@visactor/vrender-components 0.16.1-alpha.0 → 0.16.2-alpha.0

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 (117) hide show
  1. package/cjs/axis/base.js +1 -0
  2. package/cjs/axis/base.js.map +1 -1
  3. package/cjs/axis/type.d.ts +1 -0
  4. package/cjs/axis/type.js.map +1 -1
  5. package/cjs/brush/brush.js +1 -0
  6. package/cjs/brush/brush.js.map +1 -1
  7. package/cjs/brush/type.d.ts +1 -0
  8. package/cjs/brush/type.js.map +1 -1
  9. package/cjs/crosshair/base.js +2 -1
  10. package/cjs/crosshair/polygon.js +1 -2
  11. package/cjs/data-zoom/data-zoom.js +8 -4
  12. package/cjs/data-zoom/data-zoom.js.map +1 -1
  13. package/cjs/data-zoom/type.d.ts +1 -0
  14. package/cjs/data-zoom/type.js.map +1 -1
  15. package/cjs/index.d.ts +1 -1
  16. package/cjs/index.js +1 -1
  17. package/cjs/index.js.map +1 -1
  18. package/cjs/label/arc.d.ts +1 -2
  19. package/cjs/label/arc.js +2 -14
  20. package/cjs/label/arc.js.map +1 -1
  21. package/cjs/label/base.d.ts +4 -1
  22. package/cjs/label/base.js +20 -4
  23. package/cjs/label/base.js.map +1 -1
  24. package/cjs/label/type.d.ts +4 -0
  25. package/cjs/label/type.js.map +1 -1
  26. package/cjs/legend/color/color.js +4 -3
  27. package/cjs/legend/color/color.js.map +1 -1
  28. package/cjs/legend/discrete/discrete.js +8 -4
  29. package/cjs/legend/discrete/discrete.js.map +1 -1
  30. package/cjs/legend/size/size.js +4 -3
  31. package/cjs/legend/size/size.js.map +1 -1
  32. package/cjs/legend/type.d.ts +1 -0
  33. package/cjs/legend/type.js.map +1 -1
  34. package/cjs/pager/pager.js +2 -2
  35. package/cjs/pager/pager.js.map +1 -1
  36. package/cjs/pager/type.d.ts +1 -0
  37. package/cjs/pager/type.js.map +1 -1
  38. package/cjs/player/base-player.js +4 -2
  39. package/cjs/player/base-player.js.map +1 -1
  40. package/cjs/player/continuous-player.js +2 -2
  41. package/cjs/player/continuous-player.js.map +1 -1
  42. package/cjs/player/controller/controller.js +2 -2
  43. package/cjs/player/controller/controller.js.map +1 -1
  44. package/cjs/player/controller/type.d.ts +1 -0
  45. package/cjs/player/controller/type.js.map +1 -1
  46. package/cjs/player/discrete-player.js +2 -2
  47. package/cjs/player/discrete-player.js.map +1 -1
  48. package/cjs/player/type/base.d.ts +1 -0
  49. package/cjs/player/type/base.js.map +1 -1
  50. package/cjs/scrollbar/scrollbar.js +7 -5
  51. package/cjs/scrollbar/scrollbar.js.map +1 -1
  52. package/cjs/scrollbar/type.d.ts +1 -0
  53. package/cjs/scrollbar/type.js.map +1 -1
  54. package/cjs/slider/slider.js +18 -10
  55. package/cjs/slider/slider.js.map +1 -1
  56. package/cjs/slider/type.d.ts +1 -0
  57. package/cjs/slider/type.js.map +1 -1
  58. package/dist/index.js +173 -76
  59. package/dist/index.min.js +1 -1
  60. package/es/axis/base.js +1 -0
  61. package/es/axis/base.js.map +1 -1
  62. package/es/axis/type.d.ts +1 -0
  63. package/es/axis/type.js.map +1 -1
  64. package/es/brush/brush.js +1 -0
  65. package/es/brush/brush.js.map +1 -1
  66. package/es/brush/type.d.ts +1 -0
  67. package/es/brush/type.js.map +1 -1
  68. package/es/crosshair/base.js +2 -1
  69. package/es/crosshair/polygon.js +1 -2
  70. package/es/data-zoom/data-zoom.js +7 -3
  71. package/es/data-zoom/data-zoom.js.map +1 -1
  72. package/es/data-zoom/type.d.ts +1 -0
  73. package/es/data-zoom/type.js.map +1 -1
  74. package/es/index.d.ts +1 -1
  75. package/es/index.js +1 -1
  76. package/es/index.js.map +1 -1
  77. package/es/label/arc.d.ts +1 -2
  78. package/es/label/arc.js +2 -14
  79. package/es/label/arc.js.map +1 -1
  80. package/es/label/base.d.ts +4 -1
  81. package/es/label/base.js +20 -4
  82. package/es/label/base.js.map +1 -1
  83. package/es/label/type.d.ts +4 -0
  84. package/es/label/type.js.map +1 -1
  85. package/es/legend/color/color.js +4 -3
  86. package/es/legend/color/color.js.map +1 -1
  87. package/es/legend/discrete/discrete.js +8 -4
  88. package/es/legend/discrete/discrete.js.map +1 -1
  89. package/es/legend/size/size.js +4 -3
  90. package/es/legend/size/size.js.map +1 -1
  91. package/es/legend/type.d.ts +1 -0
  92. package/es/legend/type.js.map +1 -1
  93. package/es/pager/pager.js +2 -2
  94. package/es/pager/pager.js.map +1 -1
  95. package/es/pager/type.d.ts +1 -0
  96. package/es/pager/type.js.map +1 -1
  97. package/es/player/base-player.js +4 -2
  98. package/es/player/base-player.js.map +1 -1
  99. package/es/player/continuous-player.js +2 -2
  100. package/es/player/continuous-player.js.map +1 -1
  101. package/es/player/controller/controller.js +2 -2
  102. package/es/player/controller/controller.js.map +1 -1
  103. package/es/player/controller/type.d.ts +1 -0
  104. package/es/player/controller/type.js.map +1 -1
  105. package/es/player/discrete-player.js +2 -2
  106. package/es/player/discrete-player.js.map +1 -1
  107. package/es/player/type/base.d.ts +1 -0
  108. package/es/player/type/base.js.map +1 -1
  109. package/es/scrollbar/scrollbar.js +7 -5
  110. package/es/scrollbar/scrollbar.js.map +1 -1
  111. package/es/scrollbar/type.d.ts +1 -0
  112. package/es/scrollbar/type.js.map +1 -1
  113. package/es/slider/slider.js +18 -10
  114. package/es/slider/slider.js.map +1 -1
  115. package/es/slider/type.d.ts +1 -0
  116. package/es/slider/type.js.map +1 -1
  117. package/package.json +3 -3
@@ -1 +1 @@
1
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type { INode } from '@visactor/vrender-core';\nimport { CustomEvent } from '@visactor/vrender-core';\nimport { isNumber, isValidNumber, max, merge } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { OrientType } from '../interface';\nimport type { SliderAttributes } from '../slider';\nimport { Slider } from '../slider';\nimport type { ControllerAttributes } from './controller';\nimport { Controller } from './controller';\nimport type {\n Datum,\n PlayerEventEnum,\n PlayerAttributes,\n RailStyleType,\n ControllerType,\n TrackStyleType,\n HandlerStyleType\n} from './type';\nimport { RailDefaultSize, defaultControllerAttributes } from './constant';\nimport { isHorizontal } from './utils';\n\n/**\n * 基本播放器组件\n * 提供最基本的布局能力,\n */\nexport class BasePlayer<T> extends AbstractComponent<Required<PlayerAttributes>> {\n static defaultAttributes = {\n visible: true,\n data: [] as Datum[],\n interval: 1000,\n orient: 'bottom',\n align: 'center',\n size: {\n height: 20,\n width: 300\n },\n slider: {\n visible: true,\n space: 10,\n dx: 0,\n dy: 0,\n railStyle: {\n cornerRadius: 5\n },\n trackStyle: {},\n handlerStyle: {}\n },\n controller: {\n visible: true,\n start: { ...defaultControllerAttributes, key: 'start', position: 'start', space: 0 },\n pause: { ...defaultControllerAttributes, key: 'pause', position: 'start' },\n forward: { ...defaultControllerAttributes, key: 'forward', position: 'end' },\n backward: { ...defaultControllerAttributes, key: 'backward', position: 'start' }\n }\n };\n\n // 组件属性\n protected _slider: Slider;\n protected _controller: Controller;\n\n // 数据属性\n protected _data = [] as Datum[];\n protected _minIndex: number;\n protected _maxIndex: number;\n\n // 滑轨属性\n private _sliderVisible: boolean;\n private _railStyle: RailStyleType;\n private _trackStyle: TrackStyleType;\n private _handlerStyle: HandlerStyleType;\n\n // 控件属性\n private _controllerVisible: boolean;\n private _start: ControllerType;\n private _pause: ControllerType;\n private _forward: ControllerType;\n private _backward: ControllerType;\n\n // 布局属性\n private _size: { width: number; height: number };\n private _orient: OrientType;\n\n private _layoutInfo: {\n // 滚动条位置\n slider?: { x: number; y: number; size: number };\n\n // 控件位置\n start?: { x: number; y: number; size: number };\n pause?: { x: number; y: number; size: number };\n backward?: { x: number; y: number; size: number };\n forward?: { x: number; y: number; size: number };\n } = {};\n\n constructor(attributes: T) {\n super(merge({}, BasePlayer.defaultAttributes, attributes));\n // 先初始化属性, 再初始化Slider、Controller, 最后初始化事件.