@visactor/vrender-components 0.17.27-alpha.3 → 0.17.28

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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1
- {"version":3,"sources":["../src/scrollbar/scrollbar.ts"],"names":[],"mappings":";;;AAKA,yDAAiD;AACjD,6CAAkG;AAClG,uCAAiD;AAIjD,yCAAoD;AAWpD,MAAM,QAAQ,GAAG;IACf,QAAQ,EAAE,iBAAQ;IAClB,QAAQ,EAAE,iBAAQ;CACnB,CAAC;AAEF,IAAA,iCAAsB,GAAE,CAAC;AAEzB,MAAa,SAAU,SAAQ,wBAAgD;IAmC7E,YAAY,UAA+B,EAAE,OAA0B;QACrE,KAAK,CAAC,CAAA,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,WAAW,EAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,IAAA,cAAK,EAAC,EAAE,EAAE,SAAS,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC,CAAC;QAnChG,SAAI,GAAG,WAAW,CAAC;QA6OX,uBAAkB,GAAG,CAAC,CAAwB,EAAE,EAAE;YAGxD,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;YAC3B,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,SAAgC,CAAC;YAClF,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;YACpC,MAAM,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;YAC1C,IAAI,kBAAkB,CAAC;YACvB,IAAI,SAAS,KAAK,UAAU,EAAE;gBAC5B,MAAM,SAAS,GAAG,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC;gBAC/C,MAAM,WAAW,GAAG,IAAA,cAAK,EAAC,SAAS,GAAG,UAAU,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;gBAChE,kBAAkB,GAAG,SAAS,GAAG,MAAM,CAAC;gBACxC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;aACnD;iBAAM;gBACL,MAAM,SAAS,GAAG,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC;gBAC/C,MAAM,WAAW,GAAG,IAAA,cAAK,EAAC,SAAS,GAAG,UAAU,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;gBAChE,kBAAkB,GAAG,SAAS,GAAG,KAAK,CAAC;gBACvC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;aACnD;YAED,IAAI,CAAC,cAAc,CACjB,CAAC,kBAAkB,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,kBAAkB,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAChG,KAAK,CACN,CAAC;YAEF,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE;gBACxC,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;aAC9B;QACH,CAAC,CAAC;QAEM,yBAAoB,GAAG,CAAC,CAAwB,EAAE,EAAE;YAC1D,CAAC,CAAC,eAAe,EAAE,CAAC;YACpB,MAAM,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC,SAAgC,CAAC;YAC5D,IAAI,CAAC,OAAO,GAAG,SAAS,KAAK,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC;YAClE,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE;gBAChC,GAAG,EAAE,IAAI,CAAC,OAAO;gBACjB,KAAK,EAAE,CAAC;aACT,CAAC,CAAC;YACH,IAAI,sBAAO,CAAC,GAAG,KAAK,SAAS,EAAE;gBAC7B,sBAAO,CAAC,gBAAgB,CAAC,aAAa,EAAE,IAAI,CAAC,oBAAoB,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;gBACtF,sBAAO,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;aAChE;iBAAM;gBACL,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,aAAa,EAAE,IAAI,CAAC,oBAAoB,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;gBACzF,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBAClE,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;aAC1E;QACH,CAAC,CAAC;QAEM,wBAAmB,GAAG,CAAC,CAAM,EAAE,EAAE;YACvC,MAAM,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC,SAAgC,CAAC;YAC5D,IAAI,kBAAkB,CAAC;YACvB,IAAI,UAAU,CAAC;YACf,IAAI,KAAK,GAAG,CAAC,CAAC;YAEd,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACxD,IAAI,SAAS,KAAK,UAAU,EAAE;gBAC5B,UAAU,GAAG,CAAC,CAAC,OAAO,CAAC;gBACvB,KAAK,GAAG,UAAU,GAAG,IAAI,CAAC,OAAO,CAAC;gBAClC,kBAAkB,GAAG,KAAK,GAAG,MAAM,CAAC;aACrC;iBAAM;gBACL,UAAU,GAAG,CAAC,CAAC,OAAO,CAAC;gBACvB,KAAK,GAAG,UAAU,GAAG,IAAI,CAAC,OAAO,CAAC;gBAClC,kBAAkB,GAAG,KAAK,GAAG,KAAK,CAAC;aACpC;YACD,OAAO,CAAC,UAAU,EAAE,kBAAkB,CAAC,CAAC;QAC1C,CAAC,CAAC;QAEM,yBAAoB,GAAG,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,SAAS,CAAC,CAAC,CAAC,CAAM,EAAE,EAAE;YAC3E,CAAC,CAAC,eAAe,EAAE,CAAC;YACpB,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;YAC7C,MAAM,CAAC,UAAU,EAAE,kBAAkB,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YACrE,IAAI,CAAC,cAAc,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,kBAAkB,EAAE,cAAc,CAAC,CAAC,CAAC,GAAG,kBAAkB,CAAC,EAAE,IAAI,CAAC,CAAC;YAC5G,IAAI,CAAC,OAAO,GAAG,UAAU,CAAC;QAC5B,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,SAAS,CAAC,CAAC;QAErB,uBAAkB,GAAG,CAAC,CAAM,EAAE,EAAE;YACtC,CAAC,CAAC,cAAc,EAAE,CAAC;YACnB,MAAM,EAAE,QAAQ,GAAG,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,SAAgC,CAAC;YAExG,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;YAC7C,MAAM,CAAC,UAAU,EAAE,kBAAkB,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YACrE,MAAM,KAAK,GAAqB,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,kBAAkB,EAAE,cAAc,CAAC,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC;YAGjH,IAAI,CAAC,QAAQ,EAAE;gBACb,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE;oBAC5B,GAAG,EAAE,QAAQ;oBACb,KAAK,EAAE,IAAA,mBAAU,EAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;iBACvD,CAAC,CAAC;aACJ;YAED,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE;gBAC9B,GAAG,EAAE,QAAQ;gBACb,KAAK,EAAE,IAAA,mBAAU,EAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;aACvD,CAAC,CAAC;YACH,IAAI,sBAAO,CAAC,GAAG,KAAK,SAAS,EAAE;gBAC7B,sBAAO,CAAC,mBAAmB,CAAC,aAAa,EAAE,IAAI,CAAC,oBAAoB,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;gBACzF,sBAAO,CAAC,mBAAmB,CAAC,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;aACnE;iBAAM;gBACL,IAAI,CAAC,KAAK,CAAC,mBAAmB,CAAC,aAAa,EAAE,IAAI,CAAC,oBAAoB,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;gBAC5F,IAAI,CAAC,KAAK,CAAC,mBAAmB,CAAC,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBACrE,IAAI,CAAC,KAAK,CAAC,mBAAmB,CAAC,kBAAkB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;aAC7E;QACH,CAAC,CAAC;IAhTF,CAAC;IAED,cAAc,CAAC,KAAuB,EAAE,MAAM,GAAG,IAAI;QACnD,MAAM,EACJ,SAAS,GAAG,YAAY,EACxB,UAAU,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,EACnB,KAAK,EAAE,QAAQ,EACf,QA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* @description 滚动条组件\n */\nimport type { IRectGraphicAttribute, FederatedPointerEvent, IGroup, IRect } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { vglobal } from '@visactor/vrender-core';\nimport { merge, normalizePadding, clamp, clampRange, debounce, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\nimport type { ComponentOptions } from '../interface';\nimport { loadScrollbarComponent } from './register';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadScrollbarComponent();\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 delayType: 'throttle',\n delayTime: 0,\n realTime: true\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const {\n direction = 'horizontal',\n limitRange = [0, 1],\n range: preRange,\n realTime = true\n } = 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 && !this.stage.autoRender) {\n this.stage.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n if (realTime) {\n // FIXME: for vchart, 下个中版本删除\n this._dispatchEvent('scroll', {\n pre: preRange,\n value: currScrollRange\n });\n // FIXME: for vtable, 下个中版本保留\n this._dispatchEvent('scrollDrag', {\n pre: preRange,\n value: currScrollRange\n });\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 const { delayType = 'throttle', delayTime = 0 } = this.attribute as ScrollBarAttributes;\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener(\n 'pointerdown',\n delayMap[delayType](this._onRailPointerDown, delayTime) as EventListener\n );\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: Math.max(0, width - (left + right)),\n height: Math.max(0, 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 && !