@fmsim/machine 2.0.0-beta.95 → 2.0.0-beta.98

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.
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1
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{ Component, RootContainer } from '@hatiolab/things-scene'\nimport { themesColorMap, themesColorRange, themesAnimationMap } from '@fmsim/api'\nimport { Legend } from '../features/mcs-status-default'\nimport CarrierManager from '../carrier-manager'\n\n// RootContainer 클래스 타입 확장\ndeclare module '@hatiolab/things-scene' {\n interface RootContainer {\n portLegendTheme?: any\n carrierLegendTheme?: any\n carrierAnimationTheme?: any\n stockerCapacityLegendTheme?: any\n zoneCapacityLegendTheme?: any\n batteryRateLegendTheme?: any\n bufferLegendTheme?: any\n agvlineLegendTheme?: any\n ohtlineLegendTheme?: any\n conveyorLegendTheme?: any\n stokerLegendTheme?: any\n agvLegendTheme?: any\n ohtLegendTheme?: any\n shuttleLegendTheme?: any\n craneLegendTheme?: any\n shelfLegendTheme?: any\n equipmentLegendTheme?: any\n style: any\n vehicleAnimation?: boolean\n // 캐시 관련 속성 추가\n _animationConfigCache?: Map<string, any>\n _carrierManager?: CarrierManager\n carrierManager: CarrierManager\n }\n}\n\nconst ModelLayer = (Component as any).register('model-layer') as any\n\nObject.defineProperty(ModelLayer.prototype, 'nature', {\n get: function () {\n return {\n mutable: false,\n rotatable: false,\n resizable: true,\n properties: [\n {\n type: 'boolean',\n label: 'vehicle-animation',\n name: 'vehicleAnimation'\n },\n {\n type: 'legend',\n label: '',\n name: 'LEGENDS',\n property: {\n label: 'LEGENDS'\n }\n },\n {\n type: 'select',\n label: 'equipment-legend-name',\n name: 'equipmentLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'buffer-legend-name',\n name: 'bufferLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agvline-legend-name',\n name: 'agvlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'ohtline-legend-name',\n name: 'ohtlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'conveyor-legend-name',\n name: 'conveyorLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'stoker-legend-name',\n name: 'stokerLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agv-legend-name',\n name: 'agvLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'oht-legend-name',\n name: 'ohtLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shuttle-legend-name',\n name: 'shuttleLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'crane-legend-name',\n name: 'craneLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shelf-legend-name',\n name: 'shelfLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-legend-name',\n name: 'carrierLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-animation-name',\n name: 'carrierAnimationName',\n property: {\n options: themesAnimationMap\n }\n },\n {\n type: 'select',\n label: 'stocker-capacity-legend-name',\n name: 'stockerCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'zone-capacity-legend-name',\n name: 'zoneCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'battery-rate-legend-name',\n name: 'batteryRateLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'legend',\n label: '',\n name: 'MOOD',\n property: {\n label: 'MOOD'\n }\n },\n {\n type: 'select',\n label: 'light-preset',\n name: 'lightPreset',\n property: {\n options: ['dark', 'medium', 'bright']\n }\n }\n ],\n 'value-property': 'text'\n }\n }\n})\n\n/**\n * 조명 프리셋 — 3 단계 밝기 토글.\n *\n * fmsim 은 디테일 조명 옵션 UI 를 노출하지 않으므로 단일 select 로 단순화.\n * medium = things-scene 의 현재 default 값과 동일 (외관 변화 없음).\n * 사용자가 select 변경 시 onchange 가 exposure + hemiIntensity + dirLightIntensity\n * 를 일괄 set → three-capability 의 변경 감지 핸들러가 즉시 갱신.