\n this._initAttributes();\n this._initLayoutInfo();\n this._initController();\n this._initSlider();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes() {\n // 基本布局属性\n this._size = this.attribute.size;\n this._orient = this.attribute.orient;\n\n // Slider范围, 起点一定要从0开始\n this._data = this.attribute.data;\n this._minIndex = 0;\n this._maxIndex = this._data.length - 1;\n\n // 轨道样式\n this._sliderVisible = this.attribute?.slider?.visible;\n this._railStyle = { ...this.attribute?.slider?.railStyle };\n this._trackStyle = { ...this.attribute?.slider?.trackStyle };\n this._handlerStyle = { ...this.attribute?.slider?.handlerStyle };\n\n // 控制器样式\n this._controllerVisible = this.attribute?.controller?.visible;\n this._start = { ...this.attribute?.controller?.start };\n this._pause = { ...this.attribute?.controller?.pause };\n this._forward = { ...this.attribute?.controller?.forward };\n this._backward = { ...this.attribute?.controller?.backward };\n }\n\n private _initLayoutInfo() {\n // 控制器\n const controllers = [this._start, this._backward, this._forward].sort((a, b) => a.order - b.order);\n // 在开始位置的控制器\n const startControllers = controllers.filter(d => d.position !== 'end');\n // 在结束位置的控制器\n const endControllers = controllers.filter(d => d.position === 'end');\n // 滑轨横切面长度\n const railSectionLength =\n (isHorizontal(this._orient) ? this._railStyle.height : this._railStyle.width) ?? RailDefaultSize[1];\n\n // 1. 计算所有组件自身占据的宽度 or 高度\n const controllerPx = controllers.reduce((len, controller) => {\n const size = controller.style.size;\n const maxSize = isNumber(size) ? size : max(size[0], size[1]);\n return len + controller.space + maxSize;\n }, 0);\n\n // 2. 计算slider的总占据像素\n const sliderPx = this._sliderVisible\n ? (isHorizontal(this._orient) ? this._size?.width : this._size?.height) - controllerPx\n : 0;\n\n // 3. 计算slider滑轨的总占据像素\n const railPx = sliderPx - this.attribute.slider.space;\n\n // 4. 计算起点控件坐标\n const startPx = startControllers.reduce((px, controller) => {\n const {\n key,\n space,\n style: { size }\n } = controller;\n const maxSize = isNumber(size) ? size : max(size[0], size[1]);\n this._layoutInfo[key] = {\n ...this._layoutInfo[key],\n size: maxSize,\n x: isHorizontal(this._orient) ? px + space : (this._size.width - maxSize) / 2,\n y: isHorizontal(this._orient) ? (this._size.height - maxSize) / 2 : px + space\n };\n return px + space + maxSize;\n }, 0);\n\n // 5. 计算slider的起点坐标\n this._layoutInfo.slider = {\n ...this._layoutInfo.slider,\n size: railPx,\n x: isHorizontal(this._orient)\n ? startPx + this.attribute.slider.space\n : (this._size.width - railSectionLength) / 2,\n y: isHorizontal(this._orient)\n ? (this._size.height - railSectionLength) / 2\n : startPx + this.attribute.slider.space\n };\n\n // 6. 计算终点控件坐标\n endControllers.reduce((px, controller) => {\n const {\n key,\n space,\n style: { size }\n } = controller;\n const maxSize = isNumber(size) ? size : max(size[0], size[1]);\n this._layoutInfo[key] = {\n ...this._layoutInfo[key],\n size: maxSize,\n x: isHorizontal(this._orient) ? px + space : (this._size.width - maxSize) / 2,\n y: isHorizontal(this._orient) ? (this._size.height - maxSize) / 2 : px + space\n };\n return px + space + maxSize;\n }, startPx + sliderPx);\n }\n\n /**\n * 初始化滑动条\n */\n private _updateSliderAttrs = () => {\n let handlerSize;\n if (isValidNumber(this._handlerStyle.size)) {\n handlerSize = this._handlerStyle.size;\n } else if (this._handlerStyle.size && this._handlerStyle.size.length) {\n handlerSize = max(this._handlerStyle.size[0], this._handlerStyle.size[1]);\n }\n\n const attrs: SliderAttributes = {\n visible: this._sliderVisible,\n // 重要参数\n min: this._minIndex,\n max: this._maxIndex,\n value: this.attribute.dataIndex ?? 0,\n railWidth: this._railStyle.width,\n railHeight: this._railStyle.height,\n railStyle: this._railStyle,\n trackStyle: this._trackStyle,\n handlerSize: isValidNumber(handlerSize) ? handlerSize : undefined,\n handlerStyle: this._handlerStyle,\n // 不重要, 但需要预设的参数\n dy: this.attribute.slider.dy,\n dx: this.attribute.slider.dx,\n slidable: true,\n range: false,\n handlerText: { visible: false },\n startText: { visible: false },\n endText: { visible: false }\n };\n\n // 横向布局\n if (isHorizontal(this._orient)) {\n // 滑动条水平居中\n const railWidth = Math.max(0, this._layoutInfo.slider.size);\n const railHeight = this._railStyle.height ?? RailDefaultSize[1];\n\n // 属性修改\n attrs.layout = 'horizontal';\n attrs.railHeight = railHeight;\n attrs.railWidth = railWidth;\n attrs.x = this._layoutInfo.slider.x;\n attrs.y = this._layoutInfo.slider.y;\n }\n // 纵向布局\n else {\n // 滑动条垂直居中\n const railHeight = Math.max(0, this._layoutInfo.slider.size);\n const railWidth = this._railStyle.width ?? RailDefaultSize[1];\n\n // 属性修改\n attrs.layout = 'vertical';\n attrs.railWidth = railWidth;\n attrs.railHeight = railHeight;\n attrs.x = this._layoutInfo.slider.x;\n attrs.y = this._layoutInfo.slider.y;\n }\n return attrs;\n };\n\n private _initSlider = () => {\n const attrs = this._updateSliderAttrs();\n this._slider = new Slider(attrs);\n if (this._sliderVisible) {\n this.add(this._slider as unknown as INode);\n }\n };\n\n /**\n * 初始化控制器\n */\n private _updateControllerAttrs = () => {\n const attrs: ControllerAttributes = {\n start: this._start,\n pause: this._pause,\n forward: this._forward,\n backward: this._backward\n };\n // 横向布局\n if (isHorizontal(this._orient)) {\n attrs.layout = 'horizontal';\n attrs.start = {\n ...attrs.start,\n style: {\n ...attrs.start.style,\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.pause = {\n ...attrs.pause,\n // 暂停按钮, 复用开始按钮的布局\n style: {\n ...attrs.pause.style,\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.backward = {\n ...attrs.backward,\n style: {\n ...attrs.backward.style,\n x: this._layoutInfo.backward.x,\n y: this._layoutInfo.backward.y\n }\n };\n attrs.forward = {\n ...attrs.forward,\n style: {\n ...attrs.forward.style,\n x: this._layoutInfo.forward.x,\n y: this._layoutInfo.forward.y\n }\n };\n }\n // 纵向布局\n else {\n attrs.layout = 'vertical';\n attrs.start = {\n ...attrs.start,\n style: {\n ...attrs.start.style,\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.pause = {\n ...attrs.pause,\n style: {\n ...attrs.pause.style,\n // 暂停按钮, 复用开始按钮的布局\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.backward = {\n ...attrs.backward,\n style: {\n ...attrs.backward.style,\n x: this._layoutInfo.backward.x,\n y: this._layoutInfo.backward.y\n }\n };\n attrs.forward = {\n ...attrs.forward,\n style: {\n ...attrs.forward.style,\n x: this._layoutInfo.forward.x,\n y: this._layoutInfo.forward.y\n }\n };\n }\n return attrs;\n };\n\n private _initController = () => {\n const attrs = this._updateControllerAttrs();\n this._controller = new Controller(attrs);\n if (this._controllerVisible) {\n this.add(this._controller as unknown as INode);\n }\n };\n\n /**\n * 渲染\n */\n render() {\n this._initLayoutInfo();\n this.renderSlider();\n this.renderController();\n }\n\n /**\n * 更新滑动条\n */\n renderSlider() {\n const attrs = this._updateSliderAttrs();\n this._slider.setAttributes(attrs);\n }\n\n /**\n * 更新控制器\n */\n renderController() {\n const attrs = this._updateControllerAttrs();\n this._controller.setAttributes(attrs);\n }\n\n /**\n * 触发事件\n * @param eventType 事件类型\n * @param dataIndex 数据下标\n */\n dispatchCustomEvent(eventType: PlayerEventEnum, dataIndex: number) {\n const changeEvent = new CustomEvent(eventType, {\n eventType,\n index: dataIndex,\n value: this._data[dataIndex]\n } as unknown);\n // @ts-ignore; 需要在 vrender 的事件系统支持\n changeEvent.manager = this.stage?.eventSystem.manager;\n this.dispatchEvent(changeEvent);\n }\n}\n"]}
1
