@fmsim/machine 2.0.0-beta.60 → 2.0.0-beta.61
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/features/mcs-status-mixin.js +22 -0
- package/dist/features/mcs-status-mixin.js.map +1 -1
- package/dist/stocker-abnormal-bar.js +1 -1
- package/dist/stocker-abnormal-bar.js.map +1 -1
- package/dist/stocker-capacity-bar.js +1 -1
- package/dist/stocker-capacity-bar.js.map +1 -1
- package/dist/stocker-carrier-bar.js +1 -1
- package/dist/stocker-carrier-bar.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/dist/zone-capacity-bar.js +1 -1
- package/dist/zone-capacity-bar.js.map +1 -1
- package/package.json +3 -3
- package/src/features/mcs-status-mixin.ts +21 -0
- package/src/stocker-abnormal-bar.ts +1 -1
- package/src/stocker-capacity-bar.ts +1 -1
- package/src/stocker-carrier-bar.ts +1 -1
- package/src/zone-capacity-bar.ts +1 -1
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@@ -37,6 +37,28 @@ export function MCSStatusMixin(Base) {
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const legend = this.auxLegend;
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return (status && legend && (legend[status] || legend[status] || legend.default)) || (legend === null || legend === void 0 ? void 0 : legend.default);
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}
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/**
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* 데이터 변경 시 status 기반 색상을 state.fillStyle 로 반영.
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* things-scene 표준 경로(updateFillStyle)가 2D/3D 모두 자동 갱신하도록 유도.
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*
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* 주의: state.fillStyle 이 runtime 색상으로 덮어써짐. 모델 저장 시 status 색상이
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* 남을 수 있는 트레이드오프가 있음 (data-driven 컴포넌트의 fillStyle 은 의미상
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* 초기값일 뿐 항상 status 가 덮어쓰는 것이 자연스러움).
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*/
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onchangeData(after, before) {
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var _a;
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// Base (mixin 인자) 의 onchangeData 를 렉시컬하게 호출.
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// Object.getPrototypeOf(this) 는 leaf 를 가리켜 무한재귀되므로 Base.prototype 직접 사용.
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const baseOnchange = Base.prototype.onchangeData;
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if (typeof baseOnchange === 'function') {
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baseOnchange.call(this, after, before);
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}
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const color = this.statusColor;
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if (color && color !== ((_a = this.state) === null || _a === void 0 ? void 0 : _a.fillStyle)) {
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;
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this.setState('fillStyle', color);
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}
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}
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};
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}
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//# sourceMappingURL=mcs-status-mixin.js.map
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@@ -1 +1 @@
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1
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-
