@visactor/vrender-components 0.18.11-alpha.0 → 0.18.11-alpha.2

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 (47) hide show
  1. package/cjs/index.d.ts +1 -2
  2. package/cjs/index.js +2 -3
  3. package/cjs/index.js.map +1 -1
  4. package/cjs/player/continuous-player.d.ts +1 -0
  5. package/cjs/player/continuous-player.js +6 -4
  6. package/cjs/player/continuous-player.js.map +1 -1
  7. package/cjs/player/controller/controller.js +4 -4
  8. package/cjs/player/controller/controller.js.map +1 -1
  9. package/cjs/player/discrete-player.d.ts +1 -0
  10. package/cjs/player/discrete-player.js +6 -4
  11. package/cjs/player/discrete-player.js.map +1 -1
  12. package/es/index.d.ts +1 -2
  13. package/es/index.js +1 -3
  14. package/es/index.js.map +1 -1
  15. package/es/player/continuous-player.d.ts +1 -0
  16. package/es/player/continuous-player.js +6 -4
  17. package/es/player/continuous-player.js.map +1 -1
  18. package/es/player/controller/controller.js +5 -5
  19. package/es/player/controller/controller.js.map +1 -1
  20. package/es/player/discrete-player.d.ts +1 -0
  21. package/es/player/discrete-player.js +6 -4
  22. package/es/player/discrete-player.js.map +1 -1
  23. package/package.json +4 -4
  24. package/cjs/radio/index.d.ts +0 -2
  25. package/cjs/radio/index.js +0 -21
  26. package/cjs/radio/index.js.map +0 -1
  27. package/cjs/radio/radio.d.ts +0 -16
  28. package/cjs/radio/radio.js +0 -88
  29. package/cjs/radio/radio.js.map +0 -1
  30. package/cjs/radio/register.d.ts +0 -1
  31. package/cjs/radio/register.js +0 -15
  32. package/cjs/radio/register.js.map +0 -1
  33. package/cjs/radio/type.d.ts +0 -21
  34. package/cjs/radio/type.js +0 -6
  35. package/cjs/radio/type.js.map +0 -1
  36. package/es/radio/index.d.ts +0 -2
  37. package/es/radio/index.js +0 -4
  38. package/es/radio/index.js.map +0 -1
  39. package/es/radio/radio.d.ts +0 -16
  40. package/es/radio/radio.js +0 -87
  41. package/es/radio/radio.js.map +0 -1
  42. package/es/radio/register.d.ts +0 -1
  43. package/es/radio/register.js +0 -6
  44. package/es/radio/register.js.map +0 -1
  45. package/es/radio/type.d.ts +0 -21
  46. package/es/radio/type.js +0 -2
  47. package/es/radio/type.js.map +0 -1
package/cjs/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export declare const version = "0.18.11-alpha.0";
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+ export declare const version = "0.18.11-alpha.2";
2
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  export * from './core/base';
3
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  export * from './core/type';
4
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  export * from './scrollbar';
@@ -23,5 +23,4 @@ export * from './tooltip';
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  export * from './interface';
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  export * from './jsx';
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  export * from './checkbox';
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- export * from './radio';
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  export * from './util';
package/cjs/index.js CHANGED
@@ -17,7 +17,7 @@ var __createBinding = this && this.__createBinding || (Object.create ? function(
17
17
 
18
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  Object.defineProperty(exports, "__esModule", {
19
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  value: !0
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- }), exports.version = void 0, exports.version = "0.18.11-alpha.0", __exportStar(require("./core/base"), exports),
20
+ }), exports.version = void 0, exports.version = "0.18.11-alpha.2", __exportStar(require("./core/base"), exports),
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  __exportStar(require("./core/type"), exports), __exportStar(require("./scrollbar"), exports),
22
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  __exportStar(require("./tag"), exports), __exportStar(require("./poptip"), exports),
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  __exportStar(require("./crosshair"), exports), __exportStar(require("./label"), exports),
@@ -29,6 +29,5 @@ __exportStar(require("./indicator"), exports), __exportStar(require("./slider"),
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  __exportStar(require("./link-path"), exports), __exportStar(require("./player"), exports),
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  __exportStar(require("./brush"), exports), __exportStar(require("./tooltip"), exports),
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  __exportStar(require("./interface"), exports), __exportStar(require("./jsx"), exports),
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- __exportStar(require("./checkbox"), exports), __exportStar(require("./radio"), exports),
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- __exportStar(require("./util"), exports);
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+ __exportStar(require("./checkbox"), exports), __exportStar(require("./util"), exports);
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  //# sourceMappingURL=index.js.map
package/cjs/index.js.map CHANGED
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,iBAAiB,CAAC;AAEzC,8CAA4B;AAC5B,8CAA4B;AAC5B,8CAA4B;AAC5B,wCAAsB;AACtB,2CAAyB;AACzB,8CAA4B;AAC5B,0CAAwB;AACxB,yCAAuB;AACvB,8CAA4B;AAC5B,4CAA0B;AAC1B,8CAA4B;AAC5B,2CAAyB;AACzB,0CAAwB;AACxB,2CAAyB;AACzB,0CAAwB;AACxB,8CAA4B;AAC5B,2CAAyB;AACzB,8CAA4B;AAC5B,2CAAyB;AACzB,0CAAwB;AACxB,4CAA0B;AAC1B,8CAA4B;AAC5B,wCAAsB;AACtB,6CAA2B;AAC3B,yCAAuB","file":"index.js","sourcesContent":["// 导出版本号\nexport const version = \"0.18.11-alpha.2\";\n\nexport * from './core/base';\nexport * from './core/type';\nexport * from './scrollbar';\nexport * from './tag';\nexport * from './poptip';\nexport * from './crosshair';\nexport * from './label';\nexport * from './axis';\nexport * from './axis/grid';\nexport * from './segment';\nexport * from './data-zoom';\nexport * from './marker';\nexport * from './pager';\nexport * from './legend';\nexport * from './title';\nexport * from './indicator';\nexport * from './slider';\nexport * from './link-path';\nexport * from './player';\nexport * from './brush';\nexport * from './tooltip';\nexport * from './interface';\nexport * from './jsx';\nexport * from './checkbox';\nexport * from './util';\n"]}
@@ -20,6 +20,7 @@ export declare class ContinuousPlayer extends BasePlayer<ContinuousPlayerAttribu
20
20
  private _rafId;
21
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  constructor(attributes: ContinuousPlayerAttributes);
22
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  _initAttributes: () => void;
23
+ private _initDataIndex;
23
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  private _initEvents;