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 this._dispatchEvent('scrollDown', {\n pos: this._prePos,\n event: e\n });\n if (vglobal.env === 'browser') {\n vglobal.addEventListener('pointermove', this._onSliderPointerMove, { capture: true });\n vglobal.addEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this.stage.addEventListener('pointermove', this._onSliderPointerMove, { capture: true });\n this.stage.addEventListener('pointerup', this._onSliderPointerUp);\n this.stage.addEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _computeScrollValue = (e: any) => {\n const { direction } = this.attribute as ScrollBarAttributes;\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n\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 return [currentPos, currentScrollValue];\n };\n\n private _onSliderPointerMove = delayMap[this.attribute.delayType]((e: any) => {\n e.stopPropagation();\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n }, this.attribute.delayTime);\n\n private _onSliderPointerUp = (e: any) => {\n e.preventDefault();\n const { realTime = true, range: preRange, limitRange = [0, 1] } = this.attribute as ScrollBarAttributes;\n // 发射 change 事件\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n const range: [number, number] = [preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue];\n\n // FIXME: for vchart, 下个中版本删除\n if (!realTime) {\n this._dispatchEvent('scroll', {\n pre: preRange,\n value: clampRange(range, limitRange[0], limitRange[1])\n });\n }\n // FIXME: for vtable, 下个中版本保留\n this._dispatchEvent('scrollUp', {\n pre: preRange,\n value: clampRange(range, limitRange[0], limitRange[1])\n });\n if (vglobal.env === 'browser') {\n vglobal.removeEventListener('pointermove', this._onSliderPointerMove, { capture: true });\n vglobal.removeEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this.stage.removeEventListener('pointermove', this._onSliderPointerMove, { capture: true });\n this.stage.removeEventListener('pointerup', this._onSliderPointerUp);\n this.stage.removeEventListener('pointerupoutside', this._onSliderPointerUp);\n }\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';\n// eslint-disable-next-line no-duplicate-imports\nimport { vglobal } from '@visactor/vrender-core';\nimport { merge, normalizePadding, clamp, clampRange, debounce, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\nimport type { ComponentOptions } from '../interface';\nimport { loadScrollbarComponent } from './register';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadScrollbarComponent();\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 delayType: 'throttle',\n delayTime: 0,\n realTime: true\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const {\n direction = 'horizontal',\n limitRange = [0, 1],\n range: preRange,\n realTime = true\n } = 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 && !this.stage.autoRender) {\n this.stage.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n if (realTime) {\n // FIXME: for vchart, 下个中版本删除\n this._dispatchEvent('scroll', {\n pre: preRange,\n value: currScrollRange\n });\n // FIXME: for vtable, 下个中版本保留\n this._dispatchEvent('scrollDrag', {\n pre: preRange,\n value: currScrollRange\n });\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 const { delayType = 'throttle', delayTime = 0 } = this.attribute as ScrollBarAttributes;\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener(\n 'pointerdown',\n delayMap[delayType](this._onRailPointerDown, delayTime) as EventListener\n );\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: Math.max(0, width - (left + right)),\n height: Math.max(0, 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 && !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 this._dispatchEvent('scrollDown', {\n pos: this._prePos,\n event: e\n });\n if (vglobal.env === 'browser') {\n vglobal.addEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n vglobal.addEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this.stage.addEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n this.stage.addEventListener('pointerup', this._onSliderPointerUp);\n this.stage.addEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _computeScrollValue = (e: any) => {\n const { direction } = this.attribute as ScrollBarAttributes;\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n\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 return [currentPos, currentScrollValue];\n };\n\n private _onSliderPointerMove = (e: any) => {\n e.stopPropagation();\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerMoveWithDelay =\n this.attribute.delayTime === 0\n ? this._onSliderPointerMove\n : delayMap[this.attribute.delayType](this._onSliderPointerMove, this.attribute.delayTime);\n\n private _onSliderPointerUp = (e: any) => {\n e.preventDefault();\n const { realTime = true, range: preRange, limitRange = [0, 1] } = this.attribute as ScrollBarAttributes;\n // 发射 change 事件\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n const range: [number, number] = [preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue];\n\n // FIXME: for vchart, 下个中版本删除\n if (!realTime) {\n this._dispatchEvent('scroll', {\n pre: preRange,\n value: clampRange(range, limitRange[0], limitRange[1])\n });\n }\n // FIXME: for vtable, 下个中版本保留\n this._dispatchEvent('scrollUp', {\n pre: preRange,\n value: clampRange(range, limitRange[0], limitRange[1])\n });\n if (vglobal.env === 'browser') {\n vglobal.removeEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n vglobal.removeEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this.stage.removeEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n this.stage.removeEventListener('pointerup', this._onSliderPointerUp);\n this.stage.removeEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n}\n"]}
@@ -113,17 +113,8 @@ export class BaseGrid extends AbstractComponent {
113
113
  shape.name = `${name}-line`, shape.id = this._getNodeId(`${name}-path-${id}`), container.add(shape);
114
114
  })), items.length > 1 && alternateColor) {
115
115
  const colors = isArray(alternateColor) ? alternateColor : [ alternateColor, "transparent" ], getColor = index => colors[index % colors.length];
116
- for (let index = 0; index < items.length; index++) {
117
- const prev = items[index].points;
118
- let curr;
119
- curr = index !== items.length - 1 ? items[index + 1].points : [ {
120
- x: items[index].points[0].x + (items[index].points[0].x - items[index - 1].points[0].x),
121
- y: items[index].points[0].y + (items[index].points[0].y - items[index - 1].points[0].y)
122
- }, {
123
- x: items[index].points[1].x + (items[index].points[1].x - items[index - 1].points[1].x),
124
- y: items[index].points[1].y + (items[index].points[1].y - items[index - 1].points[1].y)
125
- } ];
126
- const path = getRegionPath(prev, curr, gridAttrs), shape = graphicCreator.path({
116
+ for (let index = 0; index < items.length - 1; index++) {
117
+ const [prev, curr] = [ items[index].points, items[index + 1].points ], path = getRegionPath(prev, curr, gridAttrs), shape = graphicCreator.path({
127
118
  path: path,
128
119
  fill: getColor(index)
129
120
  });
@@ -1 +1 @@
1
- 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* @description 网格线\n */\nimport { isFunction, isArray, merge, PointService, abs, pi } from '@visactor/vutils';\nimport type { IGroup, Path } from '@visactor/vrender-core';\nimport { graphicCreator } from '@visactor/vrender-core';\nimport { AbstractComponent } from '../../core/base';\nimport type { Point } from '../../core/type';\nimport type { GridItem, CircleGridAttributes, GridBaseAttributes, GridAttributes, LineGridAttributes } from './type';\nimport type { AxisItem, TransformedAxisItem } from '../type';\nimport { AXIS_ELEMENT_NAME } from '../constant';\n\nfunction getLinePath(points: Point[], closed: boolean) {\n let path = '';\n if (points.length === 0) {\n return path;\n }\n points.forEach((point, index) => {\n if (index === 0) {\n path = `M${point.x},${point.y}`;\n } else {\n path += `L${point.x},${point.y}`;\n }\n });\n if (closed) {\n path += 'Z';\n }\n\n return path;\n}\n\nfunction getArcPath(center: Point, points: Point[], reverse: boolean, closed: boolean) {\n let path = '';\n if (!center || points.length === 0) {\n return path;\n }\n const firstPoint = points[0];\n const radius = PointService.distancePP(center, firstPoint);\n const sweepFlag = reverse ? 