@visactor/vrender-components 0.18.4 → 0.18.6

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 (65) hide show
  1. package/cjs/axis/animate/group-transition.d.ts +0 -1
  2. package/cjs/axis/animate/group-transition.js +2 -10
  3. package/cjs/axis/animate/group-transition.js.map +1 -1
  4. package/cjs/axis/base.d.ts +8 -3
  5. package/cjs/axis/base.js +6 -2
  6. package/cjs/axis/base.js.map +1 -1
  7. package/cjs/axis/grid/base.d.ts +8 -3
  8. package/cjs/axis/grid/base.js +6 -2
  9. package/cjs/axis/grid/base.js.map +1 -1
  10. package/cjs/axis/line.js +18 -3
  11. package/cjs/axis/line.js.map +1 -1
  12. package/cjs/axis/overlap/auto-limit.d.ts +1 -0
  13. package/cjs/axis/overlap/auto-limit.js +30 -6
  14. package/cjs/axis/overlap/auto-limit.js.map +1 -1
  15. package/cjs/axis/overlap/util.d.ts +12 -0
  16. package/cjs/axis/overlap/util.js +40 -2
  17. package/cjs/axis/overlap/util.js.map +1 -1
  18. package/cjs/axis/util.d.ts +3 -1
  19. package/cjs/axis/util.js +11 -3
  20. package/cjs/axis/util.js.map +1 -1
  21. package/cjs/brush/brush.d.ts +1 -0
  22. package/cjs/brush/brush.js +5 -4
  23. package/cjs/brush/brush.js.map +1 -1
  24. package/cjs/index.d.ts +1 -1
  25. package/cjs/index.js +1 -1
  26. package/cjs/index.js.map +1 -1
  27. package/cjs/legend/discrete/discrete.d.ts +5 -0
  28. package/cjs/legend/discrete/discrete.js +120 -85
  29. package/cjs/legend/discrete/discrete.js.map +1 -1
  30. package/cjs/scrollbar/scrollbar.d.ts +1 -0
  31. package/cjs/scrollbar/scrollbar.js +7 -6
  32. package/cjs/scrollbar/scrollbar.js.map +1 -1
  33. package/es/axis/animate/group-transition.d.ts +0 -1
  34. package/es/axis/animate/group-transition.js +2 -10
  35. package/es/axis/animate/group-transition.js.map +1 -1
  36. package/es/axis/base.d.ts +8 -3
  37. package/es/axis/base.js +7 -1
  38. package/es/axis/base.js.map +1 -1
  39. package/es/axis/grid/base.d.ts +8 -3
  40. package/es/axis/grid/base.js +7 -1
  41. package/es/axis/grid/base.js.map +1 -1
  42. package/es/axis/line.js +18 -3
  43. package/es/axis/line.js.map +1 -1
  44. package/es/axis/overlap/auto-limit.d.ts +1 -0
  45. package/es/axis/overlap/auto-limit.js +30 -5
  46. package/es/axis/overlap/auto-limit.js.map +1 -1
  47. package/es/axis/overlap/util.d.ts +12 -0
  48. package/es/axis/overlap/util.js +37 -0
  49. package/es/axis/overlap/util.js.map +1 -1
  50. package/es/axis/util.d.ts +3 -1
  51. package/es/axis/util.js +9 -0
  52. package/es/axis/util.js.map +1 -1
  53. package/es/brush/brush.d.ts +1 -0
  54. package/es/brush/brush.js +5 -4
  55. package/es/brush/brush.js.map +1 -1
  56. package/es/index.d.ts +1 -1
  57. package/es/index.js +1 -1
  58. package/es/index.js.map +1 -1
  59. package/es/legend/discrete/discrete.d.ts +5 -0
  60. package/es/legend/discrete/discrete.js +122 -86
  61. package/es/legend/discrete/discrete.js.map +1 -1
  62. package/es/scrollbar/scrollbar.d.ts +1 -0
  63. package/es/scrollbar/scrollbar.js +7 -6
  64. package/es/scrollbar/scrollbar.js.map +1 -1
  65. package/package.json +3 -3
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* @description 直线型坐标轴\n */\n// eslint-disable-next-line no-duplicate-imports\nimport {\n get,\n isNil,\n merge,\n isNumberClose,\n isEmpty,\n isFunction,\n isValidNumber,\n isValid,\n normalizePadding,\n mixin,\n last as peek\n} from '@visactor/vutils';\nimport { graphicCreator } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport type { TextAlignType, IGroup, INode, IText, TextBaselineType } from '@visactor/vrender-core';\nimport type { SegmentAttributes } from '../segment';\n// eslint-disable-next-line no-duplicate-imports\nimport { Segment } from '../segment';\nimport { angleTo } from '../util/matrix';\nimport type { TagAttributes } from '../tag';\nimport type { LineAttributes, LineAxisAttributes, TitleAttributes, AxisItem } from './type';\nimport { AxisBase } from './base';\nimport { DEFAULT_AXIS_THEME } from './config';\nimport { AXIS_ELEMENT_NAME, DEFAULT_STATES } from './constant';\nimport { measureTextSize } from '../util';\nimport { autoHide as autoHideFunc } from './overlap/auto-hide';\nimport { autoRotate as autoRotateFunc, getXAxisLabelAlign, getYAxisLabelAlign } from './overlap/auto-rotate';\nimport { autoLimit as autoLimitFunc } from './overlap/auto-limit';\nimport { alignAxisLabels } from '../util/align';\nimport { LineAxisMixin } from './mixin/line';\nimport type { ComponentOptions } from '../interface';\nimport { loadLineAxisComponent } from './register';\n\nloadLineAxisComponent();\nexport interface LineAxis\n extends Pick<LineAxisMixin, 'isInValidValue' | 'getTickCoord' | 'getVerticalVector' | 'getRelativeVector'>,\n AxisBase<LineAxisAttributes> {}\n\nexport class LineAxis extends AxisBase<LineAxisAttributes> {\n static defaultAttributes = DEFAULT_AXIS_THEME;\n\n constructor(attributes: LineAxisAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, LineAxis.defaultAttributes, attributes), options);\n }\n\n protected _renderInner(container: IGroup) {\n super._renderInner(container);\n const { panel } = this.attribute;\n\n // TODO: 目前是通过包围盒绘制,在一些情况下会有那问题,比如圆弧轴、带了箭头的坐标轴等\n // 坐标轴主体 panel\n if (panel && panel.visible) {\n const axisContainer = this.axisContainer;\n const axisContainerBounds = axisContainer.AABBBounds;\n const bgRect = graphicCreator.rect({\n x: axisContainerBounds.x1,\n y: axisContainerBounds.y1,\n width: axisContainerBounds.width(),\n height: axisContainerBounds.height(),\n ...panel.style\n });\n bgRect.name = AXIS_ELEMENT_NAME.background;\n bgRect.id = this._getNodeId('background');\n\n bgRect.states = merge({}, DEFAULT_STATES, panel.state ?? {});\n axisContainer.insertBefore(bgRect, axisContainer.firstChild);\n }\n }\n\n // TODO: break\n protected renderLine(container: IGroup): void {\n const { start, end, line } = this.attribute as LineAxisAttributes;\n const { startSymbol, endSymbol, style, breakRange, breakShape, breakShapeStyle, state, ...restLineAttrs } =\n line as LineAttributes;\n const lineAttrs = {\n points: [start, end],\n startSymbol,\n endSymbol,\n lineStyle: style,\n ...restLineAttrs\n } as SegmentAttributes;\n\n if (!isEmpty(state)) {\n lineAttrs.state = {\n line: merge({}, DEFAULT_STATES, state),\n symbol: merge({}, DEFAULT_STATES, state)\n };\n }\n\n const axisLineGroup = new Segment(lineAttrs);\n axisLineGroup.name = AXIS_ELEMENT_NAME.line;\n axisLineGroup.id = this._getNodeId('line');\n container.add(axisLineGroup as unknown as INode);\n }\n\n // TODO: 太 hack 了,需要静心优化\n protected getTitleAttribute() {\n const {\n position = 'middle',\n space = 4,\n textStyle = {},\n autoRotate = true,\n shape,\n background,\n state = {},\n ...restAttrs\n } = this.attribute.title as TitleAttributes;\n let percent = 0.5;\n if (position === 'start') {\n percent = 0;\n } else if (position === 'end') {\n percent = 1;\n }\n const { verticalFactor = 1 } = this.attribute;\n const factor = -1 * verticalFactor;\n const point = this.getTickCoord(percent);\n const axisVector = this.getRelativeVector();\n // HACK;\n let labelLength = 0;\n if (this.attribute.label?.visible && this.attribute.label.inside === false) {\n const space = +get(this.attribute, 'label.space', 4);\n labelLength += space;\n const layerCount = Object.keys(this.axisLabelLayerSize).length;\n if (axisVector[1] === 0) {\n const labelBoundsHeight = this.axisLabelsContainer ? this.axisLabelsContainer.AABBBounds.height() : 0;\n if (isFinite(labelBoundsHeight)) {\n labelLength += labelBoundsHeight + (layerCount - 1) * space;\n } else {\n labelLength = 0;\n }\n } else {\n if (axisVector[0] === 0) {\n const boundsWidth = this.axisLabelsContainer ? this.axisLabelsContainer.AABBBounds.width() : 0;\n if (isFinite(boundsWidth)) {\n labelLength += boundsWidth + (layerCount - 1) * space;\n } else {\n labelLength = 0;\n }\n } else {\n // 发生了旋转\n Object.keys(this.axisLabelLayerSize).forEach((layer, index) => {\n labelLength += this.axisLabelLayerSize[layer].width + (index > 0 ? space : 0);\n });\n }\n\n const textAlign = this.axisLabelLayerSize[0].textAlign;\n const isTextAlignStart = textAlign === 'start' || textAlign === 'left';\n const isTextCenter = textAlign === 'center';\n const isReverse = axisVector[1] > 0;\n if (factor === 1) {\n labelLength = isReverse\n ? isTextAlignStart\n ? labelLength\n : isTextCenter\n ? labelLength / 2\n : space\n : isTextAlignStart\n ? space\n : isTextCenter\n ? labelLength / 2\n : labelLength;\n } else {\n labelLength = isReverse\n ? isTextAlignStart\n ? space\n : isTextCenter\n ? labelLength / 2\n : labelLength\n : isTextAlignStart\n ? labelLength\n : isTextCenter\n ? labelLength / 2\n : space;\n }\n }\n }\n\n // 标题都默认朝外\n let tickLength = 0;\n if (this.attribute.tick?.visible && this.attribute.tick.inside === false) {\n tickLength = this.attribute.tick.length || 4;\n }\n if (this.attribute.subTick?.visible && this.attribute.subTick.inside === false) {\n tickLength = Math.max(tickLength, this.attribute.subTick.length || 2);\n }\n\n const offset = tickLength + labelLength + space;\n const titlePoint = this.getVerticalCoord(point, offset, false); // 标题的点\n const vector = this.getVerticalVector(offset, false, { x: 0, y: 0 });\n\n let { angle } = restAttrs; // 用户设置的是角度\n let textAlign;\n if (position === 'start') {\n textAlign = 'start';\n } else if (position === 'end') {\n textAlign = 'end';\n } else {\n textAlign = 'center';\n }\n let textBaseline;\n if (isNil(angle) && autoRotate) {\n const v1: [number, number] = [1, 0]; // 水平方向的向量\n const radian = angleTo(axisVector, v1, true);\n angle = radian;\n const { verticalFactor = 1 } = this.attribute;\n const factor = -1 * verticalFactor;\n if (factor === 1) {\n textBaseline = 'bottom';\n } else {\n textBaseline = 'top';\n }\n } else {\n // if (isValid(angle)) {\n // angle = degreeToRadian(angle);\n // }\n textAlign = this.getTextAlign(vector as number[]);\n textBaseline = this.getTextBaseline(vector as number[], false);\n }\n\n const attrs: TagAttributes = {\n ...titlePoint,\n ...restAttrs,\n textStyle: {\n // @ts-ignore\n textAlign,\n // @ts-ignore\n textBaseline,\n ...textStyle\n },\n state: {\n text: merge({}, DEFAULT_STATES, state.text),\n shape: merge({}, DEFAULT_STATES, state.shape),\n panel: merge({}, DEFAULT_STATES, state.background)\n }\n };\n attrs.angle = angle;\n\n if (shape && shape.visible) {\n attrs.shape = {\n visible: true,\n ...shape.style\n };\n if (shape.space) {\n attrs.space = shape.space;\n }\n }\n\n if (background && background.visible) {\n attrs.panel = {\n visible: true,\n ...background.style\n };\n }\n\n return attrs;\n }\n\n protected getTextBaseline(vector: number[], inside?: boolean): TextBaselineType {\n let base: TextBaselineType = 'middle';\n const { verticalFactor = 1 } = this.attribute;\n const factor = (inside ? 1 : -1) * verticalFactor;\n if (isNumberClose(vector[1], 0)) {\n if (isNumberClose(vector[0], 0) && !Object.is(vector[0], -0) && !Object.is(vector[1], -0)) {\n base = factor === 1 ? 'bottom' : 'top';\n } else {\n base = 'middle';\n }\n } else if (vector[1] > 0) {\n base = 'top';\n } else if (vector[1] < 0) {\n base = 'bottom';\n }\n return base;\n }\n\n protected getLabelAlign(\n vector: [number, number],\n inside?: boolean,\n angle?: number\n ): { textAlign: TextAlignType; textBaseline: TextBaselineType } {\n const orient = this.attribute.orient;\n if (isValidNumber(angle) || (vector[0] === 0 && vector[1] === 0)) {\n if (orient === 'top' || orient === 'bottom') {\n return getXAxisLabelAlign(orient, angle);\n }\n if (orient === 'left' || orient === 'right') {\n return getYAxisLabelAlign(orient, angle);\n }\n }\n\n return {\n textAlign: this.getTextAlign(vector),\n textBaseline: this.getTextBaseline(vector, inside)\n };\n }\n\n protected beforeLabelsOverlap(\n labelShapes: IText[],\n labelData: AxisItem[],\n labelContainer: IGroup,\n layer: number,\n layerCount: number\n ): void {\n const { flush = false } = this.attribute.label || {};\n if (flush && labelShapes.length) {\n // 首尾标签向内偏移\n const { orient, start: axisStart, end: axisEnd } = this.attribute;\n const isX = orient === 'bottom' || orient === 'top';\n const first = labelShapes[0];\n const last = peek(labelShapes);\n const isInverse = isX ? first.attribute.x > last.attribute.x : first.attribute.y < last.attribute.y;\n if (isX) {\n const leftMostLabel = isInverse ? last : first;\n const rightMostLabel = isInverse ? first : last;\n const left = axisStart.x;\n const right = axisEnd.x;\n const leftBound = leftMostLabel.AABBBounds.x1;\n const rightBound = rightMostLabel.AABBBounds.x2;\n\n if (leftBound < left) {\n const angle = leftMostLabel.attribute.angle;\n\n if (angle) {\n leftMostLabel.setAttributes({ dx: (leftMostLabel.attribute.dx ?? 0) + left - leftBound });\n } else {\n leftMostLabel.setAttributes({\n x: left,\n textAlign: 'left'\n });\n }\n }\n\n if (rightBound > right) {\n const angle = rightMostLabel.attribute.angle;\n\n if (angle) {\n rightMostLabel.setAttributes({ dx: (rightMostLabel.attribute.dx ?? 0) + right - rightBound });\n } else {\n rightMostLabel.setAttributes({\n x: right,\n textAlign: 'right'\n });\n }\n }\n } else {\n const bottomMostLabel = isInverse ? last : first;\n const topMostLabel = isInverse ? first : last;\n const bottomBound = bottomMostLabel.AABBBounds.y2;\n const topBound = topMostLabel.AABBBounds.y1;\n const top = axisStart.y;\n const bottom = axisEnd.y;\n\n if (topBound < top) {\n const angle = topMostLabel.attribute.angle;\n\n if (angle) {\n // has rotate\n topMostLabel.setAttributes({\n dy: (topMostLabel.attribute.dy ?? 0) + top - topBound\n });\n } else {\n topMostLabel.setAttributes({\n y: top,\n textBaseline: 'top'\n });\n }\n }\n\n if (bottomBound > bottom) {\n const angle = bottomMostLabel.attribute.angle;\n\n if (angle) {\n bottomMostLabel.setAttributes({\n dy: (bottomMostLabel.attribute.dy ?? 0) + bottom - bottomBound\n });\n } else {\n bottomMostLabel.setAttributes({\n y: bottom,\n textBaseline: 'bottom'\n });\n }\n }\n }\n }\n\n return;\n }\n protected handleLabelsOverlap(\n labelShapes: IText[],\n labelData: AxisItem[],\n labelContainer: IGroup,\n layer: number,\n layerCount: number\n ): void {\n if (isEmpty(labelShapes)) {\n return;\n }\n\n const { verticalLimitSize, label, orient } = this.attribute;\n const limitLength = this._getAxisLabelLimitLength(verticalLimitSize, layerCount);\n\n const {\n layoutFunc,\n autoRotate,\n autoRotateAngle,\n autoLimit,\n limitEllipsis,\n autoHide,\n autoHideMethod,\n autoHideSeparation,\n lastVisible\n } = label;\n\n if (isFunction(layoutFunc)) {\n // 自定义布局\n layoutFunc(labelShapes, labelData, layer, this);\n } else {\n // order: autoRotate -> autoLimit -> autoHide\n if (autoRotate) {\n autoRotateFunc(labelShapes, {\n labelRotateAngle: autoRotateAngle,\n orient\n });\n }\n if (autoLimit && isValidNumber(limitLength) && limitLength > 0) {\n const verticalLimitLength =\n orient === 'left' || orient === 'right'\n ? Math.abs(this.attribute.start.y - this.attribute.end.y) / labelShapes.length\n : !autoHide && !autoRotate\n ? Math.abs(this.attribute.start.x - this.attribute.end.x) / labelShapes.length\n : Infinity;\n autoLimitFunc(labelShapes, {\n limitLength,\n verticalLimitLength,\n ellipsis: limitEllipsis,\n orient\n });\n }\n if (autoHide) {\n autoHideFunc(labelShapes, {\n orient,\n method: autoHideMethod,\n separation: autoHideSeparation,\n lastVisible\n });\n }\n }\n }\n\n protected afterLabelsOverlap(\n labelShapes: IText[],\n labelData: AxisItem[],\n labelContainer: IGroup,\n layer: number,\n layerCount: number\n ) {\n const { verticalLimitSize, orient } = this.attribute;\n\n // 处理 verticalMinSize,根据 verticalMinSize 调整 labelContainer 的大小\n const isHorizontal = orient === 'bottom' || orient === 'top';\n const axisLabelContainerBounds = labelContainer.AABBBounds;\n let axisLabelContainerSize = isHorizontal ? axisLabelContainerBounds.height() : axisLabelContainerBounds.width();\n const { verticalMinSize } = this.attribute;\n\n if (isValidNumber(verticalMinSize) && (!isValidNumber(verticalLimitSize) || verticalMinSize <= verticalLimitSize)) {\n const minSize = this._getAxisLabelLimitLength(verticalMinSize, layerCount);\n axisLabelContainerSize = Math.max(axisLabelContainerSize, minSize);\n\n let x;\n let y;\n if (orient === 'left') {\n x = axisLabelContainerBounds.x2 - axisLabelContainerSize;\n y = axisLabelContainerBounds.y1;\n } else if (orient === 'right') {\n x = axisLabelContainerBounds.x1;\n y = axisLabelContainerBounds.y1;\n } else if (orient === 'top') {\n x = axisLabelContainerBounds.x1;\n y = axisLabelContainerBounds.y2 - axisLabelContainerSize;\n } else if (orient === 'bottom') {\n x = axisLabelContainerBounds.x1;\n y = axisLabelContainerBounds.y1;\n }\n\n const bgRect = graphicCreator.rect({\n x,\n y,\n width: isHorizontal ? axisLabelContainerBounds.width() : axisLabelContainerSize,\n height: isHorizontal ? axisLabelContainerSize : axisLabelContainerBounds.height(),\n pickable: false\n });\n bgRect.name = AXIS_ELEMENT_NAME.axisLabelBackground;\n bgRect.id = this._getNodeId('axis-label-background');\n labelContainer.insertBefore(bgRect, labelContainer.firstChild);\n }\n\n // 处理 align,进行整体的对齐操作\n if (isValid(this.attribute.label.containerAlign)) {\n let start;\n if (orient === 'left') {\n start = axisLabelContainerBounds.x2;\n } else if (orient === 'right') {\n start = axisLabelContainerBounds.x1;\n } else if (orient === 'top') {\n start = axisLabelContainerBounds.y2;\n } else if (orient === 'bottom') {\n start = axisLabelContainerBounds.y1;\n }\n\n alignAxisLabels(labelShapes, start, axisLabelContainerSize, orient, this.attribute.label.containerAlign);\n }\n }\n\n private _getAxisLabelLimitLength(limitSize: number, layerCount: number): number {\n const { label, title, line, tick } = this.attribute;\n const labelSpace = label.space ?? 4;\n let limitLength = limitSize;\n let titleHeight = 0;\n let titleSpacing = 0;\n const axisLineWidth = line && line.visible ? line.style.lineWidth ?? 1 : 0;\n const tickLength = tick && tick.visible ? tick.length ?? 4 : 0;\n if (title && title.visible && typeof title.text === 'string') {\n titleHeight = measureTextSize(title.text, title.textStyle, this.stage?.getTheme().text.fontFamily).height;\n const padding = normalizePadding(title.padding);\n titleSpacing = title.space + padding[0] + padding[2];\n }\n if (limitLength) {\n limitLength = (limitLength - labelSpace - titleSpacing - titleHeight - axisLineWidth - tickLength) / layerCount;\n }\n return limitLength;\n }\n}\n\nmixin(LineAxis, LineAxisMixin);\n"]}