\n */\nconst LIGHT_PRESETS: Record<string, { exposure: number; hemiIntensity: number; dirLightIntensity: number }> = {\n dark: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 0.6 },\n medium: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 2.0 },\n bright: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 5.0 }\n}\n\nconst _origModelLayerOnchange = ModelLayer.prototype.onchange\nModelLayer.prototype.onchange = function (after: any) {\n if (after && Object.prototype.hasOwnProperty.call(after, 'lightPreset')) {\n const preset = LIGHT_PRESETS[after.lightPreset as string]\n if (preset) {\n this.set({\n exposure: preset.exposure,\n hemiIntensity: preset.hemiIntensity,\n dirLightIntensity: preset.dirLightIntensity\n })\n }\n }\n return _origModelLayerOnchange.call(this, after)\n}\n\n// === LegendTheme / AnimationTheme value resolve ===\n//\n// rootModel.state.style[name] 에 저장된 legend/animation 값은 보드 직렬화\n// 형태에 따라 (a) 정상 object 또는 (b) JSON 문자열 둘 다로 나타난다 (2026-06-09\n// 진단 — consumer 인 carrier.ts:animationPreset 이 같은 이유로 typeof string\n// 분기 + JSON5.parse 처리하는 선례 존재). LegendTheme getter 들이 이 분기를\n// 두지 않아 string 통과 → getValueOnRanges 매칭 실패 → 3D gauge 의 색상이\n// fallback 으로만 결정되던 증상.\n//\n// fix 는 getter 한 곳에서 lazy parse. WeakMap<state, Map<rawString, parsed>>\n// 으로 *raw string 자체를 key* — 보드 편집으로 raw 가 바뀌면 자연 무효화,\n// 같은 raw 의 반복 lookup 은 O(1). root 가 GC 되면 cache 도 같이 GC.\nconst _legendParseCache = new WeakMap<object, Map<string, any>>()\n\nfunction parseLegendIfString(state: any, raw: any): any {\n if (typeof raw !== 'string') return raw\n let cache = _legendParseCache.get(state)\n if (!cache) {\n cache = new Map()\n _legendParseCache.set(state, cache)\n }\n if (cache.has(raw)) return cache.get(raw)\n let parsed: any\n try { parsed = JSON.parse(raw) } catch { parsed = raw } // parse 실패 시 raw 보존\n cache.set(raw, parsed)\n return parsed\n}\n\nfunction legendThemeGetter(stateKey: string) {\n return function (this: any) {\n const name = this.rootModel.state[stateKey]\n const raw = name && this.state.style[name]\n return parseLegendIfString(this.state, raw)\n }\n}\n\nObject.defineProperty(RootContainer.prototype, 'equipmentLegendTheme', { get: legendThemeGetter('equipmentLegendName') })\nObject.defineProperty(RootContainer.prototype, 'bufferLegendTheme', { get: legendThemeGetter('bufferLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvlineLegendTheme', { get: legendThemeGetter('agvlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtlineLegendTheme', { get: legendThemeGetter('ohtlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'conveyorLegendTheme', { get: legendThemeGetter('conveyorLegendName') })\nObject.defineProperty(RootContainer.prototype, 'stokerLegendTheme', { get: legendThemeGetter('stokerLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvLegendTheme', { get: legendThemeGetter('agvLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtLegendTheme', { get: legendThemeGetter('ohtLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shuttleLegendTheme', { get: legendThemeGetter('shuttleLegendName') })\nObject.defineProperty(RootContainer.prototype, 'craneLegendTheme', { get: legendThemeGetter('craneLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shelfLegendTheme', { get: legendThemeGetter('shelfLegendName') })\nObject.defineProperty(RootContainer.prototype, 'portLegendTheme', { get: legendThemeGetter('portLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierLegendTheme', { get: legendThemeGetter('carrierLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierAnimationTheme', { get: legendThemeGetter('carrierAnimationName') })\nObject.defineProperty(RootContainer.prototype, 'stockerCapacityLegendTheme', { get: legendThemeGetter('stockerCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'zoneCapacityLegendTheme', { get: legendThemeGetter('zoneCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'batteryRateLegendTheme', { get: legendThemeGetter('batteryRateLegendName') })\n\nObject.defineProperty(RootContainer.prototype, 'vehicleAnimation', {\n get: function () {\n const { vehicleAnimation } = this.rootModel.state\n return !!vehicleAnimation\n }\n})\n\nObject.defineProperty(RootContainer.prototype, 'carrierManager', {\n get: function () {\n if (!this._carrierManager) {\n this._carrierManager = new CarrierManager(this)\n }\n return this._carrierManager\n }\n})\n"]}
1