0 : 1; // 顺时针还是逆时针\n if (closed) {\n // 封闭时,绘制整个圆\n path += `M${center.x},${center.y - radius}A${radius},${radius},0,0,${sweepFlag},${center.x},${\n center.y + radius\n }A${radius},${radius},0,0,${sweepFlag},${center.x},${center.y - radius}Z`;\n } else {\n points.forEach((point, index) => {\n if (index === 0) {\n path = `M${point.x},${point.y}`;\n } else {\n path += `A${radius},${radius},0,0,${sweepFlag},${point.x},${point.y}`;\n }\n });\n }\n\n return path;\n}\n\nfunction getRegionPath(from: Point[], to: Point[], attribute: GridAttributes) {\n const { type, closed } = attribute;\n const reversePoints = to.slice(0).reverse();\n\n let regionPath = '';\n let nextPath = '';\n\n if (type === 'line' && (attribute as LineGridAttributes).smoothLink && (attribute as LineGridAttributes).center) {\n const fromStart = from[0];\n const toEnd = reversePoints[0];\n const center = (attribute as LineGridAttributes).center as Point;\n\n regionPath = getLinePath(from, !!closed);\n nextPath = getLinePath(reversePoints, !!closed);\n const toEndRadius = PointService.distancePP(toEnd, center);\n const fromStartRadius = PointService.distancePP(fromStart, center);\n regionPath += `A${toEndRadius},${toEndRadius},0,0,1,${toEnd.x},${toEnd.y}L${toEnd.x},${toEnd.y}`;\n nextPath += `A${fromStartRadius},${fromStartRadius},0,0,0,${fromStart.x},${fromStart.y}`;\n } else if (type === 'circle') {\n const { center } = attribute as CircleGridAttributes;\n regionPath = getArcPath(center, from, false, !!closed);\n nextPath = getArcPath(center, reversePoints, true, !!closed);\n } else if (type === 'line' || type === 'polygon') {\n regionPath = getLinePath(from, !!closed);\n nextPath = getLinePath(reversePoints, !!closed);\n }\n\n if (closed) {\n regionPath += nextPath;\n } else {\n nextPath = 'L' + nextPath.substring(1); // 更新第一个节点\n regionPath += nextPath;\n regionPath += 'Z';\n }\n return regionPath;\n}\n\nexport abstract class BaseGrid<T extends GridBaseAttributes> extends AbstractComponent<Required<T>> {\n name = 'axis-grid';\n\n static defaultAttributes: Partial<GridBaseAttributes> = {\n style: {\n lineWidth: 1,\n stroke: '#999',\n strokeOpacity: 1,\n lineDash: [4, 4]\n },\n subGrid: {\n visible: false,\n style: {\n lineWidth: 1,\n stroke: '#999',\n strokeOpacity: 1,\n lineDash: [4, 4]\n }\n }\n };\n\n protected _innerView: IGroup;\n getInnerView() {\n return this._innerView;\n }\n\n protected _prevInnerView: IGroup; // 缓存旧场景树,用于自定义动画\n /**\n * 获取更新前的旧场景树\n * @returns 返回更新前的旧场景树\n */\n getPrevInnerView() {\n return this._prevInnerView;\n }\n\n // 经过处理后的坐标轴点数据\n protected data: TransformedAxisItem[] = [];\n abstract getTickCoord(value: number): Point;\n abstract isInValidValue(value: number): boolean;\n abstract getVerticalVector(offset: number, inside: boolean, point: Point): [number, number];\n protected abstract getGridAttribute(isSubGrid: boolean): T;\n\n protected render(): void {\n this.removeAllChild(true);\n this._prevInnerView = this._innerView;\n this._innerView = graphicCreator.group({ x: 0, y: 0, pickable: false });\n this.add(this._innerView);\n\n const { items, visible } = this.attribute;\n if (items && items.length && visible !== false) {\n this.data = this._transformItems(items);\n this._renderGrid(this._innerView);\n }\n }\n\n protected getVerticalCoord(point: Point, offset: number, inside: boolean): Point {\n const vector = this.getVerticalVector(offset, inside, point);\n return {\n x: point.x + vector[0],\n y: point.y + vector[1]\n };\n }\n\n private _transformItems(items: AxisItem[]) {\n const data: TransformedAxisItem[] = [];\n items.forEach((item: AxisItem) => {\n data.push({\n ...item,\n point: this.getTickCoord(item.value),\n id: item.id ?? item.label\n });\n });\n return data;\n }\n private _renderGrid(container: any) {\n // 渲染 subGrid\n const { visible } = this.attribute.subGrid || {};\n if (visible) {\n this._renderGridByType(true, container);\n }\n\n // 渲染 Grid,Grid 需要在 subGrid 上层渲染\n this._renderGridByType(false, container);\n }\n\n private _renderGridByType(isSubGrid: boolean, container: IGroup) {\n const gridAttrs = merge({}, this.attribute, this.getGridAttribute(isSubGrid));\n\n const { type, items, style, closed, alternateColor, depth = 0 } = gridAttrs;\n const name = isSubGrid ? `${AXIS_ELEMENT_NAME.grid}-sub` : `${AXIS_ELEMENT_NAME.grid}`;\n\n // 绘制网格线\n items.forEach((item: GridItem, index: number) => {\n const { id, points } = item;\n let path = '';\n if (type === 'line' || type === 'polygon') {\n path = getLinePath(points, !!closed);\n } else if (type === 'circle') {\n const { center } = this.attribute as unknown as CircleGridAttributes;\n path = getArcPath(center, points, false, !!closed);\n }\n const shape = graphicCreator.path({\n path,\n z: depth,\n ...(isFunction(style)\n ? merge({}, this.skipDefault ? null : BaseGrid.defaultAttributes.style, style(item, index))\n : style)\n }) as Path;\n shape.name = `${name}-line`;\n shape.id = this._getNodeId(`${name}-path-${id}`);\n container.add(shape);\n });\n\n // 添加额外的3d线段\n if (depth && type === 'line') {\n items.forEach((item: GridItem, index: number) => {\n const { id, points } = item;\n // 重新计算points,使其长度为depth\n const nextPoints = [];\n nextPoints.push(points[0]);\n const dir = { x: points[1].x - points[0].x, y: points[1].y - points[0].y };\n const dirLen = Math.sqrt(dir.x * dir.x + dir.y * dir.y);\n const ratio = depth / dirLen;\n nextPoints.push({ x: points[0].x + dir.x * ratio, y: points[0].y + dir.y * ratio });\n const path = getLinePath(nextPoints, !!closed);\n const deltaX = abs(nextPoints[0].x - nextPoints[1].x);\n const deltaY = abs(nextPoints[0].y - nextPoints[1].y);\n const shape = graphicCreator.path({\n path,\n z: 0,\n alpha: deltaX > deltaY ? ((points[1].x - points[0].x > 0 ? -1 : 1) * pi) / 2 : 0,\n beta: deltaX < deltaY ? -pi / 2 : 0,\n anchor3d: deltaX > deltaY ? [nextPoints[0].x, 0] : [0, nextPoints[0].y],\n ...(isFunction(style)\n ? merge({}, this.skipDefault ? null : BaseGrid.defaultAttributes.style, style(item, index))\n : style)\n }) as Path;\n shape.name = `${name}-line`;\n shape.id = this._getNodeId(`${name}-path-${id}`);\n container.add(shape);\n });\n }\n\n // 绘制填充区域\n if (items.length > 1 && alternateColor) {\n const colors: string[] = isArray(alternateColor)\n ? (alternateColor as string[])\n : [alternateColor as string, 'transparent'];\n const getColor = (index: number) => colors[index % colors.length];\n for (let index = 0; index < items.length; index++) {\n const prev = items[index].points;\n let curr;\n if (index !== items.length - 1) {\n curr = items[index + 1].points;\n } else {\n curr = [\n {\n x: items[index].points[0].x + (items[index].points[0].x - items[index - 1].points[0].x),\n y: items[index].points[0].y + (items[index].points[0].y - items[index - 1].points[0].y)\n },\n {\n x: items[index].points[1].x + (items[index].points[1].x - items[index - 1].points[1].x),\n y: items[index].points[1].y + (items[index].points[1].y - items[index - 1].points[1].y)\n }\n ];\n }\n const path = getRegionPath(prev, curr, gridAttrs);\n const shape = graphicCreator.path({\n path,\n fill: getColor(index)\n }) as Path;\n shape.name = `${name}-region`;\n shape.id = this._getNodeId(`${name}-region-${index}`);\n container.add(shape);\n }\n }\n }\n\n /**\n * @override 覆写\n * @param id\n * @returns\n */\n protected _getNodeId(id: string) {\n return `${this.id}-${id}`;\n }\n}\n"]}
1
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* @description 网格线\n */\nimport { isFunction, isArray, merge, PointService, abs, pi } from '@visactor/vutils';\nimport type { IGroup, Path } from '@visactor/vrender-core';\nimport { graphicCreator } from '@visactor/vrender-core';\nimport { AbstractComponent } from '../../core/base';\nimport type { Point } from '../../core/type';\nimport type { GridItem, CircleGridAttributes, GridBaseAttributes, GridAttributes, LineGridAttributes } from './type';\nimport type { AxisItem, TransformedAxisItem } from '../type';\nimport { AXIS_ELEMENT_NAME } from '../constant';\n\nfunction getLinePath(points: Point[], closed: boolean) {\n let path = '';\n if (points.length === 0) {\n return path;\n }\n points.forEach((point, index) => {\n if (index === 0) {\n path = `M${point.x},${point.y}`;\n } else {\n path += `L${point.x},${point.y}`;\n }\n });\n if (closed) {\n path += 'Z';\n }\n\n return path;\n}\n\nfunction getArcPath(center: Point, points: Point[], reverse: boolean, closed: boolean) {\n let path = '';\n if (!center || points.length === 0) {\n return path;\n }\n const firstPoint = points[0];\n const radius = PointService.distancePP(center, firstPoint);\n const sweepFlag = reverse ? 