1
+ 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* @description 直线型坐标轴\n */\n// eslint-disable-next-line no-duplicate-imports\nimport {\n get,\n isNil,\n merge,\n isNumberClose,\n isEmpty,\n isFunction,\n isValidNumber,\n isValid,\n normalizePadding,\n mixin,\n last as peek\n} from '@visactor/vutils';\nimport { graphicCreator } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport type { TextAlignType, IGroup, INode, IText, TextBaselineType } from '@visactor/vrender-core';\nimport type { SegmentAttributes } from '../segment';\n// eslint-disable-next-line no-duplicate-imports\nimport { Segment } from '../segment';\nimport { angleTo } from '../util/matrix';\nimport type { TagAttributes } from '../tag';\nimport type { LineAttributes, LineAxisAttributes, TitleAttributes, AxisItem } from './type';\nimport { AxisBase } from './base';\nimport { DEFAULT_AXIS_THEME } from './config';\nimport { AXIS_ELEMENT_NAME, DEFAULT_STATES } from './constant';\nimport { measureTextSize } from '../util';\nimport { autoHide as autoHideFunc } from './overlap/auto-hide';\nimport { autoRotate as autoRotateFunc, getXAxisLabelAlign, getYAxisLabelAlign } from './overlap/auto-rotate';\nimport { autoLimit as autoLimitFunc } from './overlap/auto-limit';\nimport { alignAxisLabels } from '../util/align';\nimport { LineAxisMixin } from './mixin/line';\nimport type { ComponentOptions } from '../interface';\nimport { loadLineAxisComponent } from './register';\n\nloadLineAxisComponent();\nexport interface LineAxis\n extends Pick<LineAxisMixin, 'isInValidValue' | 'getTickCoord' | 'getVerticalVector' | 'getRelativeVector'>,\n AxisBase<LineAxisAttributes> {}\n\nexport class LineAxis extends AxisBase<LineAxisAttributes> {\n static defaultAttributes = DEFAULT_AXIS_THEME;\n\n constructor(attributes: LineAxisAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, LineAxis.defaultAttributes, attributes), options);\n }\n\n protected _renderInner(container: IGroup) {\n super._renderInner(container);\n const { panel } = this.attribute;\n\n // TODO: 目前是通过包围盒绘制,在一些情况下会有那问题,比如圆弧轴、带了箭头的坐标轴等\n // 坐标轴主体 panel\n if (panel && panel.visible) {\n const axisContainer = this.axisContainer;\n const axisContainerBounds = axisContainer.AABBBounds;\n const bgRect = graphicCreator.rect({\n x: axisContainerBounds.x1,\n y: axisContainerBounds.y1,\n width: axisContainerBounds.width(),\n height: axisContainerBounds.height(),\n ...panel.style\n });\n bgRect.name = AXIS_ELEMENT_NAME.background;\n bgRect.id = this._getNodeId('background');\n\n bgRect.states = merge({}, DEFAULT_STATES, panel.state ?? {});\n axisContainer.insertBefore(bgRect, axisContainer.firstChild);\n }\n }\n\n // TODO: break\n protected renderLine(container: IGroup): void {\n const { start, end, line } = this.attribute as LineAxisAttributes;\n const { startSymbol, endSymbol, style, breakRange, breakShape, breakShapeStyle, state, ...restLineAttrs } =\n line as LineAttributes;\n const lineAttrs = {\n points: [start, end],\n startSymbol,\n endSymbol,\n lineStyle: style,\n ...restLineAttrs\n } as SegmentAttributes;\n\n if (!isEmpty(state)) {\n lineAttrs.state = {\n line: merge({}, DEFAULT_STATES, state),\n symbol: merge({}, DEFAULT_STATES, state)\n };\n }\n\n const axisLineGroup = new Segment(lineAttrs);\n axisLineGroup.name = AXIS_ELEMENT_NAME.line;\n axisLineGroup.id = this._getNodeId('line');\n container.add(axisLineGroup as unknown as INode);\n }\n\n // TODO: 太 hack 了,需要静心优化\n protected getTitleAttribute() {\n const {\n position = 'middle',\n space = 4,\n textStyle = {},\n autoRotate = true,\n shape,\n background,\n state = {},\n maxWidth,\n ...restAttrs\n } = this.attribute.title as TitleAttributes;\n let percent = 0.5;\n if (position === 'start') {\n percent = 0;\n } else if (position === 'end') {\n percent = 1;\n }\n const { verticalFactor = 1 } = this.attribute;\n const factor = -1 * verticalFactor;\n const point = this.getTickCoord(percent);\n const axisVector = this.getRelativeVector();\n // HACK;\n let labelLength = 0;\n if (this.attribute.label?.visible && this.attribute.label.inside === false) {\n const space = +get(this.attribute, 'label.space', 4);\n labelLength += space;\n const layerCount = Object.keys(this.axisLabelLayerSize).length;\n if (axisVector[1] === 0) {\n const labelBoundsHeight = this.axisLabelsContainer ? this.axisLabelsContainer.AABBBounds.height() : 0;\n if (isFinite(labelBoundsHeight)) {\n labelLength += labelBoundsHeight + (layerCount - 1) * space;\n } else {\n labelLength = 0;\n }\n } else {\n if (axisVector[0] === 0) {\n const boundsWidth = this.axisLabelsContainer ? this.axisLabelsContainer.AABBBounds.width() : 0;\n if (isFinite(boundsWidth)) {\n labelLength += boundsWidth + (layerCount - 1) * space;\n } else {\n labelLength = 0;\n }\n } else {\n // 发生了旋转\n Object.keys(this.axisLabelLayerSize).forEach((layer, index) => {\n labelLength += this.axisLabelLayerSize[layer].width + (index > 0 ? space : 0);\n });\n }\n\n 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tickLength + labelLength + space;\n const titlePoint = this.getVerticalCoord(point, offset, false); // 标题的点\n const vector = this.getVerticalVector(offset, false, { x: 0, y: 0 });\n\n let { angle } = restAttrs; // 用户设置的是角度\n let textAlign;\n if (position === 'start') {\n textAlign = 'start';\n } else if (position === 'end') {\n textAlign = 'end';\n } else {\n textAlign = 'center';\n }\n let textBaseline;\n if (isNil(angle) && autoRotate) {\n const v1: [number, number] = [1, 0]; // 水平方向的向量\n const radian = angleTo(axisVector, v1, true);\n angle = radian;\n const { verticalFactor = 1 } = this.attribute;\n const factor = -1 * verticalFactor;\n if (factor === 1) {\n textBaseline = 'bottom';\n } else {\n textBaseline = 'top';\n }\n } else {\n // if (isValid(angle)) {\n // angle = degreeToRadian(angle);\n // }\n textAlign = this.getTextAlign(vector as number[]);\n textBaseline = this.getTextBaseline(vector as number[], false);\n }\n\n // 计算标题缩略\n let maxTagWidth = maxWidth;\n if 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Infinity : this.attribute.end.x / cosValue;\n } else {\n maxTagWidth = limitSize - offset;\n }\n } else {\n if (angle && angle !== 0) {\n const sinValue = Math.abs(Math.sin(angle));\n maxTagWidth = sinValue < 1e-6 ? Infinity : this.attribute.end.y / sinValue;\n } else {\n maxTagWidth = limitSize - offset;\n }\n }\n }\n }\n\n const attrs: TagAttributes = {\n ...titlePoint,\n ...restAttrs,\n maxWidth: maxTagWidth,\n textStyle: {\n // @ts-ignore\n textAlign,\n // @ts-ignore\n textBaseline,\n ...textStyle\n },\n state: {\n text: merge({}, DEFAULT_STATES, state.text),\n shape: merge({}, DEFAULT_STATES, state.shape),\n panel: merge({}, DEFAULT_STATES, state.background)\n }\n };\n attrs.angle = angle;\n\n if (shape && shape.visible) {\n attrs.shape = {\n visible: true,\n ...shape.style\n };\n if (shape.space) {\n attrs.space = shape.space;\n }\n }\n\n if (background && background.visible) {\n attrs.panel = {\n visible: true,\n ...background.style\n };\n }\n\n return attrs;\n }\n\n protected getTextBaseline(vector: number[], inside?: boolean): TextBaselineType {\n let base: TextBaselineType = 'middle';\n const { verticalFactor = 1 } = this.attribute;\n const factor = (inside ? 1 : -1) * verticalFactor;\n if (isNumberClose(vector[1], 0)) {\n if (isNumberClose(vector[0], 0) && !Object.is(vector[0], -0) && !Object.is(vector[1], -0)) {\n base = factor === 1 ? 'bottom' : 'top';\n } else {\n base = 'middle';\n }\n } else if (vector[1] > 0) {\n base = 'top';\n } else if (vector[1] < 0) {\n base = 'bottom';\n }\n return base;\n }\n\n protected getLabelAlign(\n vector: [number, number],\n inside?: boolean,\n angle?: number\n ): { textAlign: TextAlignType; textBaseline: TextBaselineType } {\n const orient = this.attribute.orient;\n if (isValidNumber(angle) || (vector[0] === 0 && vector[1] === 0)) {\n if (orient === 'top' || orient === 'bottom') {\n return getXAxisLabelAlign(orient, angle);\n }\n if (orient === 'left' || orient === 'right') {\n return getYAxisLabelAlign(orient, angle);\n }\n }\n\n return {\n textAlign: this.getTextAlign(vector),\n textBaseline: this.getTextBaseline(vector, inside)\n };\n }\n\n protected beforeLabelsOverlap(\n labelShapes: IText[],\n labelData: AxisItem[],\n labelContainer: IGroup,\n layer: number,\n layerCount: number\n ): void {\n const { flush = false } = this.attribute.label || {};\n if (flush && labelShapes.length) {\n // 首尾标签向内偏移\n const { orient, start: axisStart, end: axisEnd } = this.attribute;\n const isX = orient === 'bottom' || orient === 'top';\n const first = labelShapes[0];\n const last = peek(labelShapes);\n const isInverse = isX ? first.attribute.x > last.attribute.x : first.attribute.y < last.attribute.y;\n if (isX) {\n const leftMostLabel = isInverse ? last : first;\n const rightMostLabel = isInverse ? first : last;\n const left = axisStart.x;\n const right = axisEnd.x;\n const leftBound = leftMostLabel.AABBBounds.x1;\n const rightBound = rightMostLabel.AABBBounds.x2;\n\n if (leftBound < left) {\n const angle = leftMostLabel.attribute.angle;\n\n if (angle) {\n leftMostLabel.setAttributes({ dx: (leftMostLabel.attribute.dx ?? 