ import { LEGEND_CAPACITY, Legend, resolveCarrierLegend } from './mcs-status-default'
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+ import { safeRound } from '../utils/safe-round'
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+ import { getValueOnRanges } from '../utils/get-value-on-ranges'
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+ import { carrierSegments, abnormalSegments, carrierColorsFromLegend, pickSegmentAt, GaugeSegment } from '../utils/stocker-gauge'
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+
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+ type Constructor<T = {}> = new (...args: any[]) => T
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+
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+ /**
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+ * 용량 게이지 (통합 로직).
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+ *
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+ * 하나의 컴포넌트가 mode 에 따라 3가지 게이지를 표현한다:
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+ * - 'capacity' : 용량 사용률(usage%) 채움 게이지 + high/low watermark (기본)
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+ * - 'carrier' : 캐리어 상태비율 세그먼트 (Full / Empty / EmptyEmpty)
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+ * - 'abnormal' : 캐리어 정상/비정상 비율 세그먼트 (Normal / Abnormal)
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+ *
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+ * StockerCapacityBar(스토커 지붕 게이지)와 ZoneCapacityBar(존 게이지)가 이 로직을 공유한다.
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+ * 두 컴포넌트는 base(스토커=Shape, 존=Container)·정체성(identifiable)·legend 폴백만 다르고,
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+ * 게이지를 그리는 규칙은 완전히 동일하다 — 규칙을 이 믹스인 한 곳에 두어 drift 를 막는다.
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+ *
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+ * mode 소스: root.stockerGaugeMode (기본 'capacity'). RootContainer 의 런타임 전용
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+ * transient 속성으로, 3D(machine-3d buildGauge)와도 동일 소스라 2D/3D 게이지가 항상 일치한다.
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+ * (root-container-override.ts 정의. 모드가 바뀌면 _refreshStockerGauges 가 두 게이지를 갱신.)
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+ *
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+ * 데이터 필드(2D 기준, canonical):
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+ * - capacity : CURRENTCAPACITY / MAXCAPACITY / HIGHWATERMARK / LOWWATERMARK / FULLUP
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+ * - carrier : CARRIER_FULL / CARRIER_EMPTY / CARRIER_EMPTY_EMPTY
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+ * - abnormal : CARRIER_NORMAL / CARRIER_ABNORMAL
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+ */
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+
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+ /** 게이지 NATURE 속성 조각 (스토커/존 공통). 각 컴포넌트 NATURE 에 spread 로 합친다. */
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+ export const CapacityGaugeMixinProperties = [
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+ {
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+ type: 'select',
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+ label: 'legend-name',
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+ name: 'legendName',
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+ property: {
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+ options: themesColorRange
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+ }
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+ },
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+ {
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+ type: 'number',
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+ name: 'currentUsage',
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+ label: 'current-usage'
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+ },
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+ {
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+ type: 'number',
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+ name: 'highWatermark',
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+ label: 'high-watermark'
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+ },
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+ {
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+ type: 'number',
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+ name: 'lowWatermark',
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+ label: 'low-watermark'
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+ },
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+ {
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+ type: 'number',
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+ name: 'maxCapacity',
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+ label: 'max-capacity'
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+ },
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+ {
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+ type: 'boolean',
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+ name: 'fullup',
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+ label: 'fullup'
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+ },
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+ {
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+ type: 'number',
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+ name: 'carrierFull',
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+ label: 'carrier-full'
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+ },
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+ {
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+ type: 'number',
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+ name: 'carrierEmpty',
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+ label: 'carrier-empty'
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+ },
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+ {
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+ type: 'number',
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+ name: 'carrierEmptyEmpty',
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+ label: 'carrier-empty-empty'
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+ },
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+ {
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+ type: 'number',
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+ name: 'carrierNormal',
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+ label: 'carrier-normal'
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+ },
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+ {
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+ type: 'number',
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+ name: 'carrierAbnormal',
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+ label: 'carrier-abnormal'
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+ },
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+ {
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+ type: 'number',
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+ label: 'round',
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+ name: 'round',
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+ property: {
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+ min: 0
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+ }
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+ },
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+ {
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+ type: 'hidden',
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+ name: 'usage',
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+ label: 'usage'
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+ }
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+ ]
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+
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+ const controlHandler = {
