@visactor/vgrammar-core 0.8.0 → 0.8.1

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.
Files changed (105) hide show
  1. package/cjs/component/datazoom.js +4 -4
  2. package/cjs/component/datazoom.js.map +1 -1
  3. package/cjs/component/label.js +12 -7
  4. package/cjs/component/label.js.map +1 -1
  5. package/cjs/graph/animation/animate.d.ts +1 -0
  6. package/cjs/graph/animation/animate.js +4 -0
  7. package/cjs/graph/animation/animate.js.map +1 -1
  8. package/cjs/graph/element.js +7 -9
  9. package/cjs/graph/element.js.map +1 -1
  10. package/cjs/graph/glyph-element.js +2 -3
  11. package/cjs/graph/glyph-element.js.map +1 -1
  12. package/cjs/index.d.ts +1 -1
  13. package/cjs/index.js +1 -1
  14. package/cjs/index.js.map +1 -1
  15. package/cjs/theme/common/component.d.ts +2 -1
  16. package/cjs/theme/common/component.js +13 -1
  17. package/cjs/theme/common/component.js.map +1 -1
  18. package/cjs/theme/dark.js.map +1 -1
  19. package/cjs/transforms/data/sampling.d.ts +2 -0
  20. package/cjs/transforms/data/sampling.js +111 -0
  21. package/cjs/transforms/data/sampling.js.map +1 -0
  22. package/cjs/transforms/index.d.ts +1 -1
  23. package/cjs/transforms/index.js +6 -6
  24. package/cjs/transforms/index.js.map +1 -1
  25. package/cjs/transforms/util/util.d.ts +4 -0
  26. package/cjs/transforms/util/util.js +20 -2
  27. package/cjs/transforms/util/util.js.map +1 -1
  28. package/cjs/types/animate.d.ts +1 -0
  29. package/cjs/types/animate.js.map +1 -1
  30. package/cjs/types/theme.d.ts +2 -1
  31. package/cjs/types/theme.js.map +1 -1
  32. package/cjs/types/transform.d.ts +5 -5
  33. package/cjs/types/transform.js.map +1 -1
  34. package/cjs/types/view.d.ts +1 -0
  35. package/cjs/types/view.js.map +1 -1
  36. package/cjs/view/View.js +3 -2
  37. package/cjs/view/View.js.map +1 -1
  38. package/cjs/view/dataflow.d.ts +1 -0
  39. package/cjs/view/dataflow.js +9 -4
  40. package/cjs/view/dataflow.js.map +1 -1
  41. package/es/component/datazoom.js +4 -4
  42. package/es/component/datazoom.js.map +1 -1
  43. package/es/component/label.js +12 -7
  44. package/es/component/label.js.map +1 -1
  45. package/es/graph/animation/animate.d.ts +1 -0
  46. package/es/graph/animation/animate.js +4 -0
  47. package/es/graph/animation/animate.js.map +1 -1
  48. package/es/graph/element.js +7 -9
  49. package/es/graph/element.js.map +1 -1
  50. package/es/graph/glyph-element.js +2 -3
  51. package/es/graph/glyph-element.js.map +1 -1
  52. package/es/index.d.ts +1 -1
  53. package/es/index.js +1 -1
  54. package/es/index.js.map +1 -1
  55. package/es/interactions/brush-filter.js +1 -2
  56. package/es/interactions/element-highlight-by-group.js +2 -1
  57. package/es/interactions/index.js +1 -2
  58. package/es/interactions/legend-filter.js +1 -1
  59. package/es/interactions/player-filter.js +1 -1
  60. package/es/interactions/roll-up.js +1 -1
  61. package/es/interactions/scrollbar-filter.js +1 -1
  62. package/es/interactions/slider-filter.js +1 -1
  63. package/es/interactions/tooltip.js +1 -1
  64. package/es/interactions/view-drag-mixin.js +1 -1
  65. package/es/parse/coordinate.js +1 -1
  66. package/es/parse/event.js +1 -1
  67. package/es/parse/mark.js +1 -1
  68. package/es/parse/option.js +1 -1
  69. package/es/parse/scale.js +2 -1
  70. package/es/parse/transform.js +1 -1
  71. package/es/parse/util.js +1 -1
  72. package/es/parse/view.js +1 -1
  73. package/es/theme/common/component.d.ts +2 -1
  74. package/es/theme/common/component.js +14 -0
  75. package/es/theme/common/component.js.map +1 -1
  76. package/es/theme/dark.js.map +1 -1
  77. package/es/transforms/data/sampling.d.ts +2 -0
  78. package/es/transforms/data/sampling.js +105 -0
  79. package/es/transforms/data/sampling.js.map +1 -0
  80. package/es/transforms/index.d.ts +1 -1
  81. package/es/transforms/index.js +4 -4
  82. package/es/transforms/index.js.map +1 -1
  83. package/es/transforms/util/util.d.ts +4 -0
  84. package/es/transforms/util/util.js +17 -0
  85. package/es/transforms/util/util.js.map +1 -1
  86. package/es/types/animate.d.ts +1 -0
  87. package/es/types/animate.js.map +1 -1
  88. package/es/types/theme.d.ts +2 -1
  89. package/es/types/theme.js.map +1 -1
  90. package/es/types/transform.d.ts +5 -5
  91. package/es/types/transform.js.map +1 -1
  92. package/es/types/view.d.ts +1 -0
  93. package/es/types/view.js.map +1 -1
  94. package/es/view/View.js +2 -2
  95. package/es/view/View.js.map +1 -1
  96. package/es/view/dataflow.d.ts +1 -0
  97. package/es/view/dataflow.js +9 -4
  98. package/es/view/dataflow.js.map +1 -1
  99. package/package.json +9 -9
  100. package/cjs/transforms/mark/lttb-sample.d.ts +0 -2
  101. package/cjs/transforms/mark/lttb-sample.js +0 -68
  102. package/cjs/transforms/mark/lttb-sample.js.map +0 -1
  103. package/es/transforms/mark/lttb-sample.d.ts +0 -2
  104. package/es/transforms/mark/lttb-sample.js +0 -60
  105. package/es/transforms/mark/lttb-sample.js.map +0 -1
@@ -1 +1 @@
1
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type { IPointLike } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport {\n array,\n has,\n isBoolean,\n isNil,\n isFunction,\n isString,\n isArray,\n get,\n isEmpty,\n isEqual as isObjEqual\n} from '@visactor/vutils';\nimport { isEqual } from '@visactor/vgrammar-util';\nimport type { IBaseCoordinate } from '@visactor/vgrammar-coordinate';\nimport { BridgeElementKey } from './constants';\nimport { DiffState, HOOK_EVENT, GrammarMarkType, BuiltInEncodeNames } from './enums';\nimport { invokeEncoderToItems } from './mark/encode';\nimport { removeGraphicItem } from './util/graphic';\nimport { transformAttributes, getLineSegmentConfigs, isPointsMarkType, getLinePointsFromSegments } from './attributes';\nimport { getLargeRectsPoints, getLargeSymbolsPoints, getLinePoints, isValidPointsChannel } from './attributes/helpers';\nimport type {\n BaseEncodeSpec,\n BaseSignleEncodeSpec,\n IElement,\n IMark,\n IMarkConfig,\n MarkElementItem,\n MarkFunctionType,\n MarkKeySpec,\n MarkSpec,\n MarkType,\n StateProxyEncodeSpec\n} from '../types';\nimport type { IGraphic, ILine, IGraphicAttribute } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { CustomPath2D } from '@visactor/vrender-core';\nimport { invokeFunctionType, parseField } from '../parse/util';\n\nexport class Element implements IElement {\n mark: IMark;\n\n key: string;\n groupKey?: string;\n data: any[] = null;\n\n states: string[] = [];\n\n diffState: DiffState = DiffState.enter;\n // Element should be reserved as long as it need to animate\n isReserved: boolean = false;\n\n runtimeStatesEncoder: BaseEncodeSpec = null;\n\n protected graphicItem: IGraphic;\n\n // hack before vRender refactoring\n items: MarkElementItem[] = [];\n\n constructor(mark: IMark) {\n this.mark = mark;\n }\n\n initGraphicItem(attributes: any = {}) {\n if (this.graphicItem) {\n return;\n }\n // 统一读取mark中是否可交互的配置\n const attrs = Object.assign({}, attributes);\n this.graphicItem = this.mark.addGraphicItem(attrs, this.groupKey);\n\n if (!this.graphicItem) {\n return;\n }\n // 统一读取mark中是否可交互的配置\n this.graphicItem[BridgeElementKey] = this;\n\n this.graphicItem.onBeforeAttributeUpdate = (attributes: any) => {\n // mark might be released\n if (!this.mark) {\n return attributes;\n }\n const graphicAttributes = transformAttributes(this.mark.getAttributeTransforms(), attributes, this);\n return graphicAttributes;\n };\n\n // transform initial attributes\n this.graphicItem.setAttributes(this.graphicItem.attribute);\n\n this.clearGraphicAttributes();\n if (this.mark.needAnimate()) {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes(attributes);\n this.setFinalGraphicAttributes(attributes);\n }\n }\n\n updateGraphicItem(config: IMarkConfig) {\n if (!this.graphicItem) {\n return;\n }\n\n if (!isNil(config.clip)) {\n this.graphicItem.setAttribute('clip', config.clip);\n }\n if (!isNil(config.interactive)) {\n this.graphicItem.setAttribute('pickable', config.interactive);\n }\n if (!isNil(config.zIndex)) {\n this.graphicItem.setAttribute('zIndex', config.zIndex);\n }\n if (this.diffState === DiffState.exit) {\n (this.graphicItem as any).releaseStatus = 'willRelease';\n } else {\n (this.graphicItem as any).releaseStatus = undefined;\n }\n const markSpec = this.mark.getSpec() as MarkSpec;\n if (markSpec.animation?.state) {\n (this.graphicItem as any).stateAnimateConfig = markSpec.animation.state;\n }\n }\n\n getGraphicItem() {\n return this.graphicItem;\n }\n\n getBounds() {\n // FIXME: 没有更新 bounds 时拿到的 bound 可能为 null\n return this.graphicItem?.AABBBounds;\n }\n\n getStates() {\n return this.states.slice();\n }\n\n updateData(groupKey: string | null, data: any[], key: MarkKeySpec) {\n this.mark.emit(HOOK_EVENT.BEFORE_ELEMENT_UPDATE_DATA, { groupKey, data, key }, this);\n this.data = data;\n const keyGetter = parseField(key);\n this.items = data.map(datum => {\n const key = keyGetter(datum);\n const item = {\n datum,\n key,\n view: this.mark.view,\n nextAttrs: {}\n };\n\n return item;\n });\n\n this.groupKey = groupKey;\n this.key = this.mark.isCollectionMark() ? groupKey : this.items?.[0].key;\n\n this.mark.emit(HOOK_EVENT.AFTER_ELEMENT_UPDATE_DATA, { groupKey, data, key }, this);\n return this.items;\n }\n\n state(markState: MarkFunctionType<string | string[]>, parameters?: any) {\n const isCollectionMark = this.mark.isCollectionMark();\n\n const prevStateValues = this.states;\n const newStateValues = array(invokeFunctionType(markState, parameters, this.getDatum(), this));\n const stateSort = this.mark.getSpec()?.stateSort;\n\n if (stateSort) {\n stateSort.sort(stateSort);\n }\n\n const isStateChanged =\n newStateValues.length !== prevStateValues.length ||\n newStateValues.some((newState: string, index: number) => newState !== prevStateValues[index]);\n this.states = newStateValues;\n\n // early logic didn't handle collection mark, only update signal mark state for now\n if (!isCollectionMark && isStateChanged && this.diffState === DiffState.unChange) {\n this.diffState = DiffState.update;\n }\n }\n\n encodeGraphic(attrs?: any) {\n this.coordinateTransformEncode(this.items);\n\n if (!isNil(attrs?.enableSegments) && this.items?.[0]?.nextAttrs) {\n this.items[0].nextAttrs.enableSegments = attrs.enableSegments;\n }\n\n const graphicAttributes = this.transformElementItems(this.items, this.mark.markType);\n\n if (attrs) {\n Object.assign(graphicAttributes, attrs);\n }\n\n if (!this.graphicItem) {\n this.initGraphicItem(graphicAttributes);\n } else {\n this.graphicItem.clearStates();\n // 更新数据流后,states计算不缓存\n this.graphicItem.states = {};\n this.graphicItem.stateProxy = null;\n\n this.applyGraphicAttributes(graphicAttributes);\n }\n\n if ((this.diffState === DiffState.enter || this.diffState === DiffState.update) && this.states.length) {\n this.useStates(this.states);\n }\n\n if (this.mark.markType === GrammarMarkType.shape) {\n // FIXME: shape需要拿到原始数据进行编码,暂时把数据绑定到graphicItem上,看后续graphicItem是否需要支持数据绑定\n (this.graphicItem as any).datum = this.items[0].datum;\n }\n\n // clear item attributes\n this.items.forEach(item => {\n item.nextAttrs = {};\n });\n this._setCutomizedShape();\n }\n\n private _setCutomizedShape() {\n if (!this.graphicItem) {\n return;\n }\n const setCustomizedShape = this.mark.getSpec()?.setCustomizedShape;\n\n if (!setCustomizedShape) {\n return;\n }\n\n this.graphicItem.pathProxy = (attrs: Partial<IGraphicAttribute>) => {\n return setCustomizedShape(this.data, attrs, new CustomPath2D());\n };\n }\n\n encodeItems(items: MarkElementItem[], encoders: BaseEncodeSpec, isReentered: boolean = false, parameters?: any) {\n const isCollectionMark = this.mark.isCollectionMark();\n // marshall encoder functions\n const updateEncoder = encoders[BuiltInEncodeNames.update];\n const enterEncoder = encoders[BuiltInEncodeNames.enter];\n const exitEncoder = encoders[BuiltInEncodeNames.exit];\n const onlyFullEncodeFirst = this.mark.isLargeMode();\n\n if (this.diffState === DiffState.enter) {\n if (enterEncoder) {\n invokeEncoderToItems(this, items, enterEncoder, parameters, onlyFullEncodeFirst);\n }\n if (updateEncoder) {\n invokeEncoderToItems(this, items, updateEncoder, parameters, onlyFullEncodeFirst);\n }\n } else if (this.diffState === DiffState.update) {\n // if mark is reentered or mark is collection type, evaluate enter encode\n if ((isCollectionMark && enterEncoder) || isReentered) {\n invokeEncoderToItems(this, items, enterEncoder, parameters, onlyFullEncodeFirst);\n }\n if (updateEncoder) {\n invokeEncoderToItems(this, items, updateEncoder, parameters, onlyFullEncodeFirst);\n }\n } else if (this.diffState === DiffState.exit && exitEncoder) {\n // if mark is reentered, evaluate enter encode\n if (isReentered) {\n invokeEncoderToItems(this, items, enterEncoder, parameters, onlyFullEncodeFirst);\n }\n invokeEncoderToItems(this, items, exitEncoder, parameters, onlyFullEncodeFirst);\n }\n }\n\n protected coordinateTransformEncode(items: MarkElementItem[]) {\n if (!this.mark.coord || this.mark.markType === 'arc' || this.mark.disableCoordinateTransform === true) {\n return;\n }\n const coord = this.mark.coord.output() as IBaseCoordinate;\n\n items.forEach(item => {\n const nextAttrs = item.nextAttrs;\n const convertedPoint: IPointLike = coord.convert(nextAttrs);\n Object.assign(nextAttrs, convertedPoint);\n });\n }\n\n clearStates(hasAnimation?: boolean) {\n const stateAnimation = isBoolean(hasAnimation)\n ? hasAnimation\n : !!