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type { INode } from '@visactor/vrender-core';\nimport { CustomEvent } from '@visactor/vrender-core';\nimport { isNumber, isValidNumber, max, merge } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { OrientType } from '../interface';\nimport type { SliderAttributes } from '../slider';\nimport { Slider } from '../slider';\nimport type { ControllerAttributes } from './controller';\nimport { Controller } from './controller';\nimport type {\n Datum,\n PlayerEventEnum,\n PlayerAttributes,\n RailStyleType,\n ControllerType,\n TrackStyleType,\n HandlerStyleType\n} from './type';\nimport { RailDefaultSize, defaultControllerAttributes } from './constant';\nimport { isHorizontal } from './utils';\n\n/**\n * 基本播放器组件\n * 提供最基本的布局能力,\n */\nexport class BasePlayer<T> extends AbstractComponent<Required<PlayerAttributes>> {\n static defaultAttributes = {\n visible: true,\n data: [] as Datum[],\n interval: 1000,\n orient: 'bottom',\n align: 'center',\n size: {\n height: 20,\n width: 300\n },\n slider: {\n visible: true,\n space: 10,\n dx: 0,\n dy: 0,\n railStyle: {\n cornerRadius: 5\n },\n trackStyle: {},\n handlerStyle: {}\n },\n controller: {\n visible: true,\n start: { ...defaultControllerAttributes, key: 'start', position: 'start', space: 0 },\n pause: { ...defaultControllerAttributes, key: 'pause', position: 'start' },\n forward: { ...defaultControllerAttributes, key: 'forward', position: 'end' },\n backward: { ...defaultControllerAttributes, key: 'backward', position: 'start' }\n }\n };\n\n // 组件属性\n protected _slider: Slider;\n protected _controller: Controller;\n\n // 数据属性\n protected _data = [] as Datum[];\n protected _minIndex: number;\n protected _maxIndex: number;\n\n // 滑轨属性\n private _sliderVisible: boolean;\n private _railStyle: RailStyleType;\n private _trackStyle: TrackStyleType;\n private _handlerStyle: HandlerStyleType;\n\n // 控件属性\n private _controllerVisible: boolean;\n private _start: ControllerType;\n private _pause: ControllerType;\n private _forward: ControllerType;\n private _backward: ControllerType;\n\n // 布局属性\n private _size: { width: number; height: number };\n private _orient: OrientType;\n\n private _layoutInfo: {\n // 滚动条位置\n slider?: { x: number; y: number; size: number };\n\n // 控件位置\n start?: { x: number; y: number; size: number };\n pause?: { x: number; y: number; size: number };\n backward?: { x: number; y: number; size: number };\n forward?: { x: number; y: number; size: number };\n } = {};\n\n constructor(attributes: T) {\n super(merge({}, BasePlayer.defaultAttributes, attributes));\n // 先初始化属性, 再初始化Slider、Controller, 最后初始化事件.\n this._initAttributes();\n this._initLayoutInfo();\n this._initController();\n this._initSlider();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes() {\n // 基本布局属性\n this._size = this.attribute.size;\n this._orient = this.attribute.orient;\n\n // Slider范围, 起点一定要从0开始\n this._data = this.attribute.data;\n this._minIndex = 0;\n this._maxIndex = this._data.length - 1;\n\n // 轨道样式\n this._sliderVisible = this.attribute?.slider?.visible;\n this._railStyle = { ...this.attribute?.slider?.railStyle };\n this._trackStyle = { ...this.attribute?.slider?.trackStyle };\n this._handlerStyle = { ...this.attribute?.slider?.handlerStyle };\n\n // 控制器样式\n this._controllerVisible = this.attribute?.controller?.visible;\n this._start = { ...this.attribute?.controller?.start };\n this._pause = { ...this.attribute?.controller?.pause };\n this._forward = { ...this.attribute?.controller?.forward };\n this._backward = { ...this.attribute?.controller?.backward };\n }\n\n private _initLayoutInfo() {\n // 控制器\n const controllers = [this._start, this._backward, this._forward].sort((a, b) => a.order - b.order);\n // 在开始位置的控制器\n const startControllers = controllers.filter(d => d.position !== 'end');\n // 在结束位置的控制器\n const endControllers = controllers.filter(d => d.position === 'end');\n // 滑轨横切面长度\n const railSectionLength =\n (isHorizontal(this._orient) ? this._railStyle.height : this._railStyle.width) ?? RailDefaultSize[1];\n\n // 1. 计算所有组件自身占据的宽度 or 高度\n const controllerPx = controllers.reduce((len, controller) => {\n const size = controller.style.size;\n const maxSize = isNumber(size) ? size : max(size[0], size[1]);\n return len + controller.space + maxSize;\n }, 0);\n\n // 2. 计算slider的总占据像素\n const sliderPx = this._sliderVisible\n ? (isHorizontal(this._orient) ? this._size?.width : this._size?.height) - controllerPx\n : 0;\n\n // 3. 计算slider滑轨的总占据像素\n const railPx = sliderPx - this.attribute.slider.space;\n\n // 4. 计算起点控件坐标\n const startPx = startControllers.reduce((px, controller) => {\n const {\n key,\n space,\n style: { size }\n } = controller;\n const maxSize = isNumber(size) ? size : max(size[0], size[1]);\n this._layoutInfo[key] = {\n ...this._layoutInfo[key],\n size: maxSize,\n x: isHorizontal(this._orient) ? px + space : (this._size.width - maxSize) / 2,\n y: isHorizontal(this._orient) ? (this._size.height - maxSize) / 2 : px + space\n };\n return px + space + maxSize;\n }, 0);\n\n // 5. 计算slider的起点坐标\n this._layoutInfo.slider = {\n ...this._layoutInfo.slider,\n size: railPx,\n x: isHorizontal(this._orient)\n ? startPx + this.attribute.slider.space\n : (this._size.width - railSectionLength) / 2,\n y: isHorizontal(this._orient)\n ? (this._size.height - railSectionLength) / 2\n : startPx + this.attribute.slider.space\n };\n\n // 6. 计算终点控件坐标\n endControllers.reduce((px, controller) => {\n const {\n key,\n space,\n style: { size }\n } = controller;\n const maxSize = isNumber(size) ? size : max(size[0], size[1]);\n this._layoutInfo[key] = {\n ...this._layoutInfo[key],\n size: maxSize,\n x: isHorizontal(this._orient) ? px + space : (this._size.width - maxSize) / 2,\n y: isHorizontal(this._orient) ? (this._size.height - maxSize) / 2 : px + space\n };\n return px + space + maxSize;\n }, startPx + sliderPx);\n }\n\n /**\n * 初始化滑动条\n */\n private _updateSliderAttrs = () => {\n let handlerSize;\n if (isValidNumber(this._handlerStyle.size)) {\n handlerSize = this._handlerStyle.size;\n } else if (this._handlerStyle.size && this._handlerStyle.size.length) {\n handlerSize = max(this._handlerStyle.size[0], this._handlerStyle.size[1]);\n }\n\n const attrs: SliderAttributes = {\n visible: this._sliderVisible,\n // 重要参数\n min: this._minIndex,\n max: this._maxIndex,\n value: this.attribute.dataIndex ?? 0,\n railWidth: this._railStyle.width,\n railHeight: this._railStyle.height,\n railStyle: this._railStyle,\n trackStyle: this._trackStyle,\n handlerSize: isValidNumber(handlerSize) ? handlerSize : undefined,\n handlerStyle: this._handlerStyle,\n // 不重要, 但需要预设的参数\n dy: this.attribute.slider.dy,\n dx: this.attribute.slider.dx,\n slidable: true,\n range: false,\n handlerText: { visible: false },\n startText: { visible: false },\n endText: { visible: false },\n disableTriggerEvent: this.attribute.disableTriggerEvent\n };\n\n // 横向布局\n if (isHorizontal(this._orient)) {\n // 滑动条水平居中\n const railWidth = Math.max(0, this._layoutInfo.slider.size);\n const railHeight = this._railStyle.height ?? RailDefaultSize[1];\n\n // 属性修改\n attrs.layout = 'horizontal';\n attrs.railHeight = railHeight;\n attrs.railWidth = railWidth;\n attrs.x = this._layoutInfo.slider.x;\n attrs.y = this._layoutInfo.slider.y;\n }\n // 纵向布局\n else {\n // 滑动条垂直居中\n const railHeight = Math.max(0, this._layoutInfo.slider.size);\n const railWidth = this._railStyle.width ?? RailDefaultSize[1];\n\n // 属性修改\n attrs.layout = 'vertical';\n attrs.railWidth = railWidth;\n attrs.railHeight = railHeight;\n attrs.x = this._layoutInfo.slider.x;\n attrs.y = this._layoutInfo.slider.y;\n }\n return attrs;\n };\n\n private _initSlider = () => {\n const attrs = this._updateSliderAttrs();\n this._slider = new Slider(attrs);\n if (this._sliderVisible) {\n this.add(this._slider as unknown as INode);\n }\n };\n\n /**\n * 初始化控制器\n */\n private _updateControllerAttrs = () => {\n const attrs: ControllerAttributes = {\n start: this._start,\n pause: this._pause,\n forward: this._forward,\n backward: this._backward,\n disableTriggerEvent: this.attribute.disableTriggerEvent\n };\n // 横向布局\n if (isHorizontal(this._orient)) {\n attrs.layout = 'horizontal';\n attrs.start = {\n ...attrs.start,\n style: {\n ...attrs.start.style,\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.pause = {\n ...attrs.pause,\n // 暂停按钮, 复用开始按钮的布局\n style: {\n ...attrs.pause.style,\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.backward = {\n ...attrs.backward,\n style: {\n ...attrs.backward.style,\n x: this._layoutInfo.backward.x,\n y: this._layoutInfo.backward.y\n }\n };\n attrs.forward = {\n ...attrs.forward,\n style: {\n ...attrs.forward.style,\n x: this._layoutInfo.forward.x,\n y: this._layoutInfo.forward.y\n }\n };\n }\n // 纵向布局\n else {\n attrs.layout = 'vertical';\n attrs.start = {\n ...attrs.start,\n style: {\n ...attrs.start.style,\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.pause = {\n ...attrs.pause,\n style: {\n ...attrs.pause.style,\n // 暂停按钮, 复用开始按钮的布局\n x: this._layoutInfo.start.x,\n y: this._layoutInfo.start.y\n }\n };\n attrs.backward = {\n ...attrs.backward,\n style: {\n ...attrs.backward.style,\n x: this._layoutInfo.backward.x,\n y: this._layoutInfo.backward.y\n }\n };\n attrs.forward = {\n ...attrs.forward,\n style: {\n ...attrs.forward.style,\n x: this._layoutInfo.forward.x,\n y: this._layoutInfo.forward.y\n }\n };\n }\n return attrs;\n };\n\n private _initController = () => {\n const attrs = this._updateControllerAttrs();\n this._controller = new Controller(attrs);\n if (this._controllerVisible) {\n this.add(this._controller as unknown as INode);\n }\n };\n\n /**\n * 渲染\n */\n render() {\n this._initLayoutInfo();\n this.renderSlider();\n this.renderController();\n }\n\n /**\n * 更新滑动条\n */\n renderSlider() {\n const attrs = this._updateSliderAttrs();\n this._slider.setAttributes(attrs);\n }\n\n /**\n * 更新控制器\n */\n renderController() {\n const attrs = this._updateControllerAttrs();\n this._controller.setAttributes(attrs);\n }\n\n /**\n * 触发事件\n * @param eventType 事件类型\n * @param dataIndex 数据下标\n */\n dispatchCustomEvent(eventType: PlayerEventEnum, dataIndex: number) {\n const changeEvent = new CustomEvent(eventType, {\n eventType,\n index: dataIndex,\n value: this._data[dataIndex]\n } as unknown);\n // @ts-ignore; 需要在 vrender 的事件系统支持\n changeEvent.manager = this.stage?.eventSystem.manager;\n this.dispatchEvent(changeEvent);\n }\n}\n"]}