0) + left - leftBound });\n } else {\n leftMostLabel.setAttributes({\n x: left,\n textAlign: 'left'\n });\n }\n }\n\n if (rightBound > right) {\n const angle = rightMostLabel.attribute.angle;\n\n if (angle) {\n rightMostLabel.setAttributes({ dx: (rightMostLabel.attribute.dx ?? 0) + right - rightBound });\n } else {\n rightMostLabel.setAttributes({\n x: right,\n textAlign: 'right'\n });\n }\n }\n } else {\n const bottomMostLabel = isInverse ? last : first;\n const topMostLabel = isInverse ? first : last;\n const bottomBound = bottomMostLabel.AABBBounds.y2;\n const topBound = topMostLabel.AABBBounds.y1;\n const top = axisStart.y;\n const bottom = axisEnd.y;\n\n if (topBound < top) {\n const angle = topMostLabel.attribute.angle;\n\n if (angle) {\n // has rotate\n topMostLabel.setAttributes({\n dy: (topMostLabel.attribute.dy ?? 0) + top - topBound\n });\n } else {\n topMostLabel.setAttributes({\n y: top,\n textBaseline: 'top'\n });\n }\n }\n\n if (bottomBound > bottom) {\n const angle = bottomMostLabel.attribute.angle;\n\n if (angle) {\n bottomMostLabel.setAttributes({\n dy: (bottomMostLabel.attribute.dy ?? 0) + bottom - bottomBound\n });\n } else {\n bottomMostLabel.setAttributes({\n y: bottom,\n textBaseline: 'bottom'\n });\n }\n }\n }\n }\n\n return;\n }\n protected handleLabelsOverlap(\n labelShapes: IText[],\n labelData: AxisItem[],\n labelContainer: IGroup,\n layer: number,\n layerCount: number\n ): void {\n if (isEmpty(labelShapes)) {\n return;\n }\n\n const { verticalLimitSize, label, orient } = this.attribute;\n const limitLength = this._getAxisLabelLimitLength(verticalLimitSize, layerCount);\n\n const {\n layoutFunc,\n autoRotate,\n autoRotateAngle,\n autoLimit,\n limitEllipsis,\n autoHide,\n autoHideMethod,\n autoHideSeparation,\n lastVisible\n } = label;\n\n if (isFunction(layoutFunc)) {\n // 自定义布局\n layoutFunc(labelShapes, labelData, layer, this);\n } else {\n // order: autoRotate -> autoLimit -> autoHide\n if (autoRotate) {\n autoRotateFunc(labelShapes, {\n labelRotateAngle: autoRotateAngle,\n orient\n });\n }\n if (autoLimit && isValidNumber(limitLength) && limitLength > 0) {\n const isVertical = orient === 'left' || orient === 'right';\n const axisLength = isVertical\n ? Math.abs(this.attribute.start.y - this.attribute.end.y)\n : Math.abs(this.attribute.start.x - this.attribute.end.x);\n\n const verticalLimitLength = isVertical\n ? axisLength / labelShapes.length\n : !autoHide && !autoRotate\n ? axisLength / labelShapes.length\n : Infinity;\n\n autoLimitFunc(labelShapes, {\n limitLength,\n verticalLimitLength,\n ellipsis: limitEllipsis,\n orient,\n axisLength\n });\n }\n if (autoHide) {\n autoHideFunc(labelShapes, {\n orient,\n method: autoHideMethod,\n separation: autoHideSeparation,\n lastVisible\n });\n }\n }\n }\n\n protected afterLabelsOverlap(\n labelShapes: IText[],\n labelData: AxisItem[],\n labelContainer: IGroup,\n layer: number,\n layerCount: number\n ) {\n const { verticalLimitSize, orient } = this.attribute;\n\n // 处理 verticalMinSize,根据 verticalMinSize 调整 labelContainer 的大小\n const isHorizontal = orient === 'bottom' || orient === 'top';\n const axisLabelContainerBounds = labelContainer.AABBBounds;\n let axisLabelContainerSize = isHorizontal ? axisLabelContainerBounds.height() : axisLabelContainerBounds.width();\n const { verticalMinSize } = this.attribute;\n\n if (isValidNumber(verticalMinSize) && (!isValidNumber(verticalLimitSize) || verticalMinSize <= verticalLimitSize)) {\n const minSize = this._getAxisLabelLimitLength(verticalMinSize, layerCount);\n axisLabelContainerSize = Math.max(axisLabelContainerSize, minSize);\n\n let x;\n let y;\n if (orient === 'left') {\n x = axisLabelContainerBounds.x2 - axisLabelContainerSize;\n y = axisLabelContainerBounds.y1;\n } else if (orient === 'right') {\n x = axisLabelContainerBounds.x1;\n y = axisLabelContainerBounds.y1;\n } else if (orient === 'top') {\n x = axisLabelContainerBounds.x1;\n y = axisLabelContainerBounds.y2 - axisLabelContainerSize;\n } else if (orient === 'bottom') {\n x = axisLabelContainerBounds.x1;\n y = axisLabelContainerBounds.y1;\n }\n\n const bgRect = graphicCreator.rect({\n x,\n y,\n width: isHorizontal ? axisLabelContainerBounds.width() : axisLabelContainerSize,\n height: isHorizontal ? axisLabelContainerSize : axisLabelContainerBounds.height(),\n pickable: false\n });\n bgRect.name = AXIS_ELEMENT_NAME.axisLabelBackground;\n bgRect.id = this._getNodeId('axis-label-background');\n labelContainer.insertBefore(bgRect, labelContainer.firstChild);\n }\n\n // 处理 align,进行整体的对齐操作\n if (isValid(this.attribute.label.containerAlign)) {\n let start;\n if (orient === 'left') {\n start = axisLabelContainerBounds.x2;\n } else if (orient === 'right') {\n start = axisLabelContainerBounds.x1;\n } else if (orient === 'top') {\n start = axisLabelContainerBounds.y2;\n } else if (orient === 'bottom') {\n start = axisLabelContainerBounds.y1;\n }\n\n alignAxisLabels(labelShapes, start, axisLabelContainerSize, orient, this.attribute.label.containerAlign);\n }\n }\n\n private _getAxisLabelLimitLength(limitSize: number, layerCount: number): number {\n const { label, title, line, tick } = this.attribute;\n const labelSpace = label.space ?? 4;\n let limitLength = limitSize;\n let titleHeight = 0;\n let titleSpacing = 0;\n const axisLineWidth = line && line.visible ? line.style.lineWidth ?? 1 : 0;\n const tickLength = tick && tick.visible ? tick.length ?? 4 : 0;\n if (title && title.visible && typeof title.text === 'string') {\n titleHeight = measureTextSize(title.text, title.textStyle, this.stage?.getTheme().text.fontFamily).height;\n const padding = normalizePadding(title.padding);\n titleSpacing = title.space + padding[0] + padding[2];\n }\n if (limitLength) {\n limitLength = (limitLength - labelSpace - titleSpacing - titleHeight - axisLineWidth - tickLength) / layerCount;\n }\n return limitLength;\n }\n}\n\nmixin(LineAxis, LineAxisMixin);\n"]}
@@ -2,6 +2,7 @@ import type { IText } from '@visactor/vrender-core';
2
2
  type LimitConfig = {
3
3
  orient: string;
4
4
  limitLength: number;
5
+ axisLength: number;
5
6
  verticalLimitLength?: number;
6
7
  ellipsis?: string;
7
8
  };
@@ -4,18 +4,42 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
5
  }), exports.autoLimit = void 0;
6
6
 
7
- const vutils_1 = require("@visactor/vutils");
7
+ const vutils_1 = require("@visactor/vutils"), util_1 = require("./util");
8
8
 
9
9
  function autoLimit(labels, config) {
10
- const {limitLength: limitLength, verticalLimitLength: verticalLimitLength, ellipsis: ellipsis = "...", orient: orient} = config;
10
+ const {limitLength: limitLength, verticalLimitLength: verticalLimitLength, ellipsis: ellipsis = "...", orient: orient, axisLength: axisLength} = config;
11
11
  !(0, vutils_1.isEmpty)(labels) && (0, vutils_1.isValidNumber)(limitLength) && labels.forEach((label => {
12
12
  var _a;
13
- const angle = label.attribute.angle, isRotated = !(0, vutils_1.isNil)(angle) && 0 !== angle;
14
- if (("top" === orient || "bottom" === orient) && (isRotated && Math.floor(label.AABBBounds.height()) <= limitLength || !isRotated && Math.floor(label.AABBBounds.width()) <= verticalLimitLength)) return;
13
+ const angle = label.attribute.angle, hasAngle = !(0, vutils_1.isNil)(angle), isHorizontal = !hasAngle || 0 === angle || angle === Math.PI, isVertical = hasAngle && (angle === Math.PI / 2 || angle === 2 * Math.PI / 3), isX = "top" === orient || "bottom" === orient;
14
+ if (isX) {
15
+ if (isVertical && Math.floor(label.AABBBounds.height()) <= limitLength) return;
16
+ if (isHorizontal && Math.floor(label.AABBBounds.width()) <= verticalLimitLength) return;
17
+ }
15
18
  const direction = label.attribute.direction;
16
- if (("left" === orient || "right" === orient) && ("vertical" === direction && Math.floor(label.AABBBounds.height()) <= verticalLimitLength || "vertical" !== direction && Math.floor(label.AABBBounds.width()) <= limitLength)) return;
19
+ if (!isX) {
20
+ if ("vertical" === direction && Math.floor(label.AABBBounds.height()) <= verticalLimitLength) return;
21
