@visactor/vrender-components 0.14.0 → 0.14.1-alpha.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 (41) hide show
  1. package/cjs/data-zoom/data-zoom.js +2 -2
  2. package/cjs/data-zoom/data-zoom.js.map +1 -1
  3. package/cjs/index.d.ts +1 -1
  4. package/cjs/index.js +1 -1
  5. package/cjs/index.js.map +1 -1
  6. package/cjs/label/arc.js +6 -6
  7. package/cjs/label/arc.js.map +1 -1
  8. package/cjs/marker/base.js +5 -3
  9. package/cjs/marker/base.js.map +1 -1
  10. package/cjs/marker/type.d.ts +6 -0
  11. package/cjs/marker/type.js.map +1 -1
  12. package/cjs/player/continuous-player.js +5 -5
  13. package/cjs/player/continuous-player.js.map +1 -1
  14. package/cjs/player/discrete-player.js +4 -4
  15. package/cjs/player/discrete-player.js.map +1 -1
  16. package/cjs/scrollbar/scrollbar.js +4 -4
  17. package/cjs/scrollbar/scrollbar.js.map +1 -1
  18. package/cjs/slider/slider.js +8 -8
  19. package/cjs/slider/slider.js.map +1 -1
  20. package/dist/index.js +38 -38
  21. package/dist/index.min.js +1 -1
  22. package/es/data-zoom/data-zoom.js +3 -3
  23. package/es/data-zoom/data-zoom.js.map +1 -1
  24. package/es/index.d.ts +1 -1
  25. package/es/index.js +1 -1
  26. package/es/index.js.map +1 -1
  27. package/es/label/arc.js +6 -6
  28. package/es/label/arc.js.map +1 -1
  29. package/es/marker/base.js +6 -2
  30. package/es/marker/base.js.map +1 -1
  31. package/es/marker/type.d.ts +6 -0
  32. package/es/marker/type.js.map +1 -1
  33. package/es/player/continuous-player.js +5 -5
  34. package/es/player/continuous-player.js.map +1 -1
  35. package/es/player/discrete-player.js +5 -5
  36. package/es/player/discrete-player.js.map +1 -1
  37. package/es/scrollbar/scrollbar.js +5 -5
  38. package/es/scrollbar/scrollbar.js.map +1 -1
  39. package/es/slider/slider.js +9 -9
  40. package/es/slider/slider.js.map +1 -1
  41. package/package.json +4 -4
@@ -1 +1 @@
1
- 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type { IBoundsLike } from '@visactor/vutils';\nimport { merge } from '@visactor/vutils';\nimport { LabelBase } from './base';\nimport type { ArcLabelAttrs, IPoint, Quadrant, TextAlign } from './type';\nimport type { BaseLabelAttrs } from './type';\nimport type { TextAlignType, TextBaselineType, IText, IArcGraphicAttribute } from '@visactor/vrender';\nimport { isValidNumber, isNil, isLess, isGreater, isNumberClose as isClose } from '@visactor/vutils';\nimport {\n circlePoint,\n isQuadrantRight,\n isQuadrantLeft,\n lineCirclePoints,\n connectLineRadian,\n checkBoundsOverlap,\n computeQuadrant\n} from './util';\nimport type { IGraphic } from '@visactor/vrender';\n\nexport class ArcInfo {\n key!: string;\n refDatum!: any;\n /**\n * 绘图区圆弧中点\n */\n center!: IPoint;\n /**\n * label起始区圆弧中点\n */\n outerCenter!: IPoint;\n labelSize!: { width: number; height: number };\n labelPosition!: IPoint;\n labelLimit: number;\n labelVisible: boolean;\n lastLabelY!: number;\n labelYRange!: [number, number];\n labelText!: string | string[];\n pointA!: IPoint;\n pointB!: IPoint;\n pointC!: IPoint;\n labelLinePath!: string;\n /**\n * 象限\n */\n quadrant: Quadrant;\n radian: number;\n middleAngle: number;\n k: number;\n textAlign: TextAlignType;\n textBaseline: TextBaselineType;\n angle: number;\n\n constructor(\n refDatum: any,\n center: IPoint,\n outerCenter: IPoint,\n quadrant: Quadrant,\n radian: number,\n middleAngle: number\n ) {\n this.refDatum = refDatum;\n this.center = center;\n this.outerCenter = outerCenter;\n this.quadrant = quadrant;\n this.radian = radian;\n this.middleAngle = middleAngle;\n this.labelVisible = true;\n this.labelLimit = 0;\n }\n\n getLabelBounds(): IBoundsLike {\n if (!this.labelPosition || !this.labelSize) {\n return { x1: 0, x2: 0, y1: 0, y2: 0 };\n }\n return {\n x1: this.labelPosition.x - this.labelSize.width / 2,\n y1: this.labelPosition.y - this.labelSize.height / 2,\n x2: this.labelPosition.x + this.labelSize.width / 2,\n y2: this.labelPosition.y + this.labelSize.height / 2\n };\n }\n}\n\ntype PriorityArc = {\n arc: ArcInfo;\n /**\n * 在初始 arc 数组中的索引\n */\n originIndex: number;\n priorityIndex: number;\n};\n\nexport class ArcLabel extends LabelBase<ArcLabelAttrs> {\n name = 'arc-label';\n\n static defaultAttributes: Partial<ArcLabelAttrs> = {\n // visible: true,\n // showRule: 'all',\n // rotate: true,\n coverEnable: false,\n spaceWidth: 5,\n layoutArcGap: 6,\n textStyle: {\n visible: true,\n fontSize: 14,\n fontWeight: 'normal',\n fillOpacity: 1,\n textAlign: 'center',\n textBaseline: 'middle'\n },\n position: 'outside',\n offset: 0,\n line: {\n visible: true,\n line1MinLength: 20,\n line2MinLength: 10\n },\n layout: {\n align: 'arc',\n strategy: 'priority',\n tangentConstraint: true\n }\n };\n\n private _ellipsisWidth: number = 0;\n\n private _arcLeft: Map<any, ArcInfo> = new Map();\n private _arcRight: Map<any, ArcInfo> = new Map();\n\n constructor(attributes: ArcLabelAttrs) {\n super(merge({}, ArcLabel.defaultAttributes, attributes));\n }\n\n protected _overlapping(labels: IText[]) {\n return labels;\n }\n\n protected labeling(\n textBounds: IBoundsLike,\n graphicBounds: IBoundsLike,\n position = 'outside',\n offset = 0\n ): { x: number; y: number } | undefined {\n if (!textBounds || !graphicBounds) {\n return;\n }\n\n return { x: 0, y: 0 };\n }\n\n protected layoutArcLabels(\n position: BaseLabelAttrs['position'],\n attribute: any,\n currentMarks?: IGraphic[],\n data?: any,\n textBoundsArray?: any\n ) {\n // setArcs : 根据 arc 设置 datum 中对应的标签数据\n this._arcLeft.clear();\n this._arcRight.clear();\n const { width, height } = attribute as ArcLabelAttrs;\n currentMarks.forEach((currentMark, index) => {\n const graphicAttribute = currentMark.attribute as IArcGraphicAttribute;\n const radiusRatio = this.computeLayoutOuterRadius(graphicAttribute.outerRadius, width, height);\n const radius = this.computeRadius(radiusRatio, width, height);\n const center = { x: graphicAttribute?.x ?? 0, y: graphicAttribute?.y ?? 0 };\n\n const item = data[index];\n const textBounds = textBoundsArray[index];\n\n const arcMiddleAngle = (graphicAttribute.startAngle + graphicAttribute.endAngle) / 2;\n const intervalAngle = graphicAttribute.endAngle - graphicAttribute.startAngle;\n const arcQuadrant = computeQuadrant(graphicAttribute.endAngle - intervalAngle / 2);\n\n const arcMiddle = circlePoint(center.x, center.y, graphicAttribute.outerRadius, arcMiddleAngle);\n const outerArcMiddle = circlePoint(center.x, center.y, radius + attribute.line.line1MinLength, arcMiddleAngle);\n const arc = new ArcInfo(item, arcMiddle, outerArcMiddle, arcQuadrant, intervalAngle, arcMiddleAngle);\n\n // refDatum: any,\n // center: IPoint,\n // outerCenter: IPoint,\n // quadrant: Quadrant,\n // radian: number,\n // middleAngle: number,\n // k: number\n\n arc.pointA = circlePoint(\n (center as IPoint).x,\n (center as IPoint).y,\n this.computeDatumRadius(center.x * 2, center.y * 2, graphicAttribute.outerRadius),\n arc.middleAngle\n );\n\n arc.labelSize = {\n width: textBounds.x2 - textBounds.x1,\n height: textBounds.y2 - textBounds.y1\n };\n\n if (isQuadrantRight(arc.quadrant)) {\n this._arcRight.set(arc.refDatum, arc);\n } else if (isQuadrantLeft(arc.quadrant)) {\n this._arcLeft.set(arc.refDatum, arc);\n }\n });\n\n // layoutLabels : 执行内部/外部标签的布局计算\n const leftArcs = Array.from(this._arcLeft.values());\n const rightArcs = Array.from(this._arcRight.values());\n const arcs: ArcInfo[] = [];\n if (position === 'inside') {\n arcs.push(...this._layoutInsideLabels(rightArcs, attribute, currentMarks));\n arcs.push(...this._layoutInsideLabels(leftArcs, attribute, currentMarks));\n } else {\n arcs.push(...this._layoutOutsideLabels(rightArcs, attribute, currentMarks));\n arcs.push(...this._layoutOutsideLabels(leftArcs, attribute, currentMarks));\n }\n return arcs;\n }\n\n /**\n * 布局内部标签\n */\n private _layoutInsideLabels(arcs: ArcInfo[], attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const innerRadiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.innerRadius,\n attribute.width,\n attribute.height\n );\n const outerRadiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const labelConfig = attribute;\n const spaceWidth = labelConfig.spaceWidth as number;\n\n arcs.forEach((arc: ArcInfo) => {\n const { labelSize, radian } = arc;\n const innerRadius = this.computeRadius(innerRadiusRatio, attribute.width, attribute.height, 1);\n const outerRadius = this.computeRadius(outerRadiusRatio, attribute.width, attribute.height, 1);\n const minRadian = connectLineRadian(outerRadius, labelSize.height);\n let limit;\n if (radian < minRadian) {\n limit = 0;\n } else {\n let minRadius;\n if (radian >= Math.PI) {\n minRadius = innerRadius;\n } else {\n minRadius = Math.max(innerRadius, labelSize.height / 2 / Math.tan(radian / 2));\n }\n limit = outerRadius - minRadius - spaceWidth;\n }\n // TODO: 对于不旋转的内部标签设置 limit 为 outerRadius\n if (labelConfig?.rotate !== true) {\n limit = outerRadius - spaceWidth;\n }\n const text = this._getFormatLabelText(arc.refDatum, limit);\n arc.labelText = text;\n const labelWidth = Math.min(limit, arc.labelSize.width);\n const align = this._computeAlign(arc, attribute);\n const alignOffset = align === 'left' ? labelWidth : align === 'right' ? 0 : labelWidth / 2;\n const labelRadius = outerRadius - spaceWidth - alignOffset;\n arc.labelPosition = circlePoint((center as IPoint).x, (center as IPoint).y, labelRadius, arc.middleAngle);\n arc.labelLimit = labelWidth;\n if (!isGreater(labelWidth, 0)) {\n arc.labelVisible = false;\n }\n // (arc.textAlign = 'center'), (arc.textBaseline = 'middle');\n\n // arc.angle = degrees(arc.middleAngle);\n arc.angle = arc.middleAngle;\n });\n return arcs;\n }\n\n /**\n * 布局外部标签\n */\n private _layoutOutsideLabels(arcs: ArcInfo[], attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const height = center.y * 2;\n const line2MinLength = attribute.line.line2MinLength as number;\n const labelLayout = attribute.layout;\n const spaceWidth = attribute.spaceWidth as number;\n\n arcs.forEach(arc => {\n const direction = isQuadrantLeft(arc.quadrant) ? -1 : 1;\n arc.labelPosition = {\n x: arc.outerCenter.x + direction * (arc.labelSize.width / 2 + line2MinLength + spaceWidth),\n y: arc.outerCenter.y\n };\n });\n arcs.sort((a, b) => {\n return a.labelPosition.y - b.labelPosition.y;\n });\n\n if (attribute.coverEnable !