0 : 1; // 顺时针还是逆时针\n if (closed) {\n // 封闭时,绘制整个圆\n path += `M${center.x},${center.y - radius}A${radius},${radius},0,0,${sweepFlag},${center.x},${\n center.y + radius\n }A${radius},${radius},0,0,${sweepFlag},${center.x},${center.y - radius}Z`;\n } else {\n points.forEach((point, index) => {\n if (index === 0) {\n path = `M${point.x},${point.y}`;\n } else {\n path += `A${radius},${radius},0,0,${sweepFlag},${point.x},${point.y}`;\n }\n });\n }\n\n return path;\n}\n\nfunction getRegionPath(from: Point[], to: Point[], attribute: GridAttributes) {\n const { type, closed } = attribute;\n const reversePoints = to.slice(0).reverse();\n\n let regionPath = '';\n let nextPath = '';\n\n if (type === 'line' && (attribute as LineGridAttributes).smoothLink && (attribute as LineGridAttributes).center) {\n const fromStart = from[0];\n const toEnd = reversePoints[0];\n const center = (attribute as LineGridAttributes).center as Point;\n\n regionPath = getLinePath(from, !!closed);\n nextPath = getLinePath(reversePoints, !!closed);\n const toEndRadius = PointService.distancePP(toEnd, center);\n const fromStartRadius = PointService.distancePP(fromStart, center);\n regionPath += `A${toEndRadius},${toEndRadius},0,0,1,${toEnd.x},${toEnd.y}L${toEnd.x},${toEnd.y}`;\n nextPath += `A${fromStartRadius},${fromStartRadius},0,0,0,${fromStart.x},${fromStart.y}`;\n } else if (type === 'circle') {\n const { center } = attribute as CircleGridAttributes;\n regionPath = getArcPath(center, from, false, !!closed);\n nextPath = getArcPath(center, reversePoints, true, !!closed);\n } else if (type === 'line' || type === 'polygon') {\n regionPath = getLinePath(from, !!closed);\n nextPath = getLinePath(reversePoints, !!closed);\n }\n\n if (closed) {\n regionPath += nextPath;\n } else {\n nextPath = 'L' + nextPath.substring(1); // 更新第一个节点\n regionPath += nextPath;\n regionPath += 'Z';\n }\n return regionPath;\n}\n\nexport abstract class BaseGrid<T extends GridBaseAttributes> extends AbstractComponent<Required<T>> {\n name = 'axis-grid';\n\n static defaultAttributes: Partial<GridBaseAttributes> = {\n style: {\n lineWidth: 1,\n stroke: '#999',\n strokeOpacity: 1,\n lineDash: [4, 4]\n },\n subGrid: {\n visible: false,\n style: {\n lineWidth: 1,\n stroke: '#999',\n strokeOpacity: 1,\n lineDash: [4, 4]\n }\n }\n };\n\n protected _innerView: IGroup;\n getInnerView() {\n return this._innerView;\n }\n\n protected _prevInnerView: IGroup; // 缓存旧场景树,用于自定义动画\n /**\n * 获取更新前的旧场景树\n * @returns 返回更新前的旧场景树\n */\n getPrevInnerView() {\n return this._prevInnerView;\n }\n\n // 经过处理后的坐标轴点数据\n protected data: TransformedAxisItem[] = [];\n abstract getTickCoord(value: number): Point;\n abstract isInValidValue(value: number): boolean;\n abstract getVerticalVector(offset: number, inside: boolean, point: Point): [number, number];\n protected abstract getGridAttribute(isSubGrid: boolean): T;\n\n protected render(): void {\n this.removeAllChild(true);\n this._prevInnerView = this._innerView;\n this._innerView = graphicCreator.group({ x: 0, y: 0, pickable: false });\n this.add(this._innerView);\n\n const { items, visible } = this.attribute;\n if (items && items.length && visible !== false) {\n this.data = this._transformItems(items);\n this._renderGrid(this._innerView);\n }\n }\n\n protected getVerticalCoord(point: Point, offset: number, inside: boolean): Point {\n const vector = this.getVerticalVector(offset, inside, point);\n return {\n x: point.x + vector[0],\n y: point.y + vector[1]\n };\n }\n\n private _transformItems(items: AxisItem[]) {\n const data: TransformedAxisItem[] = [];\n items.forEach((item: AxisItem) => {\n data.push({\n ...item,\n point: this.getTickCoord(item.value),\n id: item.id ?? item.label\n });\n });\n return data;\n }\n private _renderGrid(container: any) {\n // 渲染 subGrid\n const { visible } = this.attribute.subGrid || {};\n if (visible) {\n this._renderGridByType(true, container);\n }\n\n // 渲染 Grid,Grid 需要在 subGrid 上层渲染\n this._renderGridByType(false, container);\n }\n\n private _renderGridByType(isSubGrid: boolean, container: IGroup) {\n const gridAttrs = merge({}, this.attribute, this.getGridAttribute(isSubGrid));\n\n const { type, items, style, closed, alternateColor, depth = 0 } = gridAttrs;\n const name = isSubGrid ? `${AXIS_ELEMENT_NAME.grid}-sub` : `${AXIS_ELEMENT_NAME.grid}`;\n\n // 绘制网格线\n items.forEach((item: GridItem, index: number) => {\n const { id, points } = item;\n let path = '';\n if (type === 'line' || type === 'polygon') {\n path = getLinePath(points, !!closed);\n } else if (type === 'circle') {\n const { center } = this.attribute as unknown as CircleGridAttributes;\n path = getArcPath(center, points, false, !!closed);\n }\n const shape = graphicCreator.path({\n path,\n z: depth,\n ...(isFunction(style)\n ? merge({}, this.skipDefault ? null : BaseGrid.defaultAttributes.style, style(item, index))\n : style)\n }) as Path;\n shape.name = `${name}-line`;\n shape.id = this._getNodeId(`${name}-path-${id}`);\n container.add(shape);\n });\n\n // 添加额外的3d线段\n if (depth && type === 'line') {\n items.forEach((item: GridItem, index: number) => {\n const { id, points } = item;\n // 重新计算points,使其长度为depth\n const nextPoints = [];\n nextPoints.push(points[0]);\n const dir = { x: points[1].x - points[0].x, y: points[1].y - points[0].y };\n const dirLen = Math.sqrt(dir.x * dir.x + dir.y * dir.y);\n const ratio = depth / dirLen;\n nextPoints.push({ x: points[0].x + dir.x * ratio, y: points[0].y + dir.y * ratio });\n const path = getLinePath(nextPoints, !!closed);\n const deltaX = abs(nextPoints[0].x - nextPoints[1].x);\n const deltaY = abs(nextPoints[0].y - nextPoints[1].y);\n const shape = graphicCreator.path({\n path,\n z: 0,\n alpha: deltaX > deltaY ? ((points[1].x - points[0].x > 0 ? -1 : 1) * pi) / 2 : 0,\n beta: deltaX < deltaY ? -pi / 2 : 0,\n anchor3d: deltaX > deltaY ? [nextPoints[0].x, 0] : [0, nextPoints[0].y],\n ...(isFunction(style)\n ? merge({}, this.skipDefault ? null : BaseGrid.defaultAttributes.style, style(item, index))\n : style)\n }) as Path;\n shape.name = `${name}-line`;\n shape.id = this._getNodeId(`${name}-path-${id}`);\n container.add(shape);\n });\n }\n\n // 绘制填充区域\n if (items.length > 1 && alternateColor) {\n const colors: string[] = isArray(alternateColor)\n ? (alternateColor as string[])\n : [alternateColor as string, 'transparent'];\n const getColor = (index: number) => colors[index % colors.length];\n\n // const regions: any[] = [];\n for (let index = 0; index < items.length - 1; index++) {\n const [prev, curr] = [items[index].points, items[index + 1].points];\n const path = getRegionPath(prev, curr, gridAttrs);\n const shape = graphicCreator.path({\n path,\n fill: getColor(index)\n }) as Path;\n shape.name = `${name}-region`;\n shape.id = this._getNodeId(`${name}-region-${index}`);\n container.add(shape);\n }\n }\n }\n\n /**\n * @override 覆写\n * @param id\n * @returns\n */\n protected _getNodeId(id: string) {\n return `${this.id}-${id}`;\n }\n}\n"]}
package/es/axis/util.js CHANGED
@@ -24,4 +24,5 @@ export function getLabelPosition(tickPosition, tickVector, text, style) {
24
24
  x: x,
25
25
  y: baseY - dy
26
26
  };
27
- }
27
+ }
28
+ //# sourceMappingURL=util.js.map
@@ -46,6 +46,7 @@ export declare class Brush extends AbstractComponent<Required<BrushAttributes>>
46
46
  private _isPosInBrushMask;
47
47
  private _onBrushStart;
48
48
  private _onBrushing;
49
+ private _onBrushingWithDelay;
49
50
  private _onBrushEnd;
50
51
  private _initDraw;
51
52
  private _initMove;
package/es/brush/brush.js CHANGED
@@ -33,7 +33,8 @@ export class Brush extends AbstractComponent {
33
33
  }, this._onBrushing = e => {
34
34
  this._outOfInteractiveRange(e) || ((this._activeDrawState || this._activeMoveState) && e.stopPropagation(),
35
35
  this._activeDrawState && this._drawing(e), this._activeMoveState && this._moving(e));
36
- }, this._onBrushEnd = e => {
36
+ }, this._onBrushingWithDelay = 0 === this.attribute.delayTime ? this._onBrushing : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime),
37
+ this._onBrushEnd = e => {
37
38
  e.preventDefault();
38
39
  const {removeOnClick: removeOnClick = !0} = this.attribute;
39
40
  this._activeDrawState && !this._isDrawedBeforeEnd && removeOnClick ? (this._container.incrementalClearChild(),
@@ -55,8 +56,8 @@ export class Brush extends AbstractComponent {
55
56
  }
56
57
  _bindBrushEvents() {
57
58
  if (this.attribute.disableTriggerEvent) return;
58