24
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  private _getSliderValue;
25
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  private _updateSlider;
@@ -37,14 +37,16 @@ const vrender_core_1 = require("@visactor/vrender-core"), base_player_1 = requir
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  class ContinuousPlayer extends base_player_1.BasePlayer {
38
38
  constructor(attributes) {
39
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  super(attributes), this._isPlaying = !1, this._startTime = Date.now(), this._initAttributes = () => {
40
- var _a, _b;
40
+ var _a;
41
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  super._initAttributes(), this._maxIndex = this._data.length, this._slider.setAttribute("max", this._maxIndex),
42
- this._isPlaying = !1, this._elapsed = 0, this._interval = null !== (_a = this.attribute.interval) && void 0 !== _a ? _a : 1e3,
43
- this._dataIndex = null !== (_b = this.attribute.dataIndex) && void 0 !== _b ? _b : this._minIndex;
42
+ this._isPlaying = !1, this._elapsed = 0, this._interval = null !== (_a = this.attribute.interval) && void 0 !== _a ? _a : 1e3;
44
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  const frames = this._data.length;
45
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  this.attribute.totalDuration && this._data.length ? (this._totalDuration = this.attribute.totalDuration,
46
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  this._interval = this._totalDuration / (null != frames ? frames : 1)) : (this._totalDuration = this._interval * frames,
47
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  this._interval = this.attribute.interval);
47
+ }, this._initDataIndex = () => {
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+ var _a;
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+ this._dataIndex = null !== (_a = this.attribute.dataIndex) && void 0 !== _a ? _a : this._minIndex;
48
50
  }, this._initEvents = () => {
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  this.attribute.disableTriggerEvent || (this._controller.addEventListener(constant_1.ControllerEventEnum.OnPlay, (e => {
50
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  e.stopPropagation(), this.play();
@@ -95,7 +97,7 @@ class ContinuousPlayer extends base_player_1.BasePlayer {
95
97
  const now = Date.now(), interval = 1 * this._interval, elapsed = this._elapsed + interval;
96
98
  elapsed >= this._totalDuration ? (this._startTime = now - this._totalDuration, this._elapsed = this._totalDuration) : (this._startTime = this._startTime - interval,
97
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  this._elapsed = elapsed), this._updateSlider(), this.dispatchCustomEvent(type_1.PlayerEventEnum.forward);
98
- }, this._initAttributes(), this._initEvents();
100
+ }, this._initAttributes(), this._initDataIndex(), this._initEvents();
99
101
  }
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  dispatchCustomEvent(eventType) {
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  super.dispatchCustomEvent(eventType, this._dataIndex);
@@ -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';\nimport { loadContinuousPlayerComponent } from './register';\n\nexport interface IContinuousPlayer {\n play: () => Promise<void>;\n pause: () => void;\n forward: () => void;\n backward: () => void;\n}\n\nloadContinuousPlayerComponent();\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"]}
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';\nimport { loadContinuousPlayerComponent } from './register';\n\nexport interface IContinuousPlayer {\n play: () => Promise<void>;\n pause: () => void;\n forward: () => void;\n backward: () => void;\n}\n\nloadContinuousPlayerComponent();\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._initDataIndex();\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\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dataIndex\n */\n private _initDataIndex = () => {\n this._dataIndex = this.attribute.dataIndex ?? this._minIndex;\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"]}
@@ -64,13 +64,13 @@ class Controller extends base_1.AbstractComponent {
64
64
  }, this.renderForward = () => {
65
65
  this._forwardController.setAttributes(this._forwardAttr.style);
66
66
  }, this.play = () => {
67
- this._dispatchEvent("ControllerEventEnum.OnPlay");
67
+ this._dispatchEvent(constant_1.ControllerEventEnum.OnPlay);
68
68
  }, this.pause = () => {
69
- this._dispatchEvent("ControllerEventEnum.OnPause");
69
+ this._dispatchEvent(constant_1.ControllerEventEnum.OnPause);
70
70
  }, this.forward = () => {
71
- this._dispatchEvent("ControllerEventEnum.OnForward");
71
+ this._dispatchEvent(constant_1.ControllerEventEnum.OnForward);
72
72
  }, this.backward = () => {
73
- this._dispatchEvent("ControllerEventEnum.OnBackward");
73
+ this._dispatchEvent(constant_1.ControllerEventEnum.OnBackward);
74
74
  }, this.togglePlay = () => {
75
75
  this._playController.setAttributes(this._startAttr.style), this._isPaused = !0;
76
76
  }, this.togglePause = () => {
@@ -1 +1 @@
1
- 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent, ISymbolGraphicAttribute } 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 { ControllerTypeEnum } from './constant';\nimport type { ComponentOptions } from '../../interface';\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : 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 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 this._dispatchEvent('ControllerEventEnum.OnPlay');\n };\n\n pause = () => {\n this._dispatchEvent('ControllerEventEnum.OnPause');\n };\n\n forward = () => {\n this._dispatchEvent('ControllerEventEnum.OnForward');\n };\n\n backward = () => {\n this._dispatchEvent('ControllerEventEnum.OnBackward');\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"]}
1
+ 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent, ISymbolGraphicAttribute } 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';\nimport type { ComponentOptions } from '../../interface';\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : 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 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 this._dispatchEvent(ControllerEventEnum.OnPlay);\n };\n\n pause = () => {\n this._dispatchEvent(ControllerEventEnum.OnPause);\n };\n\n forward = () => {\n this._dispatchEvent(ControllerEventEnum.OnForward);\n };\n\n backward = () => {\n this._dispatchEvent(ControllerEventEnum.OnBackward);\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"]}
@@ -22,6 +22,7 @@ export declare class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes>
22
22
  constructor(attributes: DiscretePlayerAttributes, options?: ComponentOptions);
23
23
  setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void;