== false || labelLayout.strategy === 'none') {\n for (const arc of arcs) {\n const { labelPosition, labelSize } = arc;\n arc.labelLimit = labelSize.width;\n arc.pointB = isQuadrantLeft(arc.quadrant)\n ? {\n x: labelPosition.x + labelSize.width / 2 + line2MinLength + spaceWidth,\n y: labelPosition.y\n }\n : {\n x: labelPosition.x - labelSize.width / 2 - line2MinLength - spaceWidth,\n y: labelPosition.y\n };\n this._computeX(arc, attribute, currentMarks);\n }\n if (attribute.coverEnable === false && labelLayout.strategy === 'none') {\n this._coverLabels(arcs);\n }\n } else {\n // 由于可能存在多行标签,这里仅仅估计一个最大标签数量用于避免冗余计算\n const maxLabels = height / ((attribute.textStyle?.fontSize as number) || 16);\n // 布局圆弧半径\n this._adjustY(arcs, maxLabels, attribute, currentMarks);\n\n const { minY, maxY } = arcs.reduce(\n (yInfo, arc) => {\n const { y1, y2 } = arc.getLabelBounds();\n yInfo.minY = Math.max(0, Math.min(y1, yInfo.minY));\n yInfo.maxY = Math.min(height, Math.max(y2, yInfo.maxY));\n return yInfo;\n },\n { minY: Infinity, maxY: -Infinity }\n );\n const halfY = Math.max(Math.abs(height / 2 - minY), Math.abs(maxY - height / 2));\n // pointB 与 label 的 y 值相同,但是 label 的 x 值依赖于 pointB 的 x 值\n const r = this._computeLayoutRadius(halfY, attribute, currentMarks);\n for (const arc of arcs) {\n this._computePointB(arc, r, attribute, currentMarks);\n this._computeX(arc, attribute, currentMarks);\n }\n }\n const width = center.x * 2;\n arcs.forEach(arc => {\n if (\n arc.labelVisible &&\n (isLess(arc.pointB.x, line2MinLength + spaceWidth) ||\n isGreater(arc.pointB.x, width - line2MinLength - spaceWidth))\n ) {\n arc.labelVisible = false;\n }\n arc.angle = 0;\n\n // arc.labelPosition.x = isQuadrantLeft(arc.quadrant)\n // ? arc.labelPosition.x - arc.labelSize.width\n // : arc.labelPosition.x;\n\n // arc.labelPosition.y = arc.labelPosition.y + 0.25 * arc.labelSize.height;\n\n arc.labelPosition.x = isQuadrantLeft(arc.quadrant)\n ? arc.labelPosition.x\n : arc.labelPosition.x + 0.5 * arc.labelSize.width;\n\n arc.labelLinePath =\n `M${Math.round(arc.pointA.x)},${Math.round(arc.pointA.y)}` +\n ` L${Math.round(arc.pointB.x)},${Math.round(arc.pointB.y)}` +\n ` L${Math.round(arc.pointC.x)},${Math.round(arc.pointC.y)}`;\n });\n\n return arcs;\n }\n\n /**\n * 计算 pointC 以及 label limit 与 position\n */\n private _computeX(arc: ArcInfo, attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const plotLayout = { width: center.x * 2, height: center.y * 2 };\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n\n const line1MinLength = attribute.line.line1MinLength as number;\n const line2MinLength = attribute.line.line2MinLength as number;\n const labelLayoutAlign = attribute.layout?.align;\n const spaceWidth = attribute.spaceWidth as number;\n const align = this._computeAlign(arc, attribute) as TextAlign;\n\n const { labelPosition, quadrant, pointB } = arc;\n if (!isValidNumber(pointB.x * pointB.y)) {\n arc.pointC = { x: NaN, y: NaN };\n labelPosition.x = NaN;\n arc.labelLimit = 0;\n }\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n const flag = isQuadrantLeft(quadrant) ? -1 : 1;\n let cx: number = 0;\n const restWidth = flag > 0 ? plotLayout.width - pointB.x : pointB.x;\n let limit = restWidth - line2MinLength - spaceWidth;\n if (labelLayoutAlign === 'labelLine') {\n cx = (radius + line1MinLength + line2MinLength) * flag + (center as IPoint).x;\n limit = (flag > 0 ? plotLayout.width - cx : cx) - spaceWidth;\n }\n const text = this._getFormatLabelText(arc.refDatum, limit);\n arc.labelText = text;\n let labelWidth = Math.min(limit, arc.labelSize.width);\n switch (labelLayoutAlign) {\n case 'labelLine':\n break;\n case 'edge':\n cx = flag > 0 ? plotLayout.width - labelWidth - spaceWidth : labelWidth + spaceWidth;\n break;\n case 'arc':\n default:\n cx = pointB.x + flag * line2MinLength;\n break;\n }\n labelWidth = Math.max(this._ellipsisWidth, labelWidth);\n arc.pointC = { x: cx, y: labelPosition.y };\n\n if (labelLayoutAlign === 'edge') {\n // edge 模式下的多行文本对齐方向与其他模式相反\n const alignOffset = this._computeAlignOffset(align, labelWidth, -flag);\n // 贴近画布边缘的布局结果可能会由于 cx 的小数 pixel 导致被部分裁剪,因此额外做计算\n labelPosition.x = flag > 0 ? plotLayout.width + alignOffset : alignOffset;\n } else {\n const alignOffset = this._computeAlignOffset(align, labelWidth, flag);\n labelPosition.x = cx + alignOffset + flag * spaceWidth;\n }\n\n arc.labelLimit = labelWidth;\n }\n\n private _computeAlignOffset(align: TextAlign, labelWidth: number, alignFlag: number): number {\n switch (align) {\n case 'left':\n return alignFlag < 0 ? -labelWidth : 0;\n case 'right':\n return alignFlag < 0 ? 0 : labelWidth;\n case 'center':\n default:\n return (labelWidth / 2) * alignFlag;\n }\n }\n\n private _computeAlign(arc: ArcInfo, attribute: any) {\n const labelConfig = attribute;\n // 暂时兼容两种配置方式\n const textAlign = labelConfig.textStyle?.textAlign ?? labelConfig.textStyle?.align;\n const layoutAlign = labelConfig.layout?.textAlign ?? labelConfig.layout?.align;\n if (labelConfig.position !== 'inside') {\n if (isNil(textAlign) || textAlign === 'auto') {\n // edge 模式下沿着画布对齐,与 labelLine & edge 模式相反\n if (layoutAlign === 'edge') {\n return isQuadrantLeft(arc.quadrant) ? 'left' : 'right';\n }\n return isQuadrantLeft(arc.quadrant) ? 'right' : 'left';\n }\n return textAlign;\n }\n return isNil(textAlign) || textAlign === 'auto' ? 'center' : textAlign;\n }\n\n private _getFormatLabelText(value: any, limit?: number) {\n return value.text;\n }\n\n /**\n * 调整标签位置的 Y 值\n */\n private _adjustY(arcs: ArcInfo[], maxLabels: number, attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const plotRect = { width: center.x * 2, height: center.y * 2 };\n const labelLayout = attribute.layout;\n if (labelLayout.strategy === 'vertical') {\n // vertical 策略类似 echarts 方案,没有切线限制策略,没有优先级,执行整体调整没有标签数量限制\n let lastY = 0;\n let delta;\n const len = arcs.length;\n if (len <= 0) {\n return;\n }\n // 偏移 y 值以避免遮挡\n for (let i = 0; i < len; i++) {\n const { y1 } = arcs[i].getLabelBounds();\n delta = y1 - lastY;\n if (isLess(delta, 0)) {\n const index = this._shiftY(arcs, i, len - 1, -delta);\n this._shiftY(arcs, index, 0, delta / 2);\n }\n const { y2 } = arcs[i].getLabelBounds();\n lastY = y2;\n }\n // 将超出上界的标签下移\n const { y1: firstY1 } = arcs[0].getLabelBounds();\n delta = firstY1 - 0;\n if (isLess(delta, 0)) {\n this._shiftY(arcs, 0, len - 1, -delta);\n }\n for (let i = arcs.length - 1; i >= 0; i--) {\n if (arcs[i].getLabelBounds().y2 > plotRect.height) {\n arcs[i].labelVisible = false;\n } else {\n break;\n }\n }\n } else if (labelLayout.strategy !== 'none') {\n const priorityArcs: PriorityArc[] = arcs.map((arc, i) => {\n return {\n arc,\n originIndex: i,\n priorityIndex: 0\n };\n });\n priorityArcs.sort((a, b) => {\n return b.arc.radian - a.arc.radian;\n });\n priorityArcs.forEach((priorityArc, i) => {\n priorityArc.priorityIndex = i;\n // 首先隐藏所有标签\n priorityArc.arc.labelVisible = false;\n });\n\n let topLabelIndex = Infinity;\n let bottomLabelIndex = -Infinity;\n // 按照优先级依次布局标签\n for (let i = 0; i < maxLabels && i < arcs.length; i++) {\n this._storeY(arcs);\n const arc = priorityArcs[i].arc;\n this._computeYRange(arc, attribute, currentMarks);\n arc.labelVisible = true;\n const curY = arc.labelPosition.y;\n // 寻找标签在布局前垂直方向上的上下邻居,也就是饼图上的邻居关系\n const { lastIndex, nextIndex } = this._findNeighborIndex(arcs, priorityArcs[i]);\n const lastArc = arcs[lastIndex];\n const nextArc = arcs[nextIndex];\n if (lastIndex === -1 && nextIndex !== -1) {\n const nextY = nextArc.labelPosition.y;\n if (curY > nextY) {\n arc.labelPosition.y = nextY - nextArc.labelSize.height / 2 - arc.labelSize.height / 2;\n } else {\n this._twoWayShift(arcs, arc, nextArc, nextIndex);\n }\n } else if (lastIndex !== -1 && nextIndex === -1) {\n const lastY = lastArc.labelPosition.y;\n if (curY < lastY) {\n arc.labelPosition.y = lastY + lastArc.labelSize.height / 2 + arc.labelSize.height / 2;\n } else {\n this._twoWayShift(arcs, lastArc, arc, priorityArcs[i].originIndex);\n }\n } else if (lastIndex !== -1 && nextIndex !== -1) {\n const lastY = lastArc.labelPosition.y;\n const nextY = nextArc.labelPosition.y;\n if (curY > nextY) {\n arc.labelPosition.y = nextY - nextArc.labelSize.height / 2 - arc.labelSize.height / 2;\n this._twoWayShift(arcs, lastArc, arc, priorityArcs[i].originIndex);\n } else if (curY < lastY) {\n arc.labelPosition.y = lastY + lastArc.labelSize.height / 2 + arc.labelSize.height / 2;\n this._twoWayShift(arcs, arc, nextArc, nextIndex);\n } else {\n this._twoWayShift(arcs, lastArc, arc, priorityArcs[i].originIndex);\n this._twoWayShift(arcs, arc, nextArc, nextIndex);\n }\n }\n\n const nextTopIndex = Math.min(topLabelIndex, priorityArcs[i].originIndex);\n const nextBottomIndex = Math.max(bottomLabelIndex, priorityArcs[i].originIndex);\n let delta;\n // 将超出下界的标签上移\n delta = arcs[nextBottomIndex].getLabelBounds().y2 - plotRect.height;\n if (isGreater(delta, 0)) {\n this._shiftY(arcs, nextBottomIndex, 0, -delta);\n }\n // 将超出上界的标签下移\n delta = arcs[nextTopIndex].getLabelBounds().y1 - 0;\n if (isLess(delta, 0)) {\n this._shiftY(arcs, nextTopIndex, arcs.length - 1, -delta);\n }\n delta = arcs[nextBottomIndex].getLabelBounds().y2 - plotRect.height;\n // 当整体上下移一次之后仍然无法容纳所有标签,则当前标签应当舍去\n if (isGreater(delta, 0)) {\n arc.labelVisible = false;\n this._restoreY(arcs);\n break;\n } else if (labelLayout.tangentConstraint && !this._checkYRange(arcs)) {\n // 当标签由于 Y 方向调节范围过大而舍弃时不应当终止布局过程\n arc.labelVisible = false;\n this._restoreY(arcs);\n } else {\n topLabelIndex = nextTopIndex;\n bottomLabelIndex = nextBottomIndex;\n }\n }\n }\n }\n\n /**\n * 向某一方向调整局部标签的 Y 值\n */\n private _shiftY(arcs: ArcInfo[], start: number, end: number, delta: number) {\n const direction = start < end ? 1 : -1;\n let index = start;\n while (index !== -1) {\n arcs[index].labelPosition.y += delta;\n const nextIndex = this._findNextVisibleIndex(arcs, index, end, direction);\n if (nextIndex >= 0 && nextIndex < arcs.length) {\n const { y1: curY1, y2: curY2 } = arcs[index].getLabelBounds();\n const { y1: nextY1, y2: nextY2 } = arcs[nextIndex].getLabelBounds();\n if ((direction > 0 && curY2 < nextY1) || (direction < 0 && curY1 > nextY2)) {\n return index;\n }\n }\n index = nextIndex;\n }\n return end;\n }\n\n /**\n * 寻找下一个显示标签索引\n */\n private _findNextVisibleIndex(arcs: ArcInfo[], start: number, end: number, direction: number) {\n const diff = (end - start) * direction;\n for (let i = 1; i <= diff; i++) {\n const index = start + i * direction;\n if (arcs[index].labelVisible) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * 计算 pointB,其 y 值在 adjustY 中确定,也即是 label 的 y 值\n */\n private _computePointB(arc: ArcInfo, r: number, attribute: any, currentMarks: any[]) {\n const labelConfig = attribute;\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const line1MinLength = labelConfig.line.line1MinLength as number;\n const labelLayout = labelConfig.layout;\n\n if (labelLayout.strategy === 'none') {\n // 不执行躲避策略或者不显示引导线时紧挨着圆弧布局\n arc.pointB = {\n x: arc.outerCenter.x,\n y: arc.outerCenter.y\n };\n } else {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n const { labelPosition, quadrant } = arc;\n const outerR = Math.max(radius + line1MinLength, currentMarks[0].attribute.outerRadius);\n const rd = r - outerR;\n // x 为 pointB.x 与圆心的差值\n const x = Math.sqrt(r ** 2 - Math.abs((center as IPoint).y - labelPosition.y) ** 2) - rd;\n if (isValidNumber(x)) {\n arc.pointB = {\n x: (center as IPoint).x + x * (isQuadrantLeft(quadrant) ? -1 : 1),\n y: labelPosition.y\n };\n } else {\n arc.pointB = { x: NaN, y: NaN };\n }\n }\n }\n\n /**\n * 存储当前所有显示标签的 Y 值\n */\n private _storeY(arcs: ArcInfo[]) {\n for (const arc of arcs) {\n if (arc.labelVisible) {\n arc.lastLabelY = arc.labelPosition.y;\n }\n }\n }\n\n /**\n * 计算圆弧切线所限制的标签 Y 值范围\n */\n private _computeYRange(arc: ArcInfo, attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const plotRect = { width: center.x * 2, height: center.y * 2 };\n\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const line1MinLength = attribute.line.line1MinLength as number;\n\n const { width, height } = plotRect;\n\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n // 出现 y 方向挤压过度必然是由于画布上下某一端被占满,此时半径是确定的\n const r = this._computeLayoutRadius(height / 2, attribute, currentMarks);\n // 所有坐标转化到以圆心为原点的坐标系计算\n // 在饼图上左右计算对称,可以全都转化到右侧计算\n const cx = Math.abs(arc.center.x - width / 2);\n const cy = arc.center.y - height / 2;\n let a;\n let b;\n let c;\n if (isClose(width / 2, cx)) {\n a = 0;\n b = 1;\n c = -cy;\n } else if (isClose(height / 2, cy)) {\n a = 1;\n b = 0;\n c = -cx;\n } else {\n // 斜截式转为一般式\n const k = -1 / (cy / cx);\n a = k;\n b = -1;\n c = cy - k * cx;\n }\n const points = lineCirclePoints(a, b, c, line1MinLength + radius - r, 0, r);\n // 由于饼图上切点在布局圆内部,交点必然有两个\n if (points.length < 2) {\n return;\n }\n let min;\n let max;\n if (points[0].x > points[1].x) {\n points.reverse();\n }\n if (points[0].x < 0) {\n if (isClose(points[0].y, points[1].y)) {\n if (Math.abs(arc.middleAngle) < Math.PI / 2) {\n min = 0;\n max = points[1].y + height / 2;\n } else {\n min = points[1].y + height / 2;\n max = height;\n }\n } else if (points[0].y < points[1].y) {\n min = 0;\n max = points[1].y + height / 2;\n } else {\n min = points[1].y + height / 2;\n max = plotRect.height;\n }\n } else {\n min = Math.min(points[0].y, points[1].y) + height / 2;\n max = Math.max(points[0].y, points[1].y) + height / 2;\n }\n arc.labelYRange = [min, max];\n }\n\n /**\n * 计算标签布局圆弧半径,即 pointB 所落在的圆弧\n */\n private _computeLayoutRadius(halfYLength: number, attribute: any, currentMarks: any[]) {\n const labelConfig = attribute;\n const layoutArcGap = labelConfig.layoutArcGap as number;\n