@@ -44,7 +44,7 @@ export class ContinuousPlayer extends BasePlayer {
44
44
  this._interval = this._totalDuration / (null != frames ? frames : 1)) : (this._totalDuration = this._interval * frames,
45
45
  this._interval = this.attribute.interval);
46
46
  }, this._initEvents = () => {
47
- this._controller.addEventListener(ControllerEventEnum.OnPlay, (e => {
47
+ this.attribute.disableTriggerEvent || (this._controller.addEventListener(ControllerEventEnum.OnPlay, (e => {
48
48
  e.stopPropagation(), this.play();
49
49
  })), this._controller.addEventListener(ControllerEventEnum.OnPause, (e => {
50
50
  e.stopPropagation(), this.pause();
@@ -58,7 +58,7 @@ export class ContinuousPlayer extends BasePlayer {
58
58
  const value = null === (_a = e.detail) || void 0 === _a ? void 0 : _a.value, progress = value / this._maxIndex;
59
59
  this._elapsed = progress * this._totalDuration, this._startTime = Date.now() - this._elapsed,
60
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  this._dispatchChange(value);
61
- }));
61
+ })));
62
62
  }, this._getSliderValue = () => {
63
63
  const progress = this._elapsed / this._totalDuration;
64
64
  return Math.min(progress * this._maxIndex, this._maxIndex);
@@ -1 +1 @@
1
- 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type { FederatedPointerEvent } from '@visactor/vrender-core';\nimport { vglobal } from '@visactor/vrender-core';\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.change);\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.play);\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.end);\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.pause);\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.backward);\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.forward);\n };\n\n render() {\n super.render();\n }\n}\n"]}
1
+ 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type { FederatedPointerEvent } from '@visactor/vrender-core';\nimport { vglobal } from '@visactor/vrender-core';\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 if (this.attribute.disableTriggerEvent) {\n return;\n }\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.change);\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.play);\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.end);\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.pause);\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.backward);\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.forward);\n };\n\n render() {\n super.render();\n }\n}\n"]}
@@ -50,13 +50,13 @@ export class Controller extends AbstractComponent {
50
50
  isNil(this._forwardController) && (this._forwardController = new PlayerIcon(Object.assign({}, this._forwardAttr.style)),
51
51
  this.add(this._forwardController));
52
52
  }, this._initEvents = () => {
53
- this._playController.addEventListener("pointerdown", (e => {
53
+ this.attribute.disableTriggerEvent || (this._playController.addEventListener("pointerdown", (e => {
54
54
  e.stopPropagation(), !0 === this._isPaused ? this.play() : this.pause();
55
55
  })), this._backwardController.addEventListener("pointerdown", (e => {
56
56
  e.stopPropagation(), this.backward();
57
57
  })), this._forwardController.addEventListener("pointerdown", (e => {
58
58
  e.stopPropagation(), this.forward();
59
- }));
59
+ })));
60
60
  }, this._createCustomEvent = eventType => {
61
61
  var _a;
62
62
  const customEvent = new CustomEvent(eventType, {
@@ -1 +1 @@
1
- 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent, ISymbolGraphicAttribute } from '@visactor/vrender-core';\nimport { CustomEvent } from '@visactor/vrender-core';\nimport { AbstractComponent } from '../../core/base';\nimport type { BaseGraphicAttributes } from '../../core/type';\nimport type { ControllerAttributes, LayoutType } from './type';\nimport { iconRight, iconPause, iconPlay, iconLeft, iconUp, iconDown } from './assets';\nimport { PlayerIcon } from './icon';\nimport { ControllerEventEnum, ControllerTypeEnum } from './constant';\n\nexport class Controller extends AbstractComponent<Required<ControllerAttributes>> {\n static defaultControllerAttr: ISymbolGraphicAttribute = {\n visible: true,\n x: 0,\n y: 0,\n size: 20,\n fill: '#91caff',\n pickMode: 'imprecise',\n cursor: 'pointer'\n };\n static defaultAttributes: ControllerAttributes = {\n [ControllerTypeEnum.Start]: {},\n [ControllerTypeEnum.Pause]: {},\n [ControllerTypeEnum.Backward]: {},\n [ControllerTypeEnum.Forward]: {}\n };\n\n private _isPaused = true;\n private _playController: PlayerIcon;\n private _forwardController: PlayerIcon;\n private _backwardController: PlayerIcon;\n\n private _layout: LayoutType;\n private _startAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _pauseAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _forwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _backwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n\n constructor(attributes: ControllerAttributes) {\n super(merge({}, Controller.defaultAttributes, attributes));\n this.updateAttributes();\n this._initPlay();\n this._initBackward();\n this._initForward();\n this._initEvents();\n }\n\n updateAttributes = () => {\n this._startAttr = {\n style: {\n symbolType: iconPlay,\n ...Controller.defaultControllerAttr,\n visible: this.attribute.start.visible,\n ...this.attribute.start.style\n }\n };\n this._pauseAttr = {\n style: {\n symbolType: iconPause,\n ...Controller.defaultControllerAttr,\n visible: this.attribute.pause.visible,\n ...this.attribute.pause.style\n }\n };\n this._forwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n visible: this.attribute.forward.visible,\n ...this.attribute.forward.style\n }\n };\n this._backwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n visible: this.attribute.backward.visible,\n ...this.attribute.backward.style\n }\n };\n this.updateLayout();\n };\n\n private updateLayout = () => {\n this._layout = this.attribute.layout;\n // 若水平布局\n if (this._layout === 'horizontal') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconLeft;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconRight;\n }\n // 若垂直布局\n else if (this._layout === 'vertical') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconUp;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconDown;\n }\n };\n\n private _initPlay = () => {\n if (isNil(this._playController)) {\n this._playController = new PlayerIcon({\n ...this._startAttr.style\n });\n\n this.add(this._playController);\n }\n };\n\n private _initBackward = () => {\n if (isNil(this._backwardController)) {\n this._backwardController = new PlayerIcon({\n ...this._backwardAttr.style\n });\n\n this.add(this._backwardController);\n }\n };\n\n private _initForward = () => {\n if (isNil(this._forwardController)) {\n this._forwardController = new PlayerIcon({\n ...this._forwardAttr.style\n });\n\n this.add(this._forwardController);\n }\n };\n\n /**\n * 初始化事件\n * 1. 注册\n */\n private _initEvents = () => {\n this._playController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n\n if (this._isPaused === true) {\n this.play();\n } else {\n this.pause();\n }\n });\n\n this._backwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._forwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n };\n\n private _createCustomEvent = (eventType: ControllerEventEnum) => {\n const customEvent = new CustomEvent(eventType, { eventType });\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n customEvent.manager = this.stage?.eventSystem.manager;\n return customEvent;\n };\n\n render(): void {\n this.updateAttributes();\n this.renderPlay();\n this.renderBackward();\n this.renderForward();\n }\n\n renderPlay = () => {\n if (this._isPaused) {\n this._playController.setAttributes({\n symbolType: this._playController.getComputedAttribute('symbolType'),\n ...this._startAttr.style\n });\n } else {\n this._playController.setAttributes({\n symbolType: this._playController.getComputedAttribute('symbolType'),\n ...this._pauseAttr.style\n });\n }\n };\n\n renderBackward = () => {\n this._backwardController.setAttributes(this._backwardAttr.style);\n };\n\n renderForward = () => {\n this._forwardController.setAttributes(this._forwardAttr.style);\n };\n\n play = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnPlay);\n this.dispatchEvent(onPlayEvent);\n };\n\n pause = () => {\n const onPauseEvent = this._createCustomEvent(ControllerEventEnum.OnPause);\n this.dispatchEvent(onPauseEvent);\n };\n\n forward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnForward);\n this.dispatchEvent(onPlayEvent);\n };\n\n backward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnBackward);\n this.dispatchEvent(onPlayEvent);\n };\n\n togglePlay = () => {\n this._playController.setAttributes(this._startAttr.style);\n this._isPaused = true;\n };\n\n togglePause = () => {\n this._playController.setAttributes(this._pauseAttr.style);\n this._isPaused = false;\n };\n}\n"]}