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{"version":3,"file":"mcs-status-mixin.js","sourceRoot":"","sources":["../../src/features/mcs-status-mixin.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAA;AAC3C,OAAO,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAA;AAElD,MAAM,CAAC,MAAM,wBAAwB,GAAG;IACtC;QACE,IAAI,EAAE,QAAQ;QACd,KAAK,EAAE,aAAa;QACpB,IAAI,EAAE,YAAY;QAClB,QAAQ,EAAE;YACR,OAAO,EAAE,cAAc;SACxB;KACF;CACF,CAAA;AAED,MAAM,UAAU,cAAc,CAA4B,IAAW;IACnE,OAAO,KAAM,SAAQ,IAAI;QACvB,aAAa;YACX,OAAO,IAAI,CAAA;QACb,CAAC;QAED,IAAI,MAAM;YACR,OAAM;QACR,CAAC;QAED,IAAI,SAAS;YACX,OAAM;QACR,CAAC;QAED,IAAI,MAAM;YACR,OAAO,WAAW,CAAA;QACpB,CAAC;QAED,IAAI,SAAS;YACX,OAAO,WAAW,CAAA;QACpB,CAAC;QAED,IAAI,WAAW;YACb,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAA;YAC1B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAA;YAE1B,OAAO,CAAC,MAAM,IAAI,MAAM,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,MAAM,CAAC,MAAO,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,CAAC,KAAI,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,OAAO,CAAA,IAAI,SAAS,CAAA;QACpH,CAAC;QAED,IAAI,QAAQ;YACV,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,CAAA;YAC7B,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,CAAA;YAE7B,OAAO,CAAC,MAAM,IAAI,MAAM,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,MAAM,CAAC,MAAO,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,CAAC,KAAI,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,OAAO,CAAA,CAAA;QACvG,CAAC;QAED;;;;;;;WAOG;QACH,YAAY,CAAC,KAAU,EAAE,MAAW;;YAClC,6CAA6C;YAC7C,yEAAyE;YACzE,MAAM,YAAY,GAAI,IAAI,CAAC,SAAiB,CAAC,YAAY,CAAA;YACzD,IAAI,OAAO,YAAY,KAAK,UAAU,EAAE,CAAC;gBACvC,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAA;YACxC,CAAC;YACD,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAA;YAC9B,IAAI,KAAK,IAAI,KAAK,MAAK,MAAC,IAAY,CAAC,KAAK,0CAAE,SAAS,CAAA,EAAE,CAAC;gBACtD,CAAC;gBAAC,IAAY,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAA;YAC7C,CAAC;QACH,CAAC;KACF,CAAA;AACH,CAAC","sourcesContent":["type Constructor<T = {}> = new (...args: any[]) => T\n\ninterface Legend {\n [key: string]: string\n}\n\nimport { themesColorMap } from '@fmsim/api'\nimport { LEGEND_NULL } from './mcs-status-default'\n\nexport const MCSStatusMixinProperties = [\n {\n type: 'select',\n label: 'legend-name',\n name: 'legendName',\n property: {\n options: themesColorMap\n }\n }\n]\n\nexport function MCSStatusMixin<TBase extends Constructor>(Base: TBase) {\n return class extends Base {\n isLVComponent() {\n return true\n }\n\n get status(): string | undefined {\n return\n }\n\n get auxStatus(): string | undefined {\n return\n }\n\n get legend(): Legend {\n return LEGEND_NULL\n }\n\n get auxLegend(): Legend {\n return LEGEND_NULL\n }\n\n get statusColor(): string | undefined {\n const status = this.status\n const legend = this.legend\n\n return (status && legend && (legend[status] || legend[status!] || legend.default)) || legend?.default || '#F0F0F0'\n }\n\n get auxColor(): string | undefined {\n const status = this.auxStatus\n const legend = this.auxLegend\n\n return (status && legend && (legend[status] || legend[status!] || legend.default)) || legend?.default\n }\n\n /**\n * 데이터 변경 시 status 기반 색상을 state.fillStyle 로 반영.\n * things-scene 표준 경로(updateFillStyle)가 2D/3D 모두 자동 갱신하도록 유도.\n *\n * 주의: state.fillStyle 이 runtime 색상으로 덮어써짐. 모델 저장 시 status 색상이\n * 남을 수 있는 트레이드오프가 있음 (data-driven 컴포넌트의 fillStyle 은 의미상\n * 초기값일 뿐 항상 status 가 덮어쓰는 것이 자연스러움).\n */\n onchangeData(after: any, before: any) {\n // Base (mixin 인자) 의 onchangeData 를 렉시컬하게 호출.\n // Object.getPrototypeOf(this) 는 leaf 를 가리켜 무한재귀되므로 Base.prototype 직접 사용.\n const baseOnchange = (Base.prototype as any).onchangeData\n if (typeof baseOnchange === 'function') {\n baseOnchange.call(this, after, before)\n }\n const color = this.statusColor\n if (color && color !== (this as any).state?.fillStyle) {\n ;(this as any).setState('fillStyle', color)\n }\n }\n }\n}\n"]}
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@@ -166,7 +166,7 @@ let StockerAbnormalBar = class StockerAbnormalBar extends ParentObjectMixin(Rect
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}
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}
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onchangeData(after, before) {
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const { CARRIER_NORMAL = 0, CARRIER_ABNORMAL = 0 } = typeof this.data == 'object' ? this.data : {};
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const { CARRIER_NORMAL = 0, CARRIER_ABNORMAL = 0 } = this.data && typeof this.data == 'object' ? this.data : {};