const line1MinLength = labelConfig.line.line1MinLength as number;\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n const outerR = radius + line1MinLength;\n\n const a = outerR - layoutArcGap;\n\n return Math.max((a ** 2 + halfYLength ** 2) / (2 * a), outerR);\n }\n\n /**\n * 依据初始的标签排序,寻找某一标签上下最近的显示标签索引\n */\n private _findNeighborIndex(arcs: ArcInfo[], priorityArc: PriorityArc) {\n const index = priorityArc.originIndex;\n let lastIndex = -1;\n let nextIndex = -1;\n for (let i = index - 1; i >= 0; i--) {\n if (arcs[i].labelVisible) {\n lastIndex = i;\n break;\n }\n }\n for (let i = index + 1; i < arcs.length; i++) {\n if (arcs[i].labelVisible) {\n nextIndex = i;\n break;\n }\n }\n return {\n lastIndex,\n nextIndex\n };\n }\n\n /**\n * 执行给定标签 Y 值的 shiftDown 以及 shiftUp\n */\n private _twoWayShift(arcs: ArcInfo[], lastArc: ArcInfo, nextArc: ArcInfo, nextIndex: number) {\n const delta = nextArc.getLabelBounds().y1 - lastArc.getLabelBounds().y2;\n if (isLess(delta, 0)) {\n const i = this._shiftY(arcs, nextIndex, arcs.length - 1, -delta);\n this._shiftY(arcs, i, 0, delta / 2);\n }\n }\n\n /**\n * 恢复所有显示标签在之前存储的 Y 值\n */\n private _restoreY(arcs: ArcInfo[]) {\n for (const arc of arcs) {\n if (arc.labelVisible) {\n arc.labelPosition.y = arc.lastLabelY;\n }\n }\n }\n\n /**\n * 检查每个显示的标签的 Y 值是否在切线限制范围内\n */\n private _checkYRange(arcs: ArcInfo[]) {\n for (const arc of arcs) {\n const { labelYRange, labelPosition } = arc;\n if (\n arc.labelVisible &&\n labelYRange &&\n (isLess(labelPosition.y, labelYRange[0]) || isGreater(labelPosition.y, labelYRange[1]))\n ) {\n return false;\n }\n }\n return true;\n }\n\n /**\n * 自上至下计算被遮盖的标签\n */\n private _coverLabels(arcs: ArcInfo[]) {\n if (arcs.length <= 1) {\n return;\n }\n let lastBounds = arcs[0].getLabelBounds();\n for (let i = 1; i < arcs.length; i++) {\n const bounds = arcs[i].getLabelBounds();\n if (!checkBoundsOverlap(lastBounds, bounds)) {\n lastBounds = bounds;\n } else {\n arcs[i].labelVisible = false;\n }\n }\n }\n\n protected computeRadius(r: number, width?: number, height?: number, k?: number): number {\n return this.computeLayoutRadius(width ? width : 0, height ? height : 0) * r * (isNil(k) ? 1 : k);\n }\n\n protected computeLayoutRadius(width: number, height: number) {\n return Math.min(width / 2, height / 2);\n }\n\n private computeLayoutOuterRadius(r: number, width: number, height: number) {\n return r / (Math.min(width, height) / 2);\n }\n\n private computeDatumRadius(width?: number, height?: number, outerRadius?: any): number {\n const outerRadiusRatio = this.computeLayoutOuterRadius(outerRadius, width, height); //this.getRadius(state)\n return this.computeLayoutRadius(width ? width : 0, height ? height : 0) * outerRadiusRatio;\n }\n}\n"]}
1
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type { IBoundsLike } from '@visactor/vutils';\nimport { merge } from '@visactor/vutils';\nimport { LabelBase } from './base';\nimport type { ArcLabelAttrs, IPoint, Quadrant, TextAlign } from './type';\nimport type { BaseLabelAttrs } from './type';\nimport type { TextAlignType, TextBaselineType, IText, IArcGraphicAttribute } from '@visactor/vrender';\nimport { isValidNumber, isNil, isLess, isGreater, isNumberClose as isClose } from '@visactor/vutils';\nimport {\n circlePoint,\n isQuadrantRight,\n isQuadrantLeft,\n lineCirclePoints,\n connectLineRadian,\n checkBoundsOverlap,\n computeQuadrant\n} from './util';\nimport type { IGraphic } from '@visactor/vrender';\n\nexport class ArcInfo {\n key!: string;\n refDatum!: any;\n /**\n * 绘图区圆弧中点\n */\n center!: IPoint;\n /**\n * label起始区圆弧中点\n */\n outerCenter!: IPoint;\n labelSize!: { width: number; height: number };\n labelPosition!: IPoint;\n labelLimit: number;\n labelVisible: boolean;\n lastLabelY!: number;\n labelYRange!: [number, number];\n labelText!: string | string[];\n pointA!: IPoint;\n pointB!: IPoint;\n pointC!: IPoint;\n labelLinePath!: string;\n /**\n * 象限\n */\n quadrant: Quadrant;\n radian: number;\n middleAngle: number;\n k: number;\n textAlign: TextAlignType;\n textBaseline: TextBaselineType;\n angle: number;\n\n constructor(\n refDatum: any,\n center: IPoint,\n outerCenter: IPoint,\n quadrant: Quadrant,\n radian: number,\n middleAngle: number\n ) {\n this.refDatum = refDatum;\n this.center = center;\n this.outerCenter = outerCenter;\n this.quadrant = quadrant;\n this.radian = radian;\n this.middleAngle = middleAngle;\n this.labelVisible = true;\n this.labelLimit = 0;\n }\n\n getLabelBounds(): IBoundsLike {\n if (!this.labelPosition || !this.labelSize) {\n return { x1: 0, x2: 0, y1: 0, y2: 0 };\n }\n return {\n x1: this.labelPosition.x - this.labelSize.width / 2,\n y1: this.labelPosition.y - this.labelSize.height / 2,\n x2: this.labelPosition.x + this.labelSize.width / 2,\n y2: this.labelPosition.y + this.labelSize.height / 2\n };\n }\n}\n\ntype PriorityArc = {\n arc: ArcInfo;\n /**\n * 在初始 arc 数组中的索引\n */\n originIndex: number;\n priorityIndex: number;\n};\n\nexport class ArcLabel extends LabelBase<ArcLabelAttrs> {\n name = 'arc-label';\n\n static defaultAttributes: Partial<ArcLabelAttrs> = {\n // visible: true,\n // showRule: 'all',\n // rotate: true,\n coverEnable: false,\n spaceWidth: 5,\n layoutArcGap: 6,\n textStyle: {\n visible: true,\n fontSize: 14,\n fontWeight: 'normal',\n fillOpacity: 1,\n textAlign: 'center',\n textBaseline: 'middle'\n },\n position: 'outside',\n offset: 0,\n line: {\n visible: true,\n line1MinLength: 20,\n line2MinLength: 10\n },\n layout: {\n align: 'arc',\n strategy: 'priority',\n tangentConstraint: true\n }\n };\n\n private _ellipsisWidth: number = 0;\n\n private _arcLeft: Map<any, ArcInfo> = new Map();\n private _arcRight: Map<any, ArcInfo> = new Map();\n\n constructor(attributes: ArcLabelAttrs) {\n super(merge({}, ArcLabel.defaultAttributes, attributes));\n }\n\n protected _overlapping(labels: IText[]) {\n return labels;\n }\n\n protected labeling(\n textBounds: IBoundsLike,\n graphicBounds: IBoundsLike,\n position = 'outside',\n offset = 0\n ): { x: number; y: number } | undefined {\n if (!textBounds || !graphicBounds) {\n return;\n }\n\n return { x: 0, y: 0 };\n }\n\n protected layoutArcLabels(\n position: BaseLabelAttrs['position'],\n attribute: any,\n currentMarks?: IGraphic[],\n data?: any,\n textBoundsArray?: any\n ) {\n // setArcs : 根据 arc 设置 datum 中对应的标签数据\n this._arcLeft.clear();\n this._arcRight.clear();\n const { width, height } = attribute as ArcLabelAttrs;\n currentMarks.forEach((currentMark, index) => {\n const graphicAttribute = currentMark.attribute as IArcGraphicAttribute;\n const radiusRatio = this.computeLayoutOuterRadius(graphicAttribute.outerRadius, width, height);\n const radius = this.computeRadius(radiusRatio, width, height);\n const center = { x: graphicAttribute?.x ?? 0, y: graphicAttribute?.y ?? 0 };\n\n const item = data[index];\n const textBounds = textBoundsArray[index];\n\n const arcMiddleAngle = (graphicAttribute.startAngle + graphicAttribute.endAngle) / 2;\n const intervalAngle = graphicAttribute.endAngle - graphicAttribute.startAngle;\n const arcQuadrant = computeQuadrant(graphicAttribute.endAngle - intervalAngle / 2);\n\n const arcMiddle = circlePoint(center.x, center.y, graphicAttribute.outerRadius, arcMiddleAngle);\n const outerArcMiddle = circlePoint(center.x, center.y, radius + attribute.line.line1MinLength, arcMiddleAngle);\n const arc = new ArcInfo(item, arcMiddle, outerArcMiddle, arcQuadrant, intervalAngle, arcMiddleAngle);\n\n // refDatum: any,\n // center: IPoint,\n // outerCenter: IPoint,\n // quadrant: Quadrant,\n // radian: number,\n // middleAngle: number,\n // k: number\n\n arc.pointA = circlePoint(\n (center as IPoint).x,\n (center as IPoint).y,\n this.computeDatumRadius(center.x * 2, center.y * 2, graphicAttribute.outerRadius),\n arc.middleAngle\n );\n\n arc.labelSize = {\n width: textBounds.x2 - textBounds.x1,\n height: textBounds.y2 - textBounds.y1\n };\n\n if (isQuadrantRight(arc.quadrant)) {\n this._arcRight.set(arc.refDatum, arc);\n } else if (isQuadrantLeft(arc.quadrant)) {\n this._arcLeft.set(arc.refDatum, arc);\n }\n });\n\n // layoutLabels : 执行内部/外部标签的布局计算\n const leftArcs = Array.from(this._arcLeft.values());\n const rightArcs = Array.from(this._arcRight.values());\n const arcs: ArcInfo[] = [];\n if (position === 'inside') {\n arcs.push(...this._layoutInsideLabels(rightArcs, attribute, currentMarks));\n arcs.push(...this._layoutInsideLabels(leftArcs, attribute, currentMarks));\n } else {\n arcs.push(...this._layoutOutsideLabels(rightArcs, attribute, currentMarks));\n arcs.push(...this._layoutOutsideLabels(leftArcs, attribute, currentMarks));\n }\n return arcs;\n }\n\n /**\n * 布局内部标签\n */\n private _layoutInsideLabels(arcs: ArcInfo[], attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const innerRadiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.innerRadius,\n attribute.width,\n attribute.height\n );\n const outerRadiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const labelConfig = attribute;\n const spaceWidth = labelConfig.spaceWidth as number;\n\n arcs.forEach((arc: ArcInfo) => {\n const { labelSize, radian } = arc;\n const innerRadius = this.computeRadius(innerRadiusRatio, attribute.width, attribute.height, 1);\n const outerRadius = this.computeRadius(outerRadiusRatio, attribute.width, attribute.height, 1);\n const minRadian = connectLineRadian(outerRadius, labelSize.height);\n let limit;\n if (radian < minRadian) {\n limit = 0;\n } else {\n let minRadius;\n if (radian >= Math.PI) {\n minRadius = innerRadius;\n } else {\n minRadius = Math.max(innerRadius, labelSize.height / 2 / Math.tan(radian / 2));\n }\n limit = outerRadius - minRadius - spaceWidth;\n }\n // TODO: 对于不旋转的内部标签设置 limit 为 outerRadius\n if (labelConfig?.rotate !== true) {\n limit = outerRadius - spaceWidth;\n }\n const text = this._getFormatLabelText(arc.refDatum, limit);\n arc.labelText = text;\n const labelWidth = Math.min(limit, arc.labelSize.width);\n const align = this._computeAlign(arc, attribute);\n const alignOffset = align === 'left' ? labelWidth : align === 'right' ? 0 : labelWidth / 2;\n const labelRadius = outerRadius - spaceWidth - alignOffset;\n arc.labelPosition = circlePoint((center as IPoint).x, (center as IPoint).y, labelRadius, arc.middleAngle);\n arc.labelLimit = labelWidth;\n if (!isGreater(labelWidth, 0)) {\n arc.labelVisible = false;\n }\n // (arc.textAlign = 'center'), (arc.textBaseline = 'middle');\n\n // arc.angle = degrees(arc.middleAngle);\n arc.angle = arc.middleAngle;\n });\n return arcs;\n }\n\n /**\n * 布局外部标签\n */\n private _layoutOutsideLabels(arcs: ArcInfo[], attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const height = center.y * 2;\n const line2MinLength = attribute.line.line2MinLength as number;\n const labelLayout = attribute.layout;\n const spaceWidth = attribute.spaceWidth as number;\n\n arcs.forEach(arc => {\n const direction = isQuadrantLeft(arc.quadrant) ? -1 : 1;\n arc.labelPosition = {\n x: arc.outerCenter.x + direction * (arc.labelSize.width / 2 + line2MinLength + spaceWidth),\n y: arc.outerCenter.y\n };\n });\n arcs.sort((a, b) => {\n return a.labelPosition.y - b.labelPosition.y;\n });\n\n if (attribute.coverEnable !