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+ ondragmove: function (point: POSITION, index: number, component: Component) {
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+ var { left, top, width, height } = (component as any).model
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+
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+ var transcoorded = (component as any).transcoordP2S(point.x, point.y)
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+ var round = ((transcoorded.x - left) / (width / 2)) * 100
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+
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+ round = safeRound(round, width, height)
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+
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+ ;(component as any).set({
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+ round
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+ })
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+ }
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+ }
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+
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+ export function CapacityGaugeMixin<TBase extends Constructor<Component>>(Base: TBase): any {
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+ return class extends Base {
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+ /** 게이지 모드: RootContainer 런타임 transient 속성. 3D(machine-3d) 와 동일 소스. */
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+ get gaugeMode(): string {
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+ return (this as any).root?.stockerGaugeMode || 'capacity'
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+ }
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+
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+ get controls() {
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+ var { left, top, width, round, height } = (this as any).state
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+ round = round == undefined ? 0 : safeRound(round, width, height)
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+
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+ return [
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+ {
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+ x: left + (width / 2) * (round / 100),
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+ y: top,
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+ handler: controlHandler
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+ }
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+ ]
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+ }
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+
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+ getTheme() {
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+ const { legendName } = (this as any).state
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+
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+ if (legendName) {
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+ return (this as any).root?.style?.[legendName]
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+ }
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+ }
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+
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+ get legend(): Legend {
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+ return this.getTheme() || this.getLegendFallback()
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+ }
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+
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+ /** legend 미지정 시 폴백 테마. 컴포넌트별로 override (스토커/존 각자 전역 테마). */
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+ getLegendFallback(): Legend {
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+ return LEGEND_CAPACITY
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+ }
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+
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+ get statusColor(): string | undefined {
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+ const { fullup } = (this as any).state
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+ return fullup ? 'red' : getValueOnRanges(this.usage, this.legend)
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+ }
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+
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+ get text() {
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+ // usage% 값은 capacity 모드에서만 표시. carrier/abnormal 은 세그먼트별 자체 라벨을 그리므로
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+ // base 의 value 텍스트를 억제한다.
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+ if (this.gaugeMode !== 'capacity') {
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+ return ''
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+ }
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+ return this.usage + '%'
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+ }
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+
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+ render(context: CanvasRenderingContext2D) {
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+ const mode = this.gaugeMode
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+
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+ if (mode === 'carrier' || mode === 'abnormal') {
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+ this.renderSegmentGauge(context, this.segments(mode))
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+ return
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+ }
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+
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+ // capacity (기본)
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+ const { width, height } = (this as any).bounds
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+ if (width >= height) {
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+ this.renderLandscape(context)
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+ } else {
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+ this.renderPortrait(context)
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+ }
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+ }
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+
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+ /**
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+ * carrier/abnormal mode 의 세그먼트 목록 (공유 유틸 = 3D 와 동일 계산).
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+ * 배열 순서 = portrait 아래→위 / landscape 왼→오.
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+ */
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+ segments(mode: string): GaugeSegment[] {
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+ if (mode === 'abnormal') {
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+ const { carrierNormal = 0, carrierAbnormal = 0 } = (this as any).state
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+ return abnormalSegments(carrierNormal, carrierAbnormal)
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+ }
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+ const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = (this as any).state
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+ // 색상은 carrier 컴포넌트와 동일한 legend(테마)에서 취득 (carrierColorsFromLegend).
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+ const colors = carrierColorsFromLegend(resolveCarrierLegend(this))
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+ return carrierSegments(carrierFull, carrierEmpty, carrierEmptyEmpty, colors)
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+ }
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+
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+ /**
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+ * 클릭(또는 hover) 지점이 어떤 세그먼트에 속하는지 판정. carrier/abnormal 모드 전용 —
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+ * capacity 모드·데이터 없음·좌표 변환 실패 시 null.