24
24
  _initAttributes: () => void;
25
+ private _initDataIndex;
25
26
  private _initEvents;
26
27
  dispatchCustomEvent(event: PlayerEventEnum): void;
27
28
  play: () => void;
@@ -12,11 +12,13 @@ class DiscretePlayer extends base_player_1.BasePlayer {
12
12
  constructor(attributes, options) {
13
13
  super((null == options ? void 0 : options.skipDefault) ? attributes : (0, vutils_1.merge)({}, attributes)),
14
14
  this._activeIndex = -1, this._isReachEnd = !1, this._initAttributes = () => {
15
- var _a, _b, _c, _d;
15
+ var _a, _b, _c;
16
16
  super._initAttributes(), this._alternate = null !== (_a = this.attribute.alternate) && void 0 !== _a && _a,
17
17
  this._interval = null !== (_b = this.attribute.interval) && void 0 !== _b ? _b : 1e3,
18
- this._direction = null !== (_c = this.attribute.direction) && void 0 !== _c ? _c : type_1.DirectionEnum.Default,
19
- this._dataIndex = (0, vutils_1.isNil)(this.attribute.dataIndex) ? "default" === this._direction ? this._minIndex : this._maxIndex : null !== (_d = this.attribute.dataIndex) && void 0 !== _d ? _d : 0,
18
+ this._direction = null !== (_c = this.attribute.direction) && void 0 !== _c ? _c : type_1.DirectionEnum.Default;
19
+ }, this._initDataIndex = () => {
20
+ var _a;
21
+ this._dataIndex = (0, vutils_1.isNil)(this.attribute.dataIndex) ? "default" === this._direction ? this._minIndex : this._maxIndex : null !== (_a = this.attribute.dataIndex) && void 0 !== _a ? _a : 0,
20
22
  this._slider.setAttribute("value", this._dataIndex);
21
23
  }, this._initEvents = () => {
22
24
  this.attribute.disableTriggerEvent || (this._controller.addEventListener(constant_1.ControllerEventEnum.OnPlay, (e => {
@@ -73,7 +75,7 @@ class DiscretePlayer extends base_player_1.BasePlayer {
73
75
  const index = Math.min(this._dataIndex + 1, this._maxIndex);
74
76
  this._updateDataIndex(index), this.dispatchCustomEvent(type_1.PlayerEventEnum.change),
75
77
  this.dispatchCustomEvent(type_1.PlayerEventEnum.forward);
76
- }, this._initAttributes(), this._initEvents();
78
+ }, this._initAttributes(), this._initDataIndex(), this._initEvents();
77
79
  }
78
80
  setAttributes(params, forceUpdateTag) {
79
81
  super.setAttributes(params, forceUpdateTag), this._initAttributes();
@@ -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';\nimport type { ComponentOptions } from '../interface';\nimport { loadDiscretePlayerComponent } from './register';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\n\nloadDiscretePlayerComponent();\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : 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"]}
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';\nimport type { ComponentOptions } from '../interface';\nimport { loadDiscretePlayerComponent } from './register';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\n\nloadDiscretePlayerComponent();\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, attributes));\n\n this._initAttributes();\n this._initDataIndex();\n this._initEvents();\n }\n\n setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void {\n super.setAttributes(params, forceUpdateTag);\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\n /**\n * 初始化dataIndex\n */\n private _initDataIndex = () => {\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"]}
package/es/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export declare const version = "0.18.11-alpha.0";
1
+ export declare const version = "0.18.11-alpha.2";
2
2
  export * from './core/base';
3
3
  export * from './core/type';
4
4
  export * from './scrollbar';
@@ -23,5 +23,4 @@ export * from './tooltip';
23
23
  export * from './interface';
24
24
  export * from './jsx';
25
25
  export * from './checkbox';
26
- export * from './radio';
27
26
  export * from './util';
package/es/index.js CHANGED
@@ -1,4 +1,4 @@
1
- export const version = "0.18.11-alpha.0";
1
+ export const version = "0.18.11-alpha.2";
2
2
 
3
3
  export * from "./core/base";
4
4
 
@@ -48,7 +48,5 @@ export * from "./jsx";
48
48
 
49
49
  export * from "./checkbox";
50
50
 
51
- export * from "./radio";
52
-
53
51
  export * from "./util";
54
52
  //# sourceMappingURL=index.js.map
package/es/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":"AACA,MAAM,CAAC,MAAM,OAAO,GAAG,iBAAiB,CAAC;AAEzC,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,OAAO,CAAC;AACtB,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,SAAS,CAAC;AACxB,cAAc,QAAQ,CAAC;AACvB,cAAc,aAAa,CAAC;AAC5B,cAAc,WAAW,CAAC;AAC1B,cAAc,aAAa,CAAC;AAC5B,cAAc,UAAU,CAAC;AACzB,cAAc,SAAS,CAAC;AACxB,cAAc,UAAU,CAAC;AACzB,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,UAAU,CAAC;AACzB,cAAc,SAAS,CAAC;AACxB,cAAc,WAAW,CAAC;AAC1B,cAAc,aAAa,CAAC;AAC5B,cAAc,OAAO,CAAC;AACtB,cAAc,YAAY,CAAC;AAC3B,cAAc,SAAS,CAAC;AACxB,cAAc,QAAQ,CAAC","file":"index.js","sourcesContent":["// 导出版本号\nexport const version = \"0.18.11-alpha.0\";\n\nexport * from './core/base';\nexport * from './core/type';\nexport * from './scrollbar';\nexport * from './tag';\nexport * from './poptip';\nexport * from './crosshair';\nexport * from './label';\nexport * from './axis';\nexport * from './axis/grid';\nexport * from './segment';\nexport * from './data-zoom';\nexport * from './marker';\nexport * from './pager';\nexport * from './legend';\nexport * from './title';\nexport * from './indicator';\nexport * from './slider';\nexport * from './link-path';\nexport * from './player';\nexport * from './brush';\nexport * from './tooltip';\nexport * from './interface';\nexport * from './jsx';\nexport * from './checkbox';\nexport * from './radio';\nexport * from './util';\n"]}
1
+ {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":"AACA,MAAM,CAAC,MAAM,OAAO,GAAG,iBAAiB,CAAC;AAEzC,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,OAAO,CAAC;AACtB,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,SAAS,CAAC;AACxB,cAAc,QAAQ,CAAC;AACvB,cAAc,aAAa,CAAC;AAC5B,cAAc,WAAW,CAAC;AAC1B,cAAc,aAAa,CAAC;AAC5B,cAAc,UAAU,CAAC;AACzB,cAAc,SAAS,CAAC;AACxB,cAAc,UAAU,CAAC;AACzB,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,UAAU,CAAC;AACzB,cAAc,SAAS,CAAC;AACxB,cAAc,WAAW,CAAC;AAC1B,cAAc,aAAa,CAAC;AAC5B,cAAc,OAAO,CAAC;AACtB,cAAc,YAAY,CAAC;AAC3B,cAAc,QAAQ,CAAC","file":"index.js","sourcesContent":["// 导出版本号\nexport const version = \"0.18.11-alpha.2\";\n\nexport * from './core/base';\nexport * from './core/type';\nexport * from './scrollbar';\nexport * from './tag';\nexport * from './poptip';\nexport * from './crosshair';\nexport * from './label';\nexport * from './axis';\nexport * from './axis/grid';\nexport * from './segment';\nexport * from './data-zoom';\nexport * from './marker';\nexport * from './pager';\nexport * from './legend';\nexport * from './title';\nexport * from './indicator';\nexport * from './slider';\nexport * from './link-path';\nexport * from './player';\nexport * from './brush';\nexport * from './tooltip';\nexport * from './interface';\nexport * from './jsx';\nexport * from './checkbox';\nexport * from './util';\n"]}