+ 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{ Component, RootContainer } from '@hatiolab/things-scene'\nimport { themesColorMap, themesColorRange, themesAnimationMap } from '@fmsim/api'\nimport { Legend } from '../features/mcs-status-default'\nimport CarrierManager from '../carrier-manager'\n\n// RootContainer 클래스 타입 확장\ndeclare module '@hatiolab/things-scene' {\n interface RootContainer {\n portLegendTheme?: any\n carrierLegendTheme?: any\n carrierAnimationTheme?: any\n stockerCapacityLegendTheme?: any\n zoneCapacityLegendTheme?: any\n batteryRateLegendTheme?: any\n bufferLegendTheme?: any\n agvlineLegendTheme?: any\n ohtlineLegendTheme?: any\n conveyorLegendTheme?: any\n stokerLegendTheme?: any\n agvLegendTheme?: any\n ohtLegendTheme?: any\n shuttleLegendTheme?: any\n craneLegendTheme?: any\n shelfLegendTheme?: any\n equipmentLegendTheme?: any\n style: any\n vehicleAnimation?: boolean\n // 스토커 게이지 표시 모드 — 런타임 전용 transient (모델 비저장, 항상 'capacity' 시작)\n stockerGaugeMode: string\n _stockerGaugeMode?: string\n _refreshStockerGauges(): void\n // 캐시 관련 속성 추가\n _animationConfigCache?: Map<string, any>\n _carrierManager?: CarrierManager\n carrierManager: CarrierManager\n }\n}\n\n/**\n * 스토커 적재율 게이지 표시 모드 — 런타임 선택지.\n * value 는 엔진 canonical(2D StockerCapacityBar / 3D buildGauge 공통), label 은 표시명.\n * 런타임 UI(뷰어 컨트롤)가 이 목록으로 selector 를 구성한다.\n */\nexport const STOCKER_GAUGE_MODES: { value: string; label: string }[] = [\n { value: 'capacity', label: 'Capacity' },\n { value: 'carrier', label: 'Carrier Status' },\n { value: 'abnormal', label: 'Abnormal Carrier' }\n]\n\nconst ModelLayer = (Component as any).register('model-layer') as any\n\nObject.defineProperty(ModelLayer.prototype, 'nature', {\n get: function () {\n return {\n mutable: false,\n rotatable: false,\n resizable: true,\n properties: [\n {\n type: 'boolean',\n label: 'vehicle-animation',\n name: 'vehicleAnimation'\n },\n {\n type: 'legend',\n label: '',\n name: 'LEGENDS',\n property: {\n label: 'LEGENDS'\n }\n },\n {\n type: 'select',\n label: 'equipment-legend-name',\n name: 'equipmentLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'buffer-legend-name',\n name: 'bufferLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agvline-legend-name',\n name: 'agvlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'ohtline-legend-name',\n name: 'ohtlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'conveyor-legend-name',\n name: 'conveyorLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'stoker-legend-name',\n name: 'stokerLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agv-legend-name',\n name: 'agvLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'oht-legend-name',\n name: 'ohtLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shuttle-legend-name',\n name: 'shuttleLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'crane-legend-name',\n name: 'craneLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shelf-legend-name',\n name: 'shelfLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-legend-name',\n name: 'carrierLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-animation-name',\n name: 'carrierAnimationName',\n property: {\n options: themesAnimationMap\n }\n },\n {\n type: 'select',\n label: 'stocker-capacity-legend-name',\n name: 'stockerCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'zone-capacity-legend-name',\n name: 'zoneCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'battery-rate-legend-name',\n name: 'batteryRateLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'legend',\n label: '',\n name: 'MOOD',\n property: {\n label: 'MOOD'\n }\n },\n {\n type: 'select',\n label: 'light-preset',\n name: 'lightPreset',\n property: {\n options: ['dark', 'medium', 'bright']\n }\n }\n ],\n 'value-property': 'text'\n }\n }\n})\n\n/**\n * 조명 프리셋 — 3 단계 밝기 토글.\n *\n * fmsim 은 디테일 조명 옵션 UI 를 노출하지 않으므로 단일 select 로 단순화.\n * medium = things-scene 의 현재 default 값과 동일 (외관 변화 없음).\n * 사용자가 select 변경 시 onchange 가 exposure + hemiIntensity + dirLightIntensity\n * 를 일괄 set → three-capability 의 변경 감지 핸들러가 즉시 갱신.