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+ *
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+ * renderSegmentGauge 와 동일한 배치 규칙으로 매핑한다: landscape(가로) 는 왼→오(누적 x),
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+ * portrait(세로) 는 아래→위(바닥부터 누적). ratio 0 세그먼트는 화면에 없으므로 건너뛴다.
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+ */
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+ segmentAtEvent(event: MouseEvent): { mode: string; key: string; count: number } | null {
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+ const mode = this.gaugeMode
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+ if (mode !== 'carrier' && mode !== 'abnormal') return null
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+
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+ // 3D 게이지는 부모 STOCKER 의 real-object 가 그린다(이 컴포넌트가 아님) → 2D 세그먼트 판정 대상 아님.
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+ if ((this as any).root?.is3dMode) return null
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+
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+ const ox = (event as any)?.offsetX
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+ const oy = (event as any)?.offsetY
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+ if (typeof ox !== 'number' || typeof oy !== 'number') return null
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+
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+ // 표면 픽셀(offsetX/offsetY) → 이 컴포넌트 로컬 프레임.
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+ // 주의: transcoordP2S 는 '부모→로컬' 한 단계라 캔버스 픽셀로 단독 호출하면 안 된다.
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+ // 엔진 capture() 와 동일하게 루트부터 전체 체인을 적용하는 helper 가 toLocal.
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+ let local: { x: number; y: number } | undefined
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+ try {
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+ local = (this as any).toLocal(ox, oy)
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+ } catch {
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+ return null
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+ }
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+ if (!local) return null
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+
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+ const { left, top, width, height } = (this as any).bounds
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+ if (!(width > 0) || !(height > 0)) return null
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+
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+ // 컴포넌트 로컬프레임 좌표 → bounds 기준 within-box. 경계 반올림 방어로 clamp.
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+ const lx = Math.min(Math.max(local.x - left, 0), width)
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+ const ly = Math.min(Math.max(local.y - top, 0), height)
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+
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+ const landscape = width >= height
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+ const pos = landscape ? lx : height - ly // portrait 는 바닥 기준 거리
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+ const span = landscape ? width : height
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+
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+ const picked = pickSegmentAt(this.segments(mode), pos, span)
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+ if (!picked) return null
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+
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+ // label 은 key 로 도출 가능하고 로케일 의존이라 payload 에서 제외 — key(대문자 토큰)로 식별.
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+ return { mode, key: picked.key, count: picked.count }
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+ }
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+
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+ /** 세그먼트 게이지 렌더 (carrier/abnormal 공통). bounds 방향으로 landscape/portrait 자동. */
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+ renderSegmentGauge(context: CanvasRenderingContext2D, segments: GaugeSegment[]) {
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+ const { left, top, width, height } = (this as any).bounds
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+ const { lineWidth, strokeStyle, round, fillStyle = 'white' } = (this as any).state
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+ const landscape = width >= height
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+
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+ context.save()
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+ context.translate(left, top)
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+
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+ // background
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+ context.beginPath()
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+ context.fillStyle = fillStyle
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+ context.roundRect(0, 0, width, height, round)
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+ context.fill()
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+ context.clip()
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+
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+ if (landscape) {
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+ // 왼→오
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+ let x = 0
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+ for (const seg of segments) {
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+ const segWidth = width * seg.ratio
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+ if (segWidth <= 0) continue
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+
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+ context.beginPath()
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+ context.fillStyle = seg.color
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+ context.rect(x, 0, segWidth, height)
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+ context.fill()
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+
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+ this._drawSegmentLabel(context, seg, x, 0, segWidth, height)
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+ x += segWidth
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+ }
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+ } else {
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+ // 아래→위 (배열 첫 세그먼트가 바닥)
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+ let y = height
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+ for (const seg of segments) {
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+ const segHeight = height * seg.ratio
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+ if (segHeight <= 0) continue
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+
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+ y -= segHeight
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+
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+ context.beginPath()
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+ context.fillStyle = seg.color
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+ context.rect(0, y, width, segHeight)
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+ context.fill()
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+
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+ this._drawSegmentLabel(context, seg, 0, y, width, segHeight)
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+ }
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+ }
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+
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+ // outline
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+ context.beginPath()
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+ context.setLineDash([])
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+ context.strokeStyle = strokeStyle
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+ context.lineWidth = lineWidth
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+ context.roundRect(0, 0, width, height, round)
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+ context.stroke()
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+
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+ context.translate(-left, -top)
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+ context.restore()
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+ }
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+
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+ private _drawSegmentLabel(
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+ context: CanvasRenderingContext2D,
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+ seg: GaugeSegment,
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+ x: number,
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+ y: number,
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+ w: number,
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+ h: number
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+ ) {
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+ // 이름 라벨(Full/Empty/Abnormal…)은 그리지 않는다. 각 세그먼트 영역 중심에 숫자(%)만 표시.