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this.setState({
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carrierNormal: Number(CARRIER_NORMAL) || 0,
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carrierAbnormal: Number(CARRIER_ABNORMAL) || 0
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{\n Component,\n ComponentNature,\n POSITION,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { safeRound } from './utils/safe-round'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\n/**\n * 캐리어 ID 정상/비정상 비율 게이지 (Normal / Abnormal)\n *\n * 스토커에 보관된 캐리어들의 정상/비정상 비율을 세그먼트 게이지로 표시한다.\n * Portrait(세로) 모드에서는 아래→위, Landscape(가로) 모드에서는 왼→오 방향으로 채운다.\n */\n\ninterface Segment {\n label: string\n count: number\n ratio: number\n color: string\n}\n\nconst COLOR_NORMAL = '#8BDA5B'\nconst COLOR_ABNORMAL = '#F4B4B4'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'number',\n name: 'carrierNormal',\n label: 'carrier-normal'\n },\n {\n type: 'number',\n name: 'carrierAbnormal',\n label: 'carrier-abnormal'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n }\n ]\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({ round })\n }\n}\n\n@sceneComponent('StockerAbnormalBar')\nexport default class StockerAbnormalBar extends ParentObjectMixin(RectPath(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n get segments(): Segment[] {\n const { carrierNormal = 0, carrierAbnormal = 0 } = this.state\n const total = carrierNormal + carrierAbnormal\n\n if (total === 0) {\n return [\n { label: 'Normal', count: 0, ratio: 0, color: COLOR_NORMAL },\n { label: 'Abnormal', count: 0, ratio: 0, color: COLOR_ABNORMAL }\n ]\n }\n\n return [\n { label: 'Normal', count: carrierNormal, ratio: carrierNormal / total, color: COLOR_NORMAL },\n { label: 'Abnormal', count: carrierAbnormal, ratio: carrierAbnormal / total, color: COLOR_ABNORMAL }\n ]\n }\n\n render(context: CanvasRenderingContext2D) {\n const { width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (아래→위: Abnormal이 아래, Normal이 위)\n let y = height\n for (const seg of [...segments].reverse()) {\n const segHeight = height * seg.ratio\n if (segHeight <= 0) continue\n\n y -= segHeight\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(0, y, width, segHeight)\n context.fill()\n\n this._drawSegmentLabel(context, seg, 0, y, width, segHeight)\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (왼→오)\n let x = 0\n for (const seg of segments) {\n const segWidth = width * seg.ratio\n if (segWidth <= 0) continue\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(x, 0, segWidth, height)\n context.fill()\n\n this._drawSegmentLabel(context, seg, x, 0, segWidth, height)\n\n x += segWidth\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n private _drawSegmentLabel(\n context: CanvasRenderingContext2D,\n seg: Segment,\n x: number,\n y: number,\n w: number,\n h: number\n ) {\n const percent = Math.round(seg.ratio * 100)\n const lines = [seg.label, `${percent}%`]\n\n const fontSize = Math.max(9, Math.min(14, Math.min(w, h) * 0.22))\n context.font = `bold ${fontSize}px sans-serif`\n context.fillStyle = '#333'\n context.textAlign = 'center'\n context.textBaseline = 'middle'\n\n const lineHeight = fontSize * 1.2\n const totalHeight = lines.length * lineHeight\n const startY = y + (h - totalHeight) / 2 + lineHeight / 2\n\n for (let i = 0; i < lines.length; i++) {\n context.fillText(lines[i], x + w / 2, startY + i * lineHeight)\n }\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CARRIER_NORMAL = 0,\n CARRIER_ABNORMAL = 0\n } = typeof this.data == 'object' ? this.data : {}\n\n this.setState({\n carrierNormal: Number(CARRIER_NORMAL) || 0,\n carrierAbnormal: Number(CARRIER_ABNORMAL) || 0\n })\n }\n}\n"]}
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+