(this.mark.getSpec() as MarkSpec).animation?.state;\n\n this.states = [];\n\n if (this.graphicItem) {\n this.graphicItem.clearStates(stateAnimation);\n }\n\n if (this.runtimeStatesEncoder) {\n this.runtimeStatesEncoder = {};\n }\n }\n\n private _updateRuntimeStates(state: string, attrs: any) {\n if (!this.runtimeStatesEncoder) {\n this.runtimeStatesEncoder = {};\n }\n\n this.runtimeStatesEncoder[state] = attrs;\n }\n\n hasState(state: string) {\n return this.states && this.states.includes(state);\n }\n\n addState(state: string | string[], attrs?: BaseSignleEncodeSpec) {\n const states = array(state);\n const nextStates = states.reduce((nextStates: string[], state: string) => {\n if (!nextStates.includes(state)) {\n nextStates.push(state);\n }\n return nextStates;\n }, this.states.slice());\n\n const isRuntimeStateUpdate = attrs && isString(state) && !isObjEqual(attrs, this.runtimeStatesEncoder?.[state]);\n if (isRuntimeStateUpdate) {\n this._updateRuntimeStates(state, attrs);\n }\n\n if (nextStates.length === this.states.length) {\n if (isRuntimeStateUpdate && this.graphicItem) {\n this.graphicItem.clearStates();\n this.useStates(nextStates);\n }\n\n return;\n }\n\n this.useStates(nextStates);\n }\n\n removeState(state: string | string[]) {\n const states = array(state);\n const nextStates = this.states.filter(state => !states.includes(state));\n if (nextStates.length === this.states.length) {\n return;\n }\n\n if (this.runtimeStatesEncoder) {\n states.forEach(state => {\n this.runtimeStatesEncoder[state] = null;\n });\n }\n this.useStates(nextStates);\n }\n\n protected getStateAttrs = (stateName: string, nextStates: string[]) => {\n const isRuntimeState = !isNil(this.runtimeStatesEncoder?.[stateName]);\n const encoder = isRuntimeState\n ? this.runtimeStatesEncoder[stateName]\n : (this.mark.getSpec() as MarkSpec).encode?.[stateName];\n\n if (!encoder) {\n return {};\n }\n\n if (isFunction(encoder)) {\n return (encoder as StateProxyEncodeSpec)(this.getDatum(), this, stateName, nextStates);\n }\n\n if (!isRuntimeState && this.graphicItem.states?.[stateName]) {\n return this.graphicItem.states[stateName];\n }\n\n const stateItems = this.items.map(item => Object.assign({}, item, { nextAttrs: {} }));\n // collection图元,暂时不支持在state更新中,支持更新points更新\n invokeEncoderToItems(this, stateItems, encoder, (this.mark as any).parameters());\n\n const graphicAttributes = this.transformElementItems(stateItems, this.mark.markType);\n\n if (!this.graphicItem.states) {\n this.graphicItem.states = { [stateName]: graphicAttributes };\n } else if (!this.graphicItem.states[stateName]) {\n this.graphicItem.states[stateName] = graphicAttributes;\n }\n\n return graphicAttributes;\n };\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!this.graphicItem) {\n return;\n }\n this.mark.emit(HOOK_EVENT.BEFORE_ELEMENT_STATE, { states }, this);\n\n this.states = states.slice();\n const stateSort = this.mark.getSpec()?.stateSort;\n\n if (stateSort) {\n this.states.sort(stateSort);\n }\n\n const stateAnimation = isBoolean(hasAnimation)\n ? hasAnimation\n : !!(this.mark.getSpec() as MarkSpec).animation?.state;\n this.graphicItem.stateProxy = this.getStateAttrs;\n this.graphicItem.useStates(this.states, stateAnimation);\n\n this.mark.emit(HOOK_EVENT.AFTER_ELEMENT_STATE, { states }, this);\n }\n\n protected diffAttributes(graphicAttributes: { [channel: string]: any }) {\n const diffResult = {};\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n for (const key in graphicAttributes) {\n if (!isEqual(key, finalGraphicAttributes, graphicAttributes) || !has(finalGraphicAttributes, key)) {\n diffResult[key] = graphicAttributes[key];\n }\n }\n return diffResult;\n }\n\n /**\n * tranform the attribute to graphic attribute\n * @param items\n * @param markType In ordinary, markType is equal to mark.markType, but in glyph, markType is different from mark.markType\n * @param markName\n * @param computePoints\n * @returns\n */\n transformElementItems(items: MarkElementItem[], markType: MarkType, computePoints?: boolean): Record<string, any> {\n const item = items[0];\n\n if (!item.nextAttrs || Object.keys(item.nextAttrs).length === 0) {\n return {};\n }\n\n let nextAttrs = item?.nextAttrs;\n\n if (\n items &&\n items.length &&\n isNil(item.nextAttrs?.points) &&\n (computePoints === true || isValidPointsChannel(Object.keys(item.nextAttrs), this.mark.markType)) &&\n isPointsMarkType(markType)\n ) {\n const lastPoints = this.getGraphicAttribute('points', false);\n const lastSegments = this.getGraphicAttribute('segments', false);\n const enableSegments = item.nextAttrs.enableSegments ?? this.getGraphicAttribute('enableSegments', false);\n const itemNextAttrs = items.map(item => item.nextAttrs);\n const isProgressive = this.mark.isProgressive();\n nextAttrs = Object.assign({}, nextAttrs);\n delete nextAttrs.x;\n delete nextAttrs.y;\n\n if (markType === GrammarMarkType.line || markType === GrammarMarkType.area) {\n const linePoints = getLinePoints(items, true, lastPoints, markType === GrammarMarkType.area);\n\n // chartspace新增了配置,用于开启线段解析;渐进渲染状态不支持线段样式\n if (enableSegments && !isProgressive) {\n const points = !linePoints || linePoints.length === 0 ? getLinePointsFromSegments(lastSegments) : linePoints;\n const segments = getLineSegmentConfigs(itemNextAttrs, points, this);\n\n if (segments) {\n nextAttrs.segments = segments;\n nextAttrs.points = null;\n } else {\n nextAttrs.segments = null;\n nextAttrs.points = points;\n }\n } else if (isProgressive) {\n nextAttrs.segments = ((this.graphicItem as ILine)?.attribute?.segments ?? []).concat([\n { points: linePoints }\n ]);\n } else {\n nextAttrs.points = linePoints;\n nextAttrs.segments = null;\n }\n } else if (markType === GrammarMarkType.largeRects) {\n nextAttrs.points = getLargeRectsPoints(items, true, lastPoints);\n } else if (markType === GrammarMarkType.largeSymbols) {\n nextAttrs.points = getLargeSymbolsPoints(items, true, lastPoints);\n }\n }\n\n return nextAttrs;\n }\n\n protected applyGraphicAttributes(graphicAttributes: any) {\n if (isEmpty(graphicAttributes)) {\n return;\n }\n\n if (this.mark.needAnimate()) {\n // If mark need animate, diff attributes.\n const nextGraphicAttributes = this.diffAttributes(graphicAttributes);\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n Object.keys(nextGraphicAttributes).forEach(channel => {\n prevGraphicAttributes[channel] = this.getGraphicAttribute(channel);\n finalGraphicAttributes[channel] = nextGraphicAttributes[channel];\n });\n this.setNextGraphicAttributes(nextGraphicAttributes);\n this.setPrevGraphicAttributes(prevGraphicAttributes);\n this.setFinalGraphicAttributes(finalGraphicAttributes);\n\n const currentAnimators = this.mark.animate.getElementAnimators(this);\n const animateGraphicAttributes = currentAnimators.reduce((attributes, animator) => {\n return Object.assign(attributes, animator.getEndAttributes());\n }, {});\n const currentGraphicAttributes = Object.assign({}, animateGraphicAttributes, finalGraphicAttributes);\n\n // Apply next attributes to current graphic item immediately.\n // Scene graph tree should be handled like no animation exists in dataflow procedure.\n this.graphicItem.setAttributes(currentGraphicAttributes);\n } else {\n // Otherwise, directly apply all attributes.\n this.graphicItem.setAttributes(graphicAttributes);\n }\n }\n\n getGraphicAttribute(channel: string, prev: boolean = false) {\n if (!this.graphicItem) {\n return undefined;\n }\n\n if (prev) {\n let value: any;\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n if (!isNil((value = get(prevGraphicAttributes, channel)))) {\n return value;\n }\n }\n\n // get attribute before transformed\n const trans = this.mark.getAttributeTransforms();\n let getKey: string[] = [channel];\n if (trans && trans.length) {\n const channelTransform = trans.find(entry => {\n return entry.storedAttrs && entry.channels.includes(channel);\n });\n\n if (channelTransform) {\n getKey = [channelTransform.storedAttrs, channel];\n }\n }\n return get(this.graphicItem?.attribute, getKey);\n }\n\n setGraphicAttribute(channel: string, value: any, final: boolean = true) {\n if (!this.graphicItem) {\n return;\n }\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n\n if (final && finalGraphicAttributes) {\n finalGraphicAttributes[channel] = value;\n }\n if (prevGraphicAttributes && !has(prevGraphicAttributes, channel)) {\n prevGraphicAttributes[channel] = this.graphicItem.attribute[channel];\n }\n\n this.graphicItem.setAttribute(channel, value);\n }\n\n setGraphicAttributes(attributes: { [channel: string]: any }, final: boolean = true) {\n if (!this.graphicItem) {\n return;\n }\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n\n Object.keys(attributes).forEach(key => {\n if (finalGraphicAttributes && final) {\n finalGraphicAttributes[key] = attributes[key];\n }\n if (prevGraphicAttributes && !has(prevGraphicAttributes, key)) {\n prevGraphicAttributes[key] = this.graphicItem.attribute[key];\n }\n });\n\n this.graphicItem.setAttributes(attributes);\n }\n\n /**\n * 获取 vRender 已变更的视觉通道属性,只应当由 VGrammar 中 调用\n * @returns 视觉通道键值对\n */\n getFinalGraphicAttributes() {\n return (this.graphicItem as any).finalAttrs;\n }\n\n protected setFinalGraphicAttributes(attributes: { [channel: string]: any }) {\n (this.graphicItem as any).finalAttrs = attributes;\n }\n\n /**\n * 获取 vRender 变更前的视觉通道属性,只应当由 VGrammar 调用\n * @returns 视觉通道键值对\n */\n getPrevGraphicAttributes() {\n return (this.graphicItem as any).prevAttrs;\n }\n\n protected setPrevGraphicAttributes(attributes: { [channel: string]: any }) {\n (this.graphicItem as any).prevAttrs = attributes;\n }\n\n /**\n * 获取 vRender 在单次 dataflow 中变更的视觉通道属性,只应当由 VGrammar 调用\n * @returns 视觉通道键值对\n */\n getNextGraphicAttributes() {\n return (this.graphicItem as any).nextAttrs;\n }\n\n protected setNextGraphicAttributes(attributes: { [channel: string]: any }) {\n (this.graphicItem as any).nextAttrs = attributes;\n }\n\n clearChangedGraphicAttributes() {\n if (this.graphicItem) {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n }\n }\n\n clearGraphicAttributes() {\n if (this.graphicItem) {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n this.setFinalGraphicAttributes({});\n }\n }\n\n remove() {\n if (this.graphicItem) {\n removeGraphicItem(this.graphicItem);\n this.graphicItem = null;\n }\n }\n\n release() {\n // stop all animation when releasing including normal animation & morphing animation\n if (this.graphicItem) {\n this.graphicItem.animates?.forEach?.(animate => animate.stop());\n }\n\n this.mark = null;\n this.data = null;\n if (this.graphicItem) {\n removeGraphicItem(this.graphicItem);\n this.graphicItem[BridgeElementKey] = null;\n this.graphicItem = null;\n }\n this.items = null;\n }\n /**\n * hack support for transform & encode logic. DO NOT USE.\n */\n getItemAttribute(channel?: string) {\n if (!this.items?.length) {\n return;\n }\n\n if (this.mark.isCollectionMark()) {\n return isNil(channel)\n ? this.items.map(item => item.nextAttrs)\n : this.items.map(item => item.nextAttrs?.[channel]);\n }\n\n return isNil(channel) ? this.items[0].nextAttrs : this.items[0].nextAttrs?.[channel];\n }\n setItemAttributes(attributes: { [channel: string]: any } | any[]) {\n if (!this.items?.length) {\n return;\n }\n\n if (this.mark.isCollectionMark()) {\n if (isArray(attributes)) {\n this.items.forEach((item, index) => {\n Object.assign(item.nextAttrs, attributes[index]);\n });\n }\n } else {\n Object.assign(this.items[0].nextAttrs, attributes);\n }\n }\n /**\n * hack support for transform & encode logic. DO NOT USE.\n */\n getItem() {\n return this.mark.isCollectionMark() ? this.items ?? [] : this.items?.[0];\n }\n getDatum() {\n return this.mark.isCollectionMark() ? this.data ?? [] : this.data?.[0];\n }\n}\n"]}