+ if ("vertical" !== direction) {
22
+ if (isHorizontal && Math.floor(label.AABBBounds.width()) <= limitLength) return;
23
+ if (isVertical && Math.floor(label.AABBBounds.height()) <= verticalLimitLength) return;
24
+ }
25
+ }
17
26
  let limitLabelLength = null;
18
- limitLabelLength = isRotated ? Math.abs(limitLength / Math.sin(angle)) : "top" === orient || "bottom" === orient || "vertical" === direction ? verticalLimitLength : limitLength,
27
+ if (isHorizontal || isVertical) limitLabelLength = isX || "vertical" === direction ? verticalLimitLength : limitLength; else {
28
+ const {x1: x, y1: y} = label.AABBBounds, width = isX ? axisLength : limitLength, height = isX ? limitLength : axisLength, intersection = (0,
29
+ util_1.borderPoint)({
30
+ width: width,
31
+ height: height,
32
+ left: 0,
33
+ top: 0
34
+ }, {
35
+ x: x,
36
+ y: y
37
+ }, label.attribute.angle);
38
+ if (intersection) {
39
+ const {x: _x, y: _y} = intersection;
40
+ limitLabelLength = Math.floor(Math.sqrt((_x - x) ** 2 + (_y - y) ** 2));
41
+ } else limitLabelLength = Math.abs(limitLength / Math.sin(angle));
42
+ }
19
43
  (0, vutils_1.isValidNumber)(label.attribute.maxLineWidth) && (limitLabelLength = (0,
20
44
  vutils_1.isValidNumber)(limitLabelLength) ? Math.min(label.attribute.maxLineWidth, limitLabelLength) : label.attribute.maxLineWidth),
21
45
  label.setAttributes({
@@ -1 +1 @@
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1
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axisLength : limitLength;\n const height = isX ? limitLength : axisLength;\n\n const intersection = borderPoint({ width, height, left: 0, top: 0 }, { x, y }, label.attribute.angle);\n if (intersection) {\n const { x: _x, y: _y } = intersection;\n limitLabelLength = Math.floor(Math.sqrt((_x - x) ** 2 + (_y - y) ** 2));\n } else {\n limitLabelLength = Math.abs(limitLength / Math.sin(angle));\n }\n } else if (isX) {\n limitLabelLength = verticalLimitLength;\n } else {\n limitLabelLength = direction === 'vertical' ? verticalLimitLength : limitLength;\n }\n\n if (isValidNumber(label.attribute.maxLineWidth)) {\n limitLabelLength = isValidNumber(limitLabelLength)\n ? Math.min(label.attribute.maxLineWidth, limitLabelLength)\n : label.attribute.maxLineWidth;\n }\n label.setAttributes({\n maxLineWidth: limitLabelLength,\n ellipsis: label.attribute.ellipsis ?? ellipsis\n });\n });\n}\n"]}
@@ -1,3 +1,15 @@
1
1
  import type { IText } from '@visactor/vrender-core';
2
2
  export declare function genRotateBounds(items: IText[]): void;
3
3
  export declare function itemIntersect(item1: IText, item2: IText): boolean;
4
+ export declare function borderPoint(rect: {
5
+ left: number;
6
+ top: number;
7
+ width: number;
8
+ height: number;
9
+ }, pt: {
10
+ x: number;
11
+ y: number;
12
+ }, angle: number): {
13
+ x: number;
14
+ y: number;
15
+ };
@@ -2,7 +2,7 @@
2
2
 
3
3
  Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
- }), exports.itemIntersect = exports.genRotateBounds = void 0;
5
+ }), exports.borderPoint = exports.itemIntersect = exports.genRotateBounds = void 0;
6
6
 
7
7
  const vutils_1 = require("@visactor/vutils");
8
8
 
@@ -40,5 +40,43 @@ function itemIntersect(item1, item2) {
40
40
  vutils_1.isRotateAABBIntersect)(item1.rotatedBounds, item2.rotatedBounds, !0));
41
41
  }
42
42
 
43
- exports.genRotateBounds = genRotateBounds, exports.itemIntersect = itemIntersect;
43
+ function borderPoint(rect, pt, angle) {
44
+ if (pt.x < rect.left) return null;
45
+ if (pt.x > rect.left + rect.width) return null;
46
+ if (pt.y < rect.top) return null;
47
+ if (pt.y > rect.top + rect.height) return null;
48
+ const dx = Math.cos(angle), dy = Math.sin(angle);
49
+ if (dx < 1e-16) {
50
+ const y = (rect.left - pt.x) * dy / dx + pt.y;
51
+ if (y >= rect.top && y <= rect.top + rect.height) return {
52
+ x: rect.left,
53
+ y: y
54
+ };
55
+ }
56
+ if (dx > 1e-16) {
57
+ const y = (rect.left + rect.width - pt.x) * dy / dx + pt.y;
58
+ if (y >= rect.top && y <= rect.top + rect.height) return {
59
+ x: rect.left + rect.width,
60
+ y: y
61
+ };
62
+ }
63
+ if (dy < 1e-16) {
64
+ const x = (rect.top - pt.y) * dx / dy + pt.x;
65
+ if (x >= rect.left && x <= rect.left + rect.width) return {
66
+ x: x,
67
+ y: rect.top
68
+ };
69
+ }
70
+ if (dy > 1e-16) {
71
+ const x = (rect.top + rect.height - pt.y) * dx / dy + pt.x;
72
+ if (x >= rect.left && x <= rect.left + rect.width) return {
73
+ x: x,
74
+ y: rect.top + rect.height
75
+ };
76
+ }
77
+ return null;
78
+ }
79
+
80
+ exports.genRotateBounds = genRotateBounds, exports.itemIntersect = itemIntersect,
81
+ exports.borderPoint = borderPoint;
44
82
  //# sourceMappingURL=util.js.map
@@ -1 +1 @@
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1
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originX) * Math.cos(deg) + (y - originY) * Math.sin(deg) + originX,\n y: (x - originX) * Math.sin(deg) + (originY - y) * Math.cos(deg) + originY\n };\n}\n\n// 计算水平情况下的包围盒\nfunction genNormalBounds(item: IText) {\n const bounds = item.AABBBounds;\n\n return {\n x1: bounds.x1,\n x2: bounds.x2,\n y1: bounds.y1,\n y2: bounds.y2,\n centerX: item.attribute.x,\n centerY: item.attribute.y,\n angle: item.attribute.angle\n };\n}\n\nexport function genRotateBounds(items: IText[]) {\n items.forEach(item => {\n if (item.rotatedBounds || !item.attribute.angle) {\n return;\n }\n // 计算水平情况下的包围盒\n const bounds = genNormalBounds(item);\n // 旋转\n const rotatedCenter = rotate(bounds.centerX, bounds.centerY, bounds.angle, item.attribute.x, item.attribute.y);\n const deltaX = rotatedCenter.x - bounds.centerX;\n const deltaY = rotatedCenter.y - bounds.centerY;\n bounds.x1 += deltaX;\n bounds.x2 += deltaX;\n bounds.y1 += deltaY;\n bounds.y2 += deltaY;\n bounds.centerX += deltaX;\n bounds.centerY += deltaY;\n item.rotatedBounds = bounds;\n });\n}\n\nexport function itemIntersect(item1: IText, item2: IText) {\n return (\n isRectIntersect(item1.AABBBounds, item2.AABBBounds, false) &&\n (item1.rotatedBounds && item2.rotatedBounds\n ? isRotateAABBIntersect(item1.rotatedBounds, item2.rotatedBounds, true)\n : true)\n );\n}\n\n// 计算矩形内的点与矩形边的交点\nexport function borderPoint(\n rect: { left: number; top: number; width: number; height: number },\n pt: { x: number; y: number },\n angle: number\n) {\n // catch cases where point is outside rectangle\n if (pt.x < rect.left) {\n return null;\n }\n if (pt.x > rect.left + rect.width) {\n return null;\n }\n if (pt.y < rect.top) {\n return null;\n }\n if (pt.y > rect.top + rect.height) {\n return null;\n }\n\n const dx = Math.cos(angle);\n const dy = Math.sin(angle);\n\n if (dx < 1.0e-16) {\n // left border\n const y = ((rect.left - pt.x) * dy) / dx + pt.y;\n\n if (y >= rect.top && y <= rect.top + rect.height) {\n return { x: rect.left, y: y };\n }\n }\n\n if (dx > 1.0e-16) {\n // right border\n const y = ((rect.left + rect.width - pt.x) * dy) / dx + pt.y;\n\n if (y >= rect.top && y <= rect.top + rect.height) {\n return { x: rect.left + rect.width, y: y };\n }\n }\n\n if (dy < 1.0e-16) {\n // top border\n const x = ((rect.top - pt.y) * dx) / dy + pt.x;\n\n if (x >= rect.left && x <= rect.left + rect.width) {\n return { x: x, y: rect.top };\n }\n }\n\n if (dy > 1.0e-16) {\n // bottom border\n const x = ((rect.top + rect.height - pt.y) * dx) / dy + pt.x;\n if (x >= rect.left && x <= rect.left + rect.width) {\n return { x: x, y: rect.top + rect.height };\n }\n }\n\n return null;\n}\n"]}
@@ -1,4 +1,5 @@
1
- import type { ITextGraphicAttribute } from '@visactor/vrender-core';
1
+ import type { IGraphic, IGroup, ITextGraphicAttribute } from '@visactor/vrender-core';
2
+ import type { Dict } from '@visactor/vutils';
2
3
  import { type Point } from '@visactor/vutils';
3
4
  export declare const clampRadian: (angle?: number) => number;
4
5
  export declare function isInRange(a: number, min: number, max: number): boolean;
@@ -6,3 +7,4 @@ export declare function getLabelPosition(tickPosition: Point, tickVector: [numbe
6
7
  x: number;
7
8
  y: number;
8
9
  };
10
+ export declare function getElMap(g: IGroup): Dict<IGraphic<Partial<import("@visactor/vrender-core").IGraphicAttribute>>>;
package/cjs/axis/util.js CHANGED
@@ -2,9 +2,9 @@
2
2
 
3
3
  Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
- }), exports.getLabelPosition = exports.isInRange = exports.clampRadian = void 0;
5
+ }), exports.getElMap = exports.getLabelPosition = exports.isInRange = exports.clampRadian = void 0;
6
6
 
7
- const vrender_core_1 = require("@visactor/vrender-core"), vutils_1 = require("@visactor/vutils"), clampRadian = (angle = 0) => {
7
+ const vrender_core_1 = require("@visactor/vrender-core"), vutils_1 = require("@visactor/vutils"), common_1 = require("../util/common"), clampRadian = (angle = 0) => {
8
8
  if (angle < 0) for (;angle < 0; ) angle += vutils_1.tau; else if (angle > 0) for (;angle > vutils_1.tau; ) angle -= vutils_1.tau;
9
9
  return angle;
10
10
  };
