@visactor/vrender-components 0.20.0-alpha.4 → 0.20.1-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (80) hide show
  1. package/cjs/axis/animate/group-transition.js +1 -1
  2. package/cjs/axis/animate/group-transition.js.map +1 -1
  3. package/cjs/axis/base.js +2 -1
  4. package/cjs/axis/base.js.map +1 -1
  5. package/cjs/axis/circle.js +20 -12
  6. package/cjs/axis/circle.js.map +1 -1
  7. package/cjs/axis/grid/base.js +5 -12
  8. package/cjs/axis/grid/base.js.map +1 -1
  9. package/cjs/axis/grid/line.js +3 -12
  10. package/cjs/axis/grid/line.js.map +1 -1
  11. package/cjs/axis/tick-data/continuous.js +3 -2
  12. package/cjs/axis/tick-data/continuous.js.map +1 -1
  13. package/cjs/axis/type.d.ts +3 -1
  14. package/cjs/axis/type.js.map +1 -1
  15. package/cjs/axis/util.d.ts +2 -0
  16. package/cjs/axis/util.js +19 -2
  17. package/cjs/axis/util.js.map +1 -1
  18. package/cjs/brush/type.js +1 -2
  19. package/cjs/core/base.js +2 -1
  20. package/cjs/index.d.ts +1 -1
  21. package/cjs/index.js +1 -1
  22. package/cjs/index.js.map +1 -1
  23. package/cjs/label/arc.d.ts +1 -0
  24. package/cjs/label/arc.js +14 -18
  25. package/cjs/label/arc.js.map +1 -1
  26. package/cjs/label/base.d.ts +4 -0
  27. package/cjs/label/base.js +11 -8
  28. package/cjs/label/base.js.map +1 -1
  29. package/cjs/legend/discrete/discrete.js +3 -3
  30. package/cjs/legend/discrete/discrete.js.map +1 -1
  31. package/cjs/player/base-player.d.ts +8 -1
  32. package/cjs/player/base-player.js +9 -0
  33. package/cjs/player/base-player.js.map +1 -1
  34. package/cjs/player/continuous-player.d.ts +1 -7
  35. package/cjs/player/continuous-player.js.map +1 -1
  36. package/cjs/player/discrete-player.d.ts +1 -7
  37. package/cjs/player/discrete-player.js.map +1 -1
  38. package/cjs/timeline/timeline.js +14 -16
  39. package/cjs/timeline/timeline.js.map +1 -1
  40. package/dist/index.es.js +188 -342
  41. package/es/axis/animate/group-transition.js +1 -1
  42. package/es/axis/animate/group-transition.js.map +1 -1
  43. package/es/axis/base.js +2 -1
  44. package/es/axis/base.js.map +1 -1
  45. package/es/axis/circle.js +22 -13
  46. package/es/axis/circle.js.map +1 -1
  47. package/es/axis/grid/base.js +6 -13
  48. package/es/axis/grid/base.js.map +1 -1
  49. package/es/axis/grid/line.js +4 -11
  50. package/es/axis/grid/line.js.map +1 -1
  51. package/es/axis/tick-data/continuous.js +3 -2
  52. package/es/axis/tick-data/continuous.js.map +1 -1
  53. package/es/axis/type.d.ts +3 -1
  54. package/es/axis/type.js.map +1 -1
  55. package/es/axis/util.d.ts +2 -0
  56. package/es/axis/util.js +16 -0
  57. package/es/axis/util.js.map +1 -1
  58. package/es/brush/type.js +1 -2
  59. package/es/core/base.js +2 -1
  60. package/es/index.d.ts +1 -1
  61. package/es/index.js +1 -1
  62. package/es/index.js.map +1 -1
  63. package/es/label/arc.d.ts +1 -0
  64. package/es/label/arc.js +13 -19
  65. package/es/label/arc.js.map +1 -1
  66. package/es/label/base.d.ts +4 -0
  67. package/es/label/base.js +11 -8
  68. package/es/label/base.js.map +1 -1
  69. package/es/legend/discrete/discrete.js +3 -3
  70. package/es/legend/discrete/discrete.js.map +1 -1
  71. package/es/player/base-player.d.ts +8 -1
  72. package/es/player/base-player.js +9 -0
  73. package/es/player/base-player.js.map +1 -1
  74. package/es/player/continuous-player.d.ts +1 -7
  75. package/es/player/continuous-player.js.map +1 -1
  76. package/es/player/discrete-player.d.ts +1 -7
  77. package/es/player/discrete-player.js.map +1 -1
  78. package/es/timeline/timeline.js +14 -16
  79. package/es/timeline/timeline.js.map +1 -1