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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent, ISymbolGraphicAttribute } from '@visactor/vrender-core';\nimport { CustomEvent } from '@visactor/vrender-core';\nimport { AbstractComponent } from '../../core/base';\nimport type { BaseGraphicAttributes } from '../../core/type';\nimport type { ControllerAttributes, LayoutType } from './type';\nimport { iconRight, iconPause, iconPlay, iconLeft, iconUp, iconDown } from './assets';\nimport { PlayerIcon } from './icon';\nimport { ControllerEventEnum, ControllerTypeEnum } from './constant';\n\nexport class Controller extends AbstractComponent<Required<ControllerAttributes>> {\n static defaultControllerAttr: ISymbolGraphicAttribute = {\n visible: true,\n x: 0,\n y: 0,\n size: 20,\n fill: '#91caff',\n pickMode: 'imprecise',\n cursor: 'pointer'\n };\n static defaultAttributes: ControllerAttributes = {\n [ControllerTypeEnum.Start]: {},\n [ControllerTypeEnum.Pause]: {},\n [ControllerTypeEnum.Backward]: {},\n [ControllerTypeEnum.Forward]: {}\n };\n\n private _isPaused = true;\n private _playController: PlayerIcon;\n private _forwardController: PlayerIcon;\n private _backwardController: PlayerIcon;\n\n private _layout: LayoutType;\n private _startAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _pauseAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _forwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _backwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n\n constructor(attributes: ControllerAttributes) {\n super(merge({}, Controller.defaultAttributes, attributes));\n this.updateAttributes();\n this._initPlay();\n this._initBackward();\n this._initForward();\n this._initEvents();\n }\n\n updateAttributes = () => {\n this._startAttr = {\n style: {\n symbolType: iconPlay,\n ...Controller.defaultControllerAttr,\n visible: this.attribute.start.visible,\n ...this.attribute.start.style\n }\n };\n this._pauseAttr = {\n style: {\n symbolType: iconPause,\n ...Controller.defaultControllerAttr,\n visible: this.attribute.pause.visible,\n ...this.attribute.pause.style\n }\n };\n this._forwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n visible: this.attribute.forward.visible,\n ...this.attribute.forward.style\n }\n };\n this._backwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n visible: this.attribute.backward.visible,\n ...this.attribute.backward.style\n }\n };\n this.updateLayout();\n };\n\n private updateLayout = () => {\n this._layout = this.attribute.layout;\n // 若水平布局\n if (this._layout === 'horizontal') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconLeft;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconRight;\n }\n // 若垂直布局\n else if (this._layout === 'vertical') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconUp;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconDown;\n }\n };\n\n private _initPlay = () => {\n if (isNil(this._playController)) {\n this._playController = new PlayerIcon({\n ...this._startAttr.style\n });\n\n this.add(this._playController);\n }\n };\n\n private _initBackward = () => {\n if (isNil(this._backwardController)) {\n this._backwardController = new PlayerIcon({\n ...this._backwardAttr.style\n });\n\n this.add(this._backwardController);\n }\n };\n\n private _initForward = () => {\n if (isNil(this._forwardController)) {\n this._forwardController = new PlayerIcon({\n ...this._forwardAttr.style\n });\n\n this.add(this._forwardController);\n }\n };\n\n /**\n * 初始化事件\n * 1. 注册\n */\n private _initEvents = () => {\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n this._playController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n\n if (this._isPaused === true) {\n this.play();\n } else {\n this.pause();\n }\n });\n\n this._backwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._forwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n };\n\n private _createCustomEvent = (eventType: ControllerEventEnum) => {\n const customEvent = new CustomEvent(eventType, { eventType });\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n customEvent.manager = this.stage?.eventSystem.manager;\n return customEvent;\n };\n\n render(): void {\n this.updateAttributes();\n this.renderPlay();\n this.renderBackward();\n this.renderForward();\n }\n\n renderPlay = () => {\n if (this._isPaused) {\n this._playController.setAttributes({\n symbolType: this._playController.getComputedAttribute('symbolType'),\n ...this._startAttr.style\n });\n } else {\n this._playController.setAttributes({\n symbolType: this._playController.getComputedAttribute('symbolType'),\n ...this._pauseAttr.style\n });\n }\n };\n\n renderBackward = () => {\n this._backwardController.setAttributes(this._backwardAttr.style);\n };\n\n renderForward = () => {\n this._forwardController.setAttributes(this._forwardAttr.style);\n };\n\n play = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnPlay);\n this.dispatchEvent(onPlayEvent);\n };\n\n pause = () => {\n const onPauseEvent = this._createCustomEvent(ControllerEventEnum.OnPause);\n this.dispatchEvent(onPauseEvent);\n };\n\n forward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnForward);\n this.dispatchEvent(onPlayEvent);\n };\n\n backward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnBackward);\n this.dispatchEvent(onPlayEvent);\n };\n\n togglePlay = () => {\n this._playController.setAttributes(this._startAttr.style);\n this._isPaused = true;\n };\n\n togglePause = () => {\n this._playController.setAttributes(this._pauseAttr.style);\n this._isPaused = false;\n };\n}\n"]}
@@ -15,5 +15,6 @@ export interface ControllerAttributes {
15
15
  backward: BaseGraphicAttributes<ISymbolGraphicAttribute> & {
16
16
  visible?: boolean;
17
17
  };
18
+ disableTriggerEvent?: boolean;
18
19
  }
19
20
  export type LayoutType = 'horizontal' | 'vertical';
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/controller/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { ISymbolGraphicAttribute } from '@visactor/vrender-core';\nimport type { BaseGraphicAttributes } from '../../core/type';\n\n/**\n * 控制器属性\n */\n\nexport interface ControllerAttributes {\n visible?: boolean;\n layout?: LayoutType;\n start: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n pause: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n forward: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n backward: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n}\n\nexport type LayoutType = 'horizontal' | 'vertical';\n"]}
1
+ {"version":3,"sources":["../src/player/controller/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { ISymbolGraphicAttribute } from '@visactor/vrender-core';\nimport type { BaseGraphicAttributes } from '../../core/type';\n\n/**\n * 控制器属性\n */\n\nexport interface ControllerAttributes {\n visible?: boolean;\n layout?: LayoutType;\n start: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n pause: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n forward: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n backward: BaseGraphicAttributes<ISymbolGraphicAttribute> & { visible?: boolean };\n /**\n * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n}\n\nexport type LayoutType = 'horizontal' | 'vertical';\n"]}