\n */\nconst LIGHT_PRESETS: Record<string, { exposure: number; hemiIntensity: number; dirLightIntensity: number }> = {\n dark: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 0.6 },\n medium: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 2.0 },\n bright: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 5.0 }\n}\n\nconst _origModelLayerOnchange = ModelLayer.prototype.onchange\nModelLayer.prototype.onchange = function (after: any) {\n if (after && Object.prototype.hasOwnProperty.call(after, 'lightPreset')) {\n const preset = LIGHT_PRESETS[after.lightPreset as string]\n if (preset) {\n this.set({\n exposure: preset.exposure,\n hemiIntensity: preset.hemiIntensity,\n dirLightIntensity: preset.dirLightIntensity\n })\n }\n }\n return _origModelLayerOnchange.call(this, after)\n}\n\n// === LegendTheme / AnimationTheme value resolve ===\n//\n// rootModel.state.style[name] 에 저장된 legend/animation 값은 보드 직렬화\n// 형태에 따라 (a) 정상 object 또는 (b) JSON 문자열 둘 다로 나타난다 (2026-06-09\n// 진단 — consumer 인 carrier.ts:animationPreset 이 같은 이유로 typeof string\n// 분기 + JSON5.parse 처리하는 선례 존재). LegendTheme getter 들이 이 분기를\n// 두지 않아 string 통과 → getValueOnRanges 매칭 실패 → 3D gauge 의 색상이\n// fallback 으로만 결정되던 증상.\n//\n// fix 는 getter 한 곳에서 lazy parse. WeakMap<state, Map<rawString, parsed>>\n// 으로 *raw string 자체를 key* — 보드 편집으로 raw 가 바뀌면 자연 무효화,\n// 같은 raw 의 반복 lookup 은 O(1). root 가 GC 되면 cache 도 같이 GC.\nconst _legendParseCache = new WeakMap<object, Map<string, any>>()\n\nfunction parseLegendIfString(state: any, raw: any): any {\n if (typeof raw !== 'string') return raw\n let cache = _legendParseCache.get(state)\n if (!cache) {\n cache = new Map()\n _legendParseCache.set(state, cache)\n }\n if (cache.has(raw)) return cache.get(raw)\n let parsed: any\n try { parsed = JSON.parse(raw) } catch { parsed = raw } // parse 실패 시 raw 보존\n cache.set(raw, parsed)\n return parsed\n}\n\nfunction legendThemeGetter(stateKey: string) {\n return function (this: any) {\n const name = this.rootModel.state[stateKey]\n const raw = name && this.state.style[name]\n return parseLegendIfString(this.state, raw)\n }\n}\n\nObject.defineProperty(RootContainer.prototype, 'equipmentLegendTheme', { get: legendThemeGetter('equipmentLegendName') })\nObject.defineProperty(RootContainer.prototype, 'bufferLegendTheme', { get: legendThemeGetter('bufferLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvlineLegendTheme', { get: legendThemeGetter('agvlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtlineLegendTheme', { get: legendThemeGetter('ohtlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'conveyorLegendTheme', { get: legendThemeGetter('conveyorLegendName') })\nObject.defineProperty(RootContainer.prototype, 'stokerLegendTheme', { get: legendThemeGetter('stokerLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvLegendTheme', { get: legendThemeGetter('agvLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtLegendTheme', { get: legendThemeGetter('ohtLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shuttleLegendTheme', { get: legendThemeGetter('shuttleLegendName') })\nObject.defineProperty(RootContainer.prototype, 'craneLegendTheme', { get: legendThemeGetter('craneLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shelfLegendTheme', { get: legendThemeGetter('shelfLegendName') })\nObject.defineProperty(RootContainer.prototype, 'portLegendTheme', { get: legendThemeGetter('portLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierLegendTheme', { get: legendThemeGetter('carrierLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierAnimationTheme', { get: legendThemeGetter('carrierAnimationName') })\nObject.defineProperty(RootContainer.prototype, 'stockerCapacityLegendTheme', { get: legendThemeGetter('stockerCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'zoneCapacityLegendTheme', { get: legendThemeGetter('zoneCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'batteryRateLegendTheme', { get: legendThemeGetter('batteryRateLegendName') })\n\nObject.defineProperty(RootContainer.prototype, 'vehicleAnimation', {\n get: function () {\n const { vehicleAnimation } = this.rootModel.state\n return !!vehicleAnimation\n }\n})\n\nObject.defineProperty(RootContainer.prototype, 'carrierManager', {\n get: function () {\n if (!this._carrierManager) {\n this._carrierManager = new CarrierManager(this)\n }\n return this._carrierManager\n }\n})\n\n// === 스토커 게이지 표시 모드 (런타임 전용 transient) ===\n//\n// 모델(state)에 저장하지 않는다 — nature 속성이 아니므로 보드 직렬화에 포함되지 않고,\n// 보드를 다시 열면 항상 기본값 'capacity' 로 시작한다. 