  80. package/package.json +8 -8
@@ -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 _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 _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"]}
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\nloadContinuousPlayerComponent();\nexport class ContinuousPlayer extends BasePlayer<ContinuousPlayerAttributes> {\n declare attribute: ContinuousPlayerAttributes;\n\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 _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"]}
@@ -2,13 +2,7 @@ import { BasePlayer } from './base-player';
2
2
  import type { DiscretePlayerAttributes, PlayerAttributes } from './type';
3
3
  import { PlayerEventEnum } from './type';
4
4
  import type { ComponentOptions } from '../interface';
5
- export interface IDiscretePlayer {
6
- play: () => void;
7
- pause: () => void;
8
- backward: () => void;
9
- forward: () => void;
10
- }
11
- export declare class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> implements IDiscretePlayer {
5
+ export declare class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> {
12
6
  attribute: DiscretePlayerAttributes;
13
7
  private _activeIndex;
14
8
  protected _alternate: boolean;
@@ -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 _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 _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 { loop = false } = this.attribute as PlayerAttributes;\n let index;\n if (loop) {\n index = this._dataIndex - 1 < this._minIndex ? this._maxIndex : this._dataIndex - 1;\n } else {\n index = Math.max(this._dataIndex - 1, this._minIndex);\n }\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 { loop = false } = this.attribute as PlayerAttributes;\n let index;\n if (loop) {\n index = this._dataIndex + 1 > this._maxIndex ? this._minIndex : this._dataIndex + 1;\n } else {\n index = Math.min(this._dataIndex + 1, this._maxIndex);\n }\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\nloadDiscretePlayerComponent();\nexport class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> {\n declare attribute: DiscretePlayerAttributes;\n\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 _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 { loop = false } = this.attribute as PlayerAttributes;\n let index;\n if (loop) {\n index = this._dataIndex - 1 < this._minIndex ? this._maxIndex : this._dataIndex - 1;\n } else {\n index = Math.max(this._dataIndex - 1, this._minIndex);\n }\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 { loop = false } = this.attribute as PlayerAttributes;\n let index;\n if (loop) {\n index = this._dataIndex + 1 > this._maxIndex ? this._minIndex : this._dataIndex + 1;\n } else {\n index = Math.min(this._dataIndex + 1, this._maxIndex);\n }\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.change);\n this.dispatchCustomEvent(PlayerEventEnum.forward);\n };\n}\n"]}
@@ -74,25 +74,23 @@ export class Timeline extends AbstractComponent {
74
74
  }, activeLineDuration, easing)), this._symbolGroup) {
75
75
  const size = this._symbolGroup.count - 1, delay = percent * (1 === size ? 0 : 400 / (size - 1)), delayNormal = percent * (1 === size ? 0 : 240 / (size - 1));
76
76
  this._symbolGroup.forEachChildren(((symbol, i) => {
77
- const originAttrs = Object.assign({}, symbol.attribute);
78
- symbol.setAttributes({
77
+ const originAttrs = {};
78
+ Object.keys(activeSymbolStyle).forEach((k => {
79
+ originAttrs[k] = symbol.attribute[k];
80
+ })), symbol.setAttributes({
79
81
  opacity: 0
80
82