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+ // 컴포넌트의 폰트 설정(fontFamily/fontSize/bold/italic)을 그대로 적용 — this.font.
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+ const fontSize = (this as any).state.fontSize || 15
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+ context.font = (this as any).font
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+
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+ // 공간에 따라 단계적 축소: 넉넉하면 '값%', 좁으면 '%' 떼고 값만, 더 좁으면 생략.
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+ const value = `${Math.round(seg.ratio * 100)}`
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+ const fits = (t: string) => fontSize <= h && context.measureText(t).width <= w
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+
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+ let text: string | null = null
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+ if (fits(`${value}%`)) {
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+ text = `${value}%`
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+ } else if (fits(value)) {
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+ text = value
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+ }
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+ if (text === null) {
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+ return
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+ }
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+
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+ context.fillStyle = '#333'
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+ context.textAlign = 'center'
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+ context.textBaseline = 'middle'
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+ context.fillText(text, x + w / 2, y + h / 2)
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+ }
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+
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+ renderLandscape(context: CanvasRenderingContext2D) {
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+ const { left, top, width, height } = (this as any).bounds
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+ const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = (this as any).state
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+
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+ context.save()
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+ context.translate(left, top)
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+
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+ // gauge background
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+ context.beginPath()
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+
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+ context.fillStyle = fillStyle
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+ context.roundRect(0, 0, width, height, round)
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+
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+ context.fill()
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+
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+ context.clip()
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+
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+ // gauge foreground
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+ context.beginPath()
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+
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+ context.fillStyle = this.statusColor!
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+
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+ context.rect(0, 0, (width / 100) * this.usage, height)
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+ context.fill()
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+
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+ // high-watermark level
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+
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+ if (highWatermark && highWatermark > 0 && highWatermark < 100) {
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+ context.beginPath()
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+
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+ context.strokeStyle = 'black'
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+ context.lineWidth = 1
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+ context.setLineDash([3])
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+
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+ const x = (width / 100) * highWatermark
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+ context.moveTo(x, 0)
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+ context.lineTo(x, height)
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+
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+ context.stroke()
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+ }
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+
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+ // low-watermark level
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+
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+ if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {
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+ context.beginPath()
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+
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+ context.strokeStyle = 'black'
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+ context.lineWidth = 1
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+ context.setLineDash([3])
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+
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+ const x = (width / 100) * lowWatermark
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+ context.moveTo(x, 0)
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+ context.lineTo(x, height)
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+
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+ context.stroke()
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+ }
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+
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+ // gauge outline
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+ context.beginPath()
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+
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+ context.setLineDash([])
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+ context.strokeStyle = strokeStyle
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+ context.lineWidth = lineWidth
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+ context.roundRect(0, 0, width, height, round)
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+ context.stroke()
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+
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+ context.beginPath()
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+
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+ context.translate(-left, -top)
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+ context.restore()
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+ }
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+
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+ renderPortrait(context: CanvasRenderingContext2D) {
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+ const { left, top, width, height } = (this as any).bounds
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+ const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = (this as any).state
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+
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+ context.save()
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+ context.translate(left, top)
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+
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+ // gauge background
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+ context.beginPath()
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+
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+ context.fillStyle = fillStyle
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+ context.roundRect(0, 0, width, height, round)
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+
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+ context.fill()
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+
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+ context.clip()
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+
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+ // gauge foreground
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+ context.beginPath()
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+
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+ context.fillStyle = this.statusColor!