@@ -30,5 +30,13 @@ function getLabelPosition(tickPosition, tickVector, text, style) {
30
30
  };
31
31
  }
32
32
 
33
- exports.clampRadian = clampRadian, exports.isInRange = isInRange, exports.getLabelPosition = getLabelPosition;
33
+ function getElMap(g) {
34
+ const elMap = {};
35
+ return (0, common_1.traverseGroup)(g, (el => {
36
+ "group" !== el.type && el.id && (elMap[el.id] = el);
37
+ })), elMap;
38
+ }
39
+
40
+ exports.clampRadian = clampRadian, exports.isInRange = isInRange, exports.getLabelPosition = getLabelPosition,
41
+ exports.getElMap = getElMap;
34
42
  //# sourceMappingURL=util.js.map
@@ -1 +1 @@
1
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1
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@@ -46,6 +46,7 @@ export declare class Brush extends AbstractComponent<Required<BrushAttributes>>
46
46
  private _isPosInBrushMask;
47
47
  private _onBrushStart;
48
48
  private _onBrushing;
49
+ private _onBrushingWithDelay;
49
50
  private _onBrushEnd;
50
51
  private _initDraw;
51
52
  private _initMove;
@@ -27,7 +27,8 @@ class Brush extends base_1.AbstractComponent {
27
27
  }, this._onBrushing = e => {
28
28
  this._outOfInteractiveRange(e) || ((this._activeDrawState || this._activeMoveState) && e.stopPropagation(),
29
29
  this._activeDrawState && this._drawing(e), this._activeMoveState && this._moving(e));
30
- }, this._onBrushEnd = e => {
30
+ }, this._onBrushingWithDelay = 0 === this.attribute.delayTime ? this._onBrushing : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime),
31
+ this._onBrushEnd = e => {
31
32
  e.preventDefault();
32
33
  const {removeOnClick: removeOnClick = !0} = this.attribute;
33
34
  this._activeDrawState && !this._isDrawedBeforeEnd && removeOnClick ? (this._container.incrementalClearChild(),
@@ -49,8 +50,8 @@ class Brush extends base_1.AbstractComponent {
49
50
  }
50
51
  _bindBrushEvents() {
51
52
  if (this.attribute.disableTriggerEvent) return;
52
- const {delayType: delayType = "throttle", delayTime: delayTime = 0, trigger: trigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.trigger, updateTrigger: updateTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.endTrigger, resetTrigger: resetTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.resetTrigger} = this.attribute;
53
- this.stage.addEventListener(trigger, this._onBrushStart), this.stage.addEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime)),
53
+ const {trigger: trigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.trigger, updateTrigger: updateTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.endTrigger, resetTrigger: resetTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.resetTrigger} = this.attribute;
54
+ this.stage.addEventListener(trigger, this._onBrushStart), this.stage.addEventListener(updateTrigger, this._onBrushingWithDelay),
54
55
  this.stage.addEventListener(endTrigger, this._onBrushEnd), this.stage.addEventListener(resetTrigger, this._onBrushEnd);
55
56
  }
56
57
  _isPosInBrushMask(e) {
@@ -184,7 +185,7 @@ class Brush extends base_1.AbstractComponent {
184
185
  }
185
186
  releaseBrushEvents() {
186
187
  const {delayType: delayType = "throttle", delayTime: delayTime = 0, trigger: trigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.trigger, updateTrigger: updateTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.endTrigger, resetTrigger: resetTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.resetTrigger} = this.attribute;
187
- this.stage.removeEventListener(trigger, this._onBrushStart), this.stage.removeEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime)),
188
+ this.stage.removeEventListener(trigger, this._onBrushStart), this.stage.removeEventListener(updateTrigger, this._onBrushingWithDelay),
188
189
  this.stage.removeEventListener(endTrigger, this._onBrushEnd), this.stage.removeEventListener(resetTrigger, this._onBrushEnd);
189
190
  }
190
191
  }
@@ -1 +1 @@
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* @description 框选组件\n */\nimport type { FederatedPointerEvent, IGroup, IPolygon } from '@visactor/vrender-core';\nimport { graphicCreator, vglobal } from '@visactor/vrender-core';\nimport type { IBounds, IPointLike } from '@visactor/vutils';\nimport { cloneDeep, debounce, merge, polygonContainPoint, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { BrushAttributes } from './type';\nimport { IOperateType } from './type';\nimport { DEFAULT_BRUSH_ATTRIBUTES, DEFAULT_SIZE_THRESHOLD } from './config';\nimport type { ComponentOptions } from '../interface';\nimport { loadBrushComponent } from './register';\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadBrushComponent();\nexport class Brush extends AbstractComponent<Required<BrushAttributes>> {\n name = 'brush';\n static defaultAttributes = DEFAULT_BRUSH_ATTRIBUTES;\n\n private _container!: IGroup;\n\n // 绘制mask时的相关属性\n private _activeDrawState = false; // 用于标记绘制状态\n private _cacheDrawPoints: IPointLike[] = []; // 用于维护鼠标走过的路径,主要用于绘制mask的点\n private _isDrawedBeforeEnd = false;\n // 移动mask时的相关属性\n private _activeMoveState = false; // 用于标记移动状态\n private _operatingMaskMoveDx = 0; // 用于标记移动的位移量\n private _operatingMaskMoveDy = 0;\n private _operatingMaskMoveRangeX: [number, number] = [-Infinity, Infinity];\n private _operatingMaskMoveRangeY: [number, number] = [-Infinity, Infinity];\n private _cacheMovePoint!: IPointLike; // 用于维护鼠标所在位置,主要用于计算位移量\n\n private _operatingMask!: IPolygon; // 用于标记正在绘制的mask 或 正在移动的mask\n\n // 透出给上层的属性(主要是所有mask的AABBBounds,这里用的是dict存储方便添加和修改)\n private _brushMaskAABBBoundsDict: { [name: string]: IBounds } = {};\n\n constructor(attributes: BrushAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Brush.defaultAttributes, attributes));\n }\n\n private _bindBrushEvents(): void {\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n const {\n delayType = 'throttle',\n delayTime = 0,\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n // 拖拽绘制开始\n this.stage.addEventListener(trigger, this._onBrushStart as EventListener);\n // 拖拽绘制时\n this.stage.addEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime) as EventListener);\n // 拖拽绘制结束\n this.stage.addEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.addEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n\n private _isPosInBrushMask(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const brushMasks = this._container.getChildren();\n for (let i = 0; i < brushMasks.length; i++) {\n const { points = [], dx = 0, dy = 0 } = (brushMasks[i] as IPolygon).attribute;\n const pointsConsiderOffset: IPointLike[] = points.map((point: IPointLike) => {\n return {\n x: point.x + dx,\n y: point.y + dy\n };\n });\n if (polygonContainPoint(pointsConsiderOffset, pos.x, pos.y)) {\n this._operatingMask = brushMasks[i] as IPolygon;\n return true;\n }\n }\n return false;\n }\n\n /**\n * 开始绘制 或 移动\n * @description\n * 1. 判断状态: 如果在brushMask中,则属于移动状态; 否则属于绘制状态\n *(移动状态和绘制状态互斥, 且移动状态考虑brushMoved配置, 如果在brush点内但brushMoved为false, 则走绘制状态, 而非两个状态都不响应, 此效果与echarts保持一致)\n * 2. 判断坐标是否在有效交互范围内\n * 2. 如果是移动状态: 标记移动状态 & 标记正在移动的mask & 初始化mask的dx和dy\n * 3. 如果是绘制状态: 标记绘制状态 & 标记正在绘制的mask & 清除之前的mask & 添加新的mask\n */\n private _onBrushStart = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n e.stopPropagation();\n\n const brushMoved = this.attribute.brushMoved ?? true;\n this._activeMoveState = brushMoved && this._isPosInBrushMask(e); // 如果是移动状态,在这里会标记operatingMask为正在移动的mask\n this._activeDrawState = !this._activeMoveState;\n\n this._activeDrawState && this._initDraw(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._initMove(e);\n };\n\n /**\n * 绘制 或 移动 中\n * @description\n * 1. 如果是绘制状态: 更新_cacheDrawPoints 和 mask的points属性\n * 2. 如果是移动状态: 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _onBrushing = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n\n if (this._activeDrawState || this._activeMoveState) {\n e.stopPropagation();\n }\n\n this._activeDrawState && this._drawing(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._moving(e);\n };\n\n /**\n * 结束绘制 和 移动\n * @description 取消绘制 和 移动 状态\n */\n private _onBrushEnd = (e: FederatedPointerEvent) => {\n e.preventDefault();\n const { removeOnClick = true } = this.attribute as BrushAttributes;\n if (this._activeDrawState && !this._isDrawedBeforeEnd && removeOnClick) {\n this._container.incrementalClearChild();\n this._brushMaskAABBBoundsDict = {};\n this._dispatchEvent(IOperateType.brushClear, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n } else {\n if (this._activeDrawState) {\n this._dispatchEvent(IOperateType.drawEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n if (this._activeMoveState) {\n this._dispatchEvent(IOperateType.moveEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n }\n\n this._activeDrawState = false;\n this._activeMoveState = false;\n this._isDrawedBeforeEnd = false;\n if (this._operatingMask) {\n this._operatingMask.setAttribute('pickable', false);\n }\n };\n\n /**\n * 初始化绘制状态\n * @description 清除之前的mask & 添加新的mask\n */\n private _initDraw(e: FederatedPointerEvent) {\n const { brushMode } = this.attribute as BrushAttributes;\n const pos = this.eventPosToStagePos(e);\n this._cacheDrawPoints = [pos];\n this._isDrawedBeforeEnd = false;\n if (brushMode === 'single') {\n this._brushMaskAABBBoundsDict = {};\n this._container.incrementalClearChild();\n }\n this._addBrushMask();\n this._dispatchEvent(IOperateType.drawStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 初始化移动状态\n * @description 初始化mask的dx和dy\n */\n private _initMove(e: FederatedPointerEvent) {\n this._cacheMovePoint = this.eventPosToStagePos(e);\n\n this._operatingMaskMoveDx = this._operatingMask.attribute.dx ?? 