@visactor/vrender-components 0.9.0-alpha.1 → 0.9.0

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 (288) hide show
  1. package/README.md +3 -1
  2. package/cjs/axis/animate/group-fade.js.map +1 -1
  3. package/cjs/axis/animate/group-transition.js.map +1 -1
  4. package/cjs/axis/animate/index.js.map +1 -1
  5. package/cjs/axis/base.js.map +1 -1
  6. package/cjs/axis/circle.js.map +1 -1
  7. package/cjs/axis/config.js.map +1 -1
  8. package/cjs/axis/constant.js.map +1 -1
  9. package/cjs/axis/grid.js.map +1 -1
  10. package/cjs/axis/index.js.map +1 -1
  11. package/cjs/axis/line.js.map +1 -1
  12. package/cjs/axis/type.js.map +1 -1
  13. package/cjs/brush/brush.js +11 -11
  14. package/cjs/brush/brush.js.map +1 -1
  15. package/cjs/brush/config.js.map +1 -1
  16. package/cjs/brush/index.js.map +1 -1
  17. package/cjs/brush/type.js.map +1 -1
  18. package/cjs/constant.js.map +1 -1
  19. package/cjs/core/base.js.map +1 -1
  20. package/cjs/core/type.js +1 -2
  21. package/cjs/core/type.js.map +1 -1
  22. package/cjs/crosshair/base.js.map +1 -1
  23. package/cjs/crosshair/circle.js +2 -1
  24. package/cjs/crosshair/circle.js.map +1 -1
  25. package/cjs/crosshair/index.js.map +1 -1
  26. package/cjs/crosshair/line.js.map +1 -1
  27. package/cjs/crosshair/polygon.js.map +1 -1
  28. package/cjs/crosshair/rect.js.map +1 -1
  29. package/cjs/crosshair/sector.js.map +1 -1
  30. package/cjs/crosshair/type.js.map +1 -1
  31. package/cjs/data-zoom/config.js.map +1 -1
  32. package/cjs/data-zoom/data-zoom.js.map +1 -1
  33. package/cjs/data-zoom/index.js.map +1 -1
  34. package/cjs/data-zoom/type.js.map +1 -1
  35. package/cjs/index.js.map +1 -1
  36. package/cjs/indicator/config.js.map +1 -1
  37. package/cjs/indicator/index.js.map +1 -1
  38. package/cjs/indicator/indicator.js.map +1 -1
  39. package/cjs/indicator/type.js.map +1 -1
  40. package/cjs/interface.js.map +1 -1
  41. package/cjs/label/animate/animate.js.map +1 -1
  42. package/cjs/label/animate/index.js.map +1 -1
  43. package/cjs/label/base.js +1 -2
  44. package/cjs/label/base.js.map +1 -1
  45. package/cjs/label/dataLabel.js.map +1 -1
  46. package/cjs/label/index.js.map +1 -1
  47. package/cjs/label/line.js.map +1 -1
  48. package/cjs/label/overlap/bitmap.js.map +1 -1
  49. package/cjs/label/overlap/index.js.map +1 -1
  50. package/cjs/label/overlap/place.js.map +1 -1
  51. package/cjs/label/overlap/scaler.js.map +1 -1
  52. package/cjs/label/rect.js.map +1 -1
  53. package/cjs/label/symbol.js.map +1 -1
  54. package/cjs/label/type.js.map +1 -1
  55. package/cjs/legend/base.js.map +1 -1
  56. package/cjs/legend/color/color.js.map +1 -1
  57. package/cjs/legend/color/index.js.map +1 -1
  58. package/cjs/legend/color/type.js.map +1 -1
  59. package/cjs/legend/constant.js.map +1 -1
  60. package/cjs/legend/discrete/discrete.js.map +1 -1
  61. package/cjs/legend/discrete/index.js.map +1 -1
  62. package/cjs/legend/discrete/type.js.map +1 -1
  63. package/cjs/legend/index.js.map +1 -1
  64. package/cjs/legend/size/index.js.map +1 -1
  65. package/cjs/legend/size/size.js.map +1 -1
  66. package/cjs/legend/size/type.js.map +1 -1