== false || labelLayout.strategy === 'none') {\n for (const arc of arcs) {\n const { labelPosition, labelSize } = arc;\n arc.labelLimit = labelSize.width;\n arc.pointB = isQuadrantLeft(arc.quadrant)\n ? {\n x: labelPosition.x + labelSize.width / 2 + line2MinLength + spaceWidth,\n y: labelPosition.y\n }\n : {\n x: labelPosition.x - labelSize.width / 2 - line2MinLength - spaceWidth,\n y: labelPosition.y\n };\n this._computeX(arc, attribute, currentMarks);\n }\n if (attribute.coverEnable === false && labelLayout.strategy === 'none') {\n this._coverLabels(arcs);\n }\n } else {\n // 由于可能存在多行标签,这里仅仅估计一个最大标签数量用于避免冗余计算\n const maxLabels = height / ((attribute.textStyle?.fontSize as number) || 16);\n // 布局圆弧半径\n this._adjustY(arcs, maxLabels, attribute, currentMarks);\n\n const { minY, maxY } = arcs.reduce(\n (yInfo, arc) => {\n const { y1, y2 } = arc.getLabelBounds();\n yInfo.minY = Math.max(0, Math.min(y1, yInfo.minY));\n yInfo.maxY = Math.min(height, Math.max(y2, yInfo.maxY));\n return yInfo;\n },\n { minY: Infinity, maxY: -Infinity }\n );\n const halfY = Math.max(Math.abs(height / 2 - minY), Math.abs(maxY - height / 2));\n // pointB 与 label 的 y 值相同,但是 label 的 x 值依赖于 pointB 的 x 值\n const r = this._computeLayoutRadius(halfY, attribute, currentMarks);\n for (const arc of arcs) {\n this._computePointB(arc, r, attribute, currentMarks);\n this._computeX(arc, attribute, currentMarks);\n }\n }\n const width = center.x * 2;\n arcs.forEach(arc => {\n if (\n arc.labelVisible &&\n (isLess(arc.pointB.x, line2MinLength + spaceWidth) ||\n isGreater(arc.pointB.x, width - line2MinLength - spaceWidth))\n ) {\n arc.labelVisible = false;\n }\n arc.angle = 0;\n\n arc.labelLinePath =\n `M${Math.round(arc.pointA.x)},${Math.round(arc.pointA.y)}` +\n ` L${Math.round(arc.pointB.x)},${Math.round(arc.pointB.y)}` +\n ` L${Math.round(arc.pointC.x)},${Math.round(arc.pointC.y)}`;\n });\n\n return arcs;\n }\n\n /**\n * 计算 pointC 以及 label limit 与 position\n */\n private _computeX(arc: ArcInfo, attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const plotLayout = { width: center.x * 2, height: center.y * 2 };\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n\n const line1MinLength = attribute.line.line1MinLength as number;\n const line2MinLength = attribute.line.line2MinLength as number;\n const labelLayoutAlign = attribute.layout?.align;\n const spaceWidth = attribute.spaceWidth as number;\n const align = this._computeAlign(arc, attribute) as TextAlign;\n\n const { labelPosition, quadrant, pointB } = arc;\n if (!isValidNumber(pointB.x * pointB.y)) {\n arc.pointC = { x: NaN, y: NaN };\n labelPosition.x = NaN;\n arc.labelLimit = 0;\n }\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n const flag = isQuadrantLeft(quadrant) ? -1 : 1;\n let cx: number = 0;\n const restWidth = flag > 0 ? plotLayout.width - pointB.x : pointB.x;\n let limit = restWidth - line2MinLength - spaceWidth;\n if (labelLayoutAlign === 'labelLine') {\n cx = (radius + line1MinLength + line2MinLength) * flag + (center as IPoint).x;\n limit = (flag > 0 ? plotLayout.width - cx : cx) - spaceWidth;\n }\n const text = this._getFormatLabelText(arc.refDatum, limit);\n arc.labelText = text;\n let labelWidth = Math.min(limit, arc.labelSize.width);\n switch (labelLayoutAlign) {\n case 'labelLine':\n break;\n case 'edge':\n cx = flag > 0 ? plotLayout.width - labelWidth - spaceWidth : labelWidth + spaceWidth;\n break;\n case 'arc':\n default:\n cx = pointB.x + flag * line2MinLength;\n break;\n }\n labelWidth = Math.max(this._ellipsisWidth, labelWidth);\n arc.pointC = { x: cx, y: labelPosition.y };\n\n if (labelLayoutAlign === 'edge') {\n // edge 模式下的多行文本对齐方向与其他模式相反\n // const alignOffset = this._computeAlignOffset(align, labelWidth, -flag);\n const alignOffset = 0;\n // 贴近画布边缘的布局结果可能会由于 cx 的小数 pixel 导致被部分裁剪,因此额外做计算\n labelPosition.x = flag > 0 ? plotLayout.width + alignOffset : alignOffset;\n } else {\n // const alignOffset = this._computeAlignOffset(align, labelWidth, flag);\n const alignOffset = 0;\n labelPosition.x = cx + alignOffset + flag * (spaceWidth + 0.5 * arc.labelSize.width);\n }\n\n arc.labelLimit = labelWidth;\n }\n\n private _computeAlignOffset(align: TextAlign, labelWidth: number, alignFlag: number): number {\n switch (align) {\n case 'left':\n return alignFlag < 0 ? -labelWidth : 0;\n case 'right':\n return alignFlag < 0 ? 0 : labelWidth;\n case 'center':\n default:\n return (labelWidth / 2) * alignFlag;\n }\n }\n\n private _computeAlign(arc: ArcInfo, attribute: any) {\n const labelConfig = attribute;\n // 暂时兼容两种配置方式\n const textAlign = labelConfig.textStyle?.textAlign ?? labelConfig.textStyle?.align;\n const layoutAlign = labelConfig.layout?.textAlign ?? labelConfig.layout?.align;\n if (labelConfig.position !== 'inside') {\n if (isNil(textAlign) || textAlign === 'auto') {\n // edge 模式下沿着画布对齐,与 labelLine & edge 模式相反\n if (layoutAlign === 'edge') {\n return isQuadrantLeft(arc.quadrant) ? 'left' : 'right';\n }\n return isQuadrantLeft(arc.quadrant) ? 'right' : 'left';\n }\n return textAlign;\n }\n return isNil(textAlign) || textAlign === 'auto' ? 'center' : textAlign;\n }\n\n private _getFormatLabelText(value: any, limit?: number) {\n return value.text;\n }\n\n /**\n * 调整标签位置的 Y 值\n */\n private _adjustY(arcs: ArcInfo[], maxLabels: number, attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const plotRect = { width: center.x * 2, height: center.y * 2 };\n const labelLayout = attribute.layout;\n if (labelLayout.strategy === 'vertical') {\n // vertical 策略类似 echarts 方案,没有切线限制策略,没有优先级,执行整体调整没有标签数量限制\n let lastY = 0;\n let delta;\n const len = arcs.length;\n if (len <= 0) {\n return;\n }\n // 偏移 y 值以避免遮挡\n for (let i = 0; i < len; i++) {\n const { y1 } = arcs[i].getLabelBounds();\n delta = y1 - lastY;\n if (isLess(delta, 0)) {\n const index = this._shiftY(arcs, i, len - 1, -delta);\n this._shiftY(arcs, index, 0, delta / 2);\n }\n const { y2 } = arcs[i].getLabelBounds();\n lastY = y2;\n }\n // 将超出上界的标签下移\n const { y1: firstY1 } = arcs[0].getLabelBounds();\n delta = firstY1 - 0;\n if (isLess(delta, 0)) {\n this._shiftY(arcs, 0, len - 1, -delta);\n }\n for (let i = arcs.length - 1; i >= 0; i--) {\n if (arcs[i].getLabelBounds().y2 > plotRect.height) {\n arcs[i].labelVisible = false;\n } else {\n break;\n }\n }\n } else if (labelLayout.strategy !== 'none') {\n const priorityArcs: PriorityArc[] = arcs.map((arc, i) => {\n return {\n arc,\n originIndex: i,\n priorityIndex: 0\n };\n });\n priorityArcs.sort((a, b) => {\n return b.arc.radian - a.arc.radian;\n });\n priorityArcs.forEach((priorityArc, i) => {\n priorityArc.priorityIndex = i;\n // 首先隐藏所有标签\n priorityArc.arc.labelVisible = false;\n });\n\n let topLabelIndex = Infinity;\n let bottomLabelIndex = -Infinity;\n // 按照优先级依次布局标签\n for (let i = 0; i < maxLabels && i < arcs.length; i++) {\n this._storeY(arcs);\n const arc = priorityArcs[i].arc;\n this._computeYRange(arc, attribute, currentMarks);\n arc.labelVisible = true;\n const curY = arc.labelPosition.y;\n // 寻找标签在布局前垂直方向上的上下邻居,也就是饼图上的邻居关系\n const { lastIndex, nextIndex } = this._findNeighborIndex(arcs, priorityArcs[i]);\n const lastArc = arcs[lastIndex];\n const nextArc = arcs[nextIndex];\n if (lastIndex === -1 && nextIndex !== -1) {\n const nextY = nextArc.labelPosition.y;\n if (curY > nextY) {\n arc.labelPosition.y = nextY - nextArc.labelSize.height / 2 - arc.labelSize.height / 2;\n } else {\n this._twoWayShift(arcs, arc, nextArc, nextIndex);\n }\n } else if (lastIndex !== -1 && nextIndex === -1) {\n const lastY = lastArc.labelPosition.y;\n if (curY < lastY) {\n arc.labelPosition.y = lastY + lastArc.labelSize.height / 2 + arc.labelSize.height / 2;\n } else {\n this._twoWayShift(arcs, lastArc, arc, priorityArcs[i].originIndex);\n }\n } else if (lastIndex !== -1 && nextIndex !== -1) {\n const lastY = lastArc.labelPosition.y;\n const nextY = nextArc.labelPosition.y;\n if (curY > nextY) {\n arc.labelPosition.y = nextY - nextArc.labelSize.height / 2 - arc.labelSize.height / 2;\n this._twoWayShift(arcs, lastArc, arc, priorityArcs[i].originIndex);\n } else if (curY < lastY) {\n arc.labelPosition.y = lastY + lastArc.labelSize.height / 2 + arc.labelSize.height / 2;\n this._twoWayShift(arcs, arc, nextArc, nextIndex);\n } else {\n this._twoWayShift(arcs, lastArc, arc, priorityArcs[i].originIndex);\n this._twoWayShift(arcs, arc, nextArc, nextIndex);\n }\n }\n\n const nextTopIndex = Math.min(topLabelIndex, priorityArcs[i].originIndex);\n const nextBottomIndex = Math.max(bottomLabelIndex, priorityArcs[i].originIndex);\n let delta;\n // 将超出下界的标签上移\n delta = arcs[nextBottomIndex].getLabelBounds().y2 - plotRect.height;\n if (isGreater(delta, 0)) {\n this._shiftY(arcs, nextBottomIndex, 0, -delta);\n }\n // 将超出上界的标签下移\n delta = arcs[nextTopIndex].getLabelBounds().y1 - 0;\n if (isLess(delta, 0)) {\n this._shiftY(arcs, nextTopIndex, arcs.length - 1, -delta);\n }\n delta = arcs[nextBottomIndex].getLabelBounds().y2 - plotRect.height;\n // 当整体上下移一次之后仍然无法容纳所有标签,则当前标签应当舍去\n if (isGreater(delta, 0)) {\n arc.labelVisible = false;\n this._restoreY(arcs);\n break;\n } else if (labelLayout.tangentConstraint && !this._checkYRange(arcs)) {\n // 当标签由于 Y 方向调节范围过大而舍弃时不应当终止布局过程\n arc.labelVisible = false;\n this._restoreY(arcs);\n } else {\n topLabelIndex = nextTopIndex;\n bottomLabelIndex = nextBottomIndex;\n }\n }\n }\n }\n\n /**\n * 向某一方向调整局部标签的 Y 值\n */\n private _shiftY(arcs: ArcInfo[], start: number, end: number, delta: number) {\n const direction = start < end ? 1 : -1;\n let index = start;\n while (index !== -1) {\n arcs[index].labelPosition.y += delta;\n const nextIndex = this._findNextVisibleIndex(arcs, index, end, direction);\n if (nextIndex >= 0 && nextIndex < arcs.length) {\n const { y1: curY1, y2: curY2 } = arcs[index].getLabelBounds();\n const { y1: nextY1, y2: nextY2 } = arcs[nextIndex].getLabelBounds();\n if ((direction > 0 && curY2 < nextY1) || (direction < 0 && curY1 > nextY2)) {\n return index;\n }\n }\n index = nextIndex;\n }\n return end;\n }\n\n /**\n * 寻找下一个显示标签索引\n */\n private _findNextVisibleIndex(arcs: ArcInfo[], start: number, end: number, direction: number) {\n const diff = (end - start) * direction;\n for (let i = 1; i <= diff; i++) {\n const index = start + i * direction;\n if (arcs[index].labelVisible) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * 计算 pointB,其 y 值在 adjustY 中确定,也即是 label 的 y 值\n */\n private _computePointB(arc: ArcInfo, r: number, attribute: any, currentMarks: any[]) {\n const labelConfig = attribute;\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const line1MinLength = labelConfig.line.line1MinLength as number;\n const labelLayout = labelConfig.layout;\n\n if (labelLayout.strategy === 'none') {\n // 不执行躲避策略或者不显示引导线时紧挨着圆弧布局\n arc.pointB = {\n x: arc.outerCenter.x,\n y: arc.outerCenter.y\n };\n } else {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n const { labelPosition, quadrant } = arc;\n const outerR = Math.max(radius + line1MinLength, currentMarks[0].attribute.outerRadius);\n const rd = r - outerR;\n // x 为 pointB.x 与圆心的差值\n const x = Math.sqrt(r ** 2 - Math.abs((center as IPoint).y - labelPosition.y) ** 2) - rd;\n if (isValidNumber(x)) {\n arc.pointB = {\n x: (center as IPoint).x + x * (isQuadrantLeft(quadrant) ? -1 : 1),\n y: labelPosition.y\n };\n } else {\n arc.pointB = { x: NaN, y: NaN };\n }\n }\n }\n\n /**\n * 存储当前所有显示标签的 Y 值\n */\n private _storeY(arcs: ArcInfo[]) {\n for (const arc of arcs) {\n if (arc.labelVisible) {\n arc.lastLabelY = arc.labelPosition.y;\n }\n }\n }\n\n /**\n * 计算圆弧切线所限制的标签 Y 值范围\n */\n private _computeYRange(arc: ArcInfo, attribute: any, currentMarks: any[]) {\n const center = { x: currentMarks[0].attribute?.x ?? 0, y: currentMarks[0].attribute?.y ?? 