1
+ 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type { IPointLike } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport {\n array,\n has,\n isBoolean,\n isNil,\n isFunction,\n isString,\n isArray,\n get,\n isEmpty,\n isEqual as isObjEqual\n} from '@visactor/vutils';\nimport { isEqual } from '@visactor/vgrammar-util';\nimport type { IBaseCoordinate } from '@visactor/vgrammar-coordinate';\nimport { BridgeElementKey } from './constants';\nimport { DiffState, HOOK_EVENT, GrammarMarkType, BuiltInEncodeNames } from './enums';\nimport { invokeEncoderToItems } from './mark/encode';\nimport { removeGraphicItem } from './util/graphic';\nimport { transformAttributes, getLineSegmentConfigs, isPointsMarkType, getLinePointsFromSegments } from './attributes';\nimport { getLargeRectsPoints, getLargeSymbolsPoints, getLinePoints, isValidPointsChannel } from './attributes/helpers';\nimport type {\n BaseEncodeSpec,\n BaseSignleEncodeSpec,\n IElement,\n IMark,\n IMarkConfig,\n MarkElementItem,\n MarkFunctionType,\n MarkKeySpec,\n MarkSpec,\n MarkType,\n StateProxyEncodeSpec\n} from '../types';\nimport type { IGraphic, ILine, IGraphicAttribute } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { CustomPath2D } from '@visactor/vrender-core';\nimport { invokeFunctionType, parseField } from '../parse/util';\n\nexport class Element implements IElement {\n mark: IMark;\n\n key: string;\n groupKey?: string;\n data: any[] = null;\n\n states: string[] = [];\n\n diffState: DiffState = DiffState.enter;\n // Element should be reserved as long as it need to animate\n isReserved: boolean = false;\n\n runtimeStatesEncoder: BaseEncodeSpec = null;\n\n protected graphicItem: IGraphic;\n\n // hack before vRender refactoring\n items: MarkElementItem[] = [];\n\n constructor(mark: IMark) {\n this.mark = mark;\n }\n\n initGraphicItem(attributes: any = {}) {\n if (this.graphicItem) {\n return;\n }\n // 统一读取mark中是否可交互的配置\n const attrs = Object.assign({}, attributes);\n this.graphicItem = this.mark.addGraphicItem(attrs, this.groupKey);\n\n if (!this.graphicItem) {\n return;\n }\n // 统一读取mark中是否可交互的配置\n this.graphicItem[BridgeElementKey] = this;\n\n this.graphicItem.onBeforeAttributeUpdate = (attributes: any) => {\n // mark might be released\n if (!this.mark) {\n return attributes;\n }\n const graphicAttributes = transformAttributes(this.mark.getAttributeTransforms(), attributes, this);\n return graphicAttributes;\n };\n\n // transform initial attributes\n this.graphicItem.setAttributes(this.graphicItem.attribute);\n\n this.clearGraphicAttributes();\n if (this.mark.needAnimate()) {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes(attributes);\n this.setFinalGraphicAttributes(attributes);\n }\n }\n\n updateGraphicItem(config: IMarkConfig) {\n if (!this.graphicItem) {\n return;\n }\n\n if (!isNil(config.clip)) {\n this.graphicItem.setAttribute('clip', config.clip);\n }\n if (!isNil(config.interactive)) {\n this.graphicItem.setAttribute('pickable', config.interactive);\n }\n if (!isNil(config.zIndex)) {\n this.graphicItem.setAttribute('zIndex', config.zIndex);\n }\n if (this.diffState === DiffState.exit) {\n (this.graphicItem as any).releaseStatus = 'willRelease';\n } else {\n (this.graphicItem as any).releaseStatus = undefined;\n }\n\n const stateAnimation = this.mark.animate.getAnimationConfigs('state');\n if (stateAnimation.length !== 0) {\n (this.graphicItem as any).stateAnimateConfig = stateAnimation[0].originConfig;\n }\n }\n\n getGraphicItem() {\n return this.graphicItem;\n }\n\n getBounds() {\n // FIXME: 没有更新 bounds 时拿到的 bound 可能为 null\n return this.graphicItem?.AABBBounds;\n }\n\n getStates() {\n return this.states.slice();\n }\n\n updateData(groupKey: string | null, data: any[], key: MarkKeySpec) {\n this.mark.emit(HOOK_EVENT.BEFORE_ELEMENT_UPDATE_DATA, { groupKey, data, key }, this);\n this.data = data;\n const keyGetter = parseField(key);\n this.items = data.map(datum => {\n const key = keyGetter(datum);\n const item = {\n datum,\n key,\n view: this.mark.view,\n nextAttrs: {}\n };\n\n return item;\n });\n\n this.groupKey = groupKey;\n this.key = this.mark.isCollectionMark() ? groupKey : this.items?.[0].key;\n\n this.mark.emit(HOOK_EVENT.AFTER_ELEMENT_UPDATE_DATA, { groupKey, data, key }, this);\n return this.items;\n }\n\n state(markState: MarkFunctionType<string | string[]>, parameters?: any) {\n const isCollectionMark = this.mark.isCollectionMark();\n\n const prevStateValues = this.states;\n const newStateValues = array(invokeFunctionType(markState, parameters, this.getDatum(), this));\n const stateSort = this.mark.getSpec()?.stateSort;\n\n if (stateSort) {\n stateSort.sort(stateSort);\n }\n\n const isStateChanged =\n newStateValues.length !== prevStateValues.length ||\n newStateValues.some((newState: string, index: number) => newState !== prevStateValues[index]);\n this.states = newStateValues;\n\n // early logic didn't handle collection mark, only update signal mark state for now\n if (!isCollectionMark && isStateChanged && this.diffState === DiffState.unChange) {\n this.diffState = DiffState.update;\n }\n }\n\n encodeGraphic(attrs?: any) {\n this.coordinateTransformEncode(this.items);\n\n if (!isNil(attrs?.enableSegments) && this.items?.[0]?.nextAttrs) {\n this.items[0].nextAttrs.enableSegments = attrs.enableSegments;\n }\n\n const graphicAttributes = this.transformElementItems(this.items, this.mark.markType);\n\n if (attrs) {\n Object.assign(graphicAttributes, attrs);\n }\n\n if (!this.graphicItem) {\n this.initGraphicItem(graphicAttributes);\n } else {\n this.graphicItem.clearStates();\n // 更新数据流后,states计算不缓存\n this.graphicItem.states = {};\n this.graphicItem.stateProxy = null;\n\n this.applyGraphicAttributes(graphicAttributes);\n }\n\n if ((this.diffState === DiffState.enter || this.diffState === DiffState.update) && this.states.length) {\n this.useStates(this.states);\n }\n\n if (this.mark.markType === GrammarMarkType.shape) {\n // FIXME: shape需要拿到原始数据进行编码,暂时把数据绑定到graphicItem上,看后续graphicItem是否需要支持数据绑定\n (this.graphicItem as any).datum = this.items[0].datum;\n }\n\n // clear item attributes\n this.items.forEach(item => {\n item.nextAttrs = {};\n });\n this._setCutomizedShape();\n }\n\n private _setCutomizedShape() {\n if (!this.graphicItem) {\n return;\n }\n const setCustomizedShape = this.mark.getSpec()?.setCustomizedShape;\n\n if (!setCustomizedShape) {\n return;\n }\n\n this.graphicItem.pathProxy = (attrs: Partial<IGraphicAttribute>) => {\n return setCustomizedShape(this.data, attrs, new CustomPath2D());\n };\n }\n\n encodeItems(items: MarkElementItem[], encoders: BaseEncodeSpec, isReentered: boolean = false, parameters?: any) {\n const isCollectionMark = this.mark.isCollectionMark();\n // marshall encoder functions\n const updateEncoder = encoders[BuiltInEncodeNames.update];\n const enterEncoder = encoders[BuiltInEncodeNames.enter];\n const exitEncoder = encoders[BuiltInEncodeNames.exit];\n const onlyFullEncodeFirst = this.mark.isLargeMode();\n\n if (this.diffState === DiffState.enter) {\n if (enterEncoder) {\n invokeEncoderToItems(this, items, enterEncoder, parameters, onlyFullEncodeFirst);\n }\n if (updateEncoder) {\n invokeEncoderToItems(this, items, updateEncoder, parameters, onlyFullEncodeFirst);\n }\n } else if (this.diffState === DiffState.update) {\n // if mark is reentered or mark is collection type, evaluate enter encode\n if ((isCollectionMark && enterEncoder) || isReentered) {\n invokeEncoderToItems(this, items, enterEncoder, parameters, onlyFullEncodeFirst);\n }\n if (updateEncoder) {\n invokeEncoderToItems(this, items, updateEncoder, parameters, onlyFullEncodeFirst);\n }\n } else if (this.diffState === DiffState.exit && exitEncoder) {\n // if mark is reentered, evaluate enter encode\n if (isReentered) {\n invokeEncoderToItems(this, items, enterEncoder, parameters, onlyFullEncodeFirst);\n }\n invokeEncoderToItems(this, items, exitEncoder, parameters, onlyFullEncodeFirst);\n }\n }\n\n protected coordinateTransformEncode(items: MarkElementItem[]) {\n if (!this.mark.coord || this.mark.markType === 'arc' || this.mark.disableCoordinateTransform === true) {\n return;\n }\n const coord = this.mark.coord.output() as IBaseCoordinate;\n\n items.forEach(item => {\n const nextAttrs = item.nextAttrs;\n const convertedPoint: IPointLike = coord.convert(nextAttrs);\n Object.assign(nextAttrs, convertedPoint);\n });\n }\n\n clearStates(hasAnimation?: boolean) {\n const stateAnimationEnable = isBoolean(hasAnimation)\n ? hasAnimation\n : this.mark.animate.getAnimationConfigs('state').length !== 0;\n\n this.states = [];\n\n if (this.graphicItem) {\n this.graphicItem.clearStates(stateAnimationEnable);\n }\n\n if (this.runtimeStatesEncoder) {\n this.runtimeStatesEncoder = {};\n }\n }\n\n private _updateRuntimeStates(state: string, attrs: any) {\n if (!this.runtimeStatesEncoder) {\n this.runtimeStatesEncoder = {};\n }\n\n this.runtimeStatesEncoder[state] = attrs;\n }\n\n hasState(state: string) {\n return this.states && this.states.includes(state);\n }\n\n addState(state: string | string[], attrs?: BaseSignleEncodeSpec) {\n const states = array(state);\n const nextStates = states.reduce((nextStates: string[], state: string) => {\n if (!nextStates.includes(state)) {\n nextStates.push(state);\n }\n return nextStates;\n }, this.states.slice());\n\n const isRuntimeStateUpdate = attrs && isString(state) && !isObjEqual(attrs, this.runtimeStatesEncoder?.[state]);\n if (isRuntimeStateUpdate) {\n this._updateRuntimeStates(state, attrs);\n }\n\n if (nextStates.length === this.states.length) {\n if (isRuntimeStateUpdate && this.graphicItem) {\n this.graphicItem.clearStates();\n this.useStates(nextStates);\n }\n\n return;\n }\n\n this.useStates(nextStates);\n }\n\n removeState(state: string | string[]) {\n const states = array(state);\n const nextStates = this.states.filter(state => !states.includes(state));\n if (nextStates.length === this.states.length) {\n return;\n }\n\n if (this.runtimeStatesEncoder) {\n states.forEach(state => {\n this.runtimeStatesEncoder[state] = null;\n });\n }\n this.useStates(nextStates);\n }\n\n protected getStateAttrs = (stateName: string, nextStates: string[]) => {\n const isRuntimeState = !isNil(this.runtimeStatesEncoder?.[stateName]);\n const encoder = isRuntimeState\n ? this.runtimeStatesEncoder[stateName]\n : (this.mark.getSpec() as MarkSpec).encode?.[stateName];\n\n if (!encoder) {\n return {};\n }\n\n if (isFunction(encoder)) {\n return (encoder as StateProxyEncodeSpec)(this.getDatum(), this, stateName, nextStates);\n }\n\n if (!isRuntimeState && this.graphicItem.states?.