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{\n Component,\n ComponentNature,\n POSITION,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { safeRound } from './utils/safe-round'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\n/**\n * 캐리어 ID 정상/비정상 비율 게이지 (Normal / Abnormal)\n *\n * 스토커에 보관된 캐리어들의 정상/비정상 비율을 세그먼트 게이지로 표시한다.\n * Portrait(세로) 모드에서는 아래→위, Landscape(가로) 모드에서는 왼→오 방향으로 채운다.\n */\n\ninterface Segment {\n label: string\n count: number\n ratio: number\n color: string\n}\n\nconst COLOR_NORMAL = '#8BDA5B'\nconst COLOR_ABNORMAL = '#F4B4B4'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'number',\n name: 'carrierNormal',\n label: 'carrier-normal'\n },\n {\n type: 'number',\n name: 'carrierAbnormal',\n label: 'carrier-abnormal'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n }\n ]\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({ round })\n }\n}\n\n@sceneComponent('StockerAbnormalBar')\nexport default class StockerAbnormalBar extends ParentObjectMixin(RectPath(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n get segments(): Segment[] {\n const { carrierNormal = 0, carrierAbnormal = 0 } = this.state\n const total = carrierNormal + carrierAbnormal\n\n if (total === 0) {\n return [\n { label: 'Normal', count: 0, ratio: 0, color: COLOR_NORMAL },\n { label: 'Abnormal', count: 0, ratio: 0, color: COLOR_ABNORMAL }\n ]\n }\n\n return [\n { label: 'Normal', count: carrierNormal, ratio: carrierNormal / total, color: COLOR_NORMAL },\n { label: 'Abnormal', count: carrierAbnormal, ratio: carrierAbnormal / total, color: COLOR_ABNORMAL }\n ]\n }\n\n render(context: CanvasRenderingContext2D) {\n const { width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (아래→위: Abnormal이 아래, Normal이 위)\n let y = height\n for (const seg of [...segments].reverse()) {\n const segHeight = height * seg.ratio\n if (segHeight <= 0) continue\n\n y -= segHeight\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(0, y, width, segHeight)\n context.fill()\n\n this._drawSegmentLabel(context, seg, 0, y, width, segHeight)\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (왼→오)\n let x = 0\n for (const seg of segments) {\n const segWidth = width * seg.ratio\n if (segWidth <= 0) continue\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(x, 0, segWidth, height)\n context.fill()\n\n this._drawSegmentLabel(context, seg, x, 0, segWidth, height)\n\n x += segWidth\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n private _drawSegmentLabel(\n context: CanvasRenderingContext2D,\n seg: Segment,\n x: number,\n y: number,\n w: number,\n h: number\n ) {\n const percent = Math.round(seg.ratio * 100)\n const lines = [seg.label, `${percent}%`]\n\n const fontSize = Math.max(9, Math.min(14, Math.min(w, h) * 0.22))\n context.font = `bold ${fontSize}px sans-serif`\n context.fillStyle = '#333'\n context.textAlign = 'center'\n context.textBaseline = 'middle'\n\n const lineHeight = fontSize * 1.2\n const totalHeight = lines.length * lineHeight\n const startY = y + (h - totalHeight) / 2 + lineHeight / 2\n\n for (let i = 0; i < lines.length; i++) {\n context.fillText(lines[i], x + w / 2, startY + i * lineHeight)\n }\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CARRIER_NORMAL = 0,\n CARRIER_ABNORMAL = 0\n } = this.data && typeof this.data == 'object' ? this.data : {}\n\n this.setState({\n carrierNormal: Number(CARRIER_NORMAL) || 0,\n carrierAbnormal: Number(CARRIER_ABNORMAL) || 0\n })\n }\n}\n"]}
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@@ -225,7 +225,7 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
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225
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// intentionally have done nothing
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}
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onchangeData(after, before) {
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228
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-
const { CURRENTCAPACITY = 0, MAXCAPACITY = 100, HIGHWATERMARK = 100, LOWWATERMARK = 0, FULLUP = 'F' } = typeof this.data == 'object' ? this.data : {};
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228
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+
const { CURRENTCAPACITY = 0, MAXCAPACITY = 100, HIGHWATERMARK = 100, LOWWATERMARK = 0, FULLUP = 'F' } = this.data && typeof this.data == 'object' ? this.data : {};