- const {delayType: delayType = "throttle", delayTime: delayTime = 0, trigger: trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, updateTrigger: updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger, resetTrigger: resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger} = this.attribute;
59
- this.stage.addEventListener(trigger, this._onBrushStart), this.stage.addEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime)),
59
+ const {trigger: trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, updateTrigger: updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger, resetTrigger: resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger} = this.attribute;
60
+ this.stage.addEventListener(trigger, this._onBrushStart), this.stage.addEventListener(updateTrigger, this._onBrushingWithDelay),
60
61
  this.stage.addEventListener(endTrigger, this._onBrushEnd), this.stage.addEventListener(resetTrigger, this._onBrushEnd);
61
62
  }
62
63
  _isPosInBrushMask(e) {
@@ -190,7 +191,7 @@ export class Brush extends AbstractComponent {
190
191
  }
191
192
  releaseBrushEvents() {
192
193
  const {delayType: delayType = "throttle", delayTime: delayTime = 0, trigger: trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, updateTrigger: updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger, resetTrigger: resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger} = this.attribute;
193
- this.stage.removeEventListener(trigger, this._onBrushStart), this.stage.removeEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime)),
194
+ this.stage.removeEventListener(trigger, this._onBrushStart), this.stage.removeEventListener(updateTrigger, this._onBrushingWithDelay),
194
195
  this.stage.removeEventListener(endTrigger, this._onBrushEnd), this.stage.removeEventListener(resetTrigger, this._onBrushEnd);
195
196
  }
196
197
  }
@@ -1 +1 @@
1
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* @description 框选组件\n */\nimport type { FederatedPointerEvent, IGroup, IPolygon } from '@visactor/vrender-core';\nimport { graphicCreator, vglobal } from '@visactor/vrender-core';\nimport type { IBounds, IPointLike } from '@visactor/vutils';\nimport { cloneDeep, debounce, merge, polygonContainPoint, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { BrushAttributes } from './type';\nimport { IOperateType } from './type';\nimport { DEFAULT_BRUSH_ATTRIBUTES, DEFAULT_SIZE_THRESHOLD } from './config';\nimport type { ComponentOptions } from '../interface';\nimport { loadBrushComponent } from './register';\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadBrushComponent();\nexport class Brush extends AbstractComponent<Required<BrushAttributes>> {\n name = 'brush';\n static defaultAttributes = DEFAULT_BRUSH_ATTRIBUTES;\n\n private _container!: IGroup;\n\n // 绘制mask时的相关属性\n private _activeDrawState = false; // 用于标记绘制状态\n private _cacheDrawPoints: IPointLike[] = []; // 用于维护鼠标走过的路径,主要用于绘制mask的点\n private _isDrawedBeforeEnd = false;\n // 移动mask时的相关属性\n private _activeMoveState = false; // 用于标记移动状态\n private _operatingMaskMoveDx = 0; // 用于标记移动的位移量\n private _operatingMaskMoveDy = 0;\n private _operatingMaskMoveRangeX: [number, number] = [-Infinity, Infinity];\n private _operatingMaskMoveRangeY: [number, number] = [-Infinity, Infinity];\n private _cacheMovePoint!: IPointLike; // 用于维护鼠标所在位置,主要用于计算位移量\n\n private _operatingMask!: IPolygon; // 用于标记正在绘制的mask 或 正在移动的mask\n\n // 透出给上层的属性(主要是所有mask的AABBBounds,这里用的是dict存储方便添加和修改)\n private _brushMaskAABBBoundsDict: { [name: string]: IBounds } = {};\n\n constructor(attributes: BrushAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Brush.defaultAttributes, attributes));\n }\n\n private _bindBrushEvents(): void {\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n const {\n delayType = 'throttle',\n delayTime = 0,\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n // 拖拽绘制开始\n this.stage.addEventListener(trigger, this._onBrushStart as EventListener);\n // 拖拽绘制时\n this.stage.addEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime) as EventListener);\n // 拖拽绘制结束\n this.stage.addEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.addEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n\n private _isPosInBrushMask(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const brushMasks = this._container.getChildren();\n for (let i = 0; i < brushMasks.length; i++) {\n const { points = [], dx = 0, dy = 0 } = (brushMasks[i] as IPolygon).attribute;\n const pointsConsiderOffset: IPointLike[] = points.map((point: IPointLike) => {\n return {\n x: point.x + dx,\n y: point.y + dy\n };\n });\n if (polygonContainPoint(pointsConsiderOffset, pos.x, pos.y)) {\n this._operatingMask = brushMasks[i] as IPolygon;\n return true;\n }\n }\n return false;\n }\n\n /**\n * 开始绘制 或 移动\n * @description\n * 1. 判断状态: 如果在brushMask中,则属于移动状态; 否则属于绘制状态\n *(移动状态和绘制状态互斥, 且移动状态考虑brushMoved配置, 如果在brush点内但brushMoved为false, 则走绘制状态, 而非两个状态都不响应, 此效果与echarts保持一致)\n * 2. 判断坐标是否在有效交互范围内\n * 2. 如果是移动状态: 标记移动状态 & 标记正在移动的mask & 初始化mask的dx和dy\n * 3. 如果是绘制状态: 标记绘制状态 & 标记正在绘制的mask & 清除之前的mask & 添加新的mask\n */\n private _onBrushStart = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n e.stopPropagation();\n\n const brushMoved = this.attribute.brushMoved ?? true;\n this._activeMoveState = brushMoved && this._isPosInBrushMask(e); // 如果是移动状态,在这里会标记operatingMask为正在移动的mask\n this._activeDrawState = !this._activeMoveState;\n\n this._activeDrawState && this._initDraw(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._initMove(e);\n };\n\n /**\n * 绘制 或 移动 中\n * @description\n * 1. 如果是绘制状态: 更新_cacheDrawPoints 和 mask的points属性\n * 2. 如果是移动状态: 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _onBrushing = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n\n if (this._activeDrawState || this._activeMoveState) {\n e.stopPropagation();\n }\n\n this._activeDrawState && this._drawing(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._moving(e);\n };\n\n /**\n * 结束绘制 和 移动\n * @description 取消绘制 和 移动 状态\n */\n private _onBrushEnd = (e: FederatedPointerEvent) => {\n e.preventDefault();\n const { removeOnClick = true } = this.attribute as BrushAttributes;\n if (this._activeDrawState && !this._isDrawedBeforeEnd && removeOnClick) {\n this._container.incrementalClearChild();\n this._brushMaskAABBBoundsDict = {};\n this._dispatchEvent(IOperateType.brushClear, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n } else {\n if (this._activeDrawState) {\n this._dispatchEvent(IOperateType.drawEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n if (this._activeMoveState) {\n this._dispatchEvent(IOperateType.moveEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n }\n\n this._activeDrawState = false;\n this._activeMoveState = false;\n this._isDrawedBeforeEnd = false;\n if (this._operatingMask) {\n this._operatingMask.setAttribute('pickable', false);\n }\n };\n\n /**\n * 初始化绘制状态\n * @description 清除之前的mask & 添加新的mask\n */\n private _initDraw(e: FederatedPointerEvent) {\n const { brushMode } = this.attribute as BrushAttributes;\n const pos = this.eventPosToStagePos(e);\n this._cacheDrawPoints = [pos];\n this._isDrawedBeforeEnd = false;\n if (brushMode === 'single') {\n this._brushMaskAABBBoundsDict = {};\n this._container.incrementalClearChild();\n }\n this._addBrushMask();\n this._dispatchEvent(IOperateType.drawStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 初始化移动状态\n * @description 初始化mask的dx和dy\n */\n private _initMove(e: FederatedPointerEvent) {\n this._cacheMovePoint = this.eventPosToStagePos(e);\n\n this._operatingMaskMoveDx = this._operatingMask.attribute.dx ?? 0;\n this._operatingMaskMoveDy = this._operatingMask.attribute.dy ?? 0;\n\n // 计算最大移动范围, 为了将brushMask限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n\n const { x1, x2, y1, y2 } = this._operatingMask.globalAABBBounds;\n const minMoveStepX = minX - x1;\n const maxMoveStepX = maxX - x2;\n const minMoveStepY = minY - y1;\n const maxMoveStepY = maxY - y2;\n\n this._operatingMaskMoveRangeX = [minMoveStepX, maxMoveStepX];\n this._operatingMaskMoveRangeY = [minMoveStepY, maxMoveStepY];\n\n this._operatingMask.setAttribute('pickable', true);\n this._dispatchEvent(IOperateType.moveStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 绘制中\n * @description 更新_cacheDrawPoints 和 mask的points属性\n */\n private _drawing(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const { x1 = 0, x2 = 0, y1 = 0, y2 = 0 } = this._operatingMask?._AABBBounds;\n const { sizeThreshold = DEFAULT_SIZE_THRESHOLD, brushType } = this.attribute as BrushAttributes;\n\n const cacheLength = this._cacheDrawPoints.length;\n this._isDrawedBeforeEnd = !!