[stateName]) {\n return this.graphicItem.states[stateName];\n }\n\n const stateItems = this.items.map(item => Object.assign({}, item, { nextAttrs: {} }));\n // collection图元,暂时不支持在state更新中,支持更新points更新\n invokeEncoderToItems(this, stateItems, encoder, (this.mark as any).parameters());\n\n const graphicAttributes = this.transformElementItems(stateItems, this.mark.markType);\n\n if (!this.graphicItem.states) {\n this.graphicItem.states = { [stateName]: graphicAttributes };\n } else if (!this.graphicItem.states[stateName]) {\n this.graphicItem.states[stateName] = graphicAttributes;\n }\n\n return graphicAttributes;\n };\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!this.graphicItem) {\n return;\n }\n this.mark.emit(HOOK_EVENT.BEFORE_ELEMENT_STATE, { states }, this);\n\n this.states = states.slice();\n const stateSort = this.mark.getSpec()?.stateSort;\n\n if (stateSort) {\n this.states.sort(stateSort);\n }\n\n const stateAnimationEnable = isBoolean(hasAnimation)\n ? hasAnimation\n : this.mark.animate.getAnimationConfigs('state').length !== 0;\n\n this.graphicItem.stateProxy = this.getStateAttrs;\n this.graphicItem.useStates(this.states, stateAnimationEnable);\n\n this.mark.emit(HOOK_EVENT.AFTER_ELEMENT_STATE, { states }, this);\n }\n\n protected diffAttributes(graphicAttributes: { [channel: string]: any }) {\n const diffResult = {};\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n for (const key in graphicAttributes) {\n if (!isEqual(key, finalGraphicAttributes, graphicAttributes) || !has(finalGraphicAttributes, key)) {\n diffResult[key] = graphicAttributes[key];\n }\n }\n return diffResult;\n }\n\n /**\n * tranform the attribute to graphic attribute\n * @param items\n * @param markType In ordinary, markType is equal to mark.markType, but in glyph, markType is different from mark.markType\n * @param markName\n * @param computePoints\n * @returns\n */\n transformElementItems(items: MarkElementItem[], markType: MarkType, computePoints?: boolean): Record<string, any> {\n const item = items[0];\n\n if (!item.nextAttrs || Object.keys(item.nextAttrs).length === 0) {\n return {};\n }\n\n let nextAttrs = item?.nextAttrs;\n\n if (\n items &&\n items.length &&\n isNil(item.nextAttrs?.points) &&\n (computePoints === true || isValidPointsChannel(Object.keys(item.nextAttrs), this.mark.markType)) &&\n isPointsMarkType(markType)\n ) {\n const lastPoints = this.getGraphicAttribute('points', false);\n const lastSegments = this.getGraphicAttribute('segments', false);\n const enableSegments = item.nextAttrs.enableSegments ?? this.getGraphicAttribute('enableSegments', false);\n const itemNextAttrs = items.map(item => item.nextAttrs);\n const isProgressive = this.mark.isProgressive();\n nextAttrs = Object.assign({}, nextAttrs);\n delete nextAttrs.x;\n delete nextAttrs.y;\n\n if (markType === GrammarMarkType.line || markType === GrammarMarkType.area) {\n const linePoints = getLinePoints(items, true, lastPoints, markType === GrammarMarkType.area);\n\n // chartspace新增了配置,用于开启线段解析;渐进渲染状态不支持线段样式\n if (enableSegments && !isProgressive) {\n const points = !linePoints || linePoints.length === 0 ? getLinePointsFromSegments(lastSegments) : linePoints;\n const segments = getLineSegmentConfigs(itemNextAttrs, points, this);\n\n if (segments) {\n nextAttrs.segments = segments;\n nextAttrs.points = null;\n } else {\n nextAttrs.segments = null;\n nextAttrs.points = points;\n }\n } else if (isProgressive) {\n nextAttrs.segments = ((this.graphicItem as ILine)?.attribute?.segments ?? []).concat([\n { points: linePoints }\n ]);\n } else {\n nextAttrs.points = linePoints;\n nextAttrs.segments = null;\n }\n } else if (markType === GrammarMarkType.largeRects) {\n nextAttrs.points = getLargeRectsPoints(items, true, lastPoints);\n } else if (markType === GrammarMarkType.largeSymbols) {\n nextAttrs.points = getLargeSymbolsPoints(items, true, lastPoints);\n }\n }\n\n return nextAttrs;\n }\n\n protected applyGraphicAttributes(graphicAttributes: any) {\n if (isEmpty(graphicAttributes)) {\n return;\n }\n\n if (this.mark.needAnimate()) {\n // If mark need animate, diff attributes.\n const nextGraphicAttributes = this.diffAttributes(graphicAttributes);\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n Object.keys(nextGraphicAttributes).forEach(channel => {\n prevGraphicAttributes[channel] = this.getGraphicAttribute(channel);\n finalGraphicAttributes[channel] = nextGraphicAttributes[channel];\n });\n this.setNextGraphicAttributes(nextGraphicAttributes);\n this.setPrevGraphicAttributes(prevGraphicAttributes);\n this.setFinalGraphicAttributes(finalGraphicAttributes);\n\n const currentAnimators = this.mark.animate.getElementAnimators(this);\n const animateGraphicAttributes = currentAnimators.reduce((attributes, animator) => {\n return Object.assign(attributes, animator.getEndAttributes());\n }, {});\n const currentGraphicAttributes = Object.assign({}, animateGraphicAttributes, finalGraphicAttributes);\n\n // Apply next attributes to current graphic item immediately.\n // Scene graph tree should be handled like no animation exists in dataflow procedure.\n this.graphicItem.setAttributes(currentGraphicAttributes);\n } else {\n // Otherwise, directly apply all attributes.\n this.graphicItem.setAttributes(graphicAttributes);\n }\n }\n\n getGraphicAttribute(channel: string, prev: boolean = false) {\n if (!this.graphicItem) {\n return undefined;\n }\n\n if (prev) {\n let value: any;\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n if (!isNil((value = get(prevGraphicAttributes, channel)))) {\n return value;\n }\n }\n\n // get attribute before transformed\n const trans = this.mark.getAttributeTransforms();\n let getKey: string[] = [channel];\n if (trans && trans.length) {\n const channelTransform = trans.find(entry => {\n return entry.storedAttrs && entry.channels.includes(channel);\n });\n\n if (channelTransform) {\n getKey = [channelTransform.storedAttrs, channel];\n }\n }\n return get(this.graphicItem?.attribute, getKey);\n }\n\n setGraphicAttribute(channel: string, value: any, final: boolean = true) {\n if (!this.graphicItem) {\n return;\n }\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n\n if (final && finalGraphicAttributes) {\n finalGraphicAttributes[channel] = value;\n }\n if (prevGraphicAttributes && !has(prevGraphicAttributes, channel)) {\n prevGraphicAttributes[channel] = this.graphicItem.attribute[channel];\n }\n\n this.graphicItem.setAttribute(channel, value);\n }\n\n setGraphicAttributes(attributes: { [channel: string]: any }, final: boolean = true) {\n if (!this.graphicItem) {\n return;\n }\n const finalGraphicAttributes = this.getFinalGraphicAttributes();\n const prevGraphicAttributes = this.getPrevGraphicAttributes();\n\n Object.keys(attributes).forEach(key => {\n if (finalGraphicAttributes && final) {\n finalGraphicAttributes[key] = attributes[key];\n }\n if (prevGraphicAttributes && !has(prevGraphicAttributes, key)) {\n prevGraphicAttributes[key] = this.graphicItem.attribute[key];\n }\n });\n\n this.graphicItem.setAttributes(attributes);\n }\n\n /**\n * 获取 vRender 已变更的视觉通道属性,只应当由 VGrammar 中 调用\n * @returns 视觉通道键值对\n */\n getFinalGraphicAttributes() {\n return (this.graphicItem as any).finalAttrs;\n }\n\n protected setFinalGraphicAttributes(attributes: { [channel: string]: any }) {\n (this.graphicItem as any).finalAttrs = attributes;\n }\n\n /**\n * 获取 vRender 变更前的视觉通道属性,只应当由 VGrammar 调用\n * @returns 视觉通道键值对\n */\n getPrevGraphicAttributes() {\n return (this.graphicItem as any).prevAttrs;\n }\n\n protected setPrevGraphicAttributes(attributes: { [channel: string]: any }) {\n (this.graphicItem as any).prevAttrs = attributes;\n }\n\n /**\n * 获取 vRender 在单次 dataflow 中变更的视觉通道属性,只应当由 VGrammar 调用\n * @returns 视觉通道键值对\n */\n getNextGraphicAttributes() {\n return (this.graphicItem as any).nextAttrs;\n }\n\n protected setNextGraphicAttributes(attributes: { [channel: string]: any }) {\n (this.graphicItem as any).nextAttrs = attributes;\n }\n\n clearChangedGraphicAttributes() {\n if (this.graphicItem) {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n }\n }\n\n clearGraphicAttributes() {\n if (this.graphicItem) {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n this.setFinalGraphicAttributes({});\n }\n }\n\n remove() {\n if (this.graphicItem) {\n removeGraphicItem(this.graphicItem);\n this.graphicItem = null;\n }\n }\n\n release() {\n // stop all animation when releasing including normal animation & morphing animation\n if (this.graphicItem) {\n this.graphicItem.animates?.forEach?.(animate => animate.stop());\n }\n\n this.mark = null;\n this.data = null;\n if (this.graphicItem) {\n removeGraphicItem(this.graphicItem);\n this.graphicItem[BridgeElementKey] = null;\n this.graphicItem = null;\n }\n this.items = null;\n }\n /**\n * hack support for transform & encode logic. DO NOT USE.\n */\n getItemAttribute(channel?: string) {\n if (!this.items?.length) {\n return;\n }\n\n if (this.mark.isCollectionMark()) {\n return isNil(channel)\n ? this.items.map(item => item.nextAttrs)\n : this.items.map(item => item.nextAttrs?.[channel]);\n }\n\n return isNil(channel) ? this.items[0].nextAttrs : this.items[0].nextAttrs?.[channel];\n }\n setItemAttributes(attributes: { [channel: string]: any } | any[]) {\n if (!this.items?.length) {\n return;\n }\n\n if (this.mark.isCollectionMark()) {\n if (isArray(attributes)) {\n this.items.forEach((item, index) => {\n Object.assign(item.nextAttrs, attributes[index]);\n });\n }\n } else {\n Object.assign(this.items[0].nextAttrs, attributes);\n }\n }\n /**\n * hack support for transform & encode logic. DO NOT USE.\n */\n getItem() {\n return this.mark.isCollectionMark() ? this.items ?? [] : this.items?.[0];\n }\n getDatum() {\n return this.mark.isCollectionMark() ? this.data ?? [] : this.data?.[0];\n }\n}\n"]}
@@ -46,13 +46,12 @@ class GlyphElement extends element_1.Element {
46
46
  })), this.clearGraphicAttributes();
47
47
  }
48
48
  useStates(states, hasAnimation) {
49
- var _a;
50
49
  if (!this.graphicItem) return;
51
50
  this.mark.emit(enums_1.HOOK_EVENT.BEFORE_ELEMENT_STATE, {
52
51
  states: states
53
52
  }, this), this.states = states.slice();
54
- const stateAnimation = (0, vutils_1.isBoolean)(hasAnimation) ? hasAnimation : !!(null === (_a = this.mark.getSpec().animation) || void 0 === _a ? void 0 : _a.state);
55
- this.graphicItem.glyphStateProxy = this.getStateAttrs, this.graphicItem.useStates(this.states, stateAnimation),
53
+ const stateAnimationEnable = (0, vutils_1.isBoolean)(hasAnimation) ? hasAnimation : 0 !== this.mark.animate.getAnimationConfigs("state").length;
54
+ this.graphicItem.glyphStateProxy = this.getStateAttrs, this.graphicItem.useStates(this.states, stateAnimationEnable),
56
55
  this.mark.emit(enums_1.HOOK_EVENT.AFTER_ELEMENT_STATE, {
57
56
  states: states
58
57
  }, this);
@@ -1 +1 @@
1