0;\n this._operatingMaskMoveDy = this._operatingMask.attribute.dy ?? 0;\n\n // 计算最大移动范围, 为了将brushMask限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n\n const { x1, x2, y1, y2 } = this._operatingMask.globalAABBBounds;\n const minMoveStepX = minX - x1;\n const maxMoveStepX = maxX - x2;\n const minMoveStepY = minY - y1;\n const maxMoveStepY = maxY - y2;\n\n this._operatingMaskMoveRangeX = [minMoveStepX, maxMoveStepX];\n this._operatingMaskMoveRangeY = [minMoveStepY, maxMoveStepY];\n\n this._operatingMask.setAttribute('pickable', true);\n this._dispatchEvent(IOperateType.moveStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 绘制中\n * @description 更新_cacheDrawPoints 和 mask的points属性\n */\n private _drawing(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const { x1 = 0, x2 = 0, y1 = 0, y2 = 0 } = this._operatingMask?._AABBBounds;\n const { sizeThreshold = DEFAULT_SIZE_THRESHOLD, brushType } = this.attribute as BrushAttributes;\n\n const cacheLength = this._cacheDrawPoints.length;\n this._isDrawedBeforeEnd = !!(Math.abs(x2 - x1) > sizeThreshold || Math.abs(y1 - y2) > sizeThreshold);\n\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (cacheLength > 0) {\n const lastPos = this._cacheDrawPoints[this._cacheDrawPoints.length - 1] ?? ({} as IPointLike);\n if (pos.x === lastPos.x && pos.y === lastPos.y) {\n return;\n }\n }\n // 更新交互位置\n if (brushType === 'polygon' || cacheLength <= 1) {\n this._cacheDrawPoints.push(pos);\n } else {\n this._cacheDrawPoints[cacheLength - 1] = pos;\n }\n // 更新mask形状\n const maskPoints = this._computeMaskPoints();\n this._operatingMask.setAttribute('points', maskPoints);\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.drawing, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 移动中\n * @description 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _moving(e: FederatedPointerEvent) {\n const startPos = this._cacheMovePoint;\n const pos = this.eventPosToStagePos(e);\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (pos.x === startPos?.x && pos.y === startPos?.y) {\n return;\n }\n\n const moveStepX = pos.x - startPos.x;\n const moveStepY = pos.y - startPos.y;\n const moveX =\n Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) +\n this._operatingMaskMoveDx;\n const moveY =\n Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) +\n this._operatingMaskMoveDy;\n\n this._operatingMask.setAttributes({\n dx: moveX,\n dy: moveY\n });\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.moving, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 构造brushMask的points属性\n * @description 根据不同的brushType从_cacheDrawPoints中取points\n * 1. 'rect': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点\n * 2. 'x': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的x坐标\n * 3. 'y': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的y坐标\n * 4. 'polygon': 取鼠标轨迹_cacheDrawPoints的所有点\n */\n private _computeMaskPoints() {\n const { brushType, xRange = [0, 0], yRange = [0, 0] } = this.attribute as BrushAttributes;\n let maskPoints: IPointLike[] = [];\n const startPoint = this._cacheDrawPoints[0];\n const endPoint = this._cacheDrawPoints[this._cacheDrawPoints.length - 1];\n\n if (brushType === 'rect') {\n maskPoints = [\n startPoint,\n {\n x: endPoint.x,\n y: startPoint.y\n },\n endPoint,\n {\n x: startPoint.x,\n y: endPoint.y\n }\n ];\n } else if (brushType === 'x') {\n maskPoints = [\n {\n x: startPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[1]\n },\n {\n x: startPoint.x,\n y: yRange[1]\n }\n ];\n } else if (brushType === 'y') {\n maskPoints = [\n {\n x: xRange[0],\n y: startPoint.y\n },\n {\n x: xRange[0],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: startPoint.y\n }\n ];\n } else {\n maskPoints = cloneDeep(this._cacheDrawPoints); // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n }\n return maskPoints;\n }\n\n private _addBrushMask() {\n const { brushStyle, hasMask } = this.attribute as BrushAttributes;\n const brushMask = graphicCreator.polygon({\n points: cloneDeep(this._cacheDrawPoints), // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n cursor: 'move',\n pickable: false,\n ...brushStyle,\n opacity: hasMask ? brushStyle.opacity ?? 1 : 0\n });\n brushMask.name = `brush-${Date.now()}`; // 用Date给mask唯一标记\n this._operatingMask = brushMask;\n this._container.add(brushMask);\n this._brushMaskAABBBoundsDict[brushMask.name] = brushMask.AABBBounds;\n }\n\n private _outOfInteractiveRange(e: FederatedPointerEvent) {\n // 在返回坐标时,将其限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n const pos = this.eventPosToStagePos(e);\n if (pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY) {\n return true;\n }\n return false;\n }\n\n /** 事件系统坐标转换为stage坐标 */\n protected eventPosToStagePos(e: FederatedPointerEvent) {\n const { x, y } = vglobal.mapToCanvasPoint(e, this.stage.window.getContext().canvas.nativeCanvas);\n return {\n x: x - (this.stage?.x || 0),\n y: y - (this.stage?.y || 0)\n };\n }\n\n protected render() {\n this._bindBrushEvents();\n const group = this.createOrUpdateChild('brush-container', {}, 'group') as unknown as IGroup;\n this._container = group;\n }\n\n releaseBrushEvents(): void {\n const {\n delayType = 'throttle',\n delayTime = 0,\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n this.stage.removeEventListener(trigger, this._onBrushStart as EventListener);\n this.stage.removeEventListener(updateTrigger, delayMap[delayType](this._onBrushing, delayTime) as EventListener);\n this.stage.removeEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.removeEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n}\n"]}
1
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* @description 框选组件\n */\nimport type { FederatedPointerEvent, IGroup, IPolygon } from '@visactor/vrender-core';\nimport { graphicCreator, vglobal } from '@visactor/vrender-core';\nimport type { IBounds, IPointLike } from '@visactor/vutils';\nimport { cloneDeep, debounce, merge, polygonContainPoint, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { BrushAttributes } from './type';\nimport { IOperateType } from './type';\nimport { DEFAULT_BRUSH_ATTRIBUTES, DEFAULT_SIZE_THRESHOLD } from './config';\nimport type { ComponentOptions } from '../interface';\nimport { loadBrushComponent } from './register';\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadBrushComponent();\nexport class Brush extends AbstractComponent<Required<BrushAttributes>> {\n name = 'brush';\n static defaultAttributes = DEFAULT_BRUSH_ATTRIBUTES;\n\n private _container!: IGroup;\n\n // 绘制mask时的相关属性\n private _activeDrawState = false; // 用于标记绘制状态\n private _cacheDrawPoints: IPointLike[] = []; // 用于维护鼠标走过的路径,主要用于绘制mask的点\n private _isDrawedBeforeEnd = false;\n // 移动mask时的相关属性\n private _activeMoveState = false; // 用于标记移动状态\n private _operatingMaskMoveDx = 0; // 用于标记移动的位移量\n private _operatingMaskMoveDy = 0;\n private _operatingMaskMoveRangeX: [number, number] = [-Infinity, Infinity];\n private _operatingMaskMoveRangeY: [number, number] = [-Infinity, Infinity];\n private _cacheMovePoint!: IPointLike; // 用于维护鼠标所在位置,主要用于计算位移量\n\n private _operatingMask!: IPolygon; // 用于标记正在绘制的mask 或 正在移动的mask\n\n // 透出给上层的属性(主要是所有mask的AABBBounds,这里用的是dict存储方便添加和修改)\n private _brushMaskAABBBoundsDict: { [name: string]: IBounds } = {};\n\n constructor(attributes: BrushAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Brush.defaultAttributes, attributes));\n }\n\n private _bindBrushEvents(): void {\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n const {\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n // 拖拽绘制开始\n this.stage.addEventListener(trigger, this._onBrushStart as EventListener);\n // 拖拽绘制时\n this.stage.addEventListener(updateTrigger, this._onBrushingWithDelay as EventListener);\n // 拖拽绘制结束\n this.stage.addEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.addEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n\n private _isPosInBrushMask(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const brushMasks = this._container.getChildren();\n for (let i = 0; i < brushMasks.length; i++) {\n const { points = [], dx = 0, dy = 0 } = (brushMasks[i] as IPolygon).attribute;\n const pointsConsiderOffset: IPointLike[] = points.map((point: IPointLike) => {\n return {\n x: point.x + dx,\n y: point.y + dy\n };\n });\n if (polygonContainPoint(pointsConsiderOffset, pos.x, pos.y)) {\n this._operatingMask = brushMasks[i] as IPolygon;\n return true;\n }\n }\n return false;\n }\n\n /**\n * 开始绘制 或 移动\n * @description\n * 1. 