(Math.abs(x2 - x1) > sizeThreshold || Math.abs(y1 - y2) > sizeThreshold);\n\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (cacheLength > 0) {\n const lastPos = this._cacheDrawPoints[this._cacheDrawPoints.length - 1] ?? ({} as IPointLike);\n if (pos.x === lastPos.x && pos.y === lastPos.y) {\n return;\n }\n }\n // 更新交互位置\n if (brushType === 'polygon' || cacheLength <= 1) {\n this._cacheDrawPoints.push(pos);\n } else {\n this._cacheDrawPoints[cacheLength - 1] = pos;\n }\n // 更新mask形状\n const maskPoints = this._computeMaskPoints();\n this._operatingMask.setAttribute('points', maskPoints);\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.drawing, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 移动中\n * @description 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _moving(e: FederatedPointerEvent) {\n const startPos = this._cacheMovePoint;\n const pos = this.eventPosToStagePos(e);\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (pos.x === startPos?.x && pos.y === startPos?.y) {\n return;\n }\n\n const moveStepX = pos.x - startPos.x;\n const moveStepY = pos.y - startPos.y;\n const moveX =\n Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) +\n this._operatingMaskMoveDx;\n const moveY =\n Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) +\n this._operatingMaskMoveDy;\n\n this._operatingMask.setAttributes({\n dx: moveX,\n dy: moveY\n });\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.moving, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 构造brushMask的points属性\n * @description 根据不同的brushType从_cacheDrawPoints中取points\n * 1. 'rect': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点\n * 2. 'x': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的x坐标\n * 3. 'y': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的y坐标\n * 4. 'polygon': 取鼠标轨迹_cacheDrawPoints的所有点\n */\n private _computeMaskPoints() {\n const { brushType, xRange = [0, 0], yRange = [0, 0] } = this.attribute as BrushAttributes;\n let maskPoints: IPointLike[] = [];\n const startPoint = this._cacheDrawPoints[0];\n const endPoint = this._cacheDrawPoints[this._cacheDrawPoints.length - 1];\n\n if (brushType === 'rect') {\n maskPoints = [\n startPoint,\n {\n x: endPoint.x,\n y: startPoint.y\n },\n endPoint,\n {\n x: startPoint.x,\n y: endPoint.y\n }\n ];\n } else if (brushType === 'x') {\n maskPoints = [\n {\n x: startPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[1]\n },\n {\n x: startPoint.x,\n y: yRange[1]\n }\n ];\n } else if (brushType === 'y') {\n maskPoints = [\n {\n x: xRange[0],\n y: startPoint.y\n },\n {\n x: xRange[0],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: startPoint.y\n }\n ];\n } else {\n maskPoints = cloneDeep(this._cacheDrawPoints); // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n }\n return maskPoints;\n }\n\n private _addBrushMask() {\n const { brushStyle, hasMask } = this.attribute as BrushAttributes;\n const brushMask = graphicCreator.polygon({\n points: cloneDeep(this._cacheDrawPoints), // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n cursor: 'move',\n pickable: false,\n ...brushStyle,\n opacity: hasMask ? brushStyle.opacity ?? 1 : 0\n });\n brushMask.name = `brush-${Date.now()}`; // 用Date给mask唯一标记\n this._operatingMask = brushMask;\n this._container.add(brushMask);\n this._brushMaskAABBBoundsDict[brushMask.name] = brushMask.AABBBounds;\n }\n\n private _outOfInteractiveRange(e: FederatedPointerEvent) {\n // 在返回坐标时,将其限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n const pos = this.eventPosToStagePos(e);\n if (pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY) {\n return true;\n }\n return false;\n }\n\n /** 事件系统坐标转换为stage坐标 */\n protected eventPosToStagePos(e: FederatedPointerEvent) {\n const { x, y } = vglobal.mapToCanvasPoint(e, this.stage.window.getContext().canvas.nativeCanvas);\n return {\n x: x - (this.stage?.x || 0),\n y: y - (this.stage?.y || 0)\n };\n }\n\n protected render() {\n this._bindBrushEvents();\n const group = this.createOrUpdateChild('brush-container', {}, 'group') as unknown as IGroup;\n this._container = group;\n }\n\n releaseBrushEvents(): void {\n const {\n delayType = 'throttle',\n delayTime = 0,\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n this.stage.removeEventListener(trigger, this._onBrushStart as EventListener);\n this.stage.removeEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime) as EventListener);\n this.stage.removeEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.removeEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n}\n"]}
1
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* @description 框选组件\n */\nimport type { FederatedPointerEvent, IGroup, IPolygon } from '@visactor/vrender-core';\nimport { graphicCreator, vglobal } from '@visactor/vrender-core';\nimport type { IBounds, IPointLike } from '@visactor/vutils';\nimport { cloneDeep, debounce, merge, polygonContainPoint, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { BrushAttributes } from './type';\nimport { IOperateType } from './type';\nimport { DEFAULT_BRUSH_ATTRIBUTES, DEFAULT_SIZE_THRESHOLD } from './config';\nimport type { ComponentOptions } from '../interface';\nimport { loadBrushComponent } from './register';\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadBrushComponent();\nexport class Brush extends AbstractComponent<Required<BrushAttributes>> {\n name = 'brush';\n static defaultAttributes = DEFAULT_BRUSH_ATTRIBUTES;\n\n private _container!: IGroup;\n\n // 绘制mask时的相关属性\n private _activeDrawState = false; // 用于标记绘制状态\n private _cacheDrawPoints: IPointLike[] = []; // 用于维护鼠标走过的路径,主要用于绘制mask的点\n private _isDrawedBeforeEnd = false;\n // 移动mask时的相关属性\n private _activeMoveState = false; // 用于标记移动状态\n private _operatingMaskMoveDx = 0; // 用于标记移动的位移量\n private _operatingMaskMoveDy = 0;\n private _operatingMaskMoveRangeX: [number, number] = [-Infinity, Infinity];\n private _operatingMaskMoveRangeY: [number, number] = [-Infinity, Infinity];\n private _cacheMovePoint!: IPointLike; // 用于维护鼠标所在位置,主要用于计算位移量\n\n private _operatingMask!: IPolygon; // 用于标记正在绘制的mask 或 正在移动的mask\n\n // 透出给上层的属性(主要是所有mask的AABBBounds,这里用的是dict存储方便添加和修改)\n private _brushMaskAABBBoundsDict: { [name: string]: IBounds } = {};\n\n constructor(attributes: BrushAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Brush.defaultAttributes, attributes));\n }\n\n private _bindBrushEvents(): void {\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n const {\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n // 拖拽绘制开始\n this.stage.addEventListener(trigger, this._onBrushStart as EventListener);\n // 拖拽绘制时\n this.stage.addEventListener(updateTrigger, this._onBrushingWithDelay as EventListener);\n // 拖拽绘制结束\n this.stage.addEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.addEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n\n private _isPosInBrushMask(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const brushMasks = this._container.getChildren();\n for (let i = 0; i < brushMasks.length; i++) {\n const { points = [], dx = 0, dy = 0 } = (brushMasks[i] as IPolygon).attribute;\n const pointsConsiderOffset: IPointLike[] = points.map((point: IPointLike) => {\n return {\n x: point.x + dx,\n y: point.y + dy\n };\n });\n if (polygonContainPoint(pointsConsiderOffset, pos.x, pos.y)) {\n this._operatingMask = brushMasks[i] as IPolygon;\n return true;\n }\n }\n return false;\n }\n\n /**\n * 开始绘制 或 移动\n * @description\n * 1. 判断状态: 如果在brushMask中,则属于移动状态; 否则属于绘制状态\n *(移动状态和绘制状态互斥, 且移动状态考虑brushMoved配置, 如果在brush点内但brushMoved为false, 则走绘制状态, 而非两个状态都不响应, 此效果与echarts保持一致)\n * 2. 判断坐标是否在有效交互范围内\n * 2. 如果是移动状态: 标记移动状态 & 标记正在移动的mask & 初始化mask的dx和dy\n * 3. 