@@ -20,6 +20,7 @@ export declare class ContinuousPlayer extends BasePlayer<ContinuousPlayerAttribu
20
20
  private _rafId;
21
21
  constructor(attributes: ContinuousPlayerAttributes);
22
22
  _initAttributes: () => void;
23
+ private _initDataIndex;
23
24
  private _initEvents;
24
25
  private _getSliderValue;
25
26
  private _updateSlider;
@@ -39,14 +39,16 @@ loadContinuousPlayerComponent();
39
39
  export class ContinuousPlayer extends BasePlayer {
40
40
  constructor(attributes) {
41
41
  super(attributes), this._isPlaying = !1, this._startTime = Date.now(), this._initAttributes = () => {
42
- var _a, _b;
42
+ var _a;
43
43
  super._initAttributes(), this._maxIndex = this._data.length, this._slider.setAttribute("max", this._maxIndex),
44
- this._isPlaying = !1, this._elapsed = 0, this._interval = null !== (_a = this.attribute.interval) && void 0 !== _a ? _a : 1e3,
45
- this._dataIndex = null !== (_b = this.attribute.dataIndex) && void 0 !== _b ? _b : this._minIndex;
44
+ this._isPlaying = !1, this._elapsed = 0, this._interval = null !== (_a = this.attribute.interval) && void 0 !== _a ? _a : 1e3;
46
45
  const frames = this._data.length;
47
46
  this.attribute.totalDuration && this._data.length ? (this._totalDuration = this.attribute.totalDuration,
48
47
  this._interval = this._totalDuration / (null != frames ? frames : 1)) : (this._totalDuration = this._interval * frames,
49
48
  this._interval = this.attribute.interval);
49
+ }, this._initDataIndex = () => {
50
+ var _a;
51
+ this._dataIndex = null !== (_a = this.attribute.dataIndex) && void 0 !== _a ? _a : this._minIndex;
50
52
  }, this._initEvents = () => {
51
53
  this.attribute.disableTriggerEvent || (this._controller.addEventListener(ControllerEventEnum.OnPlay, (e => {
52
54
  e.stopPropagation(), this.play();
@@ -96,7 +98,7 @@ export class ContinuousPlayer extends BasePlayer {
96
98
  const now = Date.now(), interval = 1 * this._interval, elapsed = this._elapsed + interval;
97
99
  elapsed >= this._totalDuration ? (this._startTime = now - this._totalDuration, this._elapsed = this._totalDuration) : (this._startTime = this._startTime - interval,
98
100
  this._elapsed = elapsed), this._updateSlider(), this.dispatchCustomEvent(PlayerEventEnum.forward);
99
- }, this._initAttributes(), this._initEvents();
101
+ }, this._initAttributes(), this._initDataIndex(), this._initEvents();
100
102
  }
101
103
  dispatchCustomEvent(eventType) {
102
104
  super.dispatchCustomEvent(eventType, this._dataIndex);
@@ -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';\nimport { loadContinuousPlayerComponent } from './register';\n\nexport interface IContinuousPlayer {\n play: () => Promise<void>;\n pause: () => void;\n forward: () => void;\n backward: () => void;\n}\n\nloadContinuousPlayerComponent();\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"]}
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';\nimport { loadContinuousPlayerComponent } from './register';\n\nexport interface IContinuousPlayer {\n play: () => Promise<void>;\n pause: () => void;\n forward: () => void;\n backward: () => void;\n}\n\nloadContinuousPlayerComponent();\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._initDataIndex();\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\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dataIndex\n */\n private _initDataIndex = () => {\n this._dataIndex = this.attribute.dataIndex ?? this._minIndex;\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"]}
@@ -6,7 +6,7 @@ import { iconRight, iconPause, iconPlay, iconLeft, iconUp, iconDown } from "./as
6
6
 
7
7
  import { PlayerIcon } from "./icon";
8
8
 
9
- import { ControllerTypeEnum } from "./constant";
9
+ import { ControllerEventEnum, ControllerTypeEnum } from "./constant";
10
10
 
11
11
  export class Controller extends AbstractComponent {
12
12
  constructor(attributes, options) {
@@ -66,13 +66,13 @@ export class Controller extends AbstractComponent {
66
66
  }, this.renderForward = () => {
67
67
  this._forwardController.setAttributes(this._forwardAttr.style);
68
68
  }, this.play = () => {
69
- this._dispatchEvent("ControllerEventEnum.OnPlay");
69
+ this._dispatchEvent(ControllerEventEnum.OnPlay);
70
70
  }, this.pause = () => {
71
- this._dispatchEvent("ControllerEventEnum.OnPause");
71
+ this._dispatchEvent(ControllerEventEnum.OnPause);
72
72
  }, this.forward = () => {
73
- this._dispatchEvent("ControllerEventEnum.OnForward");
73
+ this._dispatchEvent(ControllerEventEnum.OnForward);
74
74
  }, this.backward = () => {
75
- this._dispatchEvent("ControllerEventEnum.OnBackward");
75
+ this._dispatchEvent(ControllerEventEnum.OnBackward);
76
76
  }, this.togglePlay = () => {
77
77
  this._playController.setAttributes(this._startAttr.style), this._isPaused = !0;
78
78
  }, this.togglePause = () => {
@@ -1 +1 @@
1
- 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent, ISymbolGraphicAttribute } 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 { ControllerTypeEnum } from './constant';\nimport type { ComponentOptions } from '../../interface';\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : 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 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 this._dispatchEvent('ControllerEventEnum.OnPlay');\n };\n\n pause = () => {\n this._dispatchEvent('ControllerEventEnum.OnPause');\n };\n\n forward = () => {\n this._dispatchEvent('ControllerEventEnum.OnForward');\n };\n\n backward = () => {\n this._dispatchEvent('ControllerEventEnum.OnBackward');\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"]}
1
+ 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{ isNil, merge } from '@visactor/vutils';\nimport type { FederatedPointerEvent, ISymbolGraphicAttribute } 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';\nimport type { ComponentOptions } from '../../interface';\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : 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 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 this._dispatchEvent(ControllerEventEnum.OnPlay);\n };\n\n pause = () => {\n this._dispatchEvent(ControllerEventEnum.OnPause);\n };\n\n forward = () => {\n this._dispatchEvent(ControllerEventEnum.OnForward);\n };\n\n backward = () => {\n this._dispatchEvent(ControllerEventEnum.OnBackward);\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"]}
@@ -22,6 +22,7 @@ export declare class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes>
22
22
  constructor(attributes: DiscretePlayerAttributes, options?: ComponentOptions);
23
23
  setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void;
24
24
  _initAttributes: () => void;
25
+ private _initDataIndex;
25
26
  private _initEvents;
26
27
  dispatchCustomEvent(event: PlayerEventEnum): void;
27
28
  play: () => void;
@@ -18,11 +18,13 @@ export class DiscretePlayer extends BasePlayer {
18
18
  constructor(attributes, options) {
19
19
  super((null == options ? void 0 : options.skipDefault) ? attributes : merge({}, attributes)),
20
20
  this._activeIndex = -1, this._isReachEnd = !1, this._initAttributes = () => {
21
- var _a, _b, _c, _d;
21
+ var _a, _b, _c;
22
22
  super._initAttributes(), this._alternate = null !== (_a = this.attribute.alternate) && void 0 !== _a && _a,
23
23
  this._interval = null !== (_b = this.attribute.interval) && void 0 !== _b ? _b : 1e3,
24
- this._direction = null !== (_c = this.attribute.direction) && void 0 !== _c ? _c : DirectionEnum.Default,
25
- this._dataIndex = isNil(this.attribute.dataIndex) ? "default" === this._direction ? this._minIndex : this._maxIndex : null !== (_d = this.attribute.dataIndex) && void 0 !== _d ? _d : 0,
24
+ this._direction = null !== (_c = this.attribute.direction) && void 0 !== _c ? _c : DirectionEnum.Default;
25
+ }, this._initDataIndex = () => {
26
+ var _a;
27
+ this._dataIndex = isNil(this.attribute.dataIndex) ? "default" === this._direction ? this._minIndex : this._maxIndex : null !== (_a = this.attribute.dataIndex) && void 0 !== _a ? _a : 0,
26
28
  this._slider.setAttribute("value", this._dataIndex);
27
29
  }, this._initEvents = () => {
28
30
  this.attribute.disableTriggerEvent || (this._controller.addEventListener(ControllerEventEnum.OnPlay, (e => {
@@ -79,7 +81,7 @@ export class DiscretePlayer extends BasePlayer {
79
81
  const index = Math.min(this._dataIndex + 1, this._maxIndex);
80
82
  this._updateDataIndex(index), this.dispatchCustomEvent(PlayerEventEnum.change),
81
83
  this.dispatchCustomEvent(PlayerEventEnum.forward);
82
- }, this._initAttributes(), this._initEvents();
84
+ }, this._initAttributes(), this._initDataIndex(), this._initEvents();
83
85
  }
84
86
  setAttributes(params, forceUpdateTag) {
85
87
  super.setAttributes(params, forceUpdateTag), this._initAttributes();
@@ -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';\nimport type { ComponentOptions } from '../interface';\nimport { loadDiscretePlayerComponent } from './register';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\n\nloadDiscretePlayerComponent();\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : 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"]}
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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';\nimport type { ComponentOptions } from '../interface';\nimport { loadDiscretePlayerComponent } from './register';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\n\nloadDiscretePlayerComponent();\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, attributes));\n\n this._initAttributes();\n this._initDataIndex();\n this._initEvents();\n }\n\n setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void {\n super.setAttributes(params, forceUpdateTag);\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\n /**\n * 初始化dataIndex\n */\n private _initDataIndex = () => {\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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-components",
3
- "version": "0.18.11-alpha.0",
3
+ "version": "0.18.11-alpha.2",
4
4
  "description": "components library for dp visualization",
5
5
  "sideEffects": false,
6
6
  "main": "cjs/index.js",
@@ -12,8 +12,8 @@
12
12
  "dist"
13
13
  ],
14
14
  "dependencies": {
15
- "@visactor/vrender-core": "0.18.11-alpha.0",
16
- "@visactor/vrender-kits": "0.18.11-alpha.0",
15
+ "@visactor/vrender-core": "0.18.11-alpha.2",
16
+ "@visactor/vrender-kits": "0.18.11-alpha.2",
17
17
  "@visactor/vutils": "~0.18.1",
18
18
  "@visactor/vscale": "~0.17.3"
19
19
  },
@@ -28,8 +28,8 @@
28
28
  "eslint": "~8.18.0",
29
29
  "vite": "3.2.6",
30
30
  "typescript": "4.9.5",
31
- "@internal/bundler": "0.0.1",
32
31
  "@internal/eslint-config": "0.0.1",
32
+ "@internal/bundler": "0.0.1",
33
33
  "@internal/ts-config": "0.0.1"
34
34
  },
35
35
  "keywords": [
@@ -1,2 +0,0 @@
1
- export * from './radio';
2
- export * from './type';
@@ -1,21 +0,0 @@
1
- "use strict";
2
-
3
- var __createBinding = this && this.__createBinding || (Object.create ? function(o, m, k, k2) {
4
- void 0 === k2 && (k2 = k);
5
- var desc = Object.getOwnPropertyDescriptor(m, k);
6
- desc && !("get" in desc ? !m.__esModule : desc.writable || desc.configurable) || (desc = {
7
- enumerable: !0,
8
- get: function() {
9
- return m[k];
10
- }
11
- }), Object.defineProperty(o, k2, desc);
12
- } : function(o, m, k, k2) {
13
- void 0 === k2 && (k2 = k), o[k2] = m[k];
14
- }), __exportStar = this && this.__exportStar || function(m, exports) {
15
- for (var p in m) "default" === p || Object.prototype.hasOwnProperty.call(exports, p) || __createBinding(exports, m, p);
16
- };
17
-
18
- Object.defineProperty(exports, "__esModule", {
19
- value: !0
20
- }), __exportStar(require("./radio"), exports), __exportStar(require("./type"), exports);
21
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/radio/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,0CAAwB;AACxB,yCAAuB","file":"index.js","sourcesContent":["export * from './radio';\nexport * from './type';\n"]}
@@ -1,16 +0,0 @@
1
- import { AbstractComponent } from '../core/base';
2
- import type { RadioAttributes } from './type';
3
- import { Arc, WrapText } from '@visactor/vrender-core';
4
- import type { ComponentOptions } from '../interface';
5
- export declare class Radio extends AbstractComponent<Required<RadioAttributes>> {
6
- static defaultAttributes: Partial<RadioAttributes>;
7
- _circle: Arc;
8
- _text: WrapText;
9
- constructor(attributes: RadioAttributes, options?: ComponentOptions);
10
- render(): void;
11
- renderCircle(): void;
12
- renderText(): void;
13
- renderGroup(): void;
14
- layout(): void;
15
- private _handlePointerUp;
16
- }
@@ -1,88 +0,0 @@
1
- "use strict";
2
-
3
- Object.defineProperty(exports, "__esModule", {
4
- value: !0
5
- }), exports.Radio = void 0;
6
-
7
- const vutils_1 = require("@visactor/vutils"), base_1 = require("../core/base"), vrender_core_1 = require("@visactor/vrender-core"), register_1 = require("./register");
8
-
9
- (0, register_1.loadRadioComponent)();
10
-
11
- class Radio extends base_1.AbstractComponent {
12
- constructor(attributes, options) {
13
- super((null == options ? void 0 : options.skipDefault) ? attributes : (0, vutils_1.merge)({}, Radio.defaultAttributes, attributes)),
14
- this._handlePointerUp = () => {
15
- this.attribute.disabled || this.attribute.checked || (this.setAttribute("checked", !0),
16