0 };\n const plotRect = { width: center.x * 2, height: center.y * 2 };\n\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const line1MinLength = attribute.line.line1MinLength as number;\n\n const { width, height } = plotRect;\n\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n // 出现 y 方向挤压过度必然是由于画布上下某一端被占满,此时半径是确定的\n const r = this._computeLayoutRadius(height / 2, attribute, currentMarks);\n // 所有坐标转化到以圆心为原点的坐标系计算\n // 在饼图上左右计算对称,可以全都转化到右侧计算\n const cx = Math.abs(arc.center.x - width / 2);\n const cy = arc.center.y - height / 2;\n let a;\n let b;\n let c;\n if (isClose(width / 2, cx)) {\n a = 0;\n b = 1;\n c = -cy;\n } else if (isClose(height / 2, cy)) {\n a = 1;\n b = 0;\n c = -cx;\n } else {\n // 斜截式转为一般式\n const k = -1 / (cy / cx);\n a = k;\n b = -1;\n c = cy - k * cx;\n }\n const points = lineCirclePoints(a, b, c, line1MinLength + radius - r, 0, r);\n // 由于饼图上切点在布局圆内部,交点必然有两个\n if (points.length < 2) {\n return;\n }\n let min;\n let max;\n if (points[0].x > points[1].x) {\n points.reverse();\n }\n if (points[0].x < 0) {\n if (isClose(points[0].y, points[1].y)) {\n if (Math.abs(arc.middleAngle) < Math.PI / 2) {\n min = 0;\n max = points[1].y + height / 2;\n } else {\n min = points[1].y + height / 2;\n max = height;\n }\n } else if (points[0].y < points[1].y) {\n min = 0;\n max = points[1].y + height / 2;\n } else {\n min = points[1].y + height / 2;\n max = plotRect.height;\n }\n } else {\n min = Math.min(points[0].y, points[1].y) + height / 2;\n max = Math.max(points[0].y, points[1].y) + height / 2;\n }\n arc.labelYRange = [min, max];\n }\n\n /**\n * 计算标签布局圆弧半径,即 pointB 所落在的圆弧\n */\n private _computeLayoutRadius(halfYLength: number, attribute: any, currentMarks: any[]) {\n const labelConfig = attribute;\n const layoutArcGap = labelConfig.layoutArcGap as number;\n const line1MinLength = labelConfig.line.line1MinLength as number;\n const radiusRatio = this.computeLayoutOuterRadius(\n currentMarks[0].attribute.outerRadius,\n attribute.width,\n attribute.height\n );\n const radius = this.computeRadius(radiusRatio, attribute.width, attribute.height);\n const outerR = radius + line1MinLength;\n\n const a = outerR - layoutArcGap;\n\n return Math.max((a ** 2 + halfYLength ** 2) / (2 * a), outerR);\n }\n\n /**\n * 依据初始的标签排序,寻找某一标签上下最近的显示标签索引\n */\n private _findNeighborIndex(arcs: ArcInfo[], priorityArc: PriorityArc) {\n const index = priorityArc.originIndex;\n let lastIndex = -1;\n let nextIndex = -1;\n for (let i = index - 1; i >= 0; i--) {\n if (arcs[i].labelVisible) {\n lastIndex = i;\n break;\n }\n }\n for (let i = index + 1; i < arcs.length; i++) {\n if (arcs[i].labelVisible) {\n nextIndex = i;\n break;\n }\n }\n return {\n lastIndex,\n nextIndex\n };\n }\n\n /**\n * 执行给定标签 Y 值的 shiftDown 以及 shiftUp\n */\n private _twoWayShift(arcs: ArcInfo[], lastArc: ArcInfo, nextArc: ArcInfo, nextIndex: number) {\n const delta = nextArc.getLabelBounds().y1 - lastArc.getLabelBounds().y2;\n if (isLess(delta, 0)) {\n const i = this._shiftY(arcs, nextIndex, arcs.length - 1, -delta);\n this._shiftY(arcs, i, 0, delta / 2);\n }\n }\n\n /**\n * 恢复所有显示标签在之前存储的 Y 值\n */\n private _restoreY(arcs: ArcInfo[]) {\n for (const arc of arcs) {\n if (arc.labelVisible) {\n arc.labelPosition.y = arc.lastLabelY;\n }\n }\n }\n\n /**\n * 检查每个显示的标签的 Y 值是否在切线限制范围内\n */\n private _checkYRange(arcs: ArcInfo[]) {\n for (const arc of arcs) {\n const { labelYRange, labelPosition } = arc;\n if (\n arc.labelVisible &&\n labelYRange &&\n (isLess(labelPosition.y, labelYRange[0]) || isGreater(labelPosition.y, labelYRange[1]))\n ) {\n return false;\n }\n }\n return true;\n }\n\n /**\n * 自上至下计算被遮盖的标签\n */\n private _coverLabels(arcs: ArcInfo[]) {\n if (arcs.length <= 1) {\n return;\n }\n let lastBounds = arcs[0].getLabelBounds();\n for (let i = 1; i < arcs.length; i++) {\n const bounds = arcs[i].getLabelBounds();\n if (!checkBoundsOverlap(lastBounds, bounds)) {\n lastBounds = bounds;\n } else {\n arcs[i].labelVisible = false;\n }\n }\n }\n\n protected computeRadius(r: number, width?: number, height?: number, k?: number): number {\n return this.computeLayoutRadius(width ? width : 0, height ? height : 0) * r * (isNil(k) ? 1 : k);\n }\n\n protected computeLayoutRadius(width: number, height: number) {\n return Math.min(width / 2, height / 2);\n }\n\n private computeLayoutOuterRadius(r: number, width: number, height: number) {\n return r / (Math.min(width, height) / 2);\n }\n\n private computeDatumRadius(width?: number, height?: number, outerRadius?: any): number {\n const outerRadiusRatio = this.computeLayoutOuterRadius(outerRadius, width, height); //this.getRadius(state)\n return this.computeLayoutRadius(width ? width : 0, height ? height : 0) * outerRadiusRatio;\n }\n}\n"]}
package/es/marker/base.js CHANGED
@@ -1,14 +1,18 @@
1
1
  import { createGroup } from "@visactor/vrender";
2
2
 
3
+ import { isValid } from "@visactor/vutils";
4
+
3
5
  import { AbstractComponent } from "../core/base";
4
6
 
5
7
  export class Marker extends AbstractComponent {
6
8
  render() {
7
- var _a, _b;
9
+ var _a, _b, _c, _d, _e;
8
10
  const markerVisible = null === (_a = this.attribute.visible) || void 0 === _a || _a;
9
11
  if (null !== (_b = this.attribute.interactive) && void 0 !== _b && _b || (this.setAttribute("pickable", !1),
10
12
  this.setAttribute("childrenPickable", !1)), markerVisible) if (this._container) this.updateMarker(); else {
11
- const group = createGroup({});
13
+ const group = createGroup(Object.assign(Object.assign({}, null === (_c = this.attribute) || void 0 === _c ? void 0 : _c.clipRange), {
14
+ clip: null !== (_e = isValid(null === (_d = this.attribute) || void 0 === _d ? void 0 : _d.clipRange)) && void 0 !== _e && _e
15
+ }));
12
16
  group.name = "marker-container", this.add(group), this._container = group, this.initMarker(group);
13
17
  }
14
18
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["marker/base.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAChD,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AAIjD,MAAM,OAAgB,MAA8B,SAAQ,iBAA8B;IAS9E,MAAM;;QAEd,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,SAAS,CAAC,OAAO,mCAAI,IAAI,CAAC;QACrD,MAAM,iBAAiB,GAAG,MAAA,IAAI,CAAC,SAAS,CAAC,WAAW,mCAAI,KAAK,CAAC;QAE9D,IAAI,CAAC,iBAAiB,EAAE;YACtB,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;YACrC,IAAI,CAAC,YAAY,CAAC,kBAAkB,EAAE,KAAK,CAAC,CAAC;SAC9C;QAED,IAAI,aAAa,EAAE;YACjB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;gBACpB,MAAM,KAAK,GAAG,WAAW,CAAC,EAAE,CAAC,CAAC;gBAC9B,KAAK,CAAC,IAAI,GAAG,kBAAkB,CAAC;gBAChC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;gBAChB,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;gBACxB,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;aACxB;iBAAM;gBACL,IAAI,CAAC,YAAY,EAAE,CAAC;aACrB;SACF;IACH,CAAC;CACF","file":"base.js","sourcesContent":["import type { IGroup } from '@visactor/vrender';\nimport { createGroup } from '@visactor/vrender';\nimport { AbstractComponent } from '../core/base';\nimport type { Tag } from '../tag';\nimport type { MarkerAttrs } from './type';\n\nexport abstract class Marker<T extends MarkerAttrs> extends AbstractComponent<Required<T>> {\n private _container!: IGroup;\n\n protected _label!: Tag;\n\n protected abstract setLabelPos(): any;\n protected abstract initMarker(container: IGroup): any;\n protected abstract updateMarker(): any;\n\n protected render() {\n // this.removeAllChild();\n const markerVisible = this.attribute.visible ?? true;\n const markerInteractive = this.attribute.interactive ?? false;\n\n if (!markerInteractive) {\n this.setAttribute('pickable', false);\n this.setAttribute('childrenPickable', false);\n }\n\n if (markerVisible) {\n if (!this._container) {\n const group = createGroup({});\n group.name = 'marker-container';\n this.add(group);\n this._container = group;\n this.initMarker(group);\n } else {\n this.updateMarker();\n }\n }\n }\n}\n"]}
1
+ {"version":3,"sources":["marker/base.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAChD,OAAO,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAC3C,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AAIjD,MAAM,OAAgB,MAA8B,SAAQ,iBAA8B;IAS9E,MAAM;;QACd,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,SAAS,CAAC,OAAO,mCAAI,IAAI,CAAC;QACrD,MAAM,iBAAiB,GAAG,MAAA,IAAI,CAAC,SAAS,CAAC,WAAW,mCAAI,KAAK,CAAC;QAE9D,IAAI,CAAC,iBAAiB,EAAE;YACtB,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;YACrC,IAAI,CAAC,YAAY,CAAC,kBAAkB,EAAE,KAAK,CAAC,CAAC;SAC9C;QAED,IAAI,aAAa,EAAE;YACjB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;gBACpB,MAAM,KAAK,GAAG,WAAW,iCACpB,MAAA,IAAI,CAAC,SAAS,0CAAE,SAAS,KAC5B,IAAI,EAAE,MAAA,OAAO,CAAC,MAAA,IAAI,CAAC,SAAS,0CAAE,SAAS,CAAC,mCAAI,KAAK,IACjD,CAAC;gBACH,KAAK,CAAC,IAAI,GAAG,kBAAkB,CAAC;gBAChC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;gBAChB,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;gBACxB,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;aACxB;iBAAM;gBACL,IAAI,CAAC,YAAY,EAAE,CAAC;aACrB;SACF;IACH,CAAC;CACF","file":"base.js","sourcesContent":["import type { IGroup } from '@visactor/vrender';\nimport { createGroup } from '@visactor/vrender';\nimport { isValid } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { Tag } from '../tag';\nimport type { MarkerAttrs } from './type';\n\nexport abstract class Marker<T extends MarkerAttrs> extends AbstractComponent<Required<T>> {\n private _container!: IGroup;\n\n protected _label!: Tag;\n\n protected abstract setLabelPos(): any;\n protected abstract initMarker(container: IGroup): any;\n protected abstract updateMarker(): any;\n\n protected render() {\n const markerVisible = this.attribute.visible ?? true;\n const markerInteractive = this.attribute.interactive ?? false;\n\n if (!markerInteractive) {\n this.setAttribute('pickable', false);\n this.setAttribute('childrenPickable', false);\n }\n\n if (markerVisible) {\n if (!this._container) {\n const group = createGroup({\n ...this.attribute?.clipRange,\n clip: isValid(this.attribute?.clipRange) ?? false\n });\n group.name = 'marker-container';\n this.add(group);\n this._container = group;\n this.initMarker(group);\n } else {\n this.updateMarker();\n }\n }\n }\n}\n"]}
@@ -50,6 +50,12 @@ export interface MarkerAttrs extends IGroupGraphicAttribute {
50
50
  type?: 'line' | 'area' | 'point';
51
51
  interactive?: boolean;
52
52
  visible?: boolean;
53
+ clipRange?: {
54
+ x: number;
55
+ y: number;
56
+ width: number;
57
+ height: number;
58
+ };
53
59
  }
54
60
  export interface MarkLineAttrs extends MarkerAttrs, SegmentAttributes {
55
61
  type?: 'line';
@@ -1 +1 @@
1
- {"version":3,"sources":["marker/type.ts"],"names":[],"mappings":"AAaA,MAAM,CAAN,IAAY,sBAUX;AAVD,WAAY,sBAAsB;IAChC,yCAAe,CAAA;IACf,2CAAiB,CAAA;IACjB,qCAAW,CAAA;IACX,2DAAiC,CAAA;IACjC,iEAAuC,CAAA;IACvC,6DAAmC,CAAA;IACnC,mEAAyC,CAAA;IACzC,uDAA6B,CAAA;IAC7B,6DAAmC,CAAA;AACrC,CAAC,EAVW,sBAAsB,KAAtB,sBAAsB,QAUjC;AAED,MAAM,CAAN,IAAY,sBAUX;AAVD,WAAY,sBAAsB;IAChC,uCAAa,CAAA;IACb,yCAAe,CAAA;IACf,qCAAW,CAAA;IACX,2CAAiB,CAAA;IACjB,2CAAiB,CAAA;IACjB,mDAAyB,CAAA;IACzB,qDAA2B,CAAA;IAC3B,iDAAuB,CAAA;IACvB,uDAA6B,CAAA;AAC/B,CAAC,EAVW,sBAAsB,KAAtB,sBAAsB,QAUjC;AAED,MAAM,CAAN,IAAY,sBAOX;AAPD,WAAY,sBAAsB;IAChC,qCAAW,CAAA;IACX,2CAAiB,CAAA;IACjB,2CAAiB,CAAA;IACjB,iDAAuB,CAAA;IACvB,uDAA6B,CAAA;IAC7B,uDAA6B,CAAA;AAC/B,CAAC,EAPW,sBAAsB,KAAtB,sBAAsB,QAOjC","file":"type.js","sourcesContent":["import type {\n IGroup,\n IGroupGraphicAttribute,\n IImageGraphicAttribute,\n IPolygonAttribute,\n IRichTextGraphicAttribute,\n ISymbolGraphicAttribute\n} from '@visactor/vrender';\nimport { IGraphic } from '@visactor/vrender';\nimport type { Dict, IPointLike } from '@visactor/vutils';\nimport type { SegmentAttributes, SymbolAttributes } from '../segment';\nimport type { TagAttributes } from '../tag';\n\nexport enum IMarkLineLabelPosition {\n start = 'start',\n middle = 'middle',\n end = 'end',\n insideStartTop = 'insideStartTop',\n insideStartBottom = 'insideStartBottom',\n insideMiddleTop = 'insideMiddleTop',\n insideMiddleBottom = 'insideMiddleBottom',\n insideEndTop = 'insideEndTop',\n insideEndBottom = 'insideEndBottom'\n}\n\nexport enum IMarkAreaLabelPosition {\n left = 'left',\n right = 'right',\n top = 'top',\n bottom = 'bottom',\n middle = 'middle',\n insideLeft = 'insideLeft',\n insideRight = 'insideRight',\n insideTop = 'insideTop',\n insideBottom = 'insideBottom'\n}\n\nexport enum IMarkPointItemPosition {\n top = 'top',\n bottom = 'bottom',\n middle = 'middle',\n insideTop = 'insideTop',\n insideBottom = 'insideBottom',\n insideMiddle = 'insideMiddle'\n}\n\nexport type IMarkBackgroundAttributes = {\n /**\n * 是否绘制背景层\n */\n visible: boolean;\n /**\n * TODO: 根据文字宽度进行背景 panel size自适应\n */\n autoHeight?: boolean;\n /**\n * TODO: 根据文高度度进行背景 panel size自适应\n */\n autoWidth?: boolean;\n} & Partial<SymbolAttributes>;\n\nexport interface IMarkLabel extends Omit<TagAttributes, 'x' | 'y' | 'panel'> {\n /**\n * 标签的背景面板配置\n */\n panel?: IMarkBackgroundAttributes;\n}\n\nexport interface IMarkRef {\n /**\n * 自动旋转,沿着线的方向,默认 true\n */\n autoRotate?: boolean;\n /**\n * label 相对line平行方向上的偏移\n */\n refX?: number;\n /**\n * label 相对line正交方向上的偏移\n */\n refY?: number;\n /**\n * label 