실행 중 뷰어 컨트롤 등이\n// `scene.rootContainer.stockerGaugeMode = 'carrier'` 로 동적 변경한다.\n// (주의: scene.root 은 model_layer 라 override 가 없다. 반드시 rootContainer 에 설정.\n// 컴포넌트의 this.root 는 RootContainer(isRoot)로 해석되어 이 값을 읽는다.)\n//\n// 2D(StockerCapacityBar.gaugeMode) 와 3D(machine-3d buildGauge) 가 모두 이 값을 읽어\n// 게이지 표현이 항상 일치한다. 값이 바뀌면 setter 가 2D 리드로우 + 3D 게이지 재빌드를\n// 즉시 트리거한다.\nObject.defineProperty(RootContainer.prototype, 'stockerGaugeMode', {\n get: function () {\n return this._stockerGaugeMode || 'capacity'\n },\n set: function (mode: string) {\n const next = mode || 'capacity'\n if (this._stockerGaugeMode === next) return\n this._stockerGaugeMode = next\n this._refreshStockerGauges()\n }\n})\n\n/** scene 하위 STOCKER(3D 게이지) + StockerCapacityBar(2D 게이지) 를 새 모드로 갱신. */\nRootContainer.prototype._refreshStockerGauges = function () {\n const walk = (container: any) => {\n const kids = container?.components\n if (!Array.isArray(kids)) return\n for (const c of kids) {\n const type = c?.state?.type\n if (type === 'STOCKER') {\n // 3D 게이지는 스토커 자신의 real-object 가 그린다 → 재빌드 (2D 모드면 _realObject 없음)\n c._realObject?.update?.()\n } else if (type === 'StockerCapacityBar' || type === 'MCSGaugeCapacityBar') {\n // 2D 게이지는 자식 컴포넌트가 그린다 → 리드로우\n c.invalidate?.()\n }\n walk(c)\n }\n }\n walk(this)\n this.invalidate?.()\n}\n"]}
@@ -6,6 +6,25 @@ import { LEGEND_CAPACITY } from './features/mcs-status-default';
6
6
  import { safeRound } from './utils/safe-round';
7
7
  import { getValueOnRanges } from './utils/get-value-on-ranges';
8
8
  import { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin';
9
+ import { carrierSegments, abnormalSegments } from './utils/stocker-gauge';
10
+ /**
11
+ * 스토커 게이지 (통합).
12
+ *
13
+ * 하나의 컴포넌트가 mode 에 따라 3가지 게이지를 표현한다:
14
+ * - 'capacity' : 용량 사용률(usage%) 채움 게이지 + high/low watermark (기본)
15
+ * - 'carrier' : 캐리어 상태비율 세그먼트 (Full / Empty / EmptyEmpty)
16
+ * - 'abnormal' : 캐리어 정상/비정상 비율 세그먼트 (Normal / Abnormal)
17
+ *
18
+ * mode 소스: root.stockerGaugeMode (기본 'capacity').
19
+ * RootContainer 의 **런타임 전용 transient 속성** — 모델에 저장하지 않고 항상 'capacity'
20
+ * 로 시작하며 실행 중 동적으로만 변경된다(root-container-override.ts 정의). 3D 표현
21
+ * (machine-3d.ts buildGauge)과 동일 소스라 2D/3D 게이지가 항상 일치한다.
22
+ *
23
+ * 데이터 필드(2D 기준, canonical):
24
+ * - capacity : CURRENTCAPACITY / MAXCAPACITY / HIGHWATERMARK / LOWWATERMARK / FULLUP
25
+ * - carrier : CARRIER_FULL / CARRIER_EMPTY / CARRIER_EMPTY_EMPTY
26
+ * - abnormal : CARRIER_NORMAL / CARRIER_ABNORMAL
27
+ */
9
28
  const NATURE = {
10
29
  mutable: false,
11
30
  resizable: true,
@@ -45,6 +64,31 @@ const NATURE = {
45
64
  name: 'fullup',
46
65
  label: 'fullup'
47
66
  },
67
+ {
68
+ type: 'number',
69
+ name: 'carrierFull',
70
+ label: 'carrier-full'
71
+ },
72
+ {
73
+ type: 'number',
74
+ name: 'carrierEmpty',
75
+ label: 'carrier-empty'
76
+ },
77
+ {
78
+ type: 'number',
79
+ name: 'carrierEmptyEmpty',
80
+ label: 'carrier-empty-empty'
81
+ },
82
+ {
83
+ type: 'number',
84
+ name: 'carrierNormal',
85
+ label: 'carrier-normal'
86
+ },
87
+ {
88
+ type: 'number',
89
+ name: 'carrierAbnormal',
90
+ label: 'carrier-abnormal'
91
+ },
48
92
  {
49
93
  type: 'number',
50
94
  label: 'round',
@@ -80,6 +124,11 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
80
124
  get parentObjectTypes() {
81
125
  return ['STOCKER'];
82
126
  }
127
+ /** 게이지 모드: RootContainer 런타임 transient 속성. 3D(machine-3d) 와 동일 소스. */
128
+ get gaugeMode() {
129
+ var _a;
130
+ return ((_a = this.root) === null || _a === void 0 ? void 0 : _a.stockerGaugeMode) || 'capacity';
131
+ }
83
132
  get controls() {
84
133
  var { left, top, width, round, height } = this.state;
85
134
  round = round == undefined ? 0 : safeRound(round, width, height);
@@ -112,10 +161,21 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
112
161
  return fullup ? 'red' : getValueOnRanges(this.usage, this.legend);
113
162
  }
114
163
  get text() {
164
+ // usage% 값은 capacity 모드에서만 표시. carrier/abnormal 은 세그먼트별 자체 라벨을 그리므로
165
+ // base 의 value 텍스트(value-property=usage)를 억제한다.