  }), symbol.animate().wait(symbolDelay + delay * i).to({
81
83
  opacity: 1
82
- }, perSymbolDuration, easing), symbol.animate().wait(symbolNormalDelay + delayNormal * i).to(Object.assign({
83
- scaleX: 1.8,
84
- scaleY: 1.8
85
- }, activeSymbolStyle), perSymbolNormalDuration, easing).to(Object.assign({
86
- scaleX: 1,
87
- scaleY: 1
88
- }, originAttrs), perSymbolNormalDuration, easing);
84
+ }, perSymbolDuration, easing), symbol.animate().wait(symbolNormalDelay + delayNormal * i).to(Object.assign({}, activeSymbolStyle), perSymbolNormalDuration, easing).to(Object.assign({}, originAttrs), perSymbolNormalDuration, easing);
89
85
  }));
90
86
  }
91
87
  if (this._labelGroup) {
92
88
  const size = this._labelGroup.count - 1, delay = percent * (1 === size ? 0 : 400 / (size - 1)), delayNormal = percent * (1 === size ? 0 : 240 / (size - 1));
93
89
  this._labelGroup.forEachChildren(((label, i) => {
94
- const originAttrs = Object.assign({}, label.attribute);
95
- label.setAttributes({
90
+ const originAttrs = {};
91
+ Object.keys(activeLabelStyle).forEach((k => {
92
+ originAttrs[k] = label.attribute[k];
93
+ })), label.setAttributes({
96
94
  opacity: 0
97
95
  }), label.animate().wait(symbolDelay + delay * i).to({
98
96
  opacity: 1
@@ -105,7 +103,6 @@ export class Timeline extends AbstractComponent {
105
103
  }
106
104
  }
107
105
  goto(flag, animateConfig) {
108
- var _a;
109
106
  let {clipRange: clipRange} = this.attribute;
110
107
  const {animation: animation} = this.attribute;
111
108
  if (flag > 0) {
@@ -120,12 +117,12 @@ export class Timeline extends AbstractComponent {
120
117
  });
121
118
  let i = 0;
122
119
  for (;i < this._timesPercent.length && !(clipRange < this._timesPercent[i]); i++) ;
123
- const nextClipRange = flag > 0 ? this._timesPercent[i] : this._timesPercent[i - 1] || 0;
120
+ const nextClipRange = flag > 0 ? this._timesPercent[i] || 1 : this._timesPercent[i - 1] || 0;
124
121
  if (animation) {
125
- const {duration: duration = 1e3, easing: easing = "quadOut"} = animateConfig, actDuration = Math.abs(nextClipRange - clipRange) / (this._timesPercent[i] - (null !== (_a = this._timesPercent[i - 1]) && void 0 !== _a ? _a : 0)) * duration;
122
+ const {duration: duration = 1e3, easing: easing = "quadOut"} = animateConfig;
126
123
  this.animate().to({
127
124
  clipRange: nextClipRange
128
- }, actDuration, easing);
125
+ }, duration, easing);
129
126
  } else this.setAttributes({
130
127
  clipRange: nextClipRange
131
128
  });
@@ -148,7 +145,8 @@ Timeline.defaultAttributes = {
148
145
  symbolType: "circle"
149
146
  },
150
147
  activeSymbolStyle: {
151
- fill: "orange"
148
+ fill: "orange",
149
+ size: 16
152
150
  },
153
151
  lineStyle: {
154
152
  lineDash: [ 2, 2 ],
@@ -1 +1 @@
1
- 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{ isArray, merge } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport { loadTimelineComponent } from './register';\nimport type { TimelineAttrs } from './type';\nimport type { ComponentOptions } from '../interface';\nimport type { IGraphicAttribute, IGroup, ILine, IText } from '@visactor/vrender-core';\nimport type { ISymbol } from '@visactor/vrender-core';\n\nloadTimelineComponent();\n\nexport class Timeline extends AbstractComponent<Required<TimelineAttrs>> {\n name = 'timeline';\n\n private _line?: ILine;\n private _activeLine?: ILine;\n private _symbolGroup?: IGroup;\n private _labelGroup?: IGroup;\n private _timesPercent?: number[];\n\n static defaultAttributes: Partial<TimelineAttrs> = {\n labelSpace: 10,\n pointLayoutMode: 'space-around',\n animation: true,\n symbolStyle: {\n