@@ -20,7 +20,7 @@ export class DiscretePlayer extends BasePlayer {
20
20
  this._dataIndex = isNil(this.attribute.dataIndex) ? "default" === this._direction ? this._minIndex : this._maxIndex : null !== (_d = this.attribute.dataIndex) && void 0 !== _d ? _d : 0,
21
21
  this._slider.setAttribute("value", this._dataIndex);
22
22
  }, this._initEvents = () => {
23
- this._controller.addEventListener(ControllerEventEnum.OnPlay, (e => {
23
+ this.attribute.disableTriggerEvent || (this._controller.addEventListener(ControllerEventEnum.OnPlay, (e => {
24
24
  e.stopPropagation(), this.play();
25
25
  })), this._controller.addEventListener(ControllerEventEnum.OnPause, (e => {
26
26
  e.stopPropagation(), this.pause();
@@ -32,7 +32,7 @@ export class DiscretePlayer extends BasePlayer {
32
32
  const middle = Math.floor(e.detail.value) + .5;
33
33
  this._dataIndex = e.detail.value >= middle ? Math.ceil(e.detail.value) : Math.floor(e.detail.value),
34
34
  this._slider.setValue(this._dataIndex), this.dispatchCustomEvent(PlayerEventEnum.change);
35
- }));
35
+ })));
36
36
  }, this.play = () => {
37
37
  this._isPlaying || 1 !== this._data.length && (this._controller.togglePause(), this._isPlaying = !0,
38
38
  (isReachEnd({
@@ -1 +1 @@
1
- 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent } from '@visactor/vrender-core';\nimport { vglobal } from '@visactor/vrender-core';\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.change);\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.play);\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.change);\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.change);\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.end);\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.pause);\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.change);\n this.dispatchCustomEvent(PlayerEventEnum.backward);\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.change);\n this.dispatchCustomEvent(PlayerEventEnum.forward);\n };\n}\n"]}
1
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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent } from '@visactor/vrender-core';\nimport { vglobal } from '@visactor/vrender-core';\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 if (this.attribute.disableTriggerEvent) {\n return;\n }\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.change);\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.play);\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.change);\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.change);\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.end);\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.pause);\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.change);\n this.dispatchCustomEvent(PlayerEventEnum.backward);\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.change);\n this.dispatchCustomEvent(PlayerEventEnum.forward);\n };\n}\n"]}
@@ -4,4 +4,5 @@ export type BasePlayerAttributes = {
4
4
  visible?: boolean;
5
5
  data: Datum[];
6
6
  dataIndex?: number;
7
+ disableTriggerEvent?: boolean;
7
8
  } & IGroupGraphicAttribute;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/base.ts"],"names":[],"mappings":"","file":"base.js","sourcesContent":["import type { IGroupGraphicAttribute } from '@visactor/vrender-core';\n\nexport type Datum = any;\n\nexport type BasePlayerAttributes = {\n /**\n * 组件显隐配置\n * @default true\n */\n visible?: boolean;\n\n /**\n * 数据项\n */\n data: Datum[];\n\n /**\n * 数据下标\n */\n dataIndex?: number;\n} & IGroupGraphicAttribute;\n"]}
1
+ {"version":3,"sources":["../src/player/type/base.ts"],"names":[],"mappings":"","file":"base.js","sourcesContent":["import type { IGroupGraphicAttribute } from '@visactor/vrender-core';\n\nexport type Datum = any;\n\nexport type BasePlayerAttributes = {\n /**\n * 组件显隐配置\n * @default true\n */\n visible?: boolean;\n\n /**\n * 数据项\n */\n data: Datum[];\n\n /**\n * 数据下标\n */\n dataIndex?: number;\n /**\n * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n} & IGroupGraphicAttribute;\n"]}
@@ -23,9 +23,11 @@ export class ScrollBar extends AbstractComponent {
23
23
  }, this._onSliderPointerDown = e => {
24
24
  e.stopPropagation();
25
25
  const {direction: direction} = this.attribute;
26
- this._prePos = "horizontal" === direction ? e.clientX : e.clientY, "browser" === vglobal.env ? (vglobal.addEventListener("pointermove", this._onSliderPointerMove),
27
- vglobal.addEventListener("pointerup", this._onSliderPointerUp)) : (this._slider.addEventListener("pointermove", this._onSliderPointerMove),
28
- this._slider.addEventListener("pointerup", this._onSliderPointerUp), this._slider.addEventListener("pointerupoutside", this._onSliderPointerUp));
26
+ this._prePos = "horizontal" === direction ? e.clientX : e.clientY, "browser" === vglobal.env ? (vglobal.addEventListener("pointermove", this._onSliderPointerMove, {
27
+ capture: !0
28
+ }), vglobal.addEventListener("pointerup", this._onSliderPointerUp)) : (this._slider.addEventListener("pointermove", this._onSliderPointerMove, {
29
+ capture: !0
30
+ }), this._slider.addEventListener("pointerup", this._onSliderPointerUp), this._slider.addEventListener("pointerupoutside", this._onSliderPointerUp));
29
31
  }, this._onSliderPointerMove = e => {
30
32
  e.stopPropagation();
31
33
  const {direction: direction} = this.attribute;
@@ -58,8 +60,8 @@ export class ScrollBar extends AbstractComponent {
58
60
  return this.attribute.range;
59
61
  }
60
62
  bindEvents() {
61
- this._rail && this._rail.addEventListener("pointerdown", this._onRailPointerDown),
62
- this._slider && this._slider.addEventListener("pointerdown", this._onSliderPointerDown);
63
+ this.attribute.disableTriggerEvent || (this._rail && this._rail.addEventListener("pointerdown", this._onRailPointerDown),
64
+ this._slider && this._slider.addEventListener("pointerdown", this._onSliderPointerDown));
63
65
  }
64
66
  render() {
65
67
  this._reset();
@@ -1 +1 @@
1
- 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* @description 滚动条组件\n */\nimport type { IRectGraphicAttribute, FederatedPointerEvent, IGroup, IRect } from '@visactor/vrender-core';\nimport { CustomEvent, vglobal } from '@visactor/vrender-core';\nimport { merge, normalizePadding, clamp, clampRange } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nexport class ScrollBar extends AbstractComponent<Required<ScrollBarAttributes>> {\n name = 'scrollbar';\n\n static defaultAttributes = {\n direction: 'horizontal',\n round: true,\n sliderSize: 20,\n sliderStyle: {\n fill: 'rgba(0, 0, 0, .5)'\n },\n railStyle: {\n fill: 'rgba(0, 0, 0, .0)'\n },\n padding: 2,\n scrollRange: [0, 1]\n };\n\n private _container!: IGroup;\n // 滚动条滑块\n private _slider!: IRect;\n // 滚动条滑轨\n private _rail!: IRect;\n // 滑块可渲染的区域包围盒\n private _sliderRenderBounds!: ComponentBounds | null;\n // 滑块滑动的范围\n private _sliderLimitRange!: [number, number] | null;\n // 保留滑块上一次的位置\n private _prePos!: number;\n // TODO: 临时方案\n private _viewPosition!: { x: number; y: number };\n private _sliderSize!: number;\n\n constructor(attributes: ScrollBarAttributes) {\n super(merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const { direction = 'horizontal', limitRange = [0, 1], range: preRange } = this.attribute as ScrollBarAttributes;\n\n const currScrollRange = clampRange(range, limitRange[0], limitRange[1]);\n if (render) {\n // 更新图形\n const sliderPos = this._getSliderPos(currScrollRange);\n if (this._slider) {\n if (direction === 'horizontal') {\n this._slider.setAttribute('x', sliderPos[0], true);\n } else {\n this._slider.setAttribute('y', sliderPos[0], true);\n }\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n this._onChange({\n pre: preRange,\n value: currScrollRange\n });\n }\n\n getScrollRange(): [number, number] {\n return (this.attribute as ScrollBarAttributes).range;\n }\n\n // public setLocation(point: PointLocationCfg) {\n // this.translateTo(point.x, point.y);\n // }\n\n // 绑定事件\n protected bindEvents(): void {\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener('pointerdown', this._onRailPointerDown as EventListener);\n }\n if (this._slider) {\n this._slider.addEventListener('pointerdown', this._onSliderPointerDown as EventListener);\n }\n }\n\n protected render() {\n this._reset();\n const {\n direction = 'horizontal',\n width,\n height,\n range,\n limitRange = [0, 1],\n // sliderSize = 20,\n // scrollValue = 0,\n // scrollRange = [0, 1],\n railStyle,\n sliderStyle,\n padding = 2\n } = this.attribute as ScrollBarAttributes;\n\n const group = this.createOrUpdateChild('scrollbar-container', {}, 'group') as IGroup;\n // 绘制轨道\n\n const rail = group.createOrUpdateChild(\n 'scrollbar-rail',\n {\n x: 0,\n y: 0,\n width,\n height,\n ...railStyle\n },\n 'rect'\n ) as IRect;\n this._rail = rail;\n\n // 滑块\n const sliderRenderBounds = this._getSliderRenderBounds();\n const sliderPos = this._getSliderPos(clampRange(range, limitRange[0], limitRange[1]));\n const sliderSize = sliderPos[1] - sliderPos[0];\n this._sliderSize = sliderSize;\n // const sliderRangePos = this._getScrollRange();\n\n let sliderAttribute: IRectGraphicAttribute;\n if (direction === 'horizontal') {\n sliderAttribute = {\n x: sliderPos[0],\n y: sliderRenderBounds.y1,\n width: sliderSize,\n height: sliderRenderBounds.height\n };\n } else {\n sliderAttribute = {\n x: sliderRenderBounds.x1,\n y: sliderPos[0],\n width: sliderRenderBounds.width,\n height: sliderSize\n };\n }\n\n const slider = group.createOrUpdateChild(\n 'slider',\n {\n ...sliderAttribute,\n cornerRadius: this._getDefaultSliderCornerRadius(),\n ...sliderStyle,\n boundsPadding: normalizePadding(padding),\n pickMode: 'imprecise'\n },\n 'rect'\n ) as IRect;\n this._slider = slider;\n this._container = group;\n\n const containerAABBBounds = this._container.AABBBounds;\n this._viewPosition = {\n x: containerAABBBounds.x1,\n y: containerAABBBounds.y1\n };\n }\n\n // 获取滑块渲染的包围盒区域\n private _getSliderRenderBounds() {\n if (this._sliderRenderBounds) {\n return this._sliderRenderBounds;\n }\n const { width, height, padding = 2 } = this.attribute as ScrollBarAttributes;\n const [top, right, bottom, left] = normalizePadding(padding);\n const renderBounds = {\n x1: left,\n y1: top,\n x2: width - right,\n y2: height - bottom,\n width: width - (left + right),\n height: height - (top + bottom)\n };\n this._sliderRenderBounds = renderBounds;\n return renderBounds;\n }\n\n // 获取默认的滑块圆角\n private _getDefaultSliderCornerRadius() {\n const { direction, round } = this.attribute as ScrollBarAttributes;\n\n if (round) {\n const { width, height } = this._getSliderRenderBounds();\n return direction === 'horizontal' ? height : width;\n }\n\n return 0;\n }\n\n // 计算滑块在轨道的位置\n private _getSliderPos(range: [number, number]) {\n const { direction } = this.attribute as ScrollBarAttributes;\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n\n if (direction === 'horizontal') {\n return [width * range[0] + x1, width * range[1] + x1];\n }\n return [height * range[0] + y1, height * range[1] + y1];\n }\n\n private _getScrollRange() {\n if (this._sliderLimitRange) {\n return this._sliderLimitRange;\n }\n const { limitRange = [0, 1], direction } = this.attribute as ScrollBarAttributes;\n const [min, max] = clampRange(limitRange, 0, 1);\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n const sliderSize = this._sliderSize;\n\n return direction === 'horizontal'\n ? clampRange([x1 + min * width, x1 + max * width], x1, width - sliderSize)\n : clampRange([y1 + min * height, y1 + max * height], y1, height - sliderSize);\n }\n\n private _onRailPointerDown = (e: FederatedPointerEvent) => {\n // 将事件坐标转换为实际的滑块位置\n // TODO: 这里有问题,应该拿 viewX viewY,同时 graphic 要提供接口获取它的 相对 view 的坐标\n const { viewX, viewY } = e;\n const { direction, width, height, range } = this.attribute as ScrollBarAttributes;\n const sliderSize = this._sliderSize;\n const [min, max] = this._getScrollRange();\n let currentScrollValue;\n if (direction === 'vertical') {\n const relativeY = viewY - this._viewPosition.y;\n const currentYPos = clamp(relativeY - sliderSize / 2, min, max);\n currentScrollValue = relativeY / height;\n this._slider.setAttribute('y', currentYPos, true);\n } else {\n const relativeX = viewX - this._viewPosition.x;\n const currentXPos = clamp(relativeX - sliderSize / 2, min, max);\n currentScrollValue = relativeX / width;\n this._slider.setAttribute('x', currentXPos, true);\n }\n\n this.setScrollRange(\n [currentScrollValue - (range[1] - range[0]) / 2, currentScrollValue + (range[1] - range[0]) / 2],\n false\n );\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n };\n\n private _onSliderPointerDown = (e: FederatedPointerEvent) => {\n e.stopPropagation();\n const { direction } = this.attribute as ScrollBarAttributes;\n this._prePos = direction === 'horizontal' ? e.clientX : e.clientY;\n if (vglobal.env === 'browser') {\n vglobal.addEventListener('pointermove', this._onSliderPointerMove);\n vglobal.addEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.addEventListener('pointermove', this._onSliderPointerMove);\n this._slider.addEventListener('pointerup', this._onSliderPointerUp);\n this._slider.addEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onSliderPointerMove = (e: any) => {\n e.stopPropagation();\n\n const { direction } = this.attribute as ScrollBarAttributes;\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n const preScrollRange = this.getScrollRange();\n const { width, height } = this._getSliderRenderBounds();\n if (direction === 'vertical') {\n currentPos = e.clientY;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / height;\n } else {\n currentPos = e.clientX;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / width;\n }\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerUp = (e: any) => {\n e.preventDefault();\n if (vglobal.env === 'browser') {\n vglobal.removeEventListener('pointermove', this._onSliderPointerMove);\n vglobal.removeEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.removeEventListener('pointermove', this._onSliderPointerMove);\n this._slider.removeEventListener('pointerup', this._onSliderPointerUp);\n this._slider.removeEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onChange(detail: any) {\n const changeEvent = new CustomEvent('scroll', detail);\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n changeEvent.manager = this.stage?.eventSystem.manager;\n this.dispatchEvent(changeEvent);\n }\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n}\n"]}
1
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* @description 滚动条组件\n */\nimport type { IRectGraphicAttribute, FederatedPointerEvent, IGroup, IRect } from '@visactor/vrender-core';\nimport { CustomEvent, vglobal } from '@visactor/vrender-core';\nimport { merge, normalizePadding, clamp, clampRange } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nexport class ScrollBar extends AbstractComponent<Required<ScrollBarAttributes>> {\n name = 'scrollbar';\n\n static defaultAttributes = {\n direction: 'horizontal',\n round: true,\n sliderSize: 20,\n sliderStyle: {\n fill: 'rgba(0, 0, 0, .5)'\n },\n railStyle: {\n fill: 'rgba(0, 0, 0, .0)'\n },\n padding: 2,\n scrollRange: [0, 1]\n };\n\n private _container!: IGroup;\n // 滚动条滑块\n private _slider!: IRect;\n // 滚动条滑轨\n private _rail!: IRect;\n // 滑块可渲染的区域包围盒\n private _sliderRenderBounds!: ComponentBounds | null;\n // 滑块滑动的范围\n private _sliderLimitRange!: [number, number] | null;\n // 保留滑块上一次的位置\n private _prePos!: number;\n // TODO: 临时方案\n private _viewPosition!: { x: number; y: number };\n private _sliderSize!: number;\n\n constructor(attributes: ScrollBarAttributes) {\n super(merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const { direction = 'horizontal', limitRange = [0, 1], range: preRange } = this.attribute as ScrollBarAttributes;\n\n const currScrollRange = clampRange(range, limitRange[0], limitRange[1]);\n if (render) {\n // 更新图形\n const sliderPos = this._getSliderPos(currScrollRange);\n if (this._slider) {\n if (direction === 'horizontal') {\n this._slider.setAttribute('x', sliderPos[0], true);\n } else {\n this._slider.setAttribute('y', sliderPos[0], true);\n }\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n this._onChange({\n pre: preRange,\n value: currScrollRange\n });\n }\n\n getScrollRange(): [number, number] {\n return (this.attribute as ScrollBarAttributes).range;\n }\n\n // public setLocation(point: PointLocationCfg) {\n // this.translateTo(point.x, point.y);\n // }\n\n // 绑定事件\n protected bindEvents(): void {\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener('pointerdown', this._onRailPointerDown as EventListener);\n }\n if (this._slider) {\n this._slider.addEventListener('pointerdown', this._onSliderPointerDown as EventListener);\n }\n }\n\n protected render() {\n this._reset();\n