判断状态: 如果在brushMask中,则属于移动状态; 否则属于绘制状态\n *(移动状态和绘制状态互斥, 且移动状态考虑brushMoved配置, 如果在brush点内但brushMoved为false, 则走绘制状态, 而非两个状态都不响应, 此效果与echarts保持一致)\n * 2. 判断坐标是否在有效交互范围内\n * 2. 如果是移动状态: 标记移动状态 & 标记正在移动的mask & 初始化mask的dx和dy\n * 3. 如果是绘制状态: 标记绘制状态 & 标记正在绘制的mask & 清除之前的mask & 添加新的mask\n */\n private _onBrushStart = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n e.stopPropagation();\n\n const brushMoved = this.attribute.brushMoved ?? true;\n this._activeMoveState = brushMoved && this._isPosInBrushMask(e); // 如果是移动状态,在这里会标记operatingMask为正在移动的mask\n this._activeDrawState = !this._activeMoveState;\n\n this._activeDrawState && this._initDraw(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._initMove(e);\n };\n\n /**\n * 绘制 或 移动 中\n * @description\n * 1. 如果是绘制状态: 更新_cacheDrawPoints 和 mask的points属性\n * 2. 如果是移动状态: 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _onBrushing = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n\n if (this._activeDrawState || this._activeMoveState) {\n e.stopPropagation();\n }\n\n this._activeDrawState && this._drawing(e); // 如果是绘制状态,在这里会标记operatingMask为正在绘制的mask\n this._activeMoveState && this._moving(e);\n };\n\n private _onBrushingWithDelay =\n this.attribute.delayTime === 0\n ? this._onBrushing\n : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime);\n\n /**\n * 结束绘制 和 移动\n * @description 取消绘制 和 移动 状态\n */\n private _onBrushEnd = (e: FederatedPointerEvent) => {\n e.preventDefault();\n const { removeOnClick = true } = this.attribute as BrushAttributes;\n if (this._activeDrawState && !this._isDrawedBeforeEnd && removeOnClick) {\n this._container.incrementalClearChild();\n this._brushMaskAABBBoundsDict = {};\n this._dispatchEvent(IOperateType.brushClear, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n } else {\n if (this._activeDrawState) {\n this._dispatchEvent(IOperateType.drawEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n if (this._activeMoveState) {\n this._dispatchEvent(IOperateType.moveEnd, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n }\n\n this._activeDrawState = false;\n this._activeMoveState = false;\n this._isDrawedBeforeEnd = false;\n if (this._operatingMask) {\n this._operatingMask.setAttribute('pickable', false);\n }\n };\n\n /**\n * 初始化绘制状态\n * @description 清除之前的mask & 添加新的mask\n */\n private _initDraw(e: FederatedPointerEvent) {\n const { brushMode } = this.attribute as BrushAttributes;\n const pos = this.eventPosToStagePos(e);\n this._cacheDrawPoints = [pos];\n this._isDrawedBeforeEnd = false;\n if (brushMode === 'single') {\n this._brushMaskAABBBoundsDict = {};\n this._container.incrementalClearChild();\n }\n this._addBrushMask();\n this._dispatchEvent(IOperateType.drawStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 初始化移动状态\n * @description 初始化mask的dx和dy\n */\n private _initMove(e: FederatedPointerEvent) {\n this._cacheMovePoint = this.eventPosToStagePos(e);\n\n this._operatingMaskMoveDx = this._operatingMask.attribute.dx ?? 0;\n this._operatingMaskMoveDy = this._operatingMask.attribute.dy ?? 0;\n\n // 计算最大移动范围, 为了将brushMask限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n\n const { x1, x2, y1, y2 } = this._operatingMask.globalAABBBounds;\n const minMoveStepX = minX - x1;\n const maxMoveStepX = maxX - x2;\n const minMoveStepY = minY - y1;\n const maxMoveStepY = maxY - y2;\n\n this._operatingMaskMoveRangeX = [minMoveStepX, maxMoveStepX];\n this._operatingMaskMoveRangeY = [minMoveStepY, maxMoveStepY];\n\n this._operatingMask.setAttribute('pickable', true);\n this._dispatchEvent(IOperateType.moveStart, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 绘制中\n * @description 更新_cacheDrawPoints 和 mask的points属性\n */\n private _drawing(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const { x1 = 0, x2 = 0, y1 = 0, y2 = 0 } = this._operatingMask?._AABBBounds;\n const { sizeThreshold = DEFAULT_SIZE_THRESHOLD, brushType } = this.attribute as BrushAttributes;\n\n const cacheLength = this._cacheDrawPoints.length;\n this._isDrawedBeforeEnd = !!(Math.abs(x2 - x1) > sizeThreshold || Math.abs(y1 - y2) > sizeThreshold);\n\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (cacheLength > 0) {\n const lastPos = this._cacheDrawPoints[this._cacheDrawPoints.length - 1] ?? ({} as IPointLike);\n if (pos.x === lastPos.x && pos.y === lastPos.y) {\n return;\n }\n }\n // 更新交互位置\n if (brushType === 'polygon' || cacheLength <= 1) {\n this._cacheDrawPoints.push(pos);\n } else {\n this._cacheDrawPoints[cacheLength - 1] = pos;\n }\n // 更新mask形状\n const maskPoints = this._computeMaskPoints();\n this._operatingMask.setAttribute('points', maskPoints);\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.drawing, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 移动中\n * @description 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _moving(e: FederatedPointerEvent) {\n const startPos = this._cacheMovePoint;\n const pos = this.eventPosToStagePos(e);\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (pos.x === startPos?.x && pos.y === startPos?.y) {\n return;\n }\n\n const moveStepX = pos.x - startPos.x;\n const moveStepY = pos.y - startPos.y;\n const moveX =\n Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) +\n this._operatingMaskMoveDx;\n const moveY =\n Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) +\n this._operatingMaskMoveDy;\n\n this._operatingMask.setAttributes({\n dx: moveX,\n dy: moveY\n });\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchEvent(IOperateType.moving, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 构造brushMask的points属性\n * @description 根据不同的brushType从_cacheDrawPoints中取points\n * 1. 'rect': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点\n * 2. 'x': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的x坐标\n * 3. 'y': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的y坐标\n * 4. 'polygon': 取鼠标轨迹_cacheDrawPoints的所有点\n */\n private _computeMaskPoints() {\n const { brushType, xRange = [0, 0], yRange = [0, 0] } = this.attribute as BrushAttributes;\n let maskPoints: IPointLike[] = [];\n const startPoint = this._cacheDrawPoints[0];\n const endPoint = this._cacheDrawPoints[this._cacheDrawPoints.length - 1];\n\n if (brushType === 'rect') {\n maskPoints = [\n startPoint,\n {\n x: endPoint.x,\n y: startPoint.y\n },\n endPoint,\n {\n x: startPoint.x,\n y: endPoint.y\n }\n ];\n } else if (brushType === 'x') {\n maskPoints = [\n {\n x: startPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[1]\n },\n {\n x: startPoint.x,\n y: yRange[1]\n }\n ];\n } else if (brushType === 'y') {\n maskPoints = [\n {\n x: xRange[0],\n y: startPoint.y\n },\n {\n x: xRange[0],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: startPoint.y\n }\n ];\n } else {\n maskPoints = cloneDeep(this._cacheDrawPoints); // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n }\n return maskPoints;\n }\n\n private _addBrushMask() {\n const { brushStyle, hasMask } = this.attribute as BrushAttributes;\n const brushMask = graphicCreator.polygon({\n points: cloneDeep(this._cacheDrawPoints), // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n cursor: 'move',\n pickable: false,\n ...brushStyle,\n opacity: hasMask ? brushStyle.opacity ?? 1 : 0\n });\n brushMask.name = `brush-${Date.now()}`; // 用Date给mask唯一标记\n this._operatingMask = brushMask;\n this._container.add(brushMask);\n this._brushMaskAABBBoundsDict[brushMask.name] = brushMask.AABBBounds;\n }\n\n private _outOfInteractiveRange(e: FederatedPointerEvent) {\n // 在返回坐标时,将其限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n const pos = this.eventPosToStagePos(e);\n if (pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY) {\n return true;\n }\n return false;\n }\n\n /** 事件系统坐标转换为stage坐标 */\n protected eventPosToStagePos(e: FederatedPointerEvent) {\n const { x, y } = vglobal.mapToCanvasPoint(e, this.stage.window.getContext().canvas.nativeCanvas);\n return {\n x: x - (this.stage?.x || 0),\n y: y - (this.stage?.y || 0)\n };\n }\n\n protected render() {\n this._bindBrushEvents();\n const group = this.createOrUpdateChild('brush-container', {}, 'group') as unknown as IGroup;\n this._container = group;\n }\n\n releaseBrushEvents(): void {\n const {\n delayType = 'throttle',\n delayTime = 0,\n trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger,\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger\n } = this.attribute as BrushAttributes;\n this.stage.removeEventListener(trigger, this._onBrushStart as EventListener);\n this.stage.removeEventListener(updateTrigger, this._onBrushingWithDelay as EventListener);\n this.stage.removeEventListener(endTrigger, this._onBrushEnd as EventListener);\n this.stage.removeEventListener(resetTrigger, this._onBrushEnd as EventListener);\n }\n}\n"]}