fill: 'black',\n size: 12,\n symbolType: 'circle'\n },\n activeSymbolStyle: {\n fill: 'orange'\n },\n lineStyle: {\n lineDash: [2, 2],\n lineCap: 'butt',\n stroke: 'black',\n lineWidth: 2\n },\n activeLineStyle: {\n stroke: 'orange',\n lineWidth: 4\n },\n labelStyle: {\n fontSize: 12,\n fill: 'black',\n textAlign: 'center',\n textBaseline: 'top'\n },\n activeLabelStyle: {\n fontSize: 14,\n fill: 'orange'\n },\n clipRange: 0\n };\n\n constructor(attributes: TimelineAttrs, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Timeline.defaultAttributes, attributes));\n }\n\n protected render(): void {\n const {\n width,\n lineStyle,\n activeLineStyle,\n symbolStyle,\n activeSymbolStyle,\n labelStyle,\n activeLabelStyle,\n times,\n pointLayoutMode,\n labelSpace,\n clipRange,\n animation\n } = this.attribute;\n\n if (!(times && times.length)) {\n return;\n }\n\n // 计算线段中心的y位置,考虑线宽和symbol宽度\n const symbolHeight = (isArray(symbolStyle.size) ? symbolStyle.size[1] : symbolStyle.size) || 0;\n const activeSymbolHeight =\n (isArray(activeSymbolStyle.size) ? activeSymbolStyle.size[1] : activeSymbolStyle.size) || 0;\n const lineSymbolHeight = Math.max(\n lineStyle.lineWidth || 0,\n activeLineStyle.lineWidth || 0,\n symbolHeight,\n activeSymbolHeight\n );\n const lineY = lineSymbolHeight / 2;\n const lineAttr = {\n y: lineY,\n points: [\n { x: 0, y: 0 },\n { x: width, y: 0 }\n ]\n };\n this._line = this.createOrUpdateChild(\n 'line-axes',\n {\n ...lineStyle,\n ...lineAttr\n },\n 'line'\n ) as ILine;\n this._activeLine = this.createOrUpdateChild(\n 'active-line-axes',\n {\n ...activeLineStyle,\n ...lineAttr,\n clipRange\n },\n 'line'\n ) as ILine;\n\n const activeWidth = width * clipRange;\n\n const symbolGroup = this.createOrUpdateChild(\n 'symbol-group',\n {\n y: lineY\n },\n 'group'\n ) as IGroup;\n const symbolSpace =\n times.length === 1\n ? width\n : pointLayoutMode === 'space-between'\n ? width / (times.length - 1)\n : width / times.length;\n const symbolStartX = pointLayoutMode === 'space-between' ? 0 : symbolSpace / 2;\n this._timesPercent = times.map((_, i) => (symbolStartX + symbolSpace * i) / width);\n\n times.forEach((item, i) => {\n const x = this._timesPercent[i] * width;\n symbolGroup.createOrUpdateChild(\n item.label,\n {\n ...symbolStyle,\n x\n },\n 'symbol'\n );\n });\n this._symbolGroup = symbolGroup;\n\n const labelY = lineSymbolHeight + labelSpace;\n const labelGroup = this.createOrUpdateChild(\n 'label-group',\n {\n y: labelY\n },\n 'group'\n ) as IGroup;\n\n times.forEach((item, i) => {\n const x = this._timesPercent[i] * width;\n labelGroup.createOrUpdateChild(\n item.label,\n {\n ...labelStyle,\n x,\n text: item.label\n },\n 'text'\n );\n });\n this._labelGroup = labelGroup;\n\n const setActive = (group: IGroup, activeStyle: Partial<IGraphicAttribute>) => {\n group.forEachChildren((label: IText) => {\n if (label.currentStates) {\n const currentStates = label.currentStates;\n label.clearStates();\n label.useStates(currentStates, false);\n }\n label.states = {\n active: activeStyle\n };\n if (label.attribute.x <= activeWidth) {\n label.useStates(['active'], animation);\n }\n });\n };\n\n setActive(labelGroup, activeLabelStyle);\n setActive(symbolGroup, activeSymbolStyle);\n }\n\n appearAnimate(animateConfig: { duration?: number; easing?: string }) {\n // 基准时间,line[0, 500], point[100, 600] 100 onebyone, pointNormal[600, 1000] 90+90 onebyone, activeLine[500, 700]\n // line和activeLine的clipRange\n const { duration = 1000, easing = 'quadOut' } = animateConfig;\n const { activeLabelStyle, activeSymbolStyle } = this.attribute;\n