- this._dispatchEvent("radio_checked", {
17
- eventType: "radio_checked",
18
- target: this
19
- }));
20
- }, this.renderGroup(), this.onBeforeAttributeUpdate = (val, attributes, key) => {
21
- "interactive" in val && this.setAttribute("pickable", val.interactive), "disabled" in val && this.setAttribute("cursor", val.disable ? this.attribute.disableCursor : this.attribute.cursor);
22
- }, this.addEventListener("pointerup", this._handlePointerUp);
23
- }
24
- render() {
25
- this.removeAllChild(!0), this.renderCircle(), this.renderText(), this.layout();
26
- }
27
- renderCircle() {
28
- this._circle = new vrender_core_1.Arc((0, vutils_1.merge)({}, this.attribute.circle));
29
- const isChecked = this.attribute.checked;
30
- isChecked && this.attribute.disabled ? this._circle.setAttributes({
31
- fill: this.attribute.circle.disableCheckedFill,
32
- stroke: this.attribute.circle.disableCheckedStroke
33
- }) : isChecked && this._circle.setAttributes({
34
- fill: this.attribute.circle.checkedFill,
35
- stroke: this.attribute.circle.checkedStroke
36
- }), this.appendChild(this._circle);
37
- }
38
- renderText() {
39
- this._text = new vrender_core_1.WrapText((0, vutils_1.merge)({}, this.attribute.text)),
40
- this.attribute.disabled && this._text.setAttribute("fill", this.attribute.text.disableFill),
41
- this.appendChild(this._text);
42
- }
43
- renderGroup() {
44
- this.attribute.interactive || this.setAttribute("pickable", !1), this.attribute.disabled && this.setAttribute("cursor", this.attribute.disableCursor);
45
- }
46
- layout() {
47
- const circleHeight = 2 * this.attribute.circle.outerRadius, textHeight = this._text.AABBBounds.height(), maxHeight = Math.max(circleHeight, textHeight), circleY = maxHeight / 2 - circleHeight / 2 + this.attribute.circle.outerRadius, textY = maxHeight / 2 - textHeight / 2, circleWidth = 2 * this.attribute.circle.outerRadius, circleX = this.attribute.circle.outerRadius, textX = circleWidth + this.attribute.spaceBetweenTextAndIcon;
48
- this._circle.setAttributes({
49
- x: circleX,
50
- y: circleY
51
- }), this._text.setAttributes({
52
- x: textX,
53
- y: textY
54
- });
55
- }
56
- }
57
-
58
- exports.Radio = Radio, Radio.defaultAttributes = {
59
- interactive: !0,
60
- disabled: !1,
61
- checked: !1,
62
- cursor: "pointer",
63
- disableCursor: "not-allowed",
64
- spaceBetweenTextAndIcon: 8,
65
- text: {
66
- text: "text",
67
- fontSize: 14,
68
- fill: "#000",
69
- disableFill: "rgb(201,205,212)",
70
- textBaseline: "top",
71
- pickable: !1
72
- },
73
- circle: {
74
- outerRadius: 7,
75
- innerRadius: 3,
76
- startAngle: 0,
77
- endAngle: 2 * Math.PI,
78
- fill: "#fff",
79
- stroke: "rgb(229,230,235)",
80
- disableFill: "rgb(242,243,245)",
81
- checkedFill: "rgb(22, 93, 255)",
82
- checkedStroke: "rgb(22, 93, 255)",
83
- disableCheckedFill: "rgb(148, 191, 255)",
84
- disableCheckedStroke: "rgb(148, 191, 255)",
85
- pickable: !1
86
- }
87
- };
88
- //# sourceMappingURL=radio.js.map
@@ -1 +0,0 @@
1
- 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{ merge } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { RadioAttributes } from './type';\nimport { Arc, WrapText } from '@visactor/vrender-core';\nimport type { ComponentOptions } from '../interface';\nimport { loadRadioComponent } from './register';\n\nloadRadioComponent();\nexport class Radio extends AbstractComponent<Required<RadioAttributes>> {\n static defaultAttributes: Partial<RadioAttributes> = {\n interactive: true,\n disabled: false,\n checked: false,\n cursor: 'pointer',\n disableCursor: 'not-allowed',\n spaceBetweenTextAndIcon: 8,\n text: {\n text: 'text',\n fontSize: 14,\n fill: '#000',\n disableFill: 'rgb(201,205,212)',\n textBaseline: 'top',\n pickable: false\n },\n circle: {\n outerRadius: 7,\n innerRadius: 3,\n startAngle: 0,\n endAngle: 2 * Math.PI,\n fill: '#fff',\n stroke: 'rgb(229,230,235)',\n disableFill: 'rgb(242,243,245)',\n checkedFill: 'rgb(22, 93, 255)',\n checkedStroke: 'rgb(22, 93, 255)',\n disableCheckedFill: 'rgb(148, 191, 255)',\n disableCheckedStroke: 'rgb(148, 191, 255)',\n pickable: false\n }\n };\n _circle: Arc;\n _text: WrapText;\n\n constructor(attributes: RadioAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Radio.defaultAttributes, attributes));\n this.renderGroup();\n\n this.onBeforeAttributeUpdate = (val: any, attributes: any, key: null | string | string[]) => {\n if ('interactive' in val) {\n this.setAttribute('pickable', val.interactive);\n }\n if ('disabled' in val) {\n this.setAttribute('cursor', val.disable ? this.attribute.disableCursor : this.attribute.cursor);\n }\n return undefined;\n };\n\n this.addEventListener('pointerup', this._handlePointerUp);\n }\n\n render() {\n this.removeAllChild(true);\n\n this.renderCircle();\n this.renderText();\n this.layout();\n }\n\n renderCircle() {\n this._circle = new Arc(merge({}, this.attribute.circle));\n const isChecked = this.attribute.checked;\n if (isChecked && this.attribute.disabled) {\n this._circle.setAttributes({\n fill: this.attribute.circle.disableCheckedFill,\n stroke: this.attribute.circle.disableCheckedStroke\n });\n } else if (isChecked) {\n this._circle.setAttributes({\n fill: this.attribute.circle.checkedFill,\n stroke: this.attribute.circle.checkedStroke\n });\n }\n this.appendChild(this._circle);\n }\n\n renderText() {\n this._text = new WrapText(merge({}, this.attribute.text));\n if (this.attribute.disabled) {\n this._text.setAttribute('fill', this.attribute.text.disableFill);\n }\n this.appendChild(this._text);\n }\n\n renderGroup() {\n if (!this.attribute.interactive) {\n this.setAttribute('pickable', false);\n }\n if (this.attribute.disabled) {\n this.setAttribute('cursor', this.attribute.disableCursor);\n }\n }\n\n layout() {\n const circleHeight = this.attribute.circle.outerRadius * 2;\n const textHeight = this._text.AABBBounds.height();\n const maxHeight = Math.max(circleHeight, textHeight);\n const circleY = maxHeight / 2 - circleHeight / 2 + this.attribute.circle.outerRadius;\n const textY = maxHeight / 2 - textHeight / 2;\n\n const circleWidth = this.attribute.circle.outerRadius * 2;\n const circleX = this.attribute.circle.outerRadius;\n const textX = circleWidth + this.attribute.spaceBetweenTextAndIcon;\n\n this._circle.setAttributes({\n x: circleX,\n y: circleY\n });\n this._text.setAttributes({\n x: textX,\n y: textY\n });\n }\n\n private _handlePointerUp = () => {\n if (this.attribute.disabled || this.attribute.checked) {\n // checked do nothing\n return;\n }\n this.setAttribute('checked', true);\n\n this._dispatchEvent('radio_checked', {\n eventType: 'radio_checked',\n target: this\n });\n };\n}\n"]}
@@ -1 +0,0 @@
1
- export declare function loadRadioComponent(): void;
@@ -1,15 +0,0 @@
1
- "use strict";
2
-
3
- Object.defineProperty(exports, "__esModule", {
4
- value: !0
5