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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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@@ -1 +1 @@
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1
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-
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{\n Component,\n ComponentNature,\n POSITION,\n Properties,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { themesColorRange } from '@fmsim/api'\nimport { MCSStatusMixin } from './features/mcs-status-mixin'\nimport { LEGEND_CAPACITY, Legend } from './features/mcs-status-default'\nimport { safeRound } from './utils/safe-round'\nimport { getValueOnRanges } from './utils/get-value-on-ranges'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'select',\n label: 'legend-name',\n name: 'legendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'number',\n name: 'currentUsage',\n label: 'current-usage'\n },\n {\n type: 'number',\n name: 'highWatermark',\n label: 'high-watermark'\n },\n {\n type: 'number',\n name: 'lowWatermark',\n label: 'low-watermark'\n },\n {\n type: 'number',\n name: 'maxCapacity',\n label: 'max-capacity'\n },\n {\n type: 'boolean',\n name: 'fullup',\n label: 'fullup'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n },\n {\n type: 'hidden',\n name: 'usage',\n label: 'usage'\n }\n ],\n 'value-property': 'usage'\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({\n round\n })\n }\n}\n\n@sceneComponent('StockerCapacityBar')\n@sceneComponent('MCSGaugeCapacityBar')\nexport default class StockerCapacityBar extends ParentObjectMixin(MCSStatusMixin(RectPath(Shape))) {\n static get nature() {\n return NATURE\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n getTheme() {\n const { legendName } = this.state\n\n if (legendName) {\n return (this.root as any)?.style?.[legendName]\n }\n }\n\n get legend(): Legend {\n return this.getTheme() || this.getLegendFallback()\n }\n\n getLegendFallback() {\n return (this.root as any).stockerCapacityLegendTheme || LEGEND_CAPACITY\n }\n\n get statusColor() {\n const { fullup } = this.state\n return fullup ? 'red' : getValueOnRanges(this.usage, this.legend)\n }\n\n get text() {\n return this.usage + '%'\n }\n\n render(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, 0, (width / 100) * this.usage, height)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * highWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * lowWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, height - (height / 100) * this.usage, width, (height / 100) * this.usage)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * highWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * lowWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n get usage() {\n const { currentUsage = 0, maxCapacity = 100 } = this.state\n return Math.round((currentUsage / maxCapacity) * 100)\n }\n\n set usage(usage: number) {\n // intentionally have done nothing\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CURRENTCAPACITY = 0,\n MAXCAPACITY = 100,\n HIGHWATERMARK = 100,\n LOWWATERMARK = 0,\n FULLUP = 'F'\n } = typeof this.data == 'object' ? this.data : {}\n\n const currentUsage = Number(CURRENTCAPACITY) || 0\n const maxCapacity = Number(MAXCAPACITY) || 100\n const highWatermark = Number(HIGHWATERMARK) || 100\n const lowWatermark = Number(LOWWATERMARK) || 0\n\n this.setState({\n currentUsage,\n maxCapacity,\n highWatermark,\n lowWatermark,\n fullup: FULLUP == 'T',\n usage: Math.round((currentUsage / maxCapacity) * 100)\n })\n }\n}\n"]}
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1
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+