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+
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+ context.rect(0, height - (height / 100) * this.usage, width, (height / 100) * this.usage)
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+ context.fill()
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+
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+ // high-watermark level
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+
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+ if (highWatermark && highWatermark > 0 && highWatermark < 100) {
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+ context.beginPath()
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+
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+ context.strokeStyle = 'black'
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+ context.lineWidth = 1
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+ context.setLineDash([3])
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+
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+ const y = height - (height / 100) * highWatermark
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+ context.moveTo(0, y)
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+ context.lineTo(width, y)
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+
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+ context.stroke()
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+ }
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+
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+ // low-watermark level
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+
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+ if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {
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+ context.beginPath()
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+
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+ context.strokeStyle = 'black'
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+ context.lineWidth = 1
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+ context.setLineDash([3])
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+
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+ const y = height - (height / 100) * lowWatermark
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+ context.moveTo(0, y)
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+ context.lineTo(width, y)
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+
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+ context.stroke()
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+ }
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+
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+ // gauge outline
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+ context.beginPath()
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+
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+ context.setLineDash([])
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+ context.strokeStyle = strokeStyle
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+ context.lineWidth = lineWidth
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+ context.roundRect(0, 0, width, height, round)
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+ context.stroke()
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+
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+ context.beginPath()
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+
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+ context.translate(-left, -top)
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+ context.restore()
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+ }
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+
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+ get usage() {
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+ const { currentUsage = 0, maxCapacity = 100 } = (this as any).state
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+ return Math.round((currentUsage / maxCapacity) * 100)
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+ }
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+
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+ set usage(usage: number) {
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+ // intentionally have done nothing
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+ }
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+
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+ onchangeData(after: Record<string, any>, before: Record<string, any>): void {
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+ const data = (this as any).data && typeof (this as any).data == 'object' ? (this as any).data : {}
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+ const {
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+ CURRENTCAPACITY = 0,
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+ MAXCAPACITY = 100,
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+ HIGHWATERMARK = 100,
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+ LOWWATERMARK = 0,
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+ FULLUP = 'F',
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+ CARRIER_FULL = 0,
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+ CARRIER_EMPTY = 0,
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+ CARRIER_EMPTY_EMPTY = 0,
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+ CARRIER_NORMAL = 0,
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+ CARRIER_ABNORMAL = 0
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+ } = data
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+
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+ const currentUsage = Number(CURRENTCAPACITY) || 0
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+ const maxCapacity = Number(MAXCAPACITY) || 100
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+ const highWatermark = Number(HIGHWATERMARK) || 100
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+ const lowWatermark = Number(LOWWATERMARK) || 0
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+
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+ ;(this as any).setState({
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+ currentUsage,
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+ maxCapacity,
522
+ highWatermark,
523
+ lowWatermark,
524
+ fullup: FULLUP == 'T',
525
+ usage: Math.round((currentUsage / maxCapacity) * 100),
526
+ carrierFull: Number(CARRIER_FULL) || 0,
527
+ carrierEmpty: Number(CARRIER_EMPTY) || 0,
528
+ carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0,
529
+ carrierNormal: Number(CARRIER_NORMAL) || 0,
530
+ carrierAbnormal: Number(CARRIER_ABNORMAL) || 0
531
+ })
532
+ }
533
+
534
+ // ── hover 툴팁 (carrier/abnormal 모드 세그먼트별 수치) ───────────────────────────
535
+ // 색상만으로 타입 구분이 어려울 때, 마우스 hover 로 정확한 수치 확인. 뷰어 모드 전용
536
+ // (model-layer 가 편집 모드에선 hover dispatch 안 함).
537
+
538
+ async ready(): Promise<void> {
539
+ await super.ready()
540
+ // hover 이벤트 수신 opt-in: model-layer _onmouseenter_all guard(hasLegacyHover) 통과.
541
+ const ev = (this as any).model.event
542
+ if (!ev || !ev.hover) {
543
+ ;(this as any).model.event = { ...(ev || {}), hover: true }
544
+ }
545
+ }
546
+
547
+ onMouseEnter(): void {
548
+ // capacity 는 값이 한 개(usage%)라 툴팁 불필요. carrier/abnormal 만.