- }), exports.loadRadioComponent = void 0;
6
-
7
- const vrender_kits_1 = require("@visactor/vrender-kits");
8
-
9
- function loadRadioComponent() {
10
- (0, vrender_kits_1.registerGroup)(), (0, vrender_kits_1.registerRect)(), (0, vrender_kits_1.registerWrapText)(),
11
- (0, vrender_kits_1.registerImage)();
12
- }
13
-
14
- exports.loadRadioComponent = loadRadioComponent;
15
- //# sourceMappingURL=register.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/radio/register.ts"],"names":[],"mappings":";;;AAAA,yDAAsG;AAEtG,SAAgB,kBAAkB;IAChC,IAAA,4BAAa,GAAE,CAAC;IAChB,IAAA,2BAAY,GAAE,CAAC;IACf,IAAA,+BAAgB,GAAE,CAAC;IACnB,IAAA,4BAAa,GAAE,CAAC;AAClB,CAAC;AALD,gDAKC","file":"register.js","sourcesContent":["import { registerGroup, registerImage, registerRect, registerWrapText } from '@visactor/vrender-kits';\n\nexport function loadRadioComponent() {\n registerGroup();\n registerRect();\n registerWrapText();\n registerImage();\n}\n"]}
@@ -1,21 +0,0 @@
1
- import type { Cursor, IArcGraphicAttribute, IColor, IGroupGraphicAttribute, IWrapTextGraphicAttribute } from '@visactor/vrender-core';
2
- export type RadioText = {
3
- disableFill?: IColor;
4
- } & IWrapTextGraphicAttribute;
5
- export type CircleStyle = {
6
- disableFill?: IColor;
7
- checkedFill?: IColor;
8
- checkedStroke?: IColor;
9
- disableCheckedFill?: IColor;
10
- disableCheckedStroke?: IColor;
11
- } & IArcGraphicAttribute;
12
- export type RadioAttributes = IGroupGraphicAttribute & {
13
- id?: string;
14
- interactive?: boolean;
15
- disabled?: boolean;
16
- checked?: boolean;
17
- text?: RadioText;
18
- circle?: CircleStyle;
19
- disableCursor?: Cursor;
20
- spaceBetweenTextAndIcon?: number;
21
- };
package/cjs/radio/type.js DELETED
@@ -1,6 +0,0 @@
1
- "use strict";
2
-
3
- Object.defineProperty(exports, "__esModule", {
4
- value: !0
5
- });
6
- //# sourceMappingURL=type.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/radio/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type {\n Cursor,\n IArcGraphicAttribute,\n IColor,\n IGroupGraphicAttribute,\n IWrapTextGraphicAttribute\n} from '@visactor/vrender-core';\n\nexport type RadioText = {\n disableFill?: IColor;\n} & IWrapTextGraphicAttribute;\n\nexport type CircleStyle = {\n disableFill?: IColor;\n checkedFill?: IColor;\n checkedStroke?: IColor;\n disableCheckedFill?: IColor;\n disableCheckedStroke?: IColor;\n} & IArcGraphicAttribute;\n\nexport type RadioAttributes = IGroupGraphicAttribute & {\n id?: string;\n\n interactive?: boolean;\n disabled?: boolean;\n checked?: boolean;\n\n /**\n * 图例文字\n */\n text?: RadioText;\n /**\n * 图例选中图标\n */\n circle?: CircleStyle;\n /**\n * 图例选中图标\n */\n disableCursor?: Cursor;\n spaceBetweenTextAndIcon?: number;\n};\n"]}
@@ -1,2 +0,0 @@
1
- export * from './radio';
2
- export * from './type';
package/es/radio/index.js DELETED
@@ -1,4 +0,0 @@
1
- export * from "./radio";
2
-
3
- export * from "./type";
4
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/radio/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,QAAQ,CAAC","file":"index.js","sourcesContent":["export * from './radio';\nexport * from './type';\n"]}
@@ -1,16 +0,0 @@
1
- import { AbstractComponent } from '../core/base';
2
- import type { RadioAttributes } from './type';
3
- import { Arc, WrapText } from '@visactor/vrender-core';
4
- import type { ComponentOptions } from '../interface';
5
- export declare class Radio extends AbstractComponent<Required<RadioAttributes>> {
6
- static defaultAttributes: Partial<RadioAttributes>;
7
- _circle: Arc;
8
- _text: WrapText;
9
- constructor(attributes: RadioAttributes, options?: ComponentOptions);
10
- render(): void;
11
- renderCircle(): void;
12
- renderText(): void;
13
- renderGroup(): void;
14
- layout(): void;
15
- private _handlePointerUp;
16
- }
package/es/radio/radio.js DELETED
@@ -1,87 +0,0 @@
1
- import { merge } from "@visactor/vutils";
2
-
3
- import { AbstractComponent } from "../core/base";
4
-
5
- import { Arc, WrapText } from "@visactor/vrender-core";
6
-
7
- import { loadRadioComponent } from "./register";
8
-
9
- loadRadioComponent();
10
-
11
- export class Radio extends AbstractComponent {
12
- constructor(attributes, options) {
13
- super((null == options ? void 0 : options.skipDefault) ? attributes : merge({}, Radio.defaultAttributes, attributes)),
14
- this._handlePointerUp = () => {
15
- this.attribute.disabled || this.attribute.checked || (this.setAttribute("checked", !0),
16
- this._dispatchEvent("radio_checked", {
17
- eventType: "radio_checked",
18
- target: this
19
- }));
20
- }, this.renderGroup(), this.onBeforeAttributeUpdate = (val, attributes, key) => {
21
- "interactive" in val && this.setAttribute("pickable", val.interactive), "disabled" in val && this.setAttribute("cursor", val.disable ? this.attribute.disableCursor : this.attribute.cursor);
22
- }, this.addEventListener("pointerup", this._handlePointerUp);
23
- }
24
- render() {
25
- this.removeAllChild(!0), this.renderCircle(), this.renderText(), this.layout();
26
- }
27
- renderCircle() {
28
- this._circle = new Arc(merge({}, this.attribute.circle));
29
- const isChecked = this.attribute.checked;
30
- isChecked && this.attribute.disabled ? this._circle.setAttributes({
31
- fill: this.attribute.circle.disableCheckedFill,
32
- stroke: this.attribute.circle.disableCheckedStroke
33
- }) : isChecked && this._circle.setAttributes({
34
- fill: this.attribute.circle.checkedFill,
35
- stroke: this.attribute.circle.checkedStroke
36
- }), this.appendChild(this._circle);
37
- }
38
- renderText() {
39
- this._text = new WrapText(merge({}, this.attribute.text)), this.attribute.disabled && this._text.setAttribute("fill", this.attribute.text.disableFill),
40
- this.appendChild(this._text);
41
- }
42
- renderGroup() {
43
- this.attribute.interactive || this.setAttribute("pickable", !1), this.attribute.disabled && this.setAttribute("cursor", this.attribute.disableCursor);
44
- }
45
- layout() {
46
- const circleHeight = 2 * this.attribute.circle.outerRadius, textHeight = this._text.AABBBounds.height(), maxHeight = Math.max(circleHeight, textHeight), circleY = maxHeight / 2 - circleHeight / 2 + this.attribute.circle.outerRadius, textY = maxHeight / 2 - textHeight / 2, circleWidth = 2 * this.attribute.circle.outerRadius, circleX = this.attribute.circle.outerRadius, textX = circleWidth + this.attribute.spaceBetweenTextAndIcon;
47
- this._circle.setAttributes({
48
- x: circleX,
49
- y: circleY
50
- }), this._text.setAttributes({
51
- x: textX,
52
- y: textY
53
- });
54
- }
55
- }
56
-
57
- Radio.defaultAttributes = {
58
- interactive: !0,
59
- disabled: !1,
60
- checked: !1,
61
- cursor: "pointer",
62
- disableCursor: "not-allowed",
63
- spaceBetweenTextAndIcon: 8,
64
- text: {
65
- text: "text",
66
- fontSize: 14,
67
- fill: "#000",
68
- disableFill: "rgb(201,205,212)",