- 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{ has, isNil, isBoolean, isFunction } from '@visactor/vutils';\nimport { isEqual } from '@visactor/vgrammar-util';\nimport type {\n IGlyphElement,\n IGlyphMark,\n MarkElementItem,\n MarkSpec,\n IGlyphMeta,\n MarkType,\n StateProxyEncodeSpec\n} from '../types';\nimport { cloneTransformAttributes, transformAttributes } from './attributes';\nimport { BridgeElementKey, CollectionMarkType } from './constants';\nimport { DiffState, HOOK_EVENT, GrammarMarkType } from './enums';\nimport { Element } from './element';\nimport { invokeEncoderToItems } from './mark/encode';\nimport type { IGraphicAttribute, IGlyph } from '@visactor/vrender-core';\n\nexport class GlyphElement extends Element implements IGlyphElement {\n declare graphicItem: IGlyph;\n\n declare mark: IGlyphMark;\n protected glyphGraphicItems: { [markName: string]: any };\n\n private glyphMeta: IGlyphMeta;\n\n constructor(mark: IGlyphMark) {\n super(mark);\n this.glyphMeta = this.mark.getGlyphMeta();\n }\n\n getGlyphGraphicItems() {\n return this.glyphGraphicItems;\n }\n\n initGraphicItem(attributes: any = {}) {\n if (this.graphicItem) {\n return;\n }\n\n const attrs = Object.assign({}, attributes);\n this.graphicItem = this.mark.addGraphicItem(attrs, this.groupKey) as IGlyph;\n this.graphicItem[BridgeElementKey] = this;\n this.graphicItem.onBeforeAttributeUpdate = this._onGlyphAttributeUpdate(false);\n\n const glyphMarks = this.glyphMeta.getMarks();\n this.glyphGraphicItems = {};\n this.graphicItem.getSubGraphic().forEach((graphic: any) => {\n const markType = glyphMarks[graphic.name];\n this.glyphGraphicItems[graphic.name] = graphic;\n graphic.onBeforeAttributeUpdate = (attributes: any) => {\n // mark might be released\n if (!this.mark) {\n return attributes;\n }\n const graphicAttributes = transformAttributes(markType, attributes, this, graphic.name);\n return graphicAttributes;\n };\n });\n\n this.clearGraphicAttributes();\n }\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!this.graphicItem) {\n return;\n }\n this.mark.emit(HOOK_EVENT.BEFORE_ELEMENT_STATE, { states }, this);\n\n this.states = states.slice();\n const stateAnimation = isBoolean(hasAnimation)\n ? hasAnimation\n : !!(this.mark.getSpec() as MarkSpec).animation?.state;\n this.graphicItem.glyphStateProxy = this.getStateAttrs;\n this.graphicItem.useStates(this.states, stateAnimation);\n\n this.mark.emit(HOOK_EVENT.AFTER_ELEMENT_STATE, { states }, this);\n }\n\n protected getStateAttrs = (stateName: string, nextStates: string[]) => {\n const isRuntimeState = !isNil(this.runtimeStatesEncoder?.[stateName]);\n const encoder = isRuntimeState\n ? this.runtimeStatesEncoder[stateName]\n : (this.mark.getSpec() as MarkSpec).encode?.[stateName];\n\n const glyphStateAttributes = {} as {\n attributes: Partial<IGraphicAttribute>;\n subAttributes: Partial<IGraphicAttribute>[];\n };\n\n if (!encoder) {\n return glyphStateAttributes;\n }\n\n if (isFunction(encoder)) {\n glyphStateAttributes.attributes = (encoder as StateProxyEncodeSpec)(this.getDatum(), this, stateName, nextStates);\n return glyphStateAttributes;\n }\n\n if (!isRuntimeState && this.graphicItem.glyphStates?.[stateName]) {\n return this.graphicItem.glyphStates[stateName];\n }\n\n if (encoder) {\n const item = this.items[0];\n const targetItems = [Object.assign({}, item, { nextAttrs: {} })];\n\n invokeEncoderToItems(this, targetItems, encoder, (this.mark as any).parameters());\n this.coordinateTransformEncode(targetItems);\n\n glyphStateAttributes.attributes = targetItems[0].nextAttrs;\n\n if (!this.graphicItem.glyphStates) {\n this.graphicItem.glyphStates = { [stateName]: glyphStateAttributes };\n } else if (!this.graphicItem.glyphStates[stateName]) {\n this.graphicItem.glyphStates[stateName] = glyphStateAttributes;\n }\n\n return glyphStateAttributes;\n }\n\n return glyphStateAttributes;\n };\n\n encodeGraphic() {\n this.coordinateTransformEncode(this.items);\n const graphicAttributes = this.transformElementItems(this.items, this.mark.markType);\n\n if (!this.graphicItem) {\n this.initGraphicItem();\n }\n\n if (this.diffState === DiffState.enter) {\n // apply default encoder when enter\n this.graphicItem.onBeforeAttributeUpdate = this._onGlyphAttributeUpdate(true);\n this.applyGraphicAttributes(graphicAttributes);\n this.graphicItem.onBeforeAttributeUpdate = this._onGlyphAttributeUpdate(false);\n } else {\n this.applyGraphicAttributes(graphicAttributes);\n }\n\n if ((this.diffState === DiffState.enter || this.diffState === DiffState.update) && this.states.length) {\n Object.values(this.glyphGraphicItems).forEach(graphicItem => {\n // 更新数据流后,states计算不缓存\n graphicItem.states = {};\n });\n this.useStates(this.states);\n }\n\n // clear item attributes\n this.items.map(item => {\n item.nextAttrs = {};\n });\n }\n\n encodeCustom(nextAttrs?: any): { [markName: string]: any } {\n let customEncodeValues: { [markName: string]: any } = {};\n const channelEncoder = this.glyphMeta.getChannelEncoder();\n const functionEncoder = this.glyphMeta.getFunctionEncoder();\n\n if (functionEncoder) {\n customEncodeValues = functionEncoder.call(\n null,\n Object.assign({}, this.graphicItem?.attribute, nextAttrs),\n this.getDatum(),\n this,\n this.mark.getGlyphConfig()\n );\n }\n if (channelEncoder) {\n // TODO: maybe delete origin encode value?\n let allAttrs: any;\n Object.keys(channelEncoder).forEach(channel => {\n if (!isNil(nextAttrs[channel])) {\n if (!allAttrs) {\n allAttrs = Object.assign({}, this.graphicItem?.attribute, nextAttrs);\n }\n const encodeResult = channelEncoder[channel].call(\n null,\n channel,\n nextAttrs[channel],\n allAttrs,\n this.getDatum(),\n this,\n this.mark.getGlyphConfig()\n );\n Object.keys(encodeResult ?? {}).forEach(markName => {\n customEncodeValues[markName] = Object.assign(customEncodeValues[markName] ?? {}, encodeResult[markName]);\n });\n }\n });\n }\n return customEncodeValues;\n }\n\n private encodeDefault() {\n const defaultEncodeValues: { [markName: string]: any } = {};\n // apply default encode\n if (this.diffState === DiffState.enter && this.glyphMeta.getDefaultEncoder()) {\n const defaultEncodeResult = this.glyphMeta\n .getDefaultEncoder()\n .call(null, this.getDatum(), this, this.mark.getGlyphConfig());\n Object.assign(defaultEncodeValues, defaultEncodeResult);\n }\n return defaultEncodeValues;\n }\n\n private _onGlyphAttributeUpdate(first: boolean = false) {\n return (attributes: any) => {\n // mark might be released\n if (!this.mark) {\n return attributes;\n }\n const glyphMarks = this.glyphMeta.getMarks();\n\n const graphicAttributes = transformAttributes(this.mark.getAttributeTransforms(), attributes, this);\n\n // apply default encode\n const defaultEncodeValues = first ? this.encodeDefault() : null;\n // apply custom encode\n const customEncodeValues = this.encodeCustom(attributes);\n\n Object.keys(glyphMarks).forEach(markName => {\n const markType = glyphMarks[markName];\n const graphicItem = this.glyphGraphicItems[markName];\n const customAttributes = customEncodeValues?.[markName];\n const additionalAttributes = Object.assign({}, customAttributes);\n if (first) {\n // apply default attributes when visual channel is not set\n const defaultAttributes = defaultEncodeValues?.[markName];\n Object.keys(defaultAttributes ?? {}).forEach(key => {\n if (!has(this.items[0].nextAttrs, key) && !has(additionalAttributes, key)) {\n additionalAttributes[key] = defaultAttributes[key];\n }\n });\n }\n const glyphAttributes = Object.assign({}, cloneTransformAttributes(markType, attributes), additionalAttributes);\n const glyphItems = this._generateGlyphItems(markType, this.items, glyphAttributes);\n this.coordinateTransformEncode(glyphItems);\n const graphicAttributes = this.transformElementItems(glyphItems, markType);\n\n this.applyGlyphGraphicAttributes(graphicAttributes, markName, graphicItem);\n\n if (markType === GrammarMarkType.shape) {\n // FIXME: shape需要拿到原始数据进行编码,暂时把数据绑定到graphicItem上,看后续graphicItem是否需要支持数据绑定\n graphicItem.datum = glyphItems[0].datum;\n }\n });\n\n return graphicAttributes;\n };\n }\n\n private _generateGlyphItems(markType: MarkType, items: MarkElementItem[], additionalAttributes: any) {\n const nextAttrs = items[0]?.nextAttrs;\n const glyphItems = items.map(item => Object.assign({}, item, { nextAttrs: additionalAttributes }));\n\n if ((CollectionMarkType as string[]).includes(markType) && nextAttrs.enableSegments) {\n // segment mark require all items to apply additional attributes\n glyphItems.forEach((glyphItem, index) => {\n glyphItem.nextAttrs = Object.assign({}, items[index].nextAttrs, additionalAttributes);\n });\n }\n\n return glyphItems;\n }\n\n getGraphicAttribute(channel: string, prev: boolean = false, markName?: any) {\n if (!this.graphicItem) {\n return undefined;\n }\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n if (prev && has(prevGraphicAttributes, channel)) {\n return prevGraphicAttributes[channel];\n }\n\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.attribute[channel];\n }\n\n setGraphicAttribute(channel: string, value: any, final: boolean = true, markName?: any) {\n if (!this.graphicItem) {\n return;\n }\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n\n if (final) {\n finalGraphicAttributes[channel] = value;\n }\n if (!has(prevGraphicAttributes, channel)) {\n prevGraphicAttributes[channel] = graphicItem.attribute[channel];\n }\n\n graphicItem.setAttribute(channel, value);\n }\n\n setGraphicAttributes(attributes: { [channel: string]: any }, final: boolean = true, markName?: any) {\n if (!this.graphicItem) {\n return;\n }\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n\n Object.keys(attributes).forEach(key => {\n if (final) {\n finalGraphicAttributes[key] = attributes[key];\n }\n if (!has(prevGraphicAttributes, key)) {\n prevGraphicAttributes[key] = graphicItem.attribute[key];\n }\n });\n\n graphicItem.setAttributes(attributes);\n }\n\n protected diffAttributes(graphicAttributes: { [channel: string]: any }, markName?: string) {\n const diffResult = {};\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n for (const key in graphicAttributes) {\n if (!isEqual(key, finalGraphicAttributes, graphicAttributes)) {\n diffResult[key] = graphicAttributes[key];\n }\n }\n return diffResult;\n }\n\n protected applyGlyphGraphicAttributes(graphicAttributes: any, markName: string, graphicItem: any): void {\n if (this.mark.needAnimate()) {\n // If mark need animate, diff attributes.\n const nextGraphicAttributes = this.diffAttributes(graphicAttributes, markName);\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n Object.keys(nextGraphicAttributes).forEach(channel => {\n prevGraphicAttributes[channel] = graphicItem.attribute[channel];\n finalGraphicAttributes[channel] = nextGraphicAttributes[channel];\n });\n this.setNextGraphicAttributes(nextGraphicAttributes, markName);\n this.setPrevGraphicAttributes(prevGraphicAttributes, markName);\n this.setFinalGraphicAttributes(finalGraphicAttributes, markName);\n\n // Apply next attributes to current graphic item immediately.\n // Scene graph tree should be handled like no animation exists in dataflow procedure.\n graphicItem.setAttributes(nextGraphicAttributes);\n } else {\n graphicItem.setAttributes(graphicAttributes);\n }\n }\n\n getFinalGraphicAttributes(markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.finalAttrs;\n }\n\n protected setFinalGraphicAttributes(attributes: { [channel: string]: any }, markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n graphicItem.finalAttrs = attributes;\n }\n\n getPrevGraphicAttributes(markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.prevAttrs;\n }\n\n protected setPrevGraphicAttributes(attributes: { [channel: string]: any }, markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n graphicItem.prevAttrs = attributes;\n }\n\n getNextGraphicAttributes(markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.nextAttrs;\n }\n\n protected setNextGraphicAttributes(attributes: { [channel: string]: any }, markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n graphicItem.nextAttrs = attributes;\n }\n\n clearChangedGraphicAttributes() {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n Object.keys(this.glyphGraphicItems).forEach(markName => {\n this.setPrevGraphicAttributes({}, markName);\n this.setNextGraphicAttributes({}, markName);\n });\n }\n\n clearGraphicAttributes() {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n this.setFinalGraphicAttributes({});\n Object.keys(this.glyphGraphicItems).forEach(markName => {\n this.setPrevGraphicAttributes({}, markName);\n this.setNextGraphicAttributes({}, markName);\n this.setFinalGraphicAttributes({}, markName);\n });\n }\n\n remove() {\n this.glyphGraphicItems = null;\n super.remove();\n }\n\n release() {\n if (this.glyphGraphicItems) {\n Object.values(this.glyphGraphicItems).forEach(graphicItem => {\n graphicItem[BridgeElementKey] = null;\n });\n this.glyphGraphicItems = null;\n }\n super.release();\n }\n}\n"]}
1