  67. package/cjs/legend/type.js.map +1 -1
  68. package/cjs/link-path/index.js +1 -1
  69. package/cjs/link-path/index.js.map +1 -1
  70. package/cjs/link-path/link-path.js +1 -1
  71. package/cjs/link-path/link-path.js.map +1 -1
  72. package/cjs/link-path/type.js +1 -1
  73. package/cjs/link-path/type.js.map +1 -1
  74. package/cjs/marker/area.js.map +1 -1
  75. package/cjs/marker/base.js +4 -2
  76. package/cjs/marker/base.js.map +1 -1
  77. package/cjs/marker/config.js.map +1 -1
  78. package/cjs/marker/index.js.map +1 -1
  79. package/cjs/marker/line.js +1 -2
  80. package/cjs/marker/line.js.map +1 -1
  81. package/cjs/marker/point.js.map +1 -1
  82. package/cjs/marker/type.js.map +1 -1
  83. package/cjs/pager/index.js +1 -1
  84. package/cjs/pager/index.js.map +1 -1
  85. package/cjs/pager/pager.js +1 -1
  86. package/cjs/pager/pager.js.map +1 -1
  87. package/cjs/pager/type.js +1 -1
  88. package/cjs/pager/type.js.map +1 -1
  89. package/cjs/player/base-player.d.ts +4 -0
  90. package/cjs/player/base-player.js +20 -6
  91. package/cjs/player/base-player.js.map +1 -1
  92. package/cjs/player/constant.js +1 -1
  93. package/cjs/player/constant.js.map +1 -1
  94. package/cjs/player/continuous-player.js.map +1 -1
  95. package/cjs/player/controller/assets/index.js.map +1 -1
  96. package/cjs/player/controller/constant.js.map +1 -1
  97. package/cjs/player/controller/controller.d.ts +5 -3
  98. package/cjs/player/controller/controller.js +24 -14
  99. package/cjs/player/controller/controller.js.map +1 -1
  100. package/cjs/player/controller/icon/icon.js.map +1 -1
  101. package/cjs/player/controller/icon/index.js.map +1 -1
  102. package/cjs/player/controller/icon/type.js.map +1 -1
  103. package/cjs/player/controller/index.js.map +1 -1
  104. package/cjs/player/controller/type.js.map +1 -1
  105. package/cjs/player/discrete-player.js.map +1 -1
  106. package/cjs/player/index.js.map +1 -1
  107. package/cjs/player/type/base.js.map +1 -1
  108. package/cjs/player/type/continuous-player.js.map +1 -1
  109. package/cjs/player/type/direction.js.map +1 -1
  110. package/cjs/player/type/discrete-player.js.map +1 -1
  111. package/cjs/player/type/event.js.map +1 -1
  112. package/cjs/player/type/index.js.map +1 -1
  113. package/cjs/player/type/layout.js.map +1 -1
  114. package/cjs/player/utils.js.map +1 -1
  115. package/cjs/scrollbar/index.js +1 -1
  116. package/cjs/scrollbar/index.js.map +1 -1
  117. package/cjs/scrollbar/scrollbar.js +1 -1
  118. package/cjs/scrollbar/scrollbar.js.map +1 -1
  119. package/cjs/scrollbar/type.js.map +1 -1
  120. package/cjs/segment/index.js.map +1 -1
  121. package/cjs/segment/segment.js.map +1 -1
  122. package/cjs/segment/type.js.map +1 -1
  123. package/cjs/slider/constant.js.map +1 -1
  124. package/cjs/slider/index.js.map +1 -1
  125. package/cjs/slider/slider.js +9 -10
  126. package/cjs/slider/slider.js.map +1 -1
  127. package/cjs/slider/type.js.map +1 -1
  128. package/cjs/tag/index.js.map +1 -1
  129. package/cjs/tag/tag.js.map +1 -1
  130. package/cjs/tag/type.js.map +1 -1
  131. package/cjs/title/index.js.map +1 -1
  132. package/cjs/title/title.js.map +1 -1