const percent = duration / 1000;\n const lineDuration = percent * 500;\n const activeLineDuration = percent * 200;\n const perSymbolDuration = percent * 100;\n const perSymbolNormalDuration = percent * 90;\n const symbolDelay = percent * 100;\n const symbolNormalDelay = percent * 600;\n if (this._line) {\n this._line.setAttributes({ clipRange: 0 });\n this._line.animate().to({ clipRange: 1 }, lineDuration, easing as any);\n }\n if (this._activeLine) {\n this._activeLine.setAttributes({ opacity: 0 });\n this._activeLine\n .animate()\n .wait(500)\n .to({ opacity: 1 }, activeLineDuration, easing as any);\n }\n if (this._symbolGroup) {\n const size = this._symbolGroup.count - 1;\n const delay = percent * (size === 1 ? 0 : (500 - 100) / (size - 1));\n const delayNormal = percent * (size === 1 ? 0 : (400 - 160) / (size - 1));\n this._symbolGroup.forEachChildren((symbol: ISymbol, i) => {\n const originAttrs = { ...symbol.attribute };\n symbol.setAttributes({ opacity: 0 });\n symbol\n .animate()\n .wait(symbolDelay + delay * i)\n .to({ opacity: 1 }, perSymbolDuration, easing as any);\n symbol\n .animate()\n .wait(symbolNormalDelay + delayNormal * i)\n .to({ scaleX: 1.8, scaleY: 1.8, ...activeSymbolStyle }, perSymbolNormalDuration, easing as any)\n .to({ scaleX: 1, scaleY: 1, ...originAttrs }, perSymbolNormalDuration, easing as any);\n });\n }\n if (this._labelGroup) {\n const size = this._labelGroup.count - 1;\n const delay = percent * (size === 1 ? 0 : (500 - 100) / (size - 1));\n const delayNormal = percent 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{ isArray, merge } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport { loadTimelineComponent } from './register';\nimport type { TimelineAttrs } from './type';\nimport type { ComponentOptions } from '../interface';\nimport { getTheme, type IGraphicAttribute, type IGroup, type ILine, type IText } from '@visactor/vrender-core';\nimport type { ISymbol } from '@visactor/vrender-core';\n\nloadTimelineComponent();\n\nexport class Timeline extends AbstractComponent<Required<TimelineAttrs>> {\n name = 'timeline';\n\n private _line?: ILine;\n private _activeLine?: ILine;\n private _symbolGroup?: IGroup;\n private _labelGroup?: IGroup;\n private _timesPercent?: number[];\n\n static defaultAttributes: Partial<TimelineAttrs> = {\n labelSpace: 10,\n pointLayoutMode: 'space-around',\n animation: true,\n symbolStyle: {\n fill: 'black',\n size: 12,\n symbolType: 'circle'\n },\n activeSymbolStyle: {\n fill: 'orange',\n size: 16\n },\n lineStyle: {\n lineDash: [2, 2],\n lineCap: 'butt',\n stroke: 'black',\n lineWidth: 2\n },\n activeLineStyle: {\n stroke: 'orange',\n lineWidth: 4\n },\n labelStyle: {\n fontSize: 12,\n fill: 'black',\n textAlign: 'center',\n textBaseline: 'top'\n },\n activeLabelStyle: {\n fontSize: 14,\n fill: 'orange'\n },\n clipRange: 0\n };\n\n constructor(attributes: TimelineAttrs, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Timeline.defaultAttributes, attributes));\n }\n\n protected render(): void {\n const {\n width,\n lineStyle,\n activeLineStyle,\n symbolStyle,\n activeSymbolStyle,\n labelStyle,\n activeLabelStyle,\n times,\n pointLayoutMode,\n labelSpace,\n clipRange,\n animation\n } = this.attribute;\n\n if (!