const {\n direction = 'horizontal',\n width,\n height,\n range,\n limitRange = [0, 1],\n // sliderSize = 20,\n // scrollValue = 0,\n // scrollRange = [0, 1],\n railStyle,\n sliderStyle,\n padding = 2\n } = this.attribute as ScrollBarAttributes;\n\n const group = this.createOrUpdateChild('scrollbar-container', {}, 'group') as IGroup;\n // 绘制轨道\n\n const rail = group.createOrUpdateChild(\n 'scrollbar-rail',\n {\n x: 0,\n y: 0,\n width,\n height,\n ...railStyle\n },\n 'rect'\n ) as IRect;\n this._rail = rail;\n\n // 滑块\n const sliderRenderBounds = this._getSliderRenderBounds();\n const sliderPos = this._getSliderPos(clampRange(range, limitRange[0], limitRange[1]));\n const sliderSize = sliderPos[1] - sliderPos[0];\n this._sliderSize = sliderSize;\n // const sliderRangePos = this._getScrollRange();\n\n let sliderAttribute: IRectGraphicAttribute;\n if (direction === 'horizontal') {\n sliderAttribute = {\n x: sliderPos[0],\n y: sliderRenderBounds.y1,\n width: sliderSize,\n height: sliderRenderBounds.height\n };\n } else {\n sliderAttribute = {\n x: sliderRenderBounds.x1,\n y: sliderPos[0],\n width: sliderRenderBounds.width,\n height: sliderSize\n };\n }\n\n const slider = group.createOrUpdateChild(\n 'slider',\n {\n ...sliderAttribute,\n cornerRadius: this._getDefaultSliderCornerRadius(),\n ...sliderStyle,\n boundsPadding: normalizePadding(padding),\n pickMode: 'imprecise'\n },\n 'rect'\n ) as IRect;\n this._slider = slider;\n this._container = group;\n\n const containerAABBBounds = this._container.AABBBounds;\n this._viewPosition = {\n x: containerAABBBounds.x1,\n y: containerAABBBounds.y1\n };\n }\n\n // 获取滑块渲染的包围盒区域\n private _getSliderRenderBounds() {\n if (this._sliderRenderBounds) {\n return this._sliderRenderBounds;\n }\n const { width, height, padding = 2 } = this.attribute as ScrollBarAttributes;\n const [top, right, bottom, left] = normalizePadding(padding);\n const renderBounds = {\n x1: left,\n y1: top,\n x2: width - right,\n y2: height - bottom,\n width: width - (left + right),\n height: height - (top + bottom)\n };\n this._sliderRenderBounds = renderBounds;\n return renderBounds;\n }\n\n // 获取默认的滑块圆角\n private _getDefaultSliderCornerRadius() {\n const { direction, round } = this.attribute as ScrollBarAttributes;\n\n if (round) {\n const { width, height } = this._getSliderRenderBounds();\n return direction === 'horizontal' ? height : width;\n }\n\n return 0;\n }\n\n // 计算滑块在轨道的位置\n private _getSliderPos(range: [number, number]) {\n const { direction } = this.attribute as ScrollBarAttributes;\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n\n if (direction === 'horizontal') {\n return [width * range[0] + x1, width * range[1] + x1];\n }\n return [height * range[0] + y1, height * range[1] + y1];\n }\n\n private _getScrollRange() {\n if (this._sliderLimitRange) {\n return this._sliderLimitRange;\n }\n const { limitRange = [0, 1], direction } = this.attribute as ScrollBarAttributes;\n const [min, max] = clampRange(limitRange, 0, 1);\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n const sliderSize = this._sliderSize;\n\n return direction === 'horizontal'\n ? clampRange([x1 + min * width, x1 + max * width], x1, width - sliderSize)\n : clampRange([y1 + min * height, y1 + max * height], y1, height - sliderSize);\n }\n\n private _onRailPointerDown = (e: FederatedPointerEvent) => {\n // 将事件坐标转换为实际的滑块位置\n // TODO: 这里有问题,应该拿 viewX viewY,同时 graphic 要提供接口获取它的 相对 view 的坐标\n const { viewX, viewY } = e;\n const { direction, width, height, range } = this.attribute as ScrollBarAttributes;\n const sliderSize = this._sliderSize;\n const [min, max] = this._getScrollRange();\n let currentScrollValue;\n if (direction === 'vertical') {\n const relativeY = viewY - this._viewPosition.y;\n const currentYPos = clamp(relativeY - sliderSize / 2, min, max);\n currentScrollValue = relativeY / height;\n this._slider.setAttribute('y', currentYPos, true);\n } else {\n const relativeX = viewX - this._viewPosition.x;\n const currentXPos = clamp(relativeX - sliderSize / 2, min, max);\n currentScrollValue = relativeX / width;\n this._slider.setAttribute('x', currentXPos, true);\n }\n\n this.setScrollRange(\n [currentScrollValue - (range[1] - range[0]) / 2, currentScrollValue + (range[1] - range[0]) / 2],\n false\n );\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n };\n\n private _onSliderPointerDown = (e: FederatedPointerEvent) => {\n e.stopPropagation();\n const { direction } = this.attribute as ScrollBarAttributes;\n this._prePos = direction === 'horizontal' ? e.clientX : e.clientY;\n if (vglobal.env === 'browser') {\n vglobal.addEventListener('pointermove', this._onSliderPointerMove, { capture: true });\n vglobal.addEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.addEventListener('pointermove', this._onSliderPointerMove, { capture: true });\n this._slider.addEventListener('pointerup', this._onSliderPointerUp);\n this._slider.addEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onSliderPointerMove = (e: any) => {\n e.stopPropagation();\n\n const { direction } = this.attribute as ScrollBarAttributes;\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n const preScrollRange = this.getScrollRange();\n const { width, height } = this._getSliderRenderBounds();\n if (direction === 'vertical') {\n currentPos = e.clientY;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / height;\n } else {\n currentPos = e.clientX;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / width;\n }\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerUp = (e: any) => {\n e.preventDefault();\n if (vglobal.env === 'browser') {\n vglobal.removeEventListener('pointermove', this._onSliderPointerMove);\n vglobal.removeEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.removeEventListener('pointermove', this._onSliderPointerMove);\n this._slider.removeEventListener('pointerup', this._onSliderPointerUp);\n this._slider.removeEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onChange(detail: any) {\n const changeEvent = new CustomEvent('scroll', detail);\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n changeEvent.manager = this.stage?.eventSystem.manager;\n this.dispatchEvent(changeEvent);\n }\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n}\n"]}
@@ -13,4 +13,5 @@ export interface ScrollBarAttributes extends IGroupGraphicAttribute {
13
13
  padding?: Padding;
14
14
  range: [number, number];
15
15
  limitRange?: [number, number];
16
+ disableTriggerEvent?: boolean;
16
17
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/scrollbar/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { IGroupGraphicAttribute, IRectGraphicAttribute } from '@visactor/vrender-core';\nimport type { Direction } from '../interface';\nimport type { Padding } from '../core/type';\nexport interface ScrollBarAttributes extends IGroupGraphicAttribute {\n x: number;\n y: number;\n /**\n * 滚动条的布局方向,默认为 `horizontal`,水平布局。\n * @default horizontal\n */\n direction?: Direction;\n /** 滚动条的宽度。 */\n width: number;\n /** 滚动条的高度。 */\n height: number;\n /** 滑块是否圆角。 */\n round?: boolean;\n /**\n * 滚动条轨道样式。\n */\n railStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条滑块样式。\n */\n sliderStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条内边距,影响滑轨的实际可用空间 [top, right, bottom, left]\n */\n padding?: Padding;\n /** 滑块当前的可视范围,数值为 0 - 1 */\n range: [number, number];\n /**\n * 滑块限制的滚动范围,数值为 0 - 1\n */\n limitRange?: [number, number];\n}\n"]}
1
+ {"version":3,"sources":["../src/scrollbar/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { IGroupGraphicAttribute, IRectGraphicAttribute } from '@visactor/vrender-core';\nimport type { Direction } from '../interface';\nimport type { Padding } from '../core/type';\nexport interface ScrollBarAttributes extends IGroupGraphicAttribute {\n x: number;\n y: number;\n /**\n * 滚动条的布局方向,默认为 `horizontal`,水平布局。\n * @default horizontal\n */\n direction?: Direction;\n /** 滚动条的宽度。 */\n width: number;\n /** 滚动条的高度。 */\n height: number;\n /** 滑块是否圆角。 */\n round?: boolean;\n /**\n * 滚动条轨道样式。\n */\n railStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条滑块样式。\n */\n sliderStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条内边距,影响滑轨的实际可用空间 [top, right, bottom, left]\n */\n padding?: Padding;\n /** 滑块当前的可视范围,数值为 0 - 1 */\n range: [number, number];\n /**\n * 滑块限制的滚动范围,数值为 0 - 1\n */\n limitRange?: [number, number];\n /**\n * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n}\n"]}