  133. package/cjs/title/type.js.map +1 -1
  134. package/cjs/tooltip/config.js.map +1 -1
  135. package/cjs/tooltip/index.js.map +1 -1
  136. package/cjs/tooltip/tooltip.js.map +1 -1
  137. package/cjs/tooltip/type.js.map +1 -1
  138. package/cjs/tooltip/util.js.map +1 -1
  139. package/cjs/util/common.js.map +1 -1
  140. package/cjs/util/index.js.map +1 -1
  141. package/cjs/util/labelSmartInvert.js.map +1 -1
  142. package/cjs/util/matrix.js.map +1 -1
  143. package/cjs/util/text.js.map +1 -1
  144. package/dist/vrender-components.js.js +1 -1
  145. package/dist/vrender-components.js.min.js +1 -1
  146. package/es/axis/animate/group-fade.js.map +1 -1
  147. package/es/axis/animate/group-transition.js.map +1 -1
  148. package/es/axis/animate/index.js.map +1 -1
  149. package/es/axis/base.js.map +1 -1
  150. package/es/axis/circle.js.map +1 -1
  151. package/es/axis/config.js.map +1 -1
  152. package/es/axis/constant.js.map +1 -1
  153. package/es/axis/grid.js.map +1 -1
  154. package/es/axis/index.js.map +1 -1
  155. package/es/axis/line.js.map +1 -1
  156. package/es/axis/type.js.map +1 -1
  157. package/es/brush/brush.js +11 -11
  158. package/es/brush/brush.js.map +1 -1
  159. package/es/brush/config.js.map +1 -1
  160. package/es/brush/index.js.map +1 -1
  161. package/es/brush/type.js.map +1 -1
  162. package/es/constant.js.map +1 -1
  163. package/es/core/base.js.map +1 -1
  164. package/es/core/type.js +1 -2
  165. package/es/core/type.js.map +1 -1
  166. package/es/crosshair/base.js.map +1 -1
  167. package/es/crosshair/circle.js +2 -1
  168. package/es/crosshair/circle.js.map +1 -1
  169. package/es/crosshair/index.js.map +1 -1
  170. package/es/crosshair/line.js.map +1 -1
  171. package/es/crosshair/polygon.js.map +1 -1
  172. package/es/crosshair/rect.js.map +1 -1
  173. package/es/crosshair/sector.js.map +1 -1
  174. package/es/crosshair/type.js.map +1 -1
  175. package/es/data-zoom/config.js.map +1 -1
  176. package/es/data-zoom/data-zoom.js.map +1 -1
  177. package/es/data-zoom/index.js.map +1 -1
  178. package/es/data-zoom/type.js.map +1 -1
  179. package/es/index.js.map +1 -1
  180. package/es/indicator/config.js.map +1 -1
  181. package/es/indicator/index.js.map +1 -1
  182. package/es/indicator/indicator.js.map +1 -1
  183. package/es/indicator/type.js.map +1 -1
  184. package/es/interface.js.map +1 -1
  185. package/es/label/animate/animate.js.map +1 -1
  186. package/es/label/animate/index.js.map +1 -1
  187. package/es/label/base.js +1 -2
  188. package/es/label/base.js.map +1 -1
  189. package/es/label/dataLabel.js.map +1 -1
  190. package/es/label/index.js.map +1 -1
  191. package/es/label/line.js.map +1 -1
  192. package/es/label/overlap/bitmap.js.map +1 -1
  193. package/es/label/overlap/index.js.map +1 -1
  194. package/es/label/overlap/place.js.map +1 -1
  195. package/es/label/overlap/scaler.js.map +1 -1
  196. package/es/label/rect.js.map +1 -1
  197. package/es/label/symbol.js.map +1 -1
  198. package/es/label/type.js.map +1 -1
  199. package/es/legend/base.js.map +1 -1
  200. package/es/legend/color/color.js.map +1 -1
  201. package/es/legend/color/index.js.map +1 -1