(times && times.length)) {\n return;\n }\n\n // 计算线段中心的y位置,考虑线宽和symbol宽度\n const symbolHeight = (isArray(symbolStyle.size) ? symbolStyle.size[1] : symbolStyle.size) || 0;\n const activeSymbolHeight =\n (isArray(activeSymbolStyle.size) ? activeSymbolStyle.size[1] : activeSymbolStyle.size) || 0;\n const lineSymbolHeight = Math.max(\n lineStyle.lineWidth || 0,\n activeLineStyle.lineWidth || 0,\n symbolHeight,\n activeSymbolHeight\n );\n const lineY = lineSymbolHeight / 2;\n const lineAttr = {\n y: lineY,\n points: [\n { x: 0, y: 0 },\n { x: width, y: 0 }\n ]\n };\n this._line = this.createOrUpdateChild(\n 'line-axes',\n {\n ...lineStyle,\n ...lineAttr\n },\n 'line'\n ) as ILine;\n this._activeLine = this.createOrUpdateChild(\n 'active-line-axes',\n {\n ...activeLineStyle,\n ...lineAttr,\n clipRange\n },\n 'line'\n ) as ILine;\n\n const activeWidth = width * clipRange;\n\n const symbolGroup = this.createOrUpdateChild(\n 'symbol-group',\n {\n y: lineY\n },\n 'group'\n ) as IGroup;\n const symbolSpace =\n times.length === 1\n ? width\n : pointLayoutMode === 'space-between'\n ? width / (times.length - 1)\n : width / times.length;\n const symbolStartX = pointLayoutMode === 'space-between' ? 0 : symbolSpace / 2;\n this._timesPercent = times.map((_, i) => (symbolStartX + symbolSpace * i) / width);\n\n times.forEach((item, i) => {\n const x = this._timesPercent[i] * width;\n symbolGroup.createOrUpdateChild(\n item.label,\n {\n ...symbolStyle,\n x\n },\n 'symbol'\n );\n });\n this._symbolGroup = symbolGroup;\n\n const labelY = lineSymbolHeight + labelSpace;\n const labelGroup = this.createOrUpdateChild(\n 'label-group',\n {\n y: labelY\n },\n 'group'\n ) as IGroup;\n\n times.forEach((item, i) => {\n const x = this._timesPercent[i] * width;\n labelGroup.createOrUpdateChild(\n item.label,\n {\n ...labelStyle,\n x,\n text: item.label\n },\n 'text'\n );\n });\n this._labelGroup = labelGroup;\n\n const setActive = (group: IGroup, activeStyle: Partial<IGraphicAttribute>) => {\n group.forEachChildren((label: IText) => {\n if (label.currentStates) {\n const currentStates = label.currentStates;\n label.clearStates();\n label.useStates(currentStates, false);\n }\n label.states = {\n active: activeStyle\n };\n if (label.attribute.x <= activeWidth) {\n label.useStates(['active'], animation);\n }\n });\n };\n\n setActive(labelGroup, activeLabelStyle);\n setActive(symbolGroup, activeSymbolStyle);\n }\n\n appearAnimate(animateConfig: { duration?: number; easing?: string }) {\n // 基准时间,line[0, 500], point[100, 600] 100 onebyone, pointNormal[600, 1000] 90+90 onebyone, activeLine[500, 700]\n // line和activeLine的clipRange\n const { duration = 1000, easing = 'quadOut' } = animateConfig;\n const { activeLabelStyle, activeSymbolStyle } = this.attribute;\n const percent = duration / 1000;\n const lineDuration = percent * 500;\n const activeLineDuration = percent * 200;\n const perSymbolDuration = percent * 100;\n const perSymbolNormalDuration = percent * 90;\n const symbolDelay = percent * 100;\n const symbolNormalDelay = percent * 600;\n if (this._line) {\n this._line.setAttributes({ clipRange: 0 });\n this._line.animate().to({ clipRange: 1 }, lineDuration, easing as any);\n }\n if (this._activeLine) {\n this._activeLine.setAttributes({ opacity: 0 });\n this._activeLine\n .animate()\n .wait(500)\n .to({ opacity: 1 }, activeLineDuration, easing as any);\n }\n if (this._symbolGroup) {\n const size = this._symbolGroup.count - 1;\n const delay = percent * (size === 1 ? 0 : (500 - 100) / (size - 1));\n const delayNormal = percent * (size === 1 ? 0 : (400 - 160) / (size - 1));\n this._symbolGroup.forEachChildren((symbol: ISymbol, i) => {\n const originAttrs: Record<string, any> = {};\n Object.keys(activeSymbolStyle).forEach(k => {\n originAttrs[k] = (symbol.attribute as any)[k];\n });\n\n symbol.setAttributes({ opacity: 0 });\n symbol\n .animate()\n .wait(symbolDelay + delay * i)\n .to({ opacity: 1 }, perSymbolDuration, easing as any);\n symbol\n .animate()\n .wait(symbolNormalDelay + delayNormal * i)\n .to({ ...activeSymbolStyle }, perSymbolNormalDuration, easing as any)\n .to({ ...originAttrs }, perSymbolNormalDuration, easing as any);\n });\n }\n if (this._labelGroup) {\n const size = this._labelGroup.count - 1;\n const delay = percent * (size === 1 ? 