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{\n Component,\n ComponentNature,\n POSITION,\n Properties,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { themesColorRange } from '@fmsim/api'\nimport { MCSStatusMixin } from './features/mcs-status-mixin'\nimport { LEGEND_CAPACITY, Legend } from './features/mcs-status-default'\nimport { safeRound } from './utils/safe-round'\nimport { getValueOnRanges } from './utils/get-value-on-ranges'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'select',\n label: 'legend-name',\n name: 'legendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'number',\n name: 'currentUsage',\n label: 'current-usage'\n },\n {\n type: 'number',\n name: 'highWatermark',\n label: 'high-watermark'\n },\n {\n type: 'number',\n name: 'lowWatermark',\n label: 'low-watermark'\n },\n {\n type: 'number',\n name: 'maxCapacity',\n label: 'max-capacity'\n },\n {\n type: 'boolean',\n name: 'fullup',\n label: 'fullup'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n },\n {\n type: 'hidden',\n name: 'usage',\n label: 'usage'\n }\n ],\n 'value-property': 'usage'\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({\n round\n })\n }\n}\n\n@sceneComponent('StockerCapacityBar')\n@sceneComponent('MCSGaugeCapacityBar')\nexport default class StockerCapacityBar extends ParentObjectMixin(MCSStatusMixin(RectPath(Shape))) {\n static get nature() {\n return NATURE\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n getTheme() {\n const { legendName } = this.state\n\n if (legendName) {\n return (this.root as any)?.style?.[legendName]\n }\n }\n\n get legend(): Legend {\n return this.getTheme() || this.getLegendFallback()\n }\n\n getLegendFallback() {\n return (this.root as any).stockerCapacityLegendTheme || LEGEND_CAPACITY\n }\n\n get statusColor() {\n const { fullup } = this.state\n return fullup ? 'red' : getValueOnRanges(this.usage, this.legend)\n }\n\n get text() {\n return this.usage + '%'\n }\n\n render(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, 0, (width / 100) * this.usage, height)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * highWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * lowWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, height - (height / 100) * this.usage, width, (height / 100) * this.usage)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * highWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * lowWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n get usage() {\n const { currentUsage = 0, maxCapacity = 100 } = this.state\n return Math.round((currentUsage / maxCapacity) * 100)\n }\n\n set usage(usage: number) {\n // intentionally have done nothing\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CURRENTCAPACITY = 0,\n MAXCAPACITY = 100,\n HIGHWATERMARK = 100,\n LOWWATERMARK = 0,\n FULLUP = 'F'\n } = this.data && typeof this.data == 'object' ? this.data : {}\n\n const currentUsage = Number(CURRENTCAPACITY) || 0\n const maxCapacity = Number(MAXCAPACITY) || 100\n const highWatermark = Number(HIGHWATERMARK) || 100\n const lowWatermark = Number(LOWWATERMARK) || 0\n\n this.setState({\n currentUsage,\n maxCapacity,\n highWatermark,\n lowWatermark,\n fullup: FULLUP == 'T',\n usage: Math.round((currentUsage / maxCapacity) * 100)\n })\n }\n}\n"]}
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@@ -179,7 +179,7 @@ let StockerCarrierBar = class StockerCarrierBar extends ParentObjectMixin(RectPa
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179
179
|
}
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180
180
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}
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|
181
181
|
onchangeData(after, before) {
|
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182
|
-
const { CARRIER_FULL = 0, CARRIER_EMPTY = 0, CARRIER_EMPTY_EMPTY = 0 } = typeof this.data == 'object' ? this.data : {};
|
|
182
|
+
const { CARRIER_FULL = 0, CARRIER_EMPTY = 0, CARRIER_EMPTY_EMPTY = 0 } = this.data && typeof this.data == 'object' ? this.data : {};
|
|
183
183
|
this.setState({
|
|
184
184
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carrierFull: Number(CARRIER_FULL) || 0,
|
|
185
185
|
carrierEmpty: Number(CARRIER_EMPTY) || 0,
|
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@@ -1 +1 @@
|
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1
|
-