166
+ if (this.gaugeMode !== 'capacity') {
167
+ return '';
168
+ }
115
169
  return this.usage + '%';
116
170
  }
117
171
  render(context) {
118
- const { left, top, width, height } = this.bounds;
172
+ const mode = this.gaugeMode;
173
+ if (mode === 'carrier' || mode === 'abnormal') {
174
+ this.renderSegmentGauge(context, this.segments(mode));
175
+ return;
176
+ }
177
+ // capacity (기본)
178
+ const { width, height } = this.bounds;
119
179
  if (width >= height) {
120
180
  this.renderLandscape(context);
121
181
  }
@@ -123,6 +183,103 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
123
183
  this.renderPortrait(context);
124
184
  }
125
185
  }
186
+ /**
187
+ * Shape.postrender 의 drawFill/drawStroke 를 건너뛴다.
188
+ * 각 모드 render 가 자체 배경(fillStyle)·외곽선(strokeStyle)을 이미 그리므로, base 가
189
+ * fillStyle 로 게이지 전체를 다시 덮어(각 모드 표현이 사라지는) 것을 방지한다.
190
+ * 값 텍스트(drawText)는 Component.postrender 와 동일하게 유지한다.
191
+ */
192
+ postrender(context) {
193
+ this.drawText(context);
194
+ }
195
+ /**
196
+ * carrier/abnormal mode 의 세그먼트 목록 (공유 유틸 = 3D 와 동일 계산).
197
+ * 배열 순서 = portrait 아래→위 / landscape 왼→오.
198
+ */
199
+ segments(mode) {
200
+ if (mode === 'abnormal') {
201
+ const { carrierNormal = 0, carrierAbnormal = 0 } = this.state;
202
+ return abnormalSegments(carrierNormal, carrierAbnormal);
203
+ }
204
+ const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = this.state;
205
+ return carrierSegments(carrierFull, carrierEmpty, carrierEmptyEmpty);
206
+ }
207
+ /** 세그먼트 게이지 렌더 (carrier/abnormal 공통). bounds 방향으로 landscape/portrait 자동. */
208
+ renderSegmentGauge(context, segments) {
209
+ const { left, top, width, height } = this.bounds;
210
+ const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state;
211
+ const landscape = width >= height;
212
+ context.save();
213
+ context.translate(left, top);
214
+ // background
215
+ context.beginPath();
216
+ context.fillStyle = fillStyle;
217
+ context.roundRect(0, 0, width, height, round);
218
+ context.fill();
219
+ context.clip();
220
+ if (landscape) {
221
+ // 왼→오
222
+ let x = 0;
223
+ for (const seg of segments) {
224
+ const segWidth = width * seg.ratio;
225
+ if (segWidth <= 0)
226
+ continue;
227
+ context.beginPath();
228
+ context.fillStyle = seg.color;
229
+ context.rect(x, 0, segWidth, height);
230
+ context.fill();
231
+ this._drawSegmentLabel(context, seg, x, 0, segWidth, height);
232
+ x += segWidth;
233
+ }
234
+ }
235
+ else {
236
+ // 아래→위 (배열 첫 세그먼트가 바닥)
237
+ let y = height;
238
+ for (const seg of segments) {
239
+ const segHeight = height * seg.ratio;
240
+ if (segHeight <= 0)
241
+ continue;
242
+ y -= segHeight;
243
+ context.beginPath();
244
+ context.fillStyle = seg.color;
245
+ context.rect(0, y, width, segHeight);
246
+ context.fill();
247
+ this._drawSegmentLabel(context, seg, 0, y, width, segHeight);
248
+ }
249
+ }
250
+ // outline
251
+ context.beginPath();
252
+ context.setLineDash([]);
253
+ context.strokeStyle = strokeStyle;
254
+ context.lineWidth = lineWidth;
255
+ context.roundRect(0, 0, width, height, round);
256
+ context.stroke();
257
+ context.translate(-left, -top);
258
+ context.restore();
259
+ }
260
+ _drawSegmentLabel(context, seg, x, y, w, h) {
261
+ // 이름 라벨(Full/Empty/Abnormal…)은 그리지 않는다. 각 세그먼트 영역 중심에 숫자(%)만 표시.