+ 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{ has, isNil, isBoolean, isFunction } from '@visactor/vutils';\nimport { isEqual } from '@visactor/vgrammar-util';\nimport type {\n IGlyphElement,\n IGlyphMark,\n MarkElementItem,\n MarkSpec,\n IGlyphMeta,\n MarkType,\n StateProxyEncodeSpec\n} from '../types';\nimport { cloneTransformAttributes, transformAttributes } from './attributes';\nimport { BridgeElementKey, CollectionMarkType } from './constants';\nimport { DiffState, HOOK_EVENT, GrammarMarkType } from './enums';\nimport { Element } from './element';\nimport { invokeEncoderToItems } from './mark/encode';\nimport type { IGraphicAttribute, IGlyph } from '@visactor/vrender-core';\n\nexport class GlyphElement extends Element implements IGlyphElement {\n declare graphicItem: IGlyph;\n\n declare mark: IGlyphMark;\n protected glyphGraphicItems: { [markName: string]: any };\n\n private glyphMeta: IGlyphMeta;\n\n constructor(mark: IGlyphMark) {\n super(mark);\n this.glyphMeta = this.mark.getGlyphMeta();\n }\n\n getGlyphGraphicItems() {\n return this.glyphGraphicItems;\n }\n\n initGraphicItem(attributes: any = {}) {\n if (this.graphicItem) {\n return;\n }\n\n const attrs = Object.assign({}, attributes);\n this.graphicItem = this.mark.addGraphicItem(attrs, this.groupKey) as IGlyph;\n this.graphicItem[BridgeElementKey] = this;\n this.graphicItem.onBeforeAttributeUpdate = this._onGlyphAttributeUpdate(false);\n\n const glyphMarks = this.glyphMeta.getMarks();\n this.glyphGraphicItems = {};\n this.graphicItem.getSubGraphic().forEach((graphic: any) => {\n const markType = glyphMarks[graphic.name];\n this.glyphGraphicItems[graphic.name] = graphic;\n graphic.onBeforeAttributeUpdate = (attributes: any) => {\n // mark might be released\n if (!this.mark) {\n return attributes;\n }\n const graphicAttributes = transformAttributes(markType, attributes, this, graphic.name);\n return graphicAttributes;\n };\n });\n\n this.clearGraphicAttributes();\n }\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!this.graphicItem) {\n return;\n }\n this.mark.emit(HOOK_EVENT.BEFORE_ELEMENT_STATE, { states }, this);\n\n this.states = states.slice();\n\n const stateAnimationEnable = isBoolean(hasAnimation)\n ? hasAnimation\n : this.mark.animate.getAnimationConfigs('state').length !== 0;\n\n this.graphicItem.glyphStateProxy = this.getStateAttrs;\n this.graphicItem.useStates(this.states, stateAnimationEnable);\n\n this.mark.emit(HOOK_EVENT.AFTER_ELEMENT_STATE, { states }, this);\n }\n\n protected getStateAttrs = (stateName: string, nextStates: string[]) => {\n const isRuntimeState = !isNil(this.runtimeStatesEncoder?.[stateName]);\n const encoder = isRuntimeState\n ? this.runtimeStatesEncoder[stateName]\n : (this.mark.getSpec() as MarkSpec).encode?.[stateName];\n\n const glyphStateAttributes = {} as {\n attributes: Partial<IGraphicAttribute>;\n subAttributes: Partial<IGraphicAttribute>[];\n };\n\n if (!encoder) {\n return glyphStateAttributes;\n }\n\n if (isFunction(encoder)) {\n glyphStateAttributes.attributes = (encoder as StateProxyEncodeSpec)(this.getDatum(), this, stateName, nextStates);\n return glyphStateAttributes;\n }\n\n if (!isRuntimeState && this.graphicItem.glyphStates?.[stateName]) {\n return this.graphicItem.glyphStates[stateName];\n }\n\n if (encoder) {\n const item = this.items[0];\n const targetItems = [Object.assign({}, item, { nextAttrs: {} })];\n\n invokeEncoderToItems(this, targetItems, encoder, (this.mark as any).parameters());\n this.coordinateTransformEncode(targetItems);\n\n glyphStateAttributes.attributes = targetItems[0].nextAttrs;\n\n if (!this.graphicItem.glyphStates) {\n this.graphicItem.glyphStates = { [stateName]: glyphStateAttributes };\n } else if (!this.graphicItem.glyphStates[stateName]) {\n this.graphicItem.glyphStates[stateName] = glyphStateAttributes;\n }\n\n return glyphStateAttributes;\n }\n\n return glyphStateAttributes;\n };\n\n encodeGraphic() {\n this.coordinateTransformEncode(this.items);\n const graphicAttributes = this.transformElementItems(this.items, this.mark.markType);\n\n if (!this.graphicItem) {\n this.initGraphicItem();\n }\n\n if (this.diffState === DiffState.enter) {\n // apply default encoder when enter\n this.graphicItem.onBeforeAttributeUpdate = this._onGlyphAttributeUpdate(true);\n this.applyGraphicAttributes(graphicAttributes);\n this.graphicItem.onBeforeAttributeUpdate = this._onGlyphAttributeUpdate(false);\n } else {\n this.applyGraphicAttributes(graphicAttributes);\n }\n\n if ((this.diffState === DiffState.enter || this.diffState === DiffState.update) && this.states.length) {\n Object.values(this.glyphGraphicItems).forEach(graphicItem => {\n // 更新数据流后,states计算不缓存\n graphicItem.states = {};\n });\n this.useStates(this.states);\n }\n\n // clear item attributes\n this.items.map(item => {\n item.nextAttrs = {};\n });\n }\n\n encodeCustom(nextAttrs?: any): { [markName: string]: any } {\n let customEncodeValues: { [markName: string]: any } = {};\n const channelEncoder = this.glyphMeta.getChannelEncoder();\n const functionEncoder = this.glyphMeta.getFunctionEncoder();\n\n if (functionEncoder) {\n customEncodeValues = functionEncoder.call(\n null,\n Object.assign({}, this.graphicItem?.attribute, nextAttrs),\n this.getDatum(),\n this,\n this.mark.getGlyphConfig()\n );\n }\n if (channelEncoder) {\n // TODO: maybe delete origin encode value?\n let allAttrs: any;\n Object.keys(channelEncoder).forEach(channel => {\n if (!isNil(nextAttrs[channel])) {\n if (!allAttrs) {\n allAttrs = Object.assign({}, this.graphicItem?.attribute, nextAttrs);\n }\n const encodeResult = channelEncoder[channel].call(\n null,\n channel,\n nextAttrs[channel],\n allAttrs,\n this.getDatum(),\n this,\n this.mark.getGlyphConfig()\n );\n Object.keys(encodeResult ?? {}).forEach(markName => {\n customEncodeValues[markName] = Object.assign(customEncodeValues[markName] ?? {}, encodeResult[markName]);\n });\n }\n });\n }\n return customEncodeValues;\n }\n\n private encodeDefault() {\n const defaultEncodeValues: { [markName: string]: any } = {};\n // apply default encode\n if (this.diffState === DiffState.enter && this.glyphMeta.getDefaultEncoder()) {\n const defaultEncodeResult = this.glyphMeta\n .getDefaultEncoder()\n .call(null, this.getDatum(), this, this.mark.getGlyphConfig());\n Object.assign(defaultEncodeValues, defaultEncodeResult);\n }\n return defaultEncodeValues;\n }\n\n private _onGlyphAttributeUpdate(first: boolean = false) {\n return (attributes: any) => {\n // mark might be released\n if (!this.mark) {\n return attributes;\n }\n const glyphMarks = this.glyphMeta.getMarks();\n\n const graphicAttributes = transformAttributes(this.mark.getAttributeTransforms(), attributes, this);\n\n // apply default encode\n const defaultEncodeValues = first ? this.encodeDefault() : null;\n // apply custom encode\n const customEncodeValues = this.encodeCustom(attributes);\n\n Object.keys(glyphMarks).forEach(markName => {\n const markType = glyphMarks[markName];\n const graphicItem = this.glyphGraphicItems[markName];\n const customAttributes = customEncodeValues?.[markName];\n const additionalAttributes = Object.assign({}, customAttributes);\n if (first) {\n // apply default attributes when visual channel is not set\n const defaultAttributes = defaultEncodeValues?.[markName];\n Object.keys(defaultAttributes ?? {}).forEach(key => {\n if (!has(this.items[0].nextAttrs, key) && !has(additionalAttributes, key)) {\n additionalAttributes[key] = defaultAttributes[key];\n }\n });\n }\n const glyphAttributes = Object.assign({}, cloneTransformAttributes(markType, attributes), additionalAttributes);\n const glyphItems = this._generateGlyphItems(markType, this.items, glyphAttributes);\n this.coordinateTransformEncode(glyphItems);\n const graphicAttributes = this.transformElementItems(glyphItems, markType);\n\n this.applyGlyphGraphicAttributes(graphicAttributes, markName, graphicItem);\n\n if (markType === GrammarMarkType.shape) {\n // FIXME: shape需要拿到原始数据进行编码,暂时把数据绑定到graphicItem上,看后续graphicItem是否需要支持数据绑定\n graphicItem.datum = glyphItems[0].datum;\n }\n });\n\n return graphicAttributes;\n };\n }\n\n private _generateGlyphItems(markType: MarkType, items: MarkElementItem[], additionalAttributes: any) {\n const nextAttrs = items[0]?.nextAttrs;\n const glyphItems = items.map(item => Object.assign({}, item, { nextAttrs: additionalAttributes }));\n\n if ((CollectionMarkType as string[]).includes(markType) && nextAttrs.enableSegments) {\n // segment mark require all items to apply additional attributes\n glyphItems.forEach((glyphItem, index) => {\n glyphItem.nextAttrs = Object.assign({}, items[index].nextAttrs, additionalAttributes);\n });\n }\n\n return glyphItems;\n }\n\n getGraphicAttribute(channel: string, prev: boolean = false, markName?: any) {\n if (!this.graphicItem) {\n return undefined;\n }\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n if (prev && has(prevGraphicAttributes, channel)) {\n return prevGraphicAttributes[channel];\n }\n\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.attribute[channel];\n }\n\n setGraphicAttribute(channel: string, value: any, final: boolean = true, markName?: any) {\n if (!this.graphicItem) {\n return;\n }\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n\n if (final) {\n finalGraphicAttributes[channel] = value;\n }\n if (!has(prevGraphicAttributes, channel)) {\n prevGraphicAttributes[channel] = graphicItem.attribute[channel];\n }\n\n graphicItem.setAttribute(channel, value);\n }\n\n setGraphicAttributes(attributes: { [channel: string]: any }, final: boolean = true, markName?: any) {\n if (!this.graphicItem) {\n return;\n }\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n\n Object.keys(attributes).forEach(key => {\n if (final) {\n finalGraphicAttributes[key] = attributes[key];\n }\n if (!has(prevGraphicAttributes, key)) {\n prevGraphicAttributes[key] = graphicItem.attribute[key];\n }\n });\n\n graphicItem.setAttributes(attributes);\n }\n\n protected diffAttributes(graphicAttributes: { [channel: string]: any }, markName?: string) {\n const diffResult = {};\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n for (const key in graphicAttributes) {\n if (!isEqual(key, finalGraphicAttributes, graphicAttributes)) {\n diffResult[key] = graphicAttributes[key];\n }\n }\n return diffResult;\n }\n\n protected applyGlyphGraphicAttributes(graphicAttributes: any, markName: string, graphicItem: any): void {\n if (this.mark.needAnimate()) {\n // If mark need animate, diff attributes.\n const nextGraphicAttributes = this.diffAttributes(graphicAttributes, markName);\n const prevGraphicAttributes = this.getPrevGraphicAttributes(markName);\n const finalGraphicAttributes = this.getFinalGraphicAttributes(markName);\n Object.keys(nextGraphicAttributes).forEach(channel => {\n prevGraphicAttributes[channel] = graphicItem.attribute[channel];\n finalGraphicAttributes[channel] = nextGraphicAttributes[channel];\n });\n this.setNextGraphicAttributes(nextGraphicAttributes, markName);\n this.setPrevGraphicAttributes(prevGraphicAttributes, markName);\n this.setFinalGraphicAttributes(finalGraphicAttributes, markName);\n\n // Apply next attributes to current graphic item immediately.\n // Scene graph tree should be handled like no animation exists in dataflow procedure.\n graphicItem.setAttributes(nextGraphicAttributes);\n } else {\n graphicItem.setAttributes(graphicAttributes);\n }\n }\n\n getFinalGraphicAttributes(markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.finalAttrs;\n }\n\n protected setFinalGraphicAttributes(attributes: { [channel: string]: any }, markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n graphicItem.finalAttrs = attributes;\n }\n\n getPrevGraphicAttributes(markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.prevAttrs;\n }\n\n protected setPrevGraphicAttributes(attributes: { [channel: string]: any }, markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n graphicItem.prevAttrs = attributes;\n }\n\n getNextGraphicAttributes(markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n return graphicItem.nextAttrs;\n }\n\n protected setNextGraphicAttributes(attributes: { [channel: string]: any }, markName?: string) {\n const graphicItem = markName ? this.glyphGraphicItems[markName] : this.graphicItem;\n graphicItem.nextAttrs = attributes;\n }\n\n clearChangedGraphicAttributes() {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n Object.keys(this.glyphGraphicItems).forEach(markName => {\n this.setPrevGraphicAttributes({}, markName);\n this.setNextGraphicAttributes({}, markName);\n });\n }\n\n clearGraphicAttributes() {\n this.setPrevGraphicAttributes({});\n this.setNextGraphicAttributes({});\n this.setFinalGraphicAttributes({});\n Object.keys(this.glyphGraphicItems).forEach(markName => {\n this.setPrevGraphicAttributes({}, markName);\n this.setNextGraphicAttributes({}, markName);\n this.setFinalGraphicAttributes({}, markName);\n });\n }\n\n remove() {\n this.glyphGraphicItems = null;\n super.remove();\n }\n\n release() {\n if (this.glyphGraphicItems) {\n Object.values(this.glyphGraphicItems).forEach(graphicItem => {\n graphicItem[BridgeElementKey] = null;\n });\n this.glyphGraphicItems = null;\n }\n super.release();\n }\n}\n"]}