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{\n Component,\n ComponentNature,\n POSITION,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { LEGEND_CARRIER } from './features/mcs-status-default'\nimport { safeRound } from './utils/safe-round'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\n/**\n * 캐리어 상태별 비율 게이지 (Full / Empty / EmptyEmpty)\n *\n * 스토커에 보관된 캐리어들의 상태 비율을 세그먼트 게이지로 표시한다.\n * Portrait(세로) 모드에서는 아래→위, Landscape(가로) 모드에서는 왼→오 방향으로 채운다.\n */\n\ninterface Segment {\n label: string\n count: number\n ratio: number\n color: string\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'number',\n name: 'carrierFull',\n label: 'carrier-full'\n },\n {\n type: 'number',\n name: 'carrierEmpty',\n label: 'carrier-empty'\n },\n {\n type: 'number',\n name: 'carrierEmptyEmpty',\n label: 'carrier-empty-empty'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n }\n ]\n}\n\nconst DEFAULT_COLORS = {\n full: LEGEND_CARRIER['FULL'] || '#4AA7FE',\n empty: LEGEND_CARRIER['EMPTY'] || '#8BDA5B',\n emptyEmpty: LEGEND_CARRIER['EMPTYEMPTY'] || '#019D59'\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({ round })\n }\n}\n\n@sceneComponent('StockerCarrierBar')\nexport default class StockerCarrierBar extends ParentObjectMixin(RectPath(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n get segments(): Segment[] {\n const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = this.state\n const total = carrierFull + carrierEmpty + carrierEmptyEmpty\n\n if (total === 0) {\n return [\n { label: 'Full', count: 0, ratio: 0, color: DEFAULT_COLORS.full },\n { label: 'Empty', count: 0, ratio: 0, color: DEFAULT_COLORS.empty },\n { label: 'Empty\\nEmpty', count: 0, ratio: 0, color: DEFAULT_COLORS.emptyEmpty }\n ]\n }\n\n return [\n { label: 'Full', count: carrierFull, ratio: carrierFull / total, color: DEFAULT_COLORS.full },\n { label: 'Empty', count: carrierEmpty, ratio: carrierEmpty / total, color: DEFAULT_COLORS.empty },\n { label: 'Empty\\nEmpty', count: carrierEmptyEmpty, ratio: carrierEmptyEmpty / total, color: DEFAULT_COLORS.emptyEmpty }\n ]\n }\n\n render(context: CanvasRenderingContext2D) {\n const { width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (아래→위)\n let y = height\n for (const seg of segments) {\n const segHeight = height * seg.ratio\n if (segHeight <= 0) continue\n\n y -= segHeight\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(0, y, width, segHeight)\n context.fill()\n\n // label\n this._drawSegmentLabel(context, seg, 0, y, width, segHeight)\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (왼→오)\n let x = 0\n for (const seg of segments) {\n const segWidth = width * seg.ratio\n if (segWidth <= 0) continue\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(x, 0, segWidth, height)\n context.fill()\n\n this._drawSegmentLabel(context, seg, x, 0, segWidth, height)\n\n x += segWidth\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n private _drawSegmentLabel(\n context: CanvasRenderingContext2D,\n seg: Segment,\n x: number,\n y: number,\n w: number,\n h: number\n ) {\n const percent = Math.round(seg.ratio * 100)\n const lines = seg.label.split('\\n')\n lines.push(`${percent}%`)\n\n const fontSize = Math.max(9, Math.min(14, Math.min(w, h) * 0.22))\n context.font = `bold ${fontSize}px sans-serif`\n context.fillStyle = '#333'\n context.textAlign = 'center'\n context.textBaseline = 'middle'\n\n const lineHeight = fontSize * 1.2\n const totalHeight = lines.length * lineHeight\n const startY = y + (h - totalHeight) / 2 + lineHeight / 2\n\n for (let i = 0; i < lines.length; i++) {\n context.fillText(lines[i], x + w / 2, startY + i * lineHeight)\n }\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CARRIER_FULL = 0,\n CARRIER_EMPTY = 0,\n CARRIER_EMPTY_EMPTY = 0\n } = typeof this.data == 'object' ? this.data : {}\n\n this.setState({\n carrierFull: Number(CARRIER_FULL) || 0,\n carrierEmpty: Number(CARRIER_EMPTY) || 0,\n carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0\n })\n }\n}\n"]}
|
|
1
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+