相对默认角度的偏移 (label跟随line的角度做自动旋转时,默认按照line的平行向量作为初始角度)\n */\n refAngle?: number;\n}\n\nexport interface MarkerAttrs extends IGroupGraphicAttribute {\n type?: 'line' | 'area' | 'point';\n /**\n * 是否支持交互\n * @default false\n */\n interactive?: boolean;\n /**\n * 是否显示marker组件\n * @default true\n */\n visible?: boolean;\n}\n\nexport interface MarkLineAttrs extends MarkerAttrs, SegmentAttributes {\n type?: 'line';\n /**\n * 构成line的点: 如果是两个点,则为直线;多个点则为曲线\n */\n points: IPointLike[];\n /**\n * 标签\n */\n label?: {\n /**\n * label 相对line的位置\n */\n position?: keyof typeof IMarkLineLabelPosition;\n } & IMarkRef &\n IMarkLabel;\n}\n\nexport interface MarkAreaAttrs extends MarkerAttrs {\n type?: 'area';\n /**\n * 构成area的点\n */\n points: IPointLike[];\n /**\n * 标签\n */\n label?: {\n position?: IMarkAreaLabelPosition;\n } & IMarkLabel;\n /**\n * area的样式\n */\n areaStyle?: IPolygonAttribute;\n}\n\nexport interface IItemContent extends IMarkRef {\n /**\n * 标注类型\n */\n type?: 'symbol' | 'text' | 'image' | 'richText' | 'custom';\n position?: IMarkPointItemPosition;\n /**\n * x 方向偏移量\n */\n offsetX?: number;\n /**\n * y 方向偏移量\n */\n offsetY?: number;\n /**\n * type为symbol时, symbol的样式\n */\n symbolStyle?: ISymbolGraphicAttribute;\n /**\n * type为image时, image的样式\n */\n imageStyle?: IImageGraphicAttribute;\n /**\n * type为text时, text的配置\n */\n textStyle?: IMarkLabel;\n /**\n * type为rich text时, rich text的样式\n */\n richTextStyle?: IRichTextGraphicAttribute;\n /**\n * type为custom时,允许以callback的方式传入需要render的item\n */\n renderCustomCallback?: () => IGroup;\n}\n\nexport type IItemLine = {\n /** TODO:'type-opo' */\n type?: 'type-s' | 'type-do' | 'type-po' | 'type-op';\n visible?: boolean;\n /**\n * 垂直于引导线的装饰线,参考案例: https://observablehq.com/@mikelotis/edmonton-population-history-line-chart\n */\n decorativeLine?: {\n visible?: boolean;\n length?: number;\n };\n} & Omit<SegmentAttributes, 'points'>;\n\nexport interface MarkPointAttrs extends Omit<MarkerAttrs, 'labelStyle'> {\n /**\n * markPoint的位置(也是path的起点)\n */\n position: IPointLike;\n /**\n * 标注引导线\n */\n itemLine?: IItemLine;\n\n /**\n * 标注内容\n */\n itemContent?: IItemContent;\n}\n"]}
1
+ {"version":3,"sources":["marker/type.ts"],"names":[],"mappings":"AAaA,MAAM,CAAN,IAAY,sBAUX;AAVD,WAAY,sBAAsB;IAChC,yCAAe,CAAA;IACf,2CAAiB,CAAA;IACjB,qCAAW,CAAA;IACX,2DAAiC,CAAA;IACjC,iEAAuC,CAAA;IACvC,6DAAmC,CAAA;IACnC,mEAAyC,CAAA;IACzC,uDAA6B,CAAA;IAC7B,6DAAmC,CAAA;AACrC,CAAC,EAVW,sBAAsB,KAAtB,sBAAsB,QAUjC;AAED,MAAM,CAAN,IAAY,sBAUX;AAVD,WAAY,sBAAsB;IAChC,uCAAa,CAAA;IACb,yCAAe,CAAA;IACf,qCAAW,CAAA;IACX,2CAAiB,CAAA;IACjB,2CAAiB,CAAA;IACjB,mDAAyB,CAAA;IACzB,qDAA2B,CAAA;IAC3B,iDAAuB,CAAA;IACvB,uDAA6B,CAAA;AAC/B,CAAC,EAVW,sBAAsB,KAAtB,sBAAsB,QAUjC;AAED,MAAM,CAAN,IAAY,sBAOX;AAPD,WAAY,sBAAsB;IAChC,qCAAW,CAAA;IACX,2CAAiB,CAAA;IACjB,2CAAiB,CAAA;IACjB,iDAAuB,CAAA;IACvB,uDAA6B,CAAA;IAC7B,uDAA6B,CAAA;AAC/B,CAAC,EAPW,sBAAsB,KAAtB,sBAAsB,QAOjC","file":"type.js","sourcesContent":["import type {\n IGroup,\n IGroupGraphicAttribute,\n IImageGraphicAttribute,\n IPolygonAttribute,\n IRichTextGraphicAttribute,\n ISymbolGraphicAttribute\n} from '@visactor/vrender';\nimport { IGraphic } from '@visactor/vrender';\nimport type { Dict, IPointLike } from '@visactor/vutils';\nimport type { SegmentAttributes, SymbolAttributes } from '../segment';\nimport type { TagAttributes } from '../tag';\n\nexport enum IMarkLineLabelPosition {\n start = 'start',\n middle = 'middle',\n end = 'end',\n insideStartTop = 'insideStartTop',\n insideStartBottom = 'insideStartBottom',\n insideMiddleTop = 'insideMiddleTop',\n insideMiddleBottom = 'insideMiddleBottom',\n insideEndTop = 'insideEndTop',\n insideEndBottom = 'insideEndBottom'\n}\n\nexport enum IMarkAreaLabelPosition {\n left = 'left',\n right = 'right',\n top = 'top',\n bottom = 'bottom',\n middle = 'middle',\n insideLeft = 'insideLeft',\n insideRight = 'insideRight',\n insideTop = 'insideTop',\n insideBottom = 'insideBottom'\n}\n\nexport enum IMarkPointItemPosition {\n top = 'top',\n bottom = 'bottom',\n middle = 'middle',\n insideTop = 'insideTop',\n insideBottom = 'insideBottom',\n insideMiddle = 'insideMiddle'\n}\n\nexport type IMarkBackgroundAttributes = {\n /**\n * 是否绘制背景层\n */\n visible: boolean;\n /**\n * TODO: 根据文字宽度进行背景 panel size自适应\n */\n autoHeight?: boolean;\n /**\n * TODO: 根据文高度度进行背景 panel size自适应\n */\n autoWidth?: boolean;\n} & Partial<SymbolAttributes>;\n\nexport interface IMarkLabel extends Omit<TagAttributes, 'x' | 'y' | 'panel'> {\n /**\n * 标签的背景面板配置\n */\n panel?: IMarkBackgroundAttributes;\n}\n\nexport interface IMarkRef {\n /**\n * 自动旋转,沿着线的方向,默认 true\n */\n autoRotate?: boolean;\n /**\n * label 相对line平行方向上的偏移\n */\n refX?: number;\n /**\n * label 相对line正交方向上的偏移\n */\n refY?: number;\n /**\n * label 相对默认角度的偏移 (label跟随line的角度做自动旋转时,默认按照line的平行向量作为初始角度)\n */\n refAngle?: number;\n}\n\nexport interface MarkerAttrs extends IGroupGraphicAttribute {\n type?: 'line' | 'area' | 'point';\n /**\n * 是否支持交互\n * @default false\n */\n interactive?: boolean;\n /**\n * 是否显示marker组件\n * @default true\n */\n visible?: boolean;\n /**\n * clip范围配置\n */\n clipRange?: {\n x: number;\n y: number;\n width: number;\n height: number;\n };\n}\n\nexport interface MarkLineAttrs extends MarkerAttrs, SegmentAttributes {\n type?: 'line';\n /**\n * 构成line的点: 如果是两个点,则为直线;多个点则为曲线\n */\n points: IPointLike[];\n /**\n * 标签\n */\n label?: {\n /**\n * label 相对line的位置\n */\n position?: keyof typeof IMarkLineLabelPosition;\n } & IMarkRef &\n IMarkLabel;\n}\n\nexport interface MarkAreaAttrs extends MarkerAttrs {\n type?: 'area';\n /**\n * 构成area的点\n */\n points: IPointLike[];\n /**\n * 标签\n */\n label?: {\n position?: IMarkAreaLabelPosition;\n } & IMarkLabel;\n /**\n * area的样式\n */\n areaStyle?: IPolygonAttribute;\n}\n\nexport interface IItemContent extends IMarkRef {\n /**\n * 标注类型\n */\n type?: 'symbol' | 'text' | 'image' | 'richText' | 'custom';\n position?: IMarkPointItemPosition;\n /**\n * x 方向偏移量\n */\n offsetX?: number;\n /**\n * y 方向偏移量\n */\n offsetY?: number;\n /**\n * type为symbol时, symbol的样式\n */\n symbolStyle?: ISymbolGraphicAttribute;\n /**\n * type为image时, image的样式\n */\n imageStyle?: IImageGraphicAttribute;\n /**\n * type为text时, text的配置\n */\n textStyle?: IMarkLabel;\n /**\n * type为rich text时, rich text的样式\n */\n richTextStyle?: IRichTextGraphicAttribute;\n /**\n * type为custom时,允许以callback的方式传入需要render的item\n */\n renderCustomCallback?: () => IGroup;\n}\n\nexport type IItemLine = {\n /** TODO:'type-opo' */\n type?: 'type-s' | 'type-do' | 'type-po' | 'type-op';\n visible?: boolean;\n /**\n * 垂直于引导线的装饰线,参考案例: https://observablehq.com/@mikelotis/edmonton-population-history-line-chart\n */\n decorativeLine?: {\n visible?: boolean;\n length?: number;\n };\n} & Omit<SegmentAttributes, 'points'>;\n\nexport interface MarkPointAttrs extends Omit<MarkerAttrs, 'labelStyle'> {\n /**\n * markPoint的位置(也是path的起点)\n */\n position: IPointLike;\n /**\n * 标注引导线\n */\n itemLine?: IItemLine;\n\n /**\n * 标注内容\n */\n itemContent?: IItemContent;\n}\n"]}
@@ -24,7 +24,7 @@ var __awaiter = this && this.__awaiter || function(thisArg, _arguments, P, gener
24
24
  }));
25
25
  };
26
26
 
27
- import { vglobal } from "@visactor/vrender";
27
+ import { global } from "@visactor/vrender";
28
28
 
29
29
  import { BasePlayer } from "./base-player";
30
30
 
@@ -73,17 +73,17 @@ export class ContinuousPlayer extends BasePlayer {
73
73
  }, this.play = () => __awaiter(this, void 0, void 0, (function*() {
74
74
  this._isPlaying || (this._controller.togglePause(), this._isPlaying = !0, this._elapsed >= this._totalDuration && (this._elapsed = 0),
75
75
  this._startTime = Date.now() - this._elapsed, this.dispatchCustomEvent(PlayerEventEnum.OnPlay),
76
- this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this)));
76
+ this._rafId = global.getRequestAnimationFrame()(this._play.bind(this)));
77
77
  })), this._play = () => {
78
78
  this._elapsed = Date.now() - this._startTime;
79
79
  const value = this._getSliderValue();
80
- this._updateSlider(), value >= this._maxIndex ? this._playEnd() : this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this));
80
+ this._updateSlider(), value >= this._maxIndex ? this._playEnd() : this._rafId = global.getRequestAnimationFrame()(this._play.bind(this));
81
81
  }, this._playEnd = () => {
82
- this._isPlaying = !1, vglobal.getCancelAnimationFrame()(this._rafId), this._controller.togglePlay(),
82
+ this._isPlaying = !1, global.getCancelAnimationFrame()(this._rafId), this._controller.togglePlay(),
83
83
  this.dispatchCustomEvent(PlayerEventEnum.OnEnd);
84
84
  }, this.pause = () => {
85
85
  this._isPlaying && (this._isPlaying = !1, this._elapsed = Date.now() - this._startTime,
86
- vglobal.getCancelAnimationFrame()(this._rafId), this._controller.togglePlay(), this.dispatchCustomEvent(PlayerEventEnum.OnPause));
86
+ global.getCancelAnimationFrame()(this._rafId), this._controller.togglePlay(), this.dispatchCustomEvent(PlayerEventEnum.OnPause));
87
87
  }, this.backward = () => {
88
88
  const now = Date.now(), interval = 1 * this._interval, elapsed = this._elapsed - interval;
89
89
  elapsed <= 0 ? (this._elapsed = 0, this._startTime = now) : (this._elapsed = elapsed,
@@ -1 +1 @@
1
- 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type { FederatedPointerEvent } from '@visactor/vrender';\nimport { vglobal } from '@visactor/vrender';\nimport { BasePlayer } from './base-player';\nimport type { ContinuousPlayerAttributes } from './type';\nimport { PlayerEventEnum } from './type';\nimport { ControllerEventEnum } from './controller/constant';\n\nexport interface IContinuousPlayer {\n play: () => Promise<void>;\n pause: () => void;\n forward: () => void;\n backward: () => void;\n}\n\nexport class ContinuousPlayer extends BasePlayer<ContinuousPlayerAttributes> implements IContinuousPlayer {\n declare attribute: ContinuousPlayerAttributes;\n\n private _dataIndex: number;\n private _activeIndex: number;\n\n protected _alternate: boolean;\n protected _interval: number;\n protected _totalDuration: number;\n\n private _isPlaying = false;\n private _startTime: number = Date.now();\n private _elapsed: number;\n private _rafId: number;\n\n constructor(attributes: ContinuousPlayerAttributes) {\n super(attributes);\n\n this._initAttributes();\n this._initEvents();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes = () => {\n super._initAttributes();\n // 新增一个占位数据\n this._maxIndex = this._data.length;\n this._slider.setAttribute('max', this._maxIndex);\n\n this._isPlaying = false;\n this._elapsed = 0;\n this._interval = this.attribute.interval ?? 1000;\n this._dataIndex = this.attribute.dataIndex ?? this._minIndex;\n\n // 播放帧数(10条数据, 需要10个播放帧)\n const frames = this._data.length;\n\n // 若用户配置了总时长\n if (this.attribute.totalDuration && this._data.length) {\n this._totalDuration = this.attribute.totalDuration;\n // 避免除0\n this._interval = this._totalDuration / (frames ?? 1);\n }\n // 若未配置总时长, 则根据interval算出一个总时长, interval有默认值\n else {\n this._totalDuration = this._interval * frames;\n this._interval = this.attribute.interval;\n }\n };\n\n /**\n * 初始化事件\n */\n private _initEvents = () => {\n this._controller.addEventListener(ControllerEventEnum.OnPlay, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.play();\n });\n this._controller.addEventListener(ControllerEventEnum.OnPause, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.pause();\n });\n this._controller.addEventListener(ControllerEventEnum.OnForward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n this._controller.addEventListener(ControllerEventEnum.OnBackward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._slider.addEventListener('change', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n /**\n * 根据value, 反推开始时间\n * 1. 计算进度\n * 2. 计算流逝时间\n * 3. 