69
- textBaseline: "top",
70
- pickable: !1
71
- },
72
- circle: {
73
- outerRadius: 7,
74
- innerRadius: 3,
75
- startAngle: 0,
76
- endAngle: 2 * Math.PI,
77
- fill: "#fff",
78
- stroke: "rgb(229,230,235)",
79
- disableFill: "rgb(242,243,245)",
80
- checkedFill: "rgb(22, 93, 255)",
81
- checkedStroke: "rgb(22, 93, 255)",
82
- disableCheckedFill: "rgb(148, 191, 255)",
83
- disableCheckedStroke: "rgb(148, 191, 255)",
84
- pickable: !1
85
- }
86
- };
87
- //# sourceMappingURL=radio.js.map
@@ -1 +0,0 @@
1
- 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{ merge } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { RadioAttributes } from './type';\nimport { Arc, WrapText } from '@visactor/vrender-core';\nimport type { ComponentOptions } from '../interface';\nimport { loadRadioComponent } from './register';\n\nloadRadioComponent();\nexport class Radio extends AbstractComponent<Required<RadioAttributes>> {\n static defaultAttributes: Partial<RadioAttributes> = {\n interactive: true,\n disabled: false,\n checked: false,\n cursor: 'pointer',\n disableCursor: 'not-allowed',\n spaceBetweenTextAndIcon: 8,\n text: {\n text: 'text',\n fontSize: 14,\n fill: '#000',\n disableFill: 'rgb(201,205,212)',\n textBaseline: 'top',\n pickable: false\n },\n circle: {\n outerRadius: 7,\n innerRadius: 3,\n startAngle: 0,\n endAngle: 2 * Math.PI,\n fill: '#fff',\n stroke: 'rgb(229,230,235)',\n disableFill: 'rgb(242,243,245)',\n checkedFill: 'rgb(22, 93, 255)',\n checkedStroke: 'rgb(22, 93, 255)',\n disableCheckedFill: 'rgb(148, 191, 255)',\n disableCheckedStroke: 'rgb(148, 191, 255)',\n pickable: false\n }\n };\n _circle: Arc;\n _text: WrapText;\n\n constructor(attributes: RadioAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Radio.defaultAttributes, attributes));\n this.renderGroup();\n\n this.onBeforeAttributeUpdate = (val: any, attributes: any, key: null | string | string[]) => {\n if ('interactive' in val) {\n this.setAttribute('pickable', val.interactive);\n }\n if ('disabled' in val) {\n this.setAttribute('cursor', val.disable ? this.attribute.disableCursor : this.attribute.cursor);\n }\n return undefined;\n };\n\n this.addEventListener('pointerup', this._handlePointerUp);\n }\n\n render() {\n this.removeAllChild(true);\n\n this.renderCircle();\n this.renderText();\n this.layout();\n }\n\n renderCircle() {\n this._circle = new Arc(merge({}, this.attribute.circle));\n const isChecked = this.attribute.checked;\n if (isChecked && this.attribute.disabled) {\n this._circle.setAttributes({\n fill: this.attribute.circle.disableCheckedFill,\n stroke: this.attribute.circle.disableCheckedStroke\n });\n } else if (isChecked) {\n this._circle.setAttributes({\n fill: this.attribute.circle.checkedFill,\n stroke: this.attribute.circle.checkedStroke\n });\n }\n this.appendChild(this._circle);\n }\n\n renderText() {\n this._text = new WrapText(merge({}, this.attribute.text));\n if (this.attribute.disabled) {\n this._text.setAttribute('fill', this.attribute.text.disableFill);\n }\n this.appendChild(this._text);\n }\n\n renderGroup() {\n if (!this.attribute.interactive) {\n this.setAttribute('pickable', false);\n }\n if (this.attribute.disabled) {\n this.setAttribute('cursor', this.attribute.disableCursor);\n }\n }\n\n layout() {\n const circleHeight = this.attribute.circle.outerRadius * 2;\n const textHeight = this._text.AABBBounds.height();\n const maxHeight = Math.max(circleHeight, textHeight);\n const circleY = maxHeight / 2 - circleHeight / 2 + this.attribute.circle.outerRadius;\n const textY = maxHeight / 2 - textHeight / 2;\n\n const circleWidth = this.attribute.circle.outerRadius * 2;\n const circleX = this.attribute.circle.outerRadius;\n const textX = circleWidth + this.attribute.spaceBetweenTextAndIcon;\n\n this._circle.setAttributes({\n x: circleX,\n y: circleY\n });\n this._text.setAttributes({\n x: textX,\n y: textY\n });\n }\n\n private _handlePointerUp = () => {\n if (this.attribute.disabled || this.attribute.checked) {\n // checked do nothing\n return;\n }\n this.setAttribute('checked', true);\n\n this._dispatchEvent('radio_checked', {\n eventType: 'radio_checked',\n target: this\n });\n };\n}\n"]}
@@ -1 +0,0 @@
1
- export declare function loadRadioComponent(): void;
@@ -1,6 +0,0 @@
1
- import { registerGroup, registerImage, registerRect, registerWrapText } from "@visactor/vrender-kits";
2
-
3
- export function loadRadioComponent() {
4
- registerGroup(), registerRect(), registerWrapText(), registerImage();
5
- }
6
- //# sourceMappingURL=register.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/radio/register.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,YAAY,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAEtG,MAAM,UAAU,kBAAkB;IAChC,aAAa,EAAE,CAAC;IAChB,YAAY,EAAE,CAAC;IACf,gBAAgB,EAAE,CAAC;IACnB,aAAa,EAAE,CAAC;AAClB,CAAC","file":"register.js","sourcesContent":["import { registerGroup, registerImage, registerRect, registerWrapText } from '@visactor/vrender-kits';\n\nexport function loadRadioComponent() {\n registerGroup();\n registerRect();\n registerWrapText();\n registerImage();\n}\n"]}
@@ -1,21 +0,0 @@
1
- import type { Cursor, IArcGraphicAttribute, IColor, IGroupGraphicAttribute, IWrapTextGraphicAttribute } from '@visactor/vrender-core';
2
- export type RadioText = {
3
- disableFill?: IColor;
4
- } & IWrapTextGraphicAttribute;
5
- export type CircleStyle = {
6
- disableFill?: IColor;
7
- checkedFill?: IColor;
8
- checkedStroke?: IColor;
9
- disableCheckedFill?: IColor;
10
- disableCheckedStroke?: IColor;
11
- } & IArcGraphicAttribute;
12
- export type RadioAttributes = IGroupGraphicAttribute & {
13
- id?: string;
14
- interactive?: boolean;
15
- disabled?: boolean;
16
- checked?: boolean;
17
- text?: RadioText;
18
- circle?: CircleStyle;
19
- disableCursor?: Cursor;
20
- spaceBetweenTextAndIcon?: number;
21
- };
package/es/radio/type.js DELETED
@@ -1,2 +0,0 @@
1
- export { };
2
- //# sourceMappingURL=type.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/radio/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type {\n Cursor,\n IArcGraphicAttribute,\n IColor,\n IGroupGraphicAttribute,\n IWrapTextGraphicAttribute\n} from '@visactor/vrender-core';\n\nexport type RadioText = {\n disableFill?: IColor;\n} & IWrapTextGraphicAttribute;\n\nexport type CircleStyle = {\n disableFill?: IColor;\n checkedFill?: IColor;\n checkedStroke?: IColor;\n disableCheckedFill?: IColor;\n disableCheckedStroke?: IColor;\n} & IArcGraphicAttribute;\n\nexport type RadioAttributes = IGroupGraphicAttribute & {\n id?: string;\n\n interactive?: boolean;\n disabled?: boolean;\n checked?: boolean;\n\n /**\n * 图例文字\n */\n text?: RadioText;\n /**\n * 图例选中图标\n */\n circle?: CircleStyle;\n /**\n * 图例选中图标\n */\n disableCursor?: Cursor;\n spaceBetweenTextAndIcon?: number;\n};\n"]}