549
+ if (this.gaugeMode === 'capacity') return
550
+ this._showGaugeTooltip()
551
+ }
552
+
553
+ onMouseLeave(): void {
554
+ this._hideGaugeTooltip()
555
+ }
556
+
557
+ dispose(): void {
558
+ this._hideGaugeTooltip()
559
+ super.dispose()
560
+ }
561
+
562
+ private _tooltipEl?: HTMLDivElement
563
+ private _tooltipMove?: (e: MouseEvent) => void
564
+
565
+ private _showGaugeTooltip(): void {
566
+ if (typeof document === 'undefined') return
567
+ const segments = this.segments(this.gaugeMode).filter(s => s.count > 0)
568
+ if (!segments.length) return
569
+
570
+ this._hideGaugeTooltip()
571
+
572
+ const el = document.createElement('div')
573
+ el.style.cssText = [
574
+ 'position:fixed',
575
+ 'left:-9999px',
576
+ 'top:0',
577
+ 'z-index:2147483647',
578
+ 'pointer-events:none',
579
+ 'background:rgba(30,30,30,0.92)',
580
+ 'color:#fff',
581
+ 'padding:6px 9px',
582
+ 'border-radius:6px',
583
+ 'font:12px/1.5 sans-serif',
584
+ 'box-shadow:0 2px 10px rgba(0,0,0,0.35)',
585
+ 'white-space:nowrap'
586
+ ].join(';')
587
+
588
+ for (const seg of segments) {
589
+ const row = document.createElement('div')
590
+ row.style.cssText = 'display:flex;align-items:center;gap:6px'
591
+
592
+ const swatch = document.createElement('span')
593
+ swatch.style.cssText = `display:inline-block;width:10px;height:10px;border-radius:2px;background:${seg.color}`
594
+
595
+ const label = document.createElement('span')
596
+ label.textContent = seg.label.replace(/\n/g, ' ')
597
+ label.style.cssText = 'flex:1'
598
+
599
+ const value = document.createElement('span')
600
+ value.textContent = String(seg.count)
601
+ value.style.cssText = 'font-weight:700;margin-left:12px'
602
+
603
+ row.append(swatch, label, value)
604
+ el.appendChild(row)
605
+ }
606
+
607
+ document.body.appendChild(el)
608
+ this._tooltipEl = el
609
+
610
+ this._tooltipMove = (e: MouseEvent) => {
611
+ el.style.left = `${e.clientX + 14}px`
612
+ el.style.top = `${e.clientY + 14}px`
613
+ }
614
+ document.addEventListener('mousemove', this._tooltipMove, true)
615
+ }
616
+
617
+ private _hideGaugeTooltip(): void {
618
+ if (this._tooltipMove) {
619
+ document.removeEventListener('mousemove', this._tooltipMove, true)
620
+ this._tooltipMove = undefined
621
+ }
622
+ if (this._tooltipEl) {
623
+ this._tooltipEl.remove()
624
+ this._tooltipEl = undefined
625
+ }
626
+ }
627
+ }
628
+ }
@@ -369,8 +369,9 @@ RootContainer.prototype._refreshStockerGauges = function () {
369
369
  if (type === 'STOCKER') {
370
370
  // 3D 게이지는 스토커 자신의 real-object 가 그린다 → 재빌드 (2D 모드면 _realObject 없음)
371
371
  c._realObject?.update?.()
372
- } else if (type === 'StockerCapacityBar' || type === 'MCSGaugeCapacityBar') {
373
- // 2D 게이지는 자식 컴포넌트가 그린다 → 리드로우
372
+ } else if (type === 'StockerCapacityBar' || type === 'MCSGaugeCapacityBar' || type === 'ZoneCapacityBar') {
373
+ // 2D 게이지(스토커·존)는 자식 컴포넌트가 그린다 → 리드로우.
374
+ // 존 게이지도 스토커 게이지와 같은 stockerGaugeMode 스위치로 함께 전환된다.
374
375
  c.invalidate?.()
375
376
  }
376
377
  walk(c)