用现在的时间, 模拟一个开始时间\n */\n const value = (e.detail as unknown as { value: number; position: number })?.value;\n const progress = value / this._maxIndex;\n this._elapsed = progress * this._totalDuration;\n this._startTime = Date.now() - this._elapsed;\n\n this._dispatchChange(value);\n });\n };\n\n /**\n * 根据已流逝时间和总时长, 计算slider的值\n */\n private _getSliderValue = () => {\n const progress = this._elapsed / this._totalDuration;\n return Math.min(progress * this._maxIndex, this._maxIndex);\n };\n\n /**\n * 根据流逝时间, 更新Slider的值\n */\n private _updateSlider = () => {\n const value = this._getSliderValue();\n this._dataIndex = Math.floor(value);\n this._slider.setValue(Math.min(value, this._maxIndex));\n this._dispatchChange(Math.floor(value));\n };\n\n /**\n * 根据Slider的值, 判断是否要触发Change事件.\n */\n private _dispatchChange = (value: number) => {\n const index = Math.floor(value);\n if (index !== this._activeIndex) {\n this._dataIndex = index;\n this._activeIndex = index;\n\n if (index !== this._maxIndex) {\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n }\n }\n };\n\n /**\n * 派遣事件\n * @param eventType 事件类型\n */\n dispatchCustomEvent(eventType: PlayerEventEnum) {\n super.dispatchCustomEvent(eventType, this._dataIndex);\n }\n\n /**\n * 播放接口\n */\n play = async () => {\n if (this._isPlaying) {\n return;\n }\n // 切换按钮\n this._controller.togglePause();\n // 播放状态更新\n this._isPlaying = true;\n // 播放结束后再点击play, 此条件下生效.\n if (this._elapsed >= this._totalDuration) {\n this._elapsed = 0;\n }\n // 此时此刻减去已流逝的时间, 则为起点对应的时间戳.\n this._startTime = Date.now() - this._elapsed;\n // 事件\n this.dispatchCustomEvent(PlayerEventEnum.OnPlay);\n // 开始播放动画\n this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this));\n };\n\n /**\n * 播放动画主要逻辑\n */\n private _play = () => {\n // 计算已流逝的时间, 但不需要保存\n this._elapsed = Date.now() - this._startTime;\n // 计算Slider的值.\n const value = this._getSliderValue();\n // 更新Slider的值.\n this._updateSlider();\n\n // 播放终止条件\n if (value >= this._maxIndex) {\n this._playEnd();\n return;\n }\n\n // 持续播放\n this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this));\n };\n\n /**\n * 播放结束时触发\n */\n private _playEnd = () => {\n // 播放状态更新\n this._isPlaying = false;\n // 取消播放动画\n vglobal.getCancelAnimationFrame()(this._rafId);\n // 切换按钮\n this._controller.togglePlay();\n // 事件\n this.dispatchCustomEvent(PlayerEventEnum.OnEnd);\n };\n\n /**\n * 暂停接口\n */\n pause = () => {\n if (!this._isPlaying) {\n return;\n }\n this._isPlaying = false;\n // 计算已流逝的时间, 需要记录下来\n this._elapsed = Date.now() - this._startTime;\n vglobal.getCancelAnimationFrame()(this._rafId);\n this._controller.togglePlay();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnPause);\n };\n\n /**\n * 前进接口\n */\n backward = () => {\n // 按下按钮的时间\n const now = Date.now();\n // 步长\n const interval = this._interval * 1;\n // 流逝时间 减去 interval\n const elapsed = this._elapsed - interval;\n\n // 若到达起点\n if (elapsed <= 0) {\n this._elapsed = 0;\n this._startTime = now;\n }\n // 若未到达起点\n else {\n this._elapsed = elapsed;\n this._startTime = this._startTime + this._interval;\n }\n // 更新slider\n this._updateSlider();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnBackward);\n };\n\n /**\n * 后退接口\n */\n forward = () => {\n // 按下按钮的时间\n const now = Date.now();\n // 步长\n const interval = this._interval * 1;\n // 流逝时间 加上 1个interval\n const elapsed = this._elapsed + interval;\n // 若超过终点\n if (elapsed >= this._totalDuration) {\n this._startTime = now - this._totalDuration;\n this._elapsed = this._totalDuration;\n }\n // 未超过终点\n else {\n this._startTime = this._startTime - interval;\n this._elapsed = elapsed;\n }\n // 更新slider\n this._updateSlider();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnForward);\n };\n\n render() {\n super.render();\n }\n}\n"]}
1
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type { FederatedPointerEvent } from '@visactor/vrender';\nimport { global } from '@visactor/vrender';\nimport { BasePlayer } from './base-player';\nimport type { ContinuousPlayerAttributes } from './type';\nimport { PlayerEventEnum } from './type';\nimport { ControllerEventEnum } from './controller/constant';\n\nexport interface IContinuousPlayer {\n play: () => Promise<void>;\n pause: () => void;\n forward: () => void;\n backward: () => void;\n}\n\nexport class ContinuousPlayer extends BasePlayer<ContinuousPlayerAttributes> implements IContinuousPlayer {\n declare attribute: ContinuousPlayerAttributes;\n\n private _dataIndex: number;\n private _activeIndex: number;\n\n protected _alternate: boolean;\n protected _interval: number;\n protected _totalDuration: number;\n\n private _isPlaying = false;\n private _startTime: number = Date.now();\n private _elapsed: number;\n private _rafId: number;\n\n constructor(attributes: ContinuousPlayerAttributes) {\n super(attributes);\n\n this._initAttributes();\n this._initEvents();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes = () => {\n super._initAttributes();\n // 新增一个占位数据\n this._maxIndex = this._data.length;\n this._slider.setAttribute('max', this._maxIndex);\n\n this._isPlaying = false;\n this._elapsed = 0;\n this._interval = this.attribute.interval ?? 1000;\n this._dataIndex = this.attribute.dataIndex ?? this._minIndex;\n\n // 播放帧数(10条数据, 需要10个播放帧)\n const frames = this._data.length;\n\n // 若用户配置了总时长\n if (this.attribute.totalDuration && this._data.length) {\n this._totalDuration = this.attribute.totalDuration;\n // 避免除0\n this._interval = this._totalDuration / (frames ?? 1);\n }\n // 若未配置总时长, 则根据interval算出一个总时长, interval有默认值\n else {\n this._totalDuration = this._interval * frames;\n this._interval = this.attribute.interval;\n }\n };\n\n /**\n * 初始化事件\n */\n private _initEvents = () => {\n this._controller.addEventListener(ControllerEventEnum.OnPlay, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.play();\n });\n this._controller.addEventListener(ControllerEventEnum.OnPause, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.pause();\n });\n this._controller.addEventListener(ControllerEventEnum.OnForward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n this._controller.addEventListener(ControllerEventEnum.OnBackward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._slider.addEventListener('change', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n /**\n * 根据value, 反推开始时间\n * 1. 计算进度\n * 2. 计算流逝时间\n * 3. 用现在的时间, 模拟一个开始时间\n */\n const value = (e.detail as unknown as { value: number; position: number })?.value;\n const progress = value / this._maxIndex;\n this._elapsed = progress * this._totalDuration;\n this._startTime = Date.now() - this._elapsed;\n\n this._dispatchChange(value);\n });\n };\n\n /**\n * 根据已流逝时间和总时长, 计算slider的值\n */\n private _getSliderValue = () => {\n const progress = this._elapsed / this._totalDuration;\n return Math.min(progress * this._maxIndex, this._maxIndex);\n };\n\n /**\n * 根据流逝时间, 更新Slider的值\n */\n private _updateSlider = () => {\n const value = this._getSliderValue();\n this._dataIndex = Math.floor(value);\n this._slider.setValue(Math.min(value, this._maxIndex));\n this._dispatchChange(Math.floor(value));\n };\n\n /**\n * 根据Slider的值, 判断是否要触发Change事件.\n */\n private _dispatchChange = (value: number) => {\n const index = Math.floor(value);\n if (index !== this._activeIndex) {\n this._dataIndex = index;\n this._activeIndex = index;\n\n if (index !== this._maxIndex) {\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n }\n }\n };\n\n /**\n * 派遣事件\n * @param eventType 事件类型\n */\n dispatchCustomEvent(eventType: PlayerEventEnum) {\n super.dispatchCustomEvent(eventType, this._dataIndex);\n }\n\n /**\n * 播放接口\n */\n play = async () => {\n if (this._isPlaying) {\n return;\n }\n // 切换按钮\n this._controller.togglePause();\n // 播放状态更新\n this._isPlaying = true;\n // 播放结束后再点击play, 此条件下生效.\n if (this._elapsed >= this._totalDuration) {\n this._elapsed = 0;\n }\n // 此时此刻减去已流逝的时间, 则为起点对应的时间戳.\n this._startTime = Date.now() - this._elapsed;\n // 事件\n this.dispatchCustomEvent(PlayerEventEnum.OnPlay);\n // 开始播放动画\n this._rafId = global.getRequestAnimationFrame()(this._play.bind(this));\n };\n\n /**\n * 播放动画主要逻辑\n */\n private _play = () => {\n // 计算已流逝的时间, 但不需要保存\n this._elapsed = Date.now() - this._startTime;\n // 计算Slider的值.\n const value = this._getSliderValue();\n // 更新Slider的值.\n this._updateSlider();\n\n // 播放终止条件\n if (value >= this._maxIndex) {\n this._playEnd();\n return;\n }\n\n // 持续播放\n this._rafId = global.getRequestAnimationFrame()(this._play.bind(this));\n };\n\n /**\n * 播放结束时触发\n */\n private _playEnd = () => {\n // 播放状态更新\n this._isPlaying = false;\n // 取消播放动画\n global.getCancelAnimationFrame()(this._rafId);\n // 切换按钮\n this._controller.togglePlay();\n // 事件\n this.dispatchCustomEvent(PlayerEventEnum.OnEnd);\n };\n\n /**\n * 暂停接口\n */\n pause = () => {\n if (!this._isPlaying) {\n return;\n }\n this._isPlaying = false;\n // 计算已流逝的时间, 需要记录下来\n this._elapsed = Date.now() - this._startTime;\n global.getCancelAnimationFrame()(this._rafId);\n this._controller.togglePlay();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnPause);\n };\n\n /**\n * 前进接口\n */\n backward = () => {\n // 按下按钮的时间\n const now = Date.now();\n // 步长\n const interval = this._interval * 1;\n // 流逝时间 减去 interval\n const elapsed = this._elapsed - interval;\n\n // 若到达起点\n if (elapsed <= 0) {\n this._elapsed = 0;\n this._startTime = now;\n }\n // 若未到达起点\n else {\n this._elapsed = elapsed;\n this._startTime = this._startTime + this._interval;\n }\n // 更新slider\n this._updateSlider();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnBackward);\n };\n\n /**\n * 后退接口\n */\n forward = () => {\n // 按下按钮的时间\n const now = Date.now();\n // 步长\n const interval = this._interval * 1;\n // 流逝时间 加上 1个interval\n const elapsed = this._elapsed + interval;\n // 若超过终点\n if (elapsed >= this._totalDuration) {\n this._startTime = now - this._totalDuration;\n this._elapsed = this._totalDuration;\n }\n // 未超过终点\n else {\n this._startTime = this._startTime - interval;\n this._elapsed = elapsed;\n }\n // 更新slider\n this._updateSlider();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnForward);\n };\n\n render() {\n super.render();\n }\n}\n"]}
@@ -1,6 +1,6 @@
1
1
  import { isNil, merge } from "@visactor/vutils";
2
2
 
3
- import { vglobal } from "@visactor/vrender";
3
+ import { global } from "@visactor/vrender";
4
4
 
5
5
  import { BasePlayer } from "./base-player";
6
6
 
@@ -47,7 +47,7 @@ export class DiscretePlayer extends BasePlayer {
47
47
  direction: this._direction
48
48
  })) && (this._direction === DirectionEnum.Default ? this._updateDataIndex(this._minIndex) : this._updateDataIndex(this._maxIndex)),
49
49
  this.dispatchCustomEvent(PlayerEventEnum.OnPlay), this._isReachEnd = !1, this._tickTime = Date.now(),
50
- this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this, !0)));
50
+ this._rafId = global.getRequestAnimationFrame()(this._play.bind(this, !0)));
51
51
  }, this._play = isFirstPlay => {
52
52
  const now = Date.now();
53
53
  if (this._isReachEnd && now - this._tickTime >= this._interval) return this._isReachEnd = !1,
@@ -57,14 +57,14 @@ export class DiscretePlayer extends BasePlayer {
57
57
  this._updateDataIndex(forwardStep(this._direction, this._dataIndex, this._minIndex, this._maxIndex)),
58
58
  this._activeIndex = this._dataIndex, this.dispatchCustomEvent(PlayerEventEnum.OnChange)),
59
59
  ("default" === this._direction && this._dataIndex >= this._maxIndex || "reverse" === this._direction && this._dataIndex <= this._minIndex) && (this._isReachEnd = !0),
60
- this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this, !1));
60
+ this._rafId = global.getRequestAnimationFrame()(this._play.bind(this, !1));
61
61
  }, this._updateDataIndex = dataIndex => {
62
62
  this._dataIndex = dataIndex, this._slider.setValue(this._dataIndex);
63
63
  }, this._playEnd = () => {
64
- this._isPlaying = !1, this._controller.togglePlay(), vglobal.getCancelAnimationFrame()(this._rafId),
64
+ this._isPlaying = !1, this._controller.togglePlay(), global.getCancelAnimationFrame()(this._rafId),
65
65
  this._activeIndex = -1, this.dispatchCustomEvent(PlayerEventEnum.OnEnd);
66
66
  }, this.pause = () => {
67
- this._isPlaying && (this._isPlaying = !1, vglobal.getCancelAnimationFrame()(this._rafId),