0 : (500 - 100) / (size - 1));\n const delayNormal = percent * (size === 1 ? 0 : (400 - 160) / (size - 1));\n this._labelGroup.forEachChildren((label: IText, i) => {\n const originAttrs: Record<string, any> = {};\n Object.keys(activeLabelStyle).forEach(k => {\n originAttrs[k] = (label.attribute as any)[k];\n });\n label.setAttributes({ opacity: 0 });\n label\n .animate()\n .wait(symbolDelay + delay * i)\n .to({ opacity: 1 }, perSymbolDuration, easing as any);\n label\n .animate()\n .wait(symbolNormalDelay + delayNormal * i)\n .to({ dy: 10, ...activeLabelStyle }, perSymbolNormalDuration, easing as any)\n .to({ dy: 0, ...originAttrs }, perSymbolNormalDuration, easing as any);\n });\n }\n }\n\n goto(flag: 1 | -1, animateConfig: { duration?: number; easing?: string }) {\n let { clipRange } = this.attribute;\n const { animation } = this.attribute;\n\n // 合法性判断\n if (flag > 0) {\n if (clipRange >= 1) {\n return;\n } else if (clipRange < 0) {\n clipRange = 0;\n }\n } else {\n if (clipRange <= 0) {\n return;\n } else if (clipRange > 1) {\n clipRange = 1;\n }\n }\n\n if (clipRange !== this.attribute.clipRange) {\n this.setAttributes({ clipRange });\n }\n\n // 判断区间\n let i = 0;\n for (; i < this._timesPercent.length; i++) {\n if (clipRange < this._timesPercent[i]) {\n break;\n }\n }\n\n const nextClipRange = flag > 0 ? this._timesPercent[i] || 1 : this._timesPercent[i - 1] || 0;\n if (animation) {\n const { duration = 1000, easing = 'quadOut' } = animateConfig;\n // const actDuration =\n // (Math.abs(nextClipRange - clipRange) / ((this._timesPercent[i] ?? 1) - (this._timesPercent[i - 1] ?? 0))) *\n // duration;\n this.animate().to({ clipRange: nextClipRange }, duration, easing as any);\n } else {\n this.setAttributes({ clipRange: nextClipRange });\n }\n }\n\n forward(animateConfig: { duration?: number; easing?: string }) {\n this.goto(1, animateConfig);\n }\n\n backward(animateConfig: { duration?: number; easing?: string }) {\n this.goto(-1, animateConfig);\n }\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-components",
3
- "version": "0.20.0-alpha.4",
3
+ "version": "0.20.1-alpha.0",
4
4
  "description": "components library for dp visualization",
5
5
  "sideEffects": false,
6
6
  "main": "cjs/index.js",
@@ -12,14 +12,14 @@
12
12
  "dist"
13
13
  ],
14
14
  "dependencies": {
15
- "@visactor/vrender-core": "0.20.0-alpha.4",
16
- "@visactor/vrender-kits": "0.20.0-alpha.4",
17
- "@visactor/vutils": "~0.18.13",
18
- "@visactor/vscale": "~0.18.9"
15
+ "@visactor/vrender-core": "0.20.1-alpha.0",
16
+ "@visactor/vrender-kits": "0.20.1-alpha.0",
17
+ "@visactor/vutils": "~0.18.14",
18
+ "@visactor/vscale": "~0.18.14"
19
19
  },
20
20
  "devDependencies": {
21
21
  "@rushstack/eslint-patch": "~1.1.4",
22
- "@visactor/vscale": "~0.18.9",
22
+ "@visactor/vscale": "~0.18.14",
23
23
  "@types/jest": "^26.0.0",
24
24
  "jest": "^26.0.0",
25
25
  "jest-electron": "^0.1.12",
@@ -30,8 +30,8 @@
30
30
  "typescript": "4.9.5",
31
31
  "cross-env": "^7.0.3",
32
32
  "@internal/bundler": "0.0.1",
33
- "@internal/eslint-config": "0.0.1",
34
- "@internal/ts-config": "0.0.1"
33
+ "@internal/ts-config": "0.0.1",
34
+ "@internal/eslint-config": "0.0.1"
35
35
  },
36
36
  "keywords": [
37
37
  "VisActor",