如果是绘制状态: 标记绘制状态 & 标记正在绘制的mask & 清除之前的mask & 添加新的mask\n */\n private _onBrushStart = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n e.stopPropagation();\n\n const brushMoved = this.attribute.brushMoved ?? true;\n this._activeMoveState = brushMoved && this._isPosInBrushMask(e); // 如果是移动状态,在这里会标记operatingMask为正在移动的mask\n this._activeDrawState = !this._activeMoveState;\n\n this._activeDrawState && this._initDraw(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._initMove(e);\n };\n\n /**\n * 绘制 或 移动 中\n * @description\n * 1. 如果是绘制状态: 更新_cacheDrawPoints 和 mask的points属性\n * 2. 如果是移动状态: 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _onBrushing = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n\n if (this._activeDrawState || this._activeMoveState) {\n e.stopPropagation();\n }\n\n this._activeDrawState && this._drawing(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._moving(e);\n };\n\n private _onBrushingWithDelay =\n this.attribute.delayTime === 0\n ? this._onBrushing\n : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime);\n\n /**\n * 结束绘制 和 移动\n * @description 取消绘制 和 移动 状态\n */\n private _onBrushEnd = (e: FederatedPointerEvent) => {\n e.preventDefault();\n const { removeOnClick = true } = this.attribute as BrushAttributes;\n if (this._activeDrawState && !this._isDrawedBeforeEnd && removeOnClick) {\n this._container.incrementalClearChild();\n this._brushMaskAABBBoundsDict = {};\n this._dispatchEvent(IOperateType.brushClear, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n } else {\n if (this._activeDrawState) {\n this._dispatchEvent(IOperateType.drawEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n if (this._activeMoveState) {\n this._dispatchEvent(IOperateType.moveEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n }\n\n this._activeDrawState = false;\n this._activeMoveState = false;\n this._isDrawedBeforeEnd = false;\n if (this._operatingMask) {\n this._operatingMask.setAttribute('pickable', false);\n }\n };\n\n /**\n * 初始化绘制状态\n * @description 清除之前的mask & 添加新的mask\n */\n private _initDraw(e: FederatedPointerEvent) {\n const { brushMode } = this.attribute as BrushAttributes;\n const pos = this.eventPosToStagePos(e);\n this._cacheDrawPoints = [pos];\n this._isDrawedBeforeEnd = false;\n if (brushMode === 'single') {\n this._brushMaskAABBBoundsDict = {};\n this._container.incrementalClearChild();\n }\n this._addBrushMask();\n this._dispatchEvent(IOperateType.drawStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 初始化移动状态\n * @description 初始化mask的dx和dy\n */\n private _initMove(e: FederatedPointerEvent) {\n this._cacheMovePoint = this.eventPosToStagePos(e);\n\n this._operatingMaskMoveDx = this._operatingMask.attribute.dx ?? 0;\n this._operatingMaskMoveDy = this._operatingMask.attribute.dy ?? 0;\n\n // 计算最大移动范围, 为了将brushMask限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n\n const { x1, x2, y1, y2 } = this._operatingMask.globalAABBBounds;\n const minMoveStepX = minX - x1;\n const maxMoveStepX = maxX - x2;\n const minMoveStepY = minY - y1;\n const maxMoveStepY = maxY - y2;\n\n this._operatingMaskMoveRangeX = [minMoveStepX, maxMoveStepX];\n this._operatingMaskMoveRangeY = [minMoveStepY, maxMoveStepY];\n\n this._operatingMask.setAttribute('pickable', true);\n this._dispatchEvent(IOperateType.moveStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 绘制中\n * @description 更新_cacheDrawPoints 和 mask的points属性\n */\n private _drawing(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const { x1 = 0, x2 = 0, y1 = 0, y2 = 0 } = this._operatingMask?._AABBBounds;\n const { sizeThreshold = DEFAULT_SIZE_THRESHOLD, brushType } = this.attribute as BrushAttributes;\n\n const cacheLength = this._cacheDrawPoints.length;\n this._isDrawedBeforeEnd = !!(Math.abs(x2 - x1) > sizeThreshold || Math.abs(y1 - y2) > sizeThreshold);\n\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (cacheLength > 0) {\n const lastPos = this._cacheDrawPoints[this._cacheDrawPoints.length - 1] ?? ({} as IPointLike);\n if (pos.x === lastPos.x && pos.y === lastPos.y) {\n return;\n }\n }\n // 更新交互位置\n if (brushType === 'polygon' || cacheLength <= 1) {\n this._cacheDrawPoints.push(pos);\n } else {\n this._cacheDrawPoints[cacheLength - 1] = pos;\n }\n // 更新mask形状\n const maskPoints = this._computeMaskPoints();\n this._operatingMask.setAttribute('points', maskPoints);\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.drawing, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 移动中\n * @description 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _moving(e: FederatedPointerEvent) {\n const startPos = this._cacheMovePoint;\n const pos = this.eventPosToStagePos(e);\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (pos.x === startPos?.x && pos.y === startPos?.y) {\n return;\n }\n\n const moveStepX = pos.x - startPos.x;\n const moveStepY = pos.y - startPos.y;\n const moveX =\n Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) +\n this._operatingMaskMoveDx;\n const moveY =\n Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) +\n this._operatingMaskMoveDy;\n\n this._operatingMask.setAttributes({\n dx: moveX,\n dy: moveY\n });\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.moving, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 构造brushMask的points属性\n * @description 根据不同的brushType从_cacheDrawPoints中取points\n * 1. 'rect': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点\n * 2. 'x': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的x坐标\n * 3. 'y': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的y坐标\n * 4. 'polygon': 取鼠标轨迹_cacheDrawPoints的所有点\n */\n private _computeMaskPoints() {\n const { brushType, xRange = [0, 0], yRange = [0, 0] } = this.attribute as BrushAttributes;\n let maskPoints: IPointLike[] = [];\n const startPoint = this._cacheDrawPoints[0];\n const endPoint = this._cacheDrawPoints[this._cacheDrawPoints.length - 1];\n\n if (brushType === 'rect') {\n maskPoints = [\n startPoint,\n {\n x: endPoint.x,\n y: startPoint.y\n },\n endPoint,\n {\n x: startPoint.x,\n y: endPoint.y\n }\n ];\n } else if (brushType === 'x') {\n maskPoints = [\n {\n x: startPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[1]\n },\n {\n x: startPoint.x,\n y: yRange[1]\n }\n ];\n } else if (brushType === 'y') {\n maskPoints = [\n {\n x: xRange[0],\n y: startPoint.y\n },\n {\n x: xRange[0],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: startPoint.y\n }\n ];\n } else {\n maskPoints = cloneDeep(this._cacheDrawPoints); // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n }\n return maskPoints;\n }\n\n private _addBrushMask() {\n const { brushStyle, hasMask } = this.attribute as BrushAttributes;\n const brushMask = graphicCreator.polygon({\n points: cloneDeep(this._cacheDrawPoints), // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n cursor: 'move',\n pickable: false,\n ...brushStyle,\n opacity: hasMask ? brushStyle.opacity ?? 1 : 0\n });\n brushMask.name = `brush-${Date.now()}`; // 用Date给mask唯一标记\n this._operatingMask = brushMask;\n this._container.add(brushMask);\n this._brushMaskAABBBoundsDict[brushMask.name] = brushMask.AABBBounds;\n }\n\n private _outOfInteractiveRange(e: FederatedPointerEvent) {\n // 在返回坐标时,将其限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n const pos = this.eventPosToStagePos(e);\n if (pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY) {\n return true;\n }\n return false;\n }\n\n /** 事件系统坐标转换为stage坐标 */\n protected eventPosToStagePos(e: FederatedPointerEvent) {\n const { x, y } = vglobal.mapToCanvasPoint(e, this.stage.window.getContext().canvas.nativeCanvas);\n return {\n x: x - (this.stage?.x || 0),\n y: y - (this.stage?.y || 0)\n };\n }\n\n protected render() {\n this._bindBrushEvents();\n const group = this.createOrUpdateChild('brush-container', {}, 'group') as unknown as IGroup;\n this._container = group;\n }\n\n releaseBrushEvents(): void {\n const {\n delayType = 'throttle',\n delayTime = 0,\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n this.stage.removeEventListener(trigger, this._onBrushStart as EventListener);\n this.stage.removeEventListener(updateTrigger, this._onBrushingWithDelay as EventListener);\n this.stage.removeEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.removeEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n}\n"]}
package/es/brush/type.js CHANGED
@@ -4,5 +4,4 @@ export var IOperateType;
4
4