262
+ // value 텍스트와 동일하게 state.fontSize 를 따른다 (기본 15). 속성 하나로 함께 조절.
263
+ const fontSize = this.state.fontSize || 15;
264
+ context.font = `bold ${fontSize}px sans-serif`;
265
+ // 공간에 따라 단계적 축소: 넉넉하면 '값%', 좁으면 '%' 떼고 값만, 더 좁으면 생략.
266
+ const value = `${Math.round(seg.ratio * 100)}`;
267
+ const fits = (t) => fontSize <= h && context.measureText(t).width <= w;
268
+ let text = null;
269
+ if (fits(`${value}%`)) {
270
+ text = `${value}%`;
271
+ }
272
+ else if (fits(value)) {
273
+ text = value;
274
+ }
275
+ if (text === null) {
276
+ return;
277
+ }
278
+ context.fillStyle = '#333';
279
+ context.textAlign = 'center';
280
+ context.textBaseline = 'middle';
281
+ context.fillText(text, x + w / 2, y + h / 2);
282
+ }
126
283
  renderLandscape(context) {
127
284
  const { left, top, width, height } = this.bounds;
128
285
  const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state;
@@ -229,7 +386,8 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
229
386
  // intentionally have done nothing
230
387
  }
231
388
  onchangeData(after, before) {
232
- const { CURRENTCAPACITY = 0, MAXCAPACITY = 100, HIGHWATERMARK = 100, LOWWATERMARK = 0, FULLUP = 'F' } = this.data && typeof this.data == 'object' ? this.data : {};
389
+ const data = this.data && typeof this.data == 'object' ? this.data : {};
390
+ const { CURRENTCAPACITY = 0, MAXCAPACITY = 100, HIGHWATERMARK = 100, LOWWATERMARK = 0, FULLUP = 'F', CARRIER_FULL = 0, CARRIER_EMPTY = 0, CARRIER_EMPTY_EMPTY = 0, CARRIER_NORMAL = 0, CARRIER_ABNORMAL = 0 } = data;
233
391
  const currentUsage = Number(CURRENTCAPACITY) || 0;
234
392
  const maxCapacity = Number(MAXCAPACITY) || 100;
235
393
  const highWatermark = Number(HIGHWATERMARK) || 100;
@@ -240,7 +398,12 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
240
398
  highWatermark,
241
399
  lowWatermark,
242
400
  fullup: FULLUP == 'T',
243
- usage: Math.round((currentUsage / maxCapacity) * 100)
401
+ usage: Math.round((currentUsage / maxCapacity) * 100),
402
+ carrierFull: Number(CARRIER_FULL) || 0,
403
+ carrierEmpty: Number(CARRIER_EMPTY) || 0,
404
+ carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0,
405
+ carrierNormal: Number(CARRIER_NORMAL) || 0,
406
+ carrierAbnormal: Number(CARRIER_ABNORMAL) || 0
244
407
  });
245
408
  }
246
409
  };
@@ -1 +1 @@
1
- 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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 /** StockerCapacityBar / MCSGaugeCapacityBar 의 parentObject 는 STOCKER. */\n get parentObjectTypes(): string[] {\n return ['STOCKER']\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"]}
1
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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'\nimport { carrierSegments, abnormalSegments, GaugeSegment } from './utils/stocker-gauge'\n\n/**\n * 스토커 게이지 (통합).\n *\n * 하나의 컴포넌트가 mode 에 따라 3가지 게이지를 표현한다:\n * - 'capacity' : 용량 사용률(usage%) 채움 게이지 + high/low watermark (기본)\n * - 'carrier' : 캐리어 상태비율 세그먼트 (Full / Empty / EmptyEmpty)\n * - 'abnormal' : 캐리어 정상/비정상 비율 세그먼트 (Normal / Abnormal)\n *\n * mode 소스: root.stockerGaugeMode (기본 'capacity').\n * RootContainer 의 **런타임 전용 transient 속성** — 모델에 저장하지 않고 항상 'capacity'\n * 로 시작하며 실행 중 동적으로만 변경된다(root-container-override.ts 정의). 3D 표현\n * (machine-3d.ts buildGauge)과 동일 소스라 2D/3D 게이지가 항상 일치한다.