67
+ this._isPlaying && (this._isPlaying = !1, global.getCancelAnimationFrame()(this._rafId),
68
68
  this._controller.togglePlay(), this.dispatchCustomEvent(PlayerEventEnum.OnPause));
69
69
  }, this.backward = () => {
70
70
  const index = Math.max(this._dataIndex - 1, this._minIndex);
@@ -1 +1 @@
1
- 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent } from '@visactor/vrender';\nimport { vglobal } from '@visactor/vrender';\nimport { BasePlayer } from './base-player';\nimport type { DirectionType, DiscretePlayerAttributes, PlayerAttributes } from './type';\nimport { DirectionEnum, PlayerEventEnum } from './type';\nimport { forwardStep, isReachEnd, isReachStart } from './utils';\nimport { ControllerEventEnum } from './controller/constant';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\nexport class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> implements IDiscretePlayer {\n declare attribute: DiscretePlayerAttributes;\n\n private _dataIndex: number;\n private _activeIndex = -1;\n\n protected _alternate: boolean;\n protected _interval: number;\n\n private _isPlaying: boolean;\n private _direction: DirectionType;\n private _tickTime: number;\n private _rafId: number;\n private _isReachEnd = false;\n\n constructor(attributes: DiscretePlayerAttributes) {\n super(merge({}, attributes));\n\n this._initAttributes();\n this._initEvents();\n }\n\n setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void {\n super.setAttributes(params, forceUpdateTag);\n\n this._initAttributes();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes = () => {\n super._initAttributes();\n this._alternate = this.attribute.alternate ?? false;\n this._interval = this.attribute.interval ?? 1000;\n this._direction = this.attribute.direction ?? DirectionEnum.Default;\n\n this._dataIndex = isNil(this.attribute.dataIndex)\n ? this._direction === 'default'\n ? this._minIndex\n : this._maxIndex\n : this.attribute.dataIndex ?? 0;\n\n this._slider.setAttribute('value', this._dataIndex);\n };\n\n /**\n * 初始化事件\n */\n private _initEvents = () => {\n this._controller.addEventListener(ControllerEventEnum.OnPlay, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.play();\n });\n this._controller.addEventListener(ControllerEventEnum.OnPause, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.pause();\n });\n this._controller.addEventListener(ControllerEventEnum.OnForward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n this._controller.addEventListener(ControllerEventEnum.OnBackward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._slider.addEventListener('change', (e: FederatedPointerEvent & { detail: { value: number } }) => {\n const middle = Math.floor(e.detail.value) + 0.5;\n this._dataIndex = e.detail.value >= middle ? Math.ceil(e.detail.value) : Math.floor(e.detail.value);\n this._slider.setValue(this._dataIndex);\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n });\n };\n\n /**\n * 派遣事件\n */\n dispatchCustomEvent(event: PlayerEventEnum) {\n super.dispatchCustomEvent(event, this._dataIndex);\n }\n\n /**\n * 播放接口\n */\n play = () => {\n if (this._isPlaying) {\n return;\n }\n // 一条数据无需播放\n if (this._data.length === 1) {\n return;\n }\n // 图标切换\n this._controller.togglePause();\n // 播放状态更新\n this._isPlaying = true;\n // 若到达末尾, 则计算下一次播放的状态下标\n if (\n isReachEnd({\n dataIndex: this._dataIndex,\n maxIndex: this._maxIndex,\n minIndex: this._minIndex,\n direction: this._direction\n }) ||\n isReachStart({\n dataIndex: this._dataIndex,\n maxIndex: this._maxIndex,\n minIndex: this._minIndex,\n direction: this._direction\n })\n ) {\n // 根据方向恢复dataIndex\n if (this._direction === DirectionEnum.Default) {\n this._updateDataIndex(this._minIndex);\n } else {\n this._updateDataIndex(this._maxIndex);\n }\n }\n\n // 事件触发\n this.dispatchCustomEvent(PlayerEventEnum.OnPlay);\n // 重置结束状态\n this._isReachEnd = false;\n // 重置tick时间, 暂停后重新播放也会重新计时\n this._tickTime = Date.now();\n // 开启动画\n this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this, true));\n };\n\n /**\n * 播放过程\n */\n private _play = (isFirstPlay: boolean) => {\n const now = Date.now();\n\n // 抵达终点, 延迟一个interval触发end\n if (this._isReachEnd && now - this._tickTime >= this._interval) {\n this._isReachEnd = false;\n this._playEnd();\n return;\n }\n // 未达终点\n\n // 第一个播放帧, 立即执行\n if (isFirstPlay && this._activeIndex !== this._dataIndex) {\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this._activeIndex = this._dataIndex;\n }\n // 中间播放帧, 每一个interval执行一次\n else if (now - this._tickTime >= this._interval) {\n this._tickTime = now;\n this._updateDataIndex(forwardStep(this._direction, this._dataIndex, this._minIndex, this._maxIndex));\n this._activeIndex = this._dataIndex;\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n }\n\n // 终止条件\n if (\n (this._direction === 'default' && this._dataIndex >= this._maxIndex) ||\n (this._direction === 'reverse' && this._dataIndex <= this._minIndex)\n ) {\n this._isReachEnd = true;\n }\n\n this._rafId = vglobal.getRequestAnimationFrame()(this._play.bind(this, false));\n };\n\n /**\n * 更新数据\n */\n private _updateDataIndex = (dataIndex: number) => {\n this._dataIndex = dataIndex;\n this._slider.setValue(this._dataIndex);\n };\n\n /**\n * 播放结束\n */\n private _playEnd = () => {\n // 播放状态更新\n this._isPlaying = false;\n // 图标切换\n this._controller.togglePlay();\n // 取消播放动画\n vglobal.getCancelAnimationFrame()(this._rafId);\n // 重置ActiveIndex\n this._activeIndex = -1;\n // 播放结束时并且到达终点\n this.dispatchCustomEvent(PlayerEventEnum.OnEnd);\n };\n\n /**\n * 暂停接口\n */\n pause = () => {\n if (!this._isPlaying) {\n return;\n }\n this._isPlaying = false;\n vglobal.getCancelAnimationFrame()(this._rafId);\n this._controller.togglePlay();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnPause);\n };\n\n /**\n * 后退接口\n */\n backward = () => {\n const index = Math.max(this._dataIndex - 1, this._minIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnBackward);\n };\n\n /**\n * 前进接口\n */\n forward = () => {\n const index = Math.min(this._dataIndex + 1, this._maxIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnForward);\n };\n}\n"]}
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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent } from '@visactor/vrender';\nimport { global } from '@visactor/vrender';\nimport { BasePlayer } from './base-player';\nimport type { DirectionType, DiscretePlayerAttributes, PlayerAttributes } from './type';\nimport { DirectionEnum, PlayerEventEnum } from './type';\nimport { forwardStep, isReachEnd, isReachStart } from './utils';\nimport { ControllerEventEnum } from './controller/constant';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\nexport class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> implements IDiscretePlayer {\n declare attribute: DiscretePlayerAttributes;\n\n private _dataIndex: number;\n private _activeIndex = -1;\n\n protected _alternate: boolean;\n protected _interval: number;\n\n private _isPlaying: boolean;\n private _direction: DirectionType;\n private _tickTime: number;\n private _rafId: number;\n private _isReachEnd = false;\n\n constructor(attributes: DiscretePlayerAttributes) {\n super(merge({}, attributes));\n\n this._initAttributes();\n this._initEvents();\n }\n\n setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void {\n super.setAttributes(params, forceUpdateTag);\n\n this._initAttributes();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes = () => {\n super._initAttributes();\n this._alternate = this.attribute.alternate ?? false;\n this._interval = this.attribute.interval ?? 1000;\n this._direction = this.attribute.direction ?? DirectionEnum.Default;\n\n this._dataIndex = isNil(this.attribute.dataIndex)\n ? this._direction === 'default'\n ? this._minIndex\n : this._maxIndex\n : this.attribute.dataIndex ?? 0;\n\n this._slider.setAttribute('value', this._dataIndex);\n };\n\n /**\n * 初始化事件\n */\n private _initEvents = () => {\n this._controller.addEventListener(ControllerEventEnum.OnPlay, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.play();\n });\n this._controller.addEventListener(ControllerEventEnum.OnPause, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.pause();\n });\n this._controller.addEventListener(ControllerEventEnum.OnForward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n this._controller.addEventListener(ControllerEventEnum.OnBackward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._slider.addEventListener('change', (e: FederatedPointerEvent & { detail: { value: number } }) => {\n const middle = Math.floor(e.detail.value) + 0.5;\n this._dataIndex = e.detail.value >= middle ? Math.ceil(e.detail.value) : Math.floor(e.detail.value);\n this._slider.setValue(this._dataIndex);\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n });\n };\n\n /**\n * 派遣事件\n */\n dispatchCustomEvent(event: PlayerEventEnum) {\n super.dispatchCustomEvent(event, this._dataIndex);\n }\n\n /**\n * 播放接口\n */\n play = () => {\n if (this._isPlaying) {\n return;\n }\n // 一条数据无需播放\n if (this._data.length === 1) {\n return;\n }\n // 图标切换\n this._controller.togglePause();\n // 播放状态更新\n this._isPlaying = true;\n // 若到达末尾, 则计算下一次播放的状态下标\n if (\n isReachEnd({\n dataIndex: this._dataIndex,\n maxIndex: this._maxIndex,\n minIndex: this._minIndex,\n direction: this._direction\n }) ||\n isReachStart({\n dataIndex: this._dataIndex,\n maxIndex: this._maxIndex,\n minIndex: this._minIndex,\n direction: this._direction\n })\n ) {\n // 根据方向恢复dataIndex\n if (this._direction === DirectionEnum.Default) {\n this._updateDataIndex(this._minIndex);\n } else {\n this._updateDataIndex(this._maxIndex);\n }\n }\n\n // 事件触发\n this.dispatchCustomEvent(PlayerEventEnum.OnPlay);\n // 重置结束状态\n this._isReachEnd = false;\n // 重置tick时间, 暂停后重新播放也会重新计时\n this._tickTime = Date.now();\n // 开启动画\n this._rafId = global.getRequestAnimationFrame()(this._play.bind(this, true));\n };\n\n /**\n * 播放过程\n */\n private _play = (isFirstPlay: boolean) => {\n const now = Date.now();\n\n // 抵达终点, 延迟一个interval触发end\n if (this._isReachEnd && now - this._tickTime >= this._interval) {\n this._isReachEnd = false;\n this._playEnd();\n return;\n }\n // 未达终点\n\n // 第一个播放帧, 立即执行\n if (isFirstPlay && this._activeIndex !== this._dataIndex) {\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this._activeIndex = this._dataIndex;\n }\n // 中间播放帧, 每一个interval执行一次\n else if (now - this._tickTime >= this._interval) {\n this._tickTime = now;\n this._updateDataIndex(forwardStep(this._direction, this._dataIndex, this._minIndex, this._maxIndex));\n this._activeIndex = this._dataIndex;\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n }\n\n // 终止条件\n if (\n (this._direction === 'default' && this._dataIndex >= this._maxIndex) ||\n (this._direction === 'reverse' && this._dataIndex <= this._minIndex)\n ) {\n this._isReachEnd = true;\n }\n\n this._rafId = global.getRequestAnimationFrame()(this._play.bind(this, false));\n };\n\n /**\n * 更新数据\n */\n private _updateDataIndex = (dataIndex: number) => {\n this._dataIndex = dataIndex;\n this._slider.setValue(this._dataIndex);\n };\n\n /**\n * 播放结束\n */\n private _playEnd = () => {\n // 播放状态更新\n this._isPlaying = false;\n // 图标切换\n this._controller.togglePlay();\n // 取消播放动画\n global.getCancelAnimationFrame()(this._rafId);\n // 重置ActiveIndex\n this._activeIndex = -1;\n // 播放结束时并且到达终点\n this.dispatchCustomEvent(PlayerEventEnum.OnEnd);\n };\n\n /**\n * 暂停接口\n */\n pause = () => {\n if (!this._isPlaying) {\n return;\n }\n this._isPlaying = false;\n global.getCancelAnimationFrame()(this._rafId);\n this._controller.togglePlay();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnPause);\n };\n\n /**\n * 后退接口\n */\n backward = () => {\n const index = Math.max(this._dataIndex - 1, this._minIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnBackward);\n };\n\n /**\n * 前进接口\n */\n forward = () => {\n const index = Math.min(this._dataIndex + 1, this._maxIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnForward);\n };\n}\n"]}