  IOperateType.drawStart = "drawStart", IOperateType.drawEnd = "drawEnd", IOperateType.drawing = "drawing",
5
5
  IOperateType.moving = "moving", IOperateType.moveStart = "moveStart", IOperateType.moveEnd = "moveEnd",
6
6
  IOperateType.brushClear = "brushClear";
7
- }(IOperateType || (IOperateType = {}));
8
- //# sourceMappingURL=type.js.map
7
+ }(IOperateType || (IOperateType = {}));
@@ -182,7 +182,6 @@ export declare class DataZoom extends AbstractComponent<Required<DataZoomAttribu
182
182
  basePointStart: any;
183
183
  basePointEnd: any;
184
184
  };
185
- protected simplifyPoints(points: IPointLike[]): IPointLike[];
186
185
  protected getPreviewLinePoints(): any;
187
186
  protected getPreviewAreaPoints(): any;
188
187
  protected setPreviewAttributes(type: 'line' | 'area', group: IGroup): void;
@@ -8,7 +8,7 @@ var __rest = this && this.__rest || function(s, e) {
8
8
  return t;
9
9
  };
10
10
 
11
- import { flatten_simplify, vglobal } from "@visactor/vrender-core";
11
+ import { vglobal } from "@visactor/vrender-core";
12
12
 
13
13
  import { Bounds, array, clamp, debounce, isFunction, isValid, merge, throttle } from "@visactor/vutils";
14
14
 
@@ -78,12 +78,12 @@ export class DataZoom extends AbstractComponent {
78
78
  end = start + dis, this._activeTag = DataZoomActiveTag.endHandler) : start += dis : this._activeTag === DataZoomActiveTag.endHandler && (end + dis < start ? (end = start,
79
79
  start = end + dis, this._activeTag = DataZoomActiveTag.startHandler) : end += dis),
80
80
  this._activeCache.lastPos = pos, brushSelect && this.renderDragMask()), start = Math.min(Math.max(start, 0), 1),
81
- end = Math.min(Math.max(end, 0), 1), startAttr === start && endAttr === end || this.setStateAttr(start, end, !0),
82
- realTime && this._dispatchEvent("change", {
81
+ end = Math.min(Math.max(end, 0), 1), !realTime || startAttr === start && endAttr === end || (this.setStateAttr(start, end, !0),
82
+ this._dispatchEvent("change", {
83
83
  start: start,
84
84
  end: end,
85
85
  tag: this._activeTag
86
- });
86
+ }));
87
87
  }, this._onHandlerPointerMove = 0 === this.attribute.delayTime ? this._pointerMove : delayMap[this.attribute.delayType](this._pointerMove, this.attribute.delayTime),
88
88
  this._onHandlerPointerUp = e => {
89
89
  e.preventDefault();
@@ -92,12 +92,12 @@ export class DataZoom extends AbstractComponent {
92
92
  const pos = this.eventPosToStagePos(e);
93
93
  this.backgroundDragZoom(this._activeCache.startPos, pos);
94
94
  }
95
- this._activeState = !1, brushSelect && this.renderDragMask(), start === this.state.start && end === this.state.end || this.setStateAttr(this.state.start, this.state.end, !0),
95
+ this._activeState = !1, brushSelect && this.renderDragMask(), realTime && start === this.state.start && end === this.state.end || (this.setStateAttr(this.state.start, this.state.end, !0),
96
96
  this._dispatchEvent("change", {
97
97
  start: this.state.start,
98
98
  end: this.state.end,
99
99
  tag: this._activeTag
100
- }), "browser" === vglobal.env && (vglobal.removeEventListener("pointermove", this._onHandlerPointerMove, {
100
+ })), "browser" === vglobal.env && (vglobal.removeEventListener("pointermove", this._onHandlerPointerMove, {
101
101
  capture: !0
102
102
  }), vglobal.removeEventListener("pointerup", this._onHandlerPointerUp)), this.removeEventListener("pointermove", this._onHandlerPointerMove, {
103
103
  capture: !0
@@ -139,11 +139,11 @@ export class DataZoom extends AbstractComponent {
139
139
  }));
140
140
  }
141
141
  eventPosToStagePos(e) {
142
- var _a, _b, _c, _d, _e, _f;
143
- const {x: x, y: y} = vglobal.mapToCanvasPoint(e, null === (_d = null === (_c = null === (_b = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.window) || void 0 === _b ? void 0 : _b.getContext()) || void 0 === _c ? void 0 : _c.canvas) || void 0 === _d ? void 0 : _d.nativeCanvas);
142
+ var _a, _b;
143
+ const {x: x, y: y} = vglobal.mapToCanvasPoint(e, this.stage.window.getContext().canvas.nativeCanvas);
144
144
  return {
145
- x: x - ((null === (_e = this.stage) || void 0 === _e ? void 0 : _e.x) || 0),
146
- y: y - ((null === (_f = this.stage) || void 0 === _f ? void 0 : _f.y) || 0)
145
+ x: x - ((null === (_a = this.stage) || void 0 === _a ? void 0 : _a.x) || 0),
146
+ y: y - ((null === (_b = this.stage) || void 0 === _b ? void 0 : _b.y) || 0)
147
147
  };
148
148
  }
149
149
  _onHandlerPointerEnter(e) {
@@ -250,9 +250,9 @@ export class DataZoom extends AbstractComponent {
250
250
  } else this._isHorizontal ? this._startText.setAttribute("dy", startTextDy) : this._startText.setAttribute("dx", startTextDx);
251
251
  }
252
252
  getLayoutAttrFromConfig() {
253
- var _a, _b, _c, _d, _e, _f;
253
+ var _a, _b, _c, _d;
254
254
  if (this._layoutAttrFromConfig) return this._layoutAttrFromConfig;
255
- const {position: positionConfig, size: size, orient: orient, middleHandlerStyle: middleHandlerStyle = {}, startHandlerStyle: startHandlerStyle = {}, endHandlerStyle: endHandlerStyle = {}, backgroundStyle: backgroundStyle = {}} = this.attribute, {width: widthConfig, height: heightConfig} = size, middleHandlerSize = null !== (_b = null === (_a = middleHandlerStyle.background) || void 0 === _a ? void 0 : _a.size) && void 0 !== _b ? _b : 10;
255
+ const {position: positionConfig, size: size, orient: orient, middleHandlerStyle: middleHandlerStyle = {}, startHandlerStyle: startHandlerStyle = {}, endHandlerStyle: endHandlerStyle = {}} = this.attribute, {width: widthConfig, height: heightConfig} = size, middleHandlerSize = null !== (_b = null === (_a = middleHandlerStyle.background) || void 0 === _a ? void 0 : _a.size) && void 0 !== _b ? _b : 10;
256
256
  let width, height, position;
257
257
  middleHandlerStyle.visible ? this._isHorizontal ? (width = widthConfig, height = heightConfig - middleHandlerSize,
258
258
  position = {
@@ -269,10 +269,8 @@ export class DataZoom extends AbstractComponent {
269
269
  y: position.y
270
270
  }) : (height -= (startHandlerSize + endHandlerSize) / 2, position = {
271
271
  x: position.x,
272
- y: position.y + startHandlerSize / 2
273
- })), height += null !== (_e = backgroundStyle.lineWidth / 2) && void 0 !== _e ? _e : 1,
274
- width += null !== (_f = backgroundStyle.lineWidth / 2) && void 0 !== _f ? _f : 1,
275
- this._layoutAttrFromConfig = {
272
+ y: position.y + startHandlerSize
273
+ })), this._layoutAttrFromConfig = {
276
274
  position: position,
277
275
  width: width,
278
276
  height: height
@@ -453,33 +451,23 @@ export class DataZoom extends AbstractComponent {
453
451
  basePointEnd: basePointEnd
454
452
  };
455
453
  }
456
- simplifyPoints(points) {
457
- var _a;
458
- if (points.length > 1e4) {
459
- const tolerance = null !== (_a = this.attribute.tolerance) && void 0 !== _a ? _a : this._previewData.length / 1e4;
460
- return flatten_simplify(points, tolerance, !1);
461
- }
462
- return points;
463
- }
464
454
  getPreviewLinePoints() {
465
- let previewPoints = this._previewData.map((d => ({
455
+ const previewPoints = this._previewData.map((d => ({
466
456
  x: this._previewPointsX && this._previewPointsX(d),
467
457
  y: this._previewPointsY && this._previewPointsY(d)
468
458
  })));
469
459
  if (0 === previewPoints.length) return previewPoints;
470
- previewPoints = this.simplifyPoints(previewPoints);
471
460
  const {basePointStart: basePointStart, basePointEnd: basePointEnd} = this.computeBasePoints();
472
461
  return basePointStart.concat(previewPoints).concat(basePointEnd);
473
462
  }
474
463
  getPreviewAreaPoints() {
475
- let previewPoints = this._previewData.map((d => ({
464
+ const previewPoints = this._previewData.map((d => ({
476
465
  x: this._previewPointsX && this._previewPointsX(d),
477
466
  y: this._previewPointsY && this._previewPointsY(d),
478
467
  x1: this._previewPointsX1 && this._previewPointsX1(d),
479
468
  y1: this._previewPointsY1 && this._previewPointsY1(d)
480
469
  })));
481
470
  if (0 === previewPoints.length) return previewPoints;
482
- previewPoints = this.simplifyPoints(previewPoints);
483
471
  const {basePointStart: basePointStart, basePointEnd: basePointEnd} = this.computeBasePoints();
484
472
  return basePointStart.concat(previewPoints).concat(basePointEnd);
485
473
  }