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{\n Component,\n ComponentNature,\n POSITION,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { LEGEND_CARRIER } from './features/mcs-status-default'\nimport { safeRound } from './utils/safe-round'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\n/**\n * 캐리어 상태별 비율 게이지 (Full / Empty / EmptyEmpty)\n *\n * 스토커에 보관된 캐리어들의 상태 비율을 세그먼트 게이지로 표시한다.\n * Portrait(세로) 모드에서는 아래→위, Landscape(가로) 모드에서는 왼→오 방향으로 채운다.\n */\n\ninterface Segment {\n label: string\n count: number\n ratio: number\n color: string\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'number',\n name: 'carrierFull',\n label: 'carrier-full'\n },\n {\n type: 'number',\n name: 'carrierEmpty',\n label: 'carrier-empty'\n },\n {\n type: 'number',\n name: 'carrierEmptyEmpty',\n label: 'carrier-empty-empty'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n }\n ]\n}\n\nconst DEFAULT_COLORS = {\n full: LEGEND_CARRIER['FULL'] || '#4AA7FE',\n empty: LEGEND_CARRIER['EMPTY'] || '#8BDA5B',\n emptyEmpty: LEGEND_CARRIER['EMPTYEMPTY'] || '#019D59'\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({ round })\n }\n}\n\n@sceneComponent('StockerCarrierBar')\nexport default class StockerCarrierBar extends ParentObjectMixin(RectPath(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n get segments(): Segment[] {\n const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = this.state\n const total = carrierFull + carrierEmpty + carrierEmptyEmpty\n\n if (total === 0) {\n return [\n { label: 'Full', count: 0, ratio: 0, color: DEFAULT_COLORS.full },\n { label: 'Empty', count: 0, ratio: 0, color: DEFAULT_COLORS.empty },\n { label: 'Empty\\nEmpty', count: 0, ratio: 0, color: DEFAULT_COLORS.emptyEmpty }\n ]\n }\n\n return [\n { label: 'Full', count: carrierFull, ratio: carrierFull / total, color: DEFAULT_COLORS.full },\n { label: 'Empty', count: carrierEmpty, ratio: carrierEmpty / total, color: DEFAULT_COLORS.empty },\n { label: 'Empty\\nEmpty', count: carrierEmptyEmpty, ratio: carrierEmptyEmpty / total, color: DEFAULT_COLORS.emptyEmpty }\n ]\n }\n\n render(context: CanvasRenderingContext2D) {\n const { width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (아래→위)\n let y = height\n for (const seg of segments) {\n const segHeight = height * seg.ratio\n if (segHeight <= 0) continue\n\n y -= segHeight\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(0, y, width, segHeight)\n context.fill()\n\n // label\n this._drawSegmentLabel(context, seg, 0, y, width, segHeight)\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const segments = this.segments\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n // segments (왼→오)\n let x = 0\n for (const seg of segments) {\n const segWidth = width * seg.ratio\n if (segWidth <= 0) continue\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(x, 0, segWidth, height)\n context.fill()\n\n this._drawSegmentLabel(context, seg, x, 0, segWidth, height)\n\n x += segWidth\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n private _drawSegmentLabel(\n context: CanvasRenderingContext2D,\n seg: Segment,\n x: number,\n y: number,\n w: number,\n h: number\n ) {\n const percent = Math.round(seg.ratio * 100)\n const lines = seg.label.split('\\n')\n lines.push(`${percent}%`)\n\n const fontSize = Math.max(9, Math.min(14, Math.min(w, h) * 0.22))\n context.font = `bold ${fontSize}px sans-serif`\n context.fillStyle = '#333'\n context.textAlign = 'center'\n context.textBaseline = 'middle'\n\n const lineHeight = fontSize * 1.2\n const totalHeight = lines.length * lineHeight\n const startY = y + (h - totalHeight) / 2 + lineHeight / 2\n\n for (let i = 0; i < lines.length; i++) {\n context.fillText(lines[i], x + w / 2, startY + i * lineHeight)\n }\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CARRIER_FULL = 0,\n CARRIER_EMPTY = 0,\n CARRIER_EMPTY_EMPTY = 0\n } = this.data && typeof this.data == 'object' ? this.data : {}\n\n this.setState({\n carrierFull: Number(CARRIER_FULL) || 0,\n carrierEmpty: Number(CARRIER_EMPTY) || 0,\n carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0\n })\n }\n}\n"]}
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