package/cjs/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export declare const version = "0.8.0";
1
+ export declare const version = "0.8.1";
2
2
  export * from './graph';
3
3
  export * from './interactions';
4
4
  export { View } from './view';
package/cjs/index.js CHANGED
@@ -18,7 +18,7 @@ var __createBinding = this && this.__createBinding || (Object.create ? function(
18
18
  Object.defineProperty(exports, "__esModule", {
19
19
  value: !0
20
20
  }), exports.vglobal = exports.ThemeManager = exports.SIGNAL_VIEW_BOX = exports.SIGNAL_WIDTH = exports.SIGNAL_VIEW_WIDTH = exports.SIGNAL_VIEW_HEIGHT = exports.SIGNAL_PADDING = exports.SIGNAL_HEIGHT = exports.SIGNAL_AUTOFIT = exports.Factory = exports.GrammarBase = exports.invokeFunctionType = exports.parseFunctionType = exports.View = exports.version = void 0,
21
- exports.version = "0.8.0", __exportStar(require("./graph"), exports), __exportStar(require("./interactions"), exports);
21
+ exports.version = "0.8.1", __exportStar(require("./graph"), exports), __exportStar(require("./interactions"), exports);
22
22
 
23
23
  var view_1 = require("./view");
24
24
 
package/cjs/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,OAAO,CAAC;AAE/B,0CAAwB;AAExB,iDAA+B;AAE/B,+BAA8B;AAArB,4FAAA,IAAI,OAAA;AACb,qCAAqE;AAA5D,yGAAA,iBAAiB,OAAA;AAAE,0GAAA,kBAAkB,OAAA;AAC9C,oDAAkD;AAAzC,2GAAA,WAAW,OAAA;AACpB,8CAA4B;AAC5B,0CAAwB;AACxB,0CAAyC;AAAhC,kGAAA,OAAO,OAAA;AAChB,8CAQ0B;AAPxB,2GAAA,cAAc,OAAA;AACd,0GAAA,aAAa,OAAA;AACb,2GAAA,cAAc,OAAA;AACd,+GAAA,kBAAkB,OAAA;AAClB,8GAAA,iBAAiB,OAAA;AACjB,yGAAA,YAAY,OAAA;AACZ,4GAAA,eAAe,OAAA;AAGjB,uDAAqD;AAA5C,6GAAA,YAAY,OAAA;AAErB,0CAAwB;AACxB,8CAA4B;AAC5B,+CAA6B;AAC7B,8DAA4C;AAE5C,uDAAiD;AAAxC,uGAAA,OAAO,OAAA;AAChB,wCAAsB;AACtB,iDAA+B","file":"index.js","sourcesContent":["// -- Exports -----\nexport const version = \"0.8.0\";\n\nexport * from './graph';\n\nexport * from './interactions';\n\nexport { View } from './view';\nexport { parseFunctionType, invokeFunctionType } from './parse/util';\nexport { GrammarBase } from './view/grammar-base';\nexport * from './util/text';\nexport * from './types';\nexport { Factory } from './core/factory';\nexport {\n SIGNAL_AUTOFIT,\n SIGNAL_HEIGHT,\n SIGNAL_PADDING,\n SIGNAL_VIEW_HEIGHT,\n SIGNAL_VIEW_WIDTH,\n SIGNAL_WIDTH,\n SIGNAL_VIEW_BOX\n} from './view/constants';\n\nexport { ThemeManager } from './theme/theme-manager';\n\nexport * from './glyph';\nexport * from './component';\nexport * from './transforms';\nexport * from './graph/animation/animation';\n\nexport { vglobal } from '@visactor/vrender-core';\nexport * from './env';\nexport * from './interactions';\n"]}
1
+ {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,OAAO,CAAC;AAE/B,0CAAwB;AAExB,iDAA+B;AAE/B,+BAA8B;AAArB,4FAAA,IAAI,OAAA;AACb,qCAAqE;AAA5D,yGAAA,iBAAiB,OAAA;AAAE,0GAAA,kBAAkB,OAAA;AAC9C,oDAAkD;AAAzC,2GAAA,WAAW,OAAA;AACpB,8CAA4B;AAC5B,0CAAwB;AACxB,0CAAyC;AAAhC,kGAAA,OAAO,OAAA;AAChB,8CAQ0B;AAPxB,2GAAA,cAAc,OAAA;AACd,0GAAA,aAAa,OAAA;AACb,2GAAA,cAAc,OAAA;AACd,+GAAA,kBAAkB,OAAA;AAClB,8GAAA,iBAAiB,OAAA;AACjB,yGAAA,YAAY,OAAA;AACZ,4GAAA,eAAe,OAAA;AAGjB,uDAAqD;AAA5C,6GAAA,YAAY,OAAA;AAErB,0CAAwB;AACxB,8CAA4B;AAC5B,+CAA6B;AAC7B,8DAA4C;AAE5C,uDAAiD;AAAxC,uGAAA,OAAO,OAAA;AAChB,wCAAsB;AACtB,iDAA+B","file":"index.js","sourcesContent":["// -- Exports -----\nexport const version = \"0.8.1\";\n\nexport * from './graph';\n\nexport * from './interactions';\n\nexport { View } from './view';\nexport { parseFunctionType, invokeFunctionType } from './parse/util';\nexport { GrammarBase } from './view/grammar-base';\nexport * from './util/text';\nexport * from './types';\nexport { Factory } from './core/factory';\nexport {\n SIGNAL_AUTOFIT,\n SIGNAL_HEIGHT,\n SIGNAL_PADDING,\n SIGNAL_VIEW_HEIGHT,\n SIGNAL_VIEW_WIDTH,\n SIGNAL_WIDTH,\n SIGNAL_VIEW_BOX\n} from './view/constants';\n\nexport { ThemeManager } from './theme/theme-manager';\n\nexport * from './glyph';\nexport * from './component';\nexport * from './transforms';\nexport * from './graph/animation/animation';\n\nexport { vglobal } from '@visactor/vrender-core';\nexport * from './env';\nexport * from './interactions';\n"]}
@@ -1,6 +1,7 @@
1
- import type { ContinuousPlayerAttributes, DataLabelAttrs, DataZoomAttributes, DiscretePlayerAttributes, LineLabelAttrs, RectLabelAttrs, SymbolLabelAttrs, ArcLabelAttrs, TooltipAttributes, BaseLabelAttrs, TitleAttrs, ScrollBarAttributes } from '@visactor/vrender-components';
1
+ import type { ContinuousPlayerAttributes, DataLabelAttrs, LineDataLabelAttrs, DataZoomAttributes, DiscretePlayerAttributes, LineLabelAttrs, RectLabelAttrs, SymbolLabelAttrs, ArcLabelAttrs, TooltipAttributes, BaseLabelAttrs, TitleAttrs, ScrollBarAttributes } from '@visactor/vrender-components';
2
2
  import type { IComponentTheme, RecursivePartial } from '../../types';
3
3
  export declare const dataLabel: RecursivePartial<DataLabelAttrs>;
4
+ export declare const lineDataLabel: RecursivePartial<LineDataLabelAttrs>;
4
5
  export declare const lineLabel: RecursivePartial<LineLabelAttrs>;
5
6
  export declare const rectLabel: RecursivePartial<RectLabelAttrs>;
6
7
  export declare const symbolLabel: RecursivePartial<SymbolLabelAttrs>;
@@ -2,7 +2,7 @@
2
2
 
3
3
  Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
- }), exports.defaultComponentTheme = exports.scrollbar = exports.title = exports.tooltip = exports.discretePlayer = exports.continuousPlayer = exports.datazoom = exports.pointLabel = exports.arcLabel = exports.symbolLabel = exports.rectLabel = exports.lineLabel = exports.dataLabel = void 0;
5
+ }), exports.defaultComponentTheme = exports.scrollbar = exports.title = exports.tooltip = exports.discretePlayer = exports.continuousPlayer = exports.datazoom = exports.pointLabel = exports.arcLabel = exports.symbolLabel = exports.rectLabel = exports.lineLabel = exports.lineDataLabel = exports.dataLabel = void 0;
6
6
 
7
7
  const axis = {
8
8
  label: {
@@ -351,6 +351,17 @@ exports.dataLabel = {
351
351
  height: 400
352
352
  },
353
353
  dataLabels: []
354
+ }, exports.lineDataLabel = {
355
+ type: "line-data",
356
+ data: [ {
357
+ text: ""
358
+ } ],
359
+ position: "top",
360
+ overlap: {
361
+ avoidBaseMark: !1,
362
+ clampForce: !1
363
+ },
364
+ smartInvert: !1
354
365
  }, exports.lineLabel = {
355
366
  type: "line",
356
367
  data: [ {
@@ -483,6 +494,7 @@ exports.title = {
483
494
  rectLabel: exports.rectLabel,
484
495
  symbolLabel: exports.symbolLabel,
485
496
  arcLabel: exports.arcLabel,
497
+ lineDataLabel: exports.lineDataLabel,
486
498
  datazoom: exports.datazoom,
487
499
  continuousPlayer: exports.continuousPlayer,
488
500
  discretePlayer: exports.discretePlayer,
@@ -1 +1 @@
1
- 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type {\n CircleAxisAttributes,\n CircleCrosshairAttrs,\n ColorLegendAttributes,\n ContinuousPlayerAttributes,\n DataLabelAttrs,\n DataZoomAttributes,\n DiscreteLegendAttrs,\n DiscretePlayerAttributes,\n LineAxisAttributes,\n LineCrosshairAttrs,\n LineLabelAttrs,\n PolygonCrosshairAttrs,\n RectCrosshairAttrs,\n RectLabelAttrs,\n SectorCrosshairAttrs,\n SizeLegendAttributes,\n SliderAttributes,\n SymbolLabelAttrs,\n ArcLabelAttrs,\n TooltipAttributes,\n BaseLabelAttrs,\n TitleAttrs,\n LineAxisGridAttributes,\n CircleAxisGridAttributes,\n ScrollBarAttributes\n} from '@visactor/vrender-components';\nimport type { IComponentTheme, RecursivePartial } from '../../types';\n\nconst axis: RecursivePartial<LineAxisAttributes> = {\n label: {\n visible: true,\n inside: false,\n space: 4,\n style: {\n fontSize: 12,\n fill: '#89909d',\n fontWeight: 'normal',\n fillOpacity: 1\n }\n },\n tick: {\n visible: true,\n inside: false,\n alignWithLabel: true,\n length: 4,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n subTick: {\n visible: false,\n inside: false,\n count: 4,\n length: 2,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n line: {\n visible: true,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n items: [],\n start: { x: 0, y: 0 },\n end: { x: 100, y: 0 },\n x: 0,\n y: 0\n};\n\nconst circleAxis: RecursivePartial<CircleAxisAttributes> = {\n title: {\n space: 4,\n padding: [0, 0, 0, 0],\n textStyle: {\n fontSize: 12,\n fill: '#333333',\n fontWeight: 'normal',\n fillOpacity: 1\n },\n text: 'theta'\n },\n label: {\n visible: true,\n inside: false,\n space: 4,\n style: {\n fontSize: 12,\n fill: '#6F6F6F',\n fontWeight: 'normal',\n fillOpacity: 1\n }\n },\n tick: {\n visible: true,\n inside: false,\n alignWithLabel: true,\n length: 4,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n subTick: {\n visible: false,\n inside: false,\n count: 4,\n length: 2,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n line: {\n visible: true,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n items: [],\n startAngle: 0,\n endAngle: Math.PI * 2,\n radius: 100,\n innerRadius: 0,\n center: { x: 0, y: 0 },\n x: 0,\n y: 0\n};\n\nconst grid: RecursivePartial<LineAxisGridAttributes> = {\n style: {\n stroke: '#f1f2f5'\n }\n};\n\nconst circleGrid: RecursivePartial<CircleAxisGridAttributes> = {\n style: {\n stroke: '#f1f2f5'\n }\n};\n\nconst discreteLegend: RecursivePartial<DiscreteLegendAttrs> = {\n layout: 'vertical',\n title: {\n align: 'start',\n space: 12,\n textStyle: {\n fontSize: 12,\n fontWeight: 'bold',\n fill: '#2C3542'\n }\n },\n item: {\n spaceCol: 10,\n spaceRow: 10,\n shape: {\n space: 4,\n style: {\n size: 10,\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n opacity: 0.85\n },\n unSelected: {\n fill: '#D8D8D8',\n stroke: '#D8D8D8',\n fillOpacity: 0.5\n }\n }\n },\n label: {\n space: 4,\n style: {\n fontSize: 12,\n fill: 'black',\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n opacity: 0.85\n },\n unSelected: {\n fill: '#D8D8D8',\n fillOpacity: 0.5\n }\n }\n },\n value: {\n alignRight: false,\n style: {\n fontSize: 12,\n fill: '#ccc',\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n opacity: 0.85\n },\n unSelected: {\n fill: '#D8D8D8'\n }\n }\n },\n background: {\n style: {\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n fillOpacity: 0.7,\n fill: 'gray'\n },\n unSelectedHover: {\n fillOpacity: 0.2,\n fill: 'gray'\n }\n }\n },\n focus: false,\n focusIconStyle: {\n size: 10,\n fill: '#333',\n cursor: 'pointer'\n },\n visible: true,\n padding: {\n top: 2,\n bottom: 2,\n left: 2,\n right: 2\n }\n },\n autoPage: true,\n pager: {\n space: 12,\n handler: {\n style: {\n size: 10\n },\n space: 4\n }\n },\n hover: true,\n select: true,\n selectMode: 'multiple',\n allowAllCanceled: false,\n items: [\n {\n index: 0,\n id: '',\n label: '',\n shape: {\n fill: '#6690F2',\n stroke: '#6690F2',\n symbolType: 'circle'\n }\n }\n ]\n};\n\nconst colorLegend: RecursivePartial<ColorLegendAttributes> = {\n title: {\n visible: false,\n text: ''\n },\n colors: [],\n layout: 'horizontal',\n railWidth: 200,\n railHeight: 8,\n railStyle: {\n cornerRadius: 5\n }\n};\n\nconst sizeLegend: RecursivePartial<SizeLegendAttributes> = {\n title: {\n visible: false,\n text: ''\n },\n trackStyle: {\n fill: '#ccc'\n },\n layout: 'horizontal',\n align: 'bottom',\n railWidth: 200,\n railHeight: 6,\n min: 0,\n max: 1,\n value: [0, 1]\n};\n\nconst lineCrosshair: RecursivePartial<LineCrosshairAttrs> = {\n start: { x: 0, y: 0 },\n end: { x: 0, y: 0 }\n};\n\nconst rectCrosshair: RecursivePartial<RectCrosshairAttrs> = {\n start: { x: 0, y: 0 },\n end: { x: 0, y: 0 },\n rectStyle: {\n width: 10,\n height: 10\n }\n};\n\nconst sectorCrosshair: RecursivePartial<SectorCrosshairAttrs> = {\n center: { x: 0, y: 0 },\n radius: 100,\n startAngle: 0,\n endAngle: Math.PI / 6\n};\n\nconst circleCrosshair: RecursivePartial<CircleCrosshairAttrs> = {\n center: { x: 0, y: 0 },\n radius: 100,\n startAngle: 0,\n endAngle: Math.PI * 2\n};\n\nconst polygonCrosshair: RecursivePartial<PolygonCrosshairAttrs> = {\n center: { x: 0, y: 0 },\n radius: 100,\n startAngle: 0,\n endAngle: Math.PI * 2,\n sides: 6\n};\n\nconst slider: RecursivePartial<SliderAttributes> = {\n layout: 'horizontal',\n railWidth: 200,\n railHeight: 10,\n railStyle: {\n cornerRadius: 5\n },\n range: {\n draggableTrack: true\n },\n startText: {\n visible: true,\n text: '',\n space: 8\n },\n endText: {\n visible: true,\n text: '',\n space: 8\n },\n min: 0,\n max: 1,\n value: [0, 1]\n};\n\nexport const dataLabel: RecursivePartial<DataLabelAttrs> = {\n size: { width: 400, height: 400 },\n dataLabels: []\n};\n\nexport const lineLabel: RecursivePartial<LineLabelAttrs> = {\n type: 'line',\n data: [\n {\n text: '',\n data: {}\n }\n ],\n position: 'start',\n overlap: {\n avoidBaseMark: true,\n clampForce: false,\n size: {\n width: 1000,\n height: 1000\n },\n strategy: [\n {\n type: 'position'\n }\n ]\n },\n smartInvert: false\n};\n\nexport const rectLabel: RecursivePartial<RectLabelAttrs> = {\n type: 'rect',\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n position: 'top',\n overlap: {\n size: {\n width: 1000,\n height: 1000\n },\n strategy: [\n {\n type: 'position'\n }\n ]\n },\n smartInvert: false\n};\n\nexport const symbolLabel: RecursivePartial<SymbolLabelAttrs> = {\n type: 'symbol',\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n position: 'top',\n overlap: {\n avoidBaseMark: true,\n size: {\n width: 1000,\n height: 1000\n },\n strategy: [\n {\n type: 'position'\n }\n ]\n },\n smartInvert: false\n};\n\nexport const arcLabel: RecursivePartial<ArcLabelAttrs> = {\n type: 'arc',\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n width: 800,\n height: 600,\n position: 'outside',\n\n zIndex: 302\n};\n\nexport const pointLabel: RecursivePartial<BaseLabelAttrs> = {\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n overlap: {\n avoidBaseMark: false,\n clampForce: false,\n size: {\n width: 1000,\n height: 1000\n }\n },\n smartInvert: false\n};\n\nexport const datazoom: RecursivePartial<DataZoomAttributes> = {\n orient: 'bottom',\n showDetail: 'auto',\n brushSelect: true,\n start: 0,\n end: 1,\n position: { x: 0, y: 0 },\n size: { width: 500, height: 40 },\n previewData: []\n};\n\nexport const continuousPlayer: RecursivePartial<ContinuousPlayerAttributes> = {};\n\nexport const discretePlayer: RecursivePartial<DiscretePlayerAttributes> = {};\n\nexport const tooltip: RecursivePartial<TooltipAttributes> = {};\n\nexport const title: RecursivePartial<TitleAttrs> = {\n textStyle: {\n fill: '#21252c'\n },\n subtextStyle: {\n fill: '#606773'\n }\n};\n\nexport const scrollbar: RecursivePartial<ScrollBarAttributes> = {\n width: 12,\n height: 12,\n padding: [2, 2],\n railStyle: {\n fill: 'rgba(0, 0, 0, .1)'\n }\n};\n\nexport const defaultComponentTheme: IComponentTheme = {\n axis,\n circleAxis,\n\n grid,\n circleGrid,\n\n discreteLegend,\n colorLegend,\n sizeLegend,\n\n lineCrosshair,\n rectCrosshair,\n sectorCrosshair,\n circleCrosshair,\n polygonCrosshair,\n\n slider,\n\n dataLabel,\n pointLabel,\n lineLabel,\n rectLabel,\n symbolLabel,\n arcLabel,\n\n datazoom,\n\n continuousPlayer,\n discretePlayer,\n\n tooltip,\n\n title,\n\n scrollbar\n};\n"]}
1
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type {\n CircleAxisAttributes,\n CircleCrosshairAttrs,\n ColorLegendAttributes,\n ContinuousPlayerAttributes,\n DataLabelAttrs,\n LineDataLabelAttrs,\n DataZoomAttributes,\n DiscreteLegendAttrs,\n DiscretePlayerAttributes,\n LineAxisAttributes,\n LineCrosshairAttrs,\n LineLabelAttrs,\n PolygonCrosshairAttrs,\n RectCrosshairAttrs,\n RectLabelAttrs,\n SectorCrosshairAttrs,\n SizeLegendAttributes,\n SliderAttributes,\n SymbolLabelAttrs,\n ArcLabelAttrs,\n TooltipAttributes,\n BaseLabelAttrs,\n TitleAttrs,\n LineAxisGridAttributes,\n CircleAxisGridAttributes,\n ScrollBarAttributes\n} from '@visactor/vrender-components';\nimport type { IComponentTheme, RecursivePartial } from '../../types';\n\nconst axis: RecursivePartial<LineAxisAttributes> = {\n label: {\n visible: true,\n inside: false,\n space: 4,\n style: {\n fontSize: 12,\n fill: '#89909d',\n fontWeight: 'normal',\n fillOpacity: 1\n }\n },\n tick: {\n visible: true,\n inside: false,\n alignWithLabel: true,\n length: 4,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n subTick: {\n visible: false,\n inside: false,\n count: 4,\n length: 2,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n line: {\n visible: true,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n items: [],\n start: { x: 0, y: 0 },\n end: { x: 100, y: 0 },\n x: 0,\n y: 0\n};\n\nconst circleAxis: RecursivePartial<CircleAxisAttributes> = {\n title: {\n space: 4,\n padding: [0, 0, 0, 0],\n textStyle: {\n fontSize: 12,\n fill: '#333333',\n fontWeight: 'normal',\n fillOpacity: 1\n },\n text: 'theta'\n },\n label: {\n visible: true,\n inside: false,\n space: 4,\n style: {\n fontSize: 12,\n fill: '#6F6F6F',\n fontWeight: 'normal',\n fillOpacity: 1\n }\n },\n tick: {\n visible: true,\n inside: false,\n alignWithLabel: true,\n length: 4,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n subTick: {\n visible: false,\n inside: false,\n count: 4,\n length: 2,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n line: {\n visible: true,\n style: {\n lineWidth: 1,\n stroke: '#D9DDE4',\n strokeOpacity: 1\n }\n },\n items: [],\n startAngle: 0,\n endAngle: Math.PI * 2,\n radius: 100,\n innerRadius: 0,\n center: { x: 0, y: 0 },\n x: 0,\n y: 0\n};\n\nconst grid: RecursivePartial<LineAxisGridAttributes> = {\n style: {\n stroke: '#f1f2f5'\n }\n};\n\nconst circleGrid: RecursivePartial<CircleAxisGridAttributes> = {\n style: {\n stroke: '#f1f2f5'\n }\n};\n\nconst discreteLegend: RecursivePartial<DiscreteLegendAttrs> = {\n layout: 'vertical',\n title: {\n align: 'start',\n space: 12,\n textStyle: {\n fontSize: 12,\n fontWeight: 'bold',\n fill: '#2C3542'\n }\n },\n item: {\n spaceCol: 10,\n spaceRow: 10,\n shape: {\n space: 4,\n style: {\n size: 10,\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n opacity: 0.85\n },\n unSelected: {\n fill: '#D8D8D8',\n stroke: '#D8D8D8',\n fillOpacity: 0.5\n }\n }\n },\n label: {\n space: 4,\n style: {\n fontSize: 12,\n fill: 'black',\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n opacity: 0.85\n },\n unSelected: {\n fill: '#D8D8D8',\n fillOpacity: 0.5\n }\n }\n },\n value: {\n alignRight: false,\n style: {\n fontSize: 12,\n fill: '#ccc',\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n opacity: 0.85\n },\n unSelected: {\n fill: '#D8D8D8'\n }\n }\n },\n background: {\n style: {\n cursor: 'pointer'\n },\n state: {\n selectedHover: {\n fillOpacity: 0.7,\n fill: 'gray'\n },\n unSelectedHover: {\n fillOpacity: 0.2,\n fill: 'gray'\n }\n }\n },\n focus: false,\n focusIconStyle: {\n size: 10,\n fill: '#333',\n cursor: 'pointer'\n },\n visible: true,\n padding: {\n top: 2,\n bottom: 2,\n left: 2,\n right: 2\n }\n },\n autoPage: true,\n pager: {\n space: 12,\n handler: {\n style: {\n size: 10\n },\n space: 4\n }\n },\n hover: true,\n select: true,\n selectMode: 'multiple',\n allowAllCanceled: false,\n items: [\n {\n index: 0,\n id: '',\n label: '',\n shape: {\n fill: '#6690F2',\n stroke: '#6690F2',\n symbolType: 'circle'\n }\n }\n ]\n};\n\nconst colorLegend: RecursivePartial<ColorLegendAttributes> = {\n title: {\n visible: false,\n text: ''\n },\n colors: [],\n layout: 'horizontal',\n railWidth: 200,\n railHeight: 8,\n railStyle: {\n cornerRadius: 5\n }\n};\n\nconst sizeLegend: RecursivePartial<SizeLegendAttributes> = {\n title: {\n visible: false,\n text: ''\n },\n trackStyle: {\n fill: '#ccc'\n },\n layout: 'horizontal',\n align: 'bottom',\n railWidth: 200,\n railHeight: 6,\n min: 0,\n max: 1,\n value: [0, 1]\n};\n\nconst lineCrosshair: RecursivePartial<LineCrosshairAttrs> = {\n start: { x: 0, y: 0 },\n end: { x: 0, y: 0 }\n};\n\nconst rectCrosshair: RecursivePartial<RectCrosshairAttrs> = {\n start: { x: 0, y: 0 },\n end: { x: 0, y: 0 },\n rectStyle: {\n width: 10,\n height: 10\n }\n};\n\nconst sectorCrosshair: RecursivePartial<SectorCrosshairAttrs> = {\n center: { x: 0, y: 0 },\n radius: 100,\n startAngle: 0,\n endAngle: Math.PI / 6\n};\n\nconst circleCrosshair: RecursivePartial<CircleCrosshairAttrs> = {\n center: { x: 0, y: 0 },\n radius: 100,\n startAngle: 0,\n endAngle: Math.PI * 2\n};\n\nconst polygonCrosshair: RecursivePartial<PolygonCrosshairAttrs> = {\n center: { x: 0, y: 0 },\n radius: 100,\n startAngle: 0,\n endAngle: Math.PI * 2,\n sides: 6\n};\n\nconst slider: RecursivePartial<SliderAttributes> = {\n layout: 'horizontal',\n railWidth: 200,\n railHeight: 10,\n railStyle: {\n cornerRadius: 5\n },\n range: {\n draggableTrack: true\n },\n startText: {\n visible: true,\n text: '',\n space: 8\n },\n endText: {\n visible: true,\n text: '',\n space: 8\n },\n min: 0,\n max: 1,\n value: [0, 1]\n};\n\nexport const dataLabel: RecursivePartial<DataLabelAttrs> = {\n size: { width: 400, height: 400 },\n dataLabels: []\n};\n\nexport const lineDataLabel: RecursivePartial<LineDataLabelAttrs> = {\n type: 'line-data',\n data: [\n {\n text: ''\n }\n ],\n position: 'top',\n overlap: {\n avoidBaseMark: false,\n clampForce: false\n },\n smartInvert: false\n};\n\nexport const lineLabel: RecursivePartial<LineLabelAttrs> = {\n type: 'line',\n data: [\n {\n text: '',\n data: {}\n }\n ],\n position: 'start',\n overlap: {\n avoidBaseMark: true,\n clampForce: false,\n size: {\n width: 1000,\n height: 1000\n },\n strategy: [\n {\n type: 'position'\n }\n ]\n },\n smartInvert: false\n};\n\nexport const rectLabel: RecursivePartial<RectLabelAttrs> = {\n type: 'rect',\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n position: 'top',\n overlap: {\n size: {\n width: 1000,\n height: 1000\n },\n strategy: [\n {\n type: 'position'\n }\n ]\n },\n smartInvert: false\n};\n\nexport const symbolLabel: RecursivePartial<SymbolLabelAttrs> = {\n type: 'symbol',\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n position: 'top',\n overlap: {\n avoidBaseMark: true,\n size: {\n width: 1000,\n height: 1000\n },\n strategy: [\n {\n type: 'position'\n }\n ]\n },\n smartInvert: false\n};\n\nexport const arcLabel: RecursivePartial<ArcLabelAttrs> = {\n type: 'arc',\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n width: 800,\n height: 600,\n position: 'outside',\n\n zIndex: 302\n};\n\nexport const pointLabel: RecursivePartial<BaseLabelAttrs> = {\n data: [\n {\n text: '',\n fill: '#606773',\n data: {}\n }\n ],\n overlap: {\n avoidBaseMark: false,\n clampForce: false,\n size: {\n width: 1000,\n height: 1000\n }\n },\n smartInvert: false\n};\n\nexport const datazoom: RecursivePartial<DataZoomAttributes> = {\n orient: 'bottom',\n showDetail: 'auto',\n brushSelect: true,\n start: 0,\n end: 1,\n position: { x: 0, y: 0 },\n size: { width: 500, height: 40 },\n previewData: []\n};\n\nexport const continuousPlayer: RecursivePartial<ContinuousPlayerAttributes> = {};\n\nexport const discretePlayer: RecursivePartial<DiscretePlayerAttributes> = {};\n\nexport const tooltip: RecursivePartial<TooltipAttributes> = {};\n\nexport const title: RecursivePartial<TitleAttrs> = {\n textStyle: {\n fill: '#21252c'\n },\n subtextStyle: {\n fill: '#606773'\n }\n};\n\nexport const scrollbar: RecursivePartial<ScrollBarAttributes> = {\n width: 12,\n height: 12,\n padding: [2, 2],\n railStyle: {\n fill: 'rgba(0, 0, 0, .1)'\n }\n};\n\nexport const defaultComponentTheme: IComponentTheme = {\n axis,\n circleAxis,\n\n grid,\n circleGrid,\n\n discreteLegend,\n colorLegend,\n sizeLegend,\n\n lineCrosshair,\n rectCrosshair,\n sectorCrosshair,\n circleCrosshair,\n polygonCrosshair,\n\n slider,\n\n dataLabel,\n pointLabel,\n lineLabel,\n rectLabel,\n symbolLabel,\n arcLabel,\n lineDataLabel,\n\n datazoom,\n\n continuousPlayer,\n discretePlayer,\n\n tooltip,\n\n title,\n\n scrollbar\n};\n"]}
@@ -1 +1 @@
1
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1
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@@ -0,0 +1,2 @@
1
+ import type { SampleTransformOptions } from '../../types';
2
+ export declare const transform: (options: SampleTransformOptions, upstreamData: any[]) => any[];