  202. package/es/legend/color/type.js.map +1 -1
  203. package/es/legend/constant.js.map +1 -1
  204. package/es/legend/discrete/discrete.js.map +1 -1
  205. package/es/legend/discrete/index.js.map +1 -1
  206. package/es/legend/discrete/type.js.map +1 -1
  207. package/es/legend/index.js.map +1 -1
  208. package/es/legend/size/index.js.map +1 -1
  209. package/es/legend/size/size.js.map +1 -1
  210. package/es/legend/size/type.js.map +1 -1
  211. package/es/legend/type.js.map +1 -1
  212. package/es/link-path/index.js +1 -1
  213. package/es/link-path/index.js.map +1 -1
  214. package/es/link-path/link-path.js +1 -1
  215. package/es/link-path/link-path.js.map +1 -1
  216. package/es/link-path/type.js +1 -1
  217. package/es/link-path/type.js.map +1 -1
  218. package/es/marker/area.js.map +1 -1
  219. package/es/marker/base.js +4 -2
  220. package/es/marker/base.js.map +1 -1
  221. package/es/marker/config.js.map +1 -1
  222. package/es/marker/index.js.map +1 -1
  223. package/es/marker/line.js +1 -2
  224. package/es/marker/line.js.map +1 -1
  225. package/es/marker/point.js.map +1 -1
  226. package/es/marker/type.js.map +1 -1
  227. package/es/pager/index.js +1 -1
  228. package/es/pager/index.js.map +1 -1
  229. package/es/pager/pager.js +1 -1
  230. package/es/pager/pager.js.map +1 -1
  231. package/es/pager/type.js +1 -1
  232. package/es/pager/type.js.map +1 -1
  233. package/es/player/base-player.d.ts +4 -0
  234. package/es/player/base-player.js +20 -6
  235. package/es/player/base-player.js.map +1 -1
  236. package/es/player/constant.js +1 -1
  237. package/es/player/constant.js.map +1 -1
  238. package/es/player/continuous-player.js.map +1 -1
  239. package/es/player/controller/assets/index.js.map +1 -1
  240. package/es/player/controller/constant.js.map +1 -1
  241. package/es/player/controller/controller.d.ts +5 -3
  242. package/es/player/controller/controller.js +25 -15
  243. package/es/player/controller/controller.js.map +1 -1
  244. package/es/player/controller/icon/icon.js.map +1 -1
  245. package/es/player/controller/icon/index.js.map +1 -1
  246. package/es/player/controller/icon/type.js.map +1 -1
  247. package/es/player/controller/index.js.map +1 -1
  248. package/es/player/controller/type.js.map +1 -1
  249. package/es/player/discrete-player.js.map +1 -1
  250. package/es/player/index.js.map +1 -1
  251. package/es/player/type/base.js.map +1 -1
  252. package/es/player/type/continuous-player.js.map +1 -1
  253. package/es/player/type/direction.js.map +1 -1
  254. package/es/player/type/discrete-player.js.map +1 -1
  255. package/es/player/type/event.js.map +1 -1
  256. package/es/player/type/index.js.map +1 -1
  257. package/es/player/type/layout.js.map +1 -1
  258. package/es/player/utils.js.map +1 -1
  259. package/es/scrollbar/index.js +1 -1
  260. package/es/scrollbar/index.js.map +1 -1
  261. package/es/scrollbar/scrollbar.js +1 -1
  262. package/es/scrollbar/scrollbar.js.map +1 -1
  263. package/es/scrollbar/type.js.map +1 -1
  264. package/es/segment/index.js.map +1 -1
  265. package/es/segment/segment.js.map +1 -1
  266. package/es/segment/type.js.map +1