\n *\n * 데이터 필드(2D 기준, canonical):\n * - capacity : CURRENTCAPACITY / MAXCAPACITY / HIGHWATERMARK / LOWWATERMARK / FULLUP\n * - carrier : CARRIER_FULL / CARRIER_EMPTY / CARRIER_EMPTY_EMPTY\n * - abnormal : CARRIER_NORMAL / CARRIER_ABNORMAL\n */\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 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 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 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 /** StockerCapacityBar / MCSGaugeCapacityBar 의 parentObject 는 STOCKER. */\n get parentObjectTypes(): string[] {\n return ['STOCKER']\n }\n\n /** 게이지 모드: RootContainer 런타임 transient 속성. 3D(machine-3d) 와 동일 소스. */\n get gaugeMode(): string {\n return (this.root as any)?.stockerGaugeMode || 'capacity'\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 // usage% 값은 capacity 모드에서만 표시. carrier/abnormal 은 세그먼트별 자체 라벨을 그리므로\n // base 의 value 텍스트(value-property=usage)를 억제한다.\n if (this.gaugeMode !== 'capacity') {\n return ''\n }\n return this.usage + '%'\n }\n\n render(context: CanvasRenderingContext2D) {\n const mode = this.gaugeMode\n\n if (mode === 'carrier' || mode === 'abnormal') {\n this.renderSegmentGauge(context, this.segments(mode))\n return\n }\n\n // capacity (기본)\n const { width, height } = this.bounds\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n /**\n * Shape.postrender 의 drawFill/drawStroke 를 건너뛴다.\n * 각 모드 render 가 자체 배경(fillStyle)·외곽선(strokeStyle)을 이미 그리므로, base 가\n * fillStyle 로 게이지 전체를 다시 덮어(각 모드 표현이 사라지는) 것을 방지한다.\n * 값 텍스트(drawText)는 Component.postrender 와 동일하게 유지한다.\n */\n postrender(context: CanvasRenderingContext2D) {\n this.drawText(context)\n }\n\n /**\n * carrier/abnormal mode 의 세그먼트 목록 (공유 유틸 = 3D 와 동일 계산).\n * 배열 순서 = portrait 아래→위 / landscape 왼→오.\n */\n segments(mode: string): GaugeSegment[] {\n if (mode === 'abnormal') {\n const { carrierNormal = 0, carrierAbnormal = 0 } = this.state\n return abnormalSegments(carrierNormal, carrierAbnormal)\n }\n const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = this.state\n return carrierSegments(carrierFull, carrierEmpty, carrierEmptyEmpty)\n }\n\n /** 세그먼트 게이지 렌더 (carrier/abnormal 공통). bounds 방향으로 landscape/portrait 자동. */\n renderSegmentGauge(context: CanvasRenderingContext2D, segments: GaugeSegment[]) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const landscape = width >= height\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 if (landscape) {\n // 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 x += segWidth\n }\n } else {\n // 아래→위 (배열 첫 세그먼트가 바닥)\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 this._drawSegmentLabel(context, seg, 0, y, width, segHeight)\n }\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: GaugeSegment,\n x: number,\n y: number,\n w: number,\n h: number\n ) {\n // 이름 라벨(Full/Empty/Abnormal…)은 그리지 않는다. 각 세그먼트 영역 중심에 숫자(%)만 표시.\n // value 텍스트와 동일하게 state.fontSize 를 따른다 (기본 15). 속성 하나로 함께 조절.\n const fontSize = this.state.fontSize || 15\n context.font = `bold ${fontSize}px sans-serif`\n\n // 공간에 따라 단계적 축소: 넉넉하면 '값%', 좁으면 '%' 떼고 값만, 더 좁으면 생략.\n const value = `${Math.round(seg.ratio * 100)}`\n const fits = (t: string) => fontSize <= h && context.measureText(t).width <= w\n\n let text: string | null = null\n if (fits(`${value}%`)) {\n text = `${value}%`\n } else if (fits(value)) {\n text = value\n }\n if (text === null) {\n return\n }\n\n context.fillStyle = '#333'\n context.textAlign = 'center'\n context.textBaseline = 'middle'\n context.fillText(text, x + w / 2, y + h / 2)\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 data = this.data && typeof this.data == 'object' ? this.data : {}\n const {\n CURRENTCAPACITY = 0,\n MAXCAPACITY = 100,\n HIGHWATERMARK = 100,\n LOWWATERMARK = 0,\n FULLUP = 'F',\n CARRIER_FULL = 0,\n CARRIER_EMPTY = 0,\n CARRIER_EMPTY_EMPTY = 0,\n CARRIER_NORMAL = 0,\n CARRIER_ABNORMAL = 0\n } = 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 carrierFull: Number(CARRIER_FULL) || 0,\n carrierEmpty: Number(CARRIER_EMPTY) || 0,\n carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0,\n carrierNormal: Number(CARRIER_NORMAL) || 0,\n carrierAbnormal: Number(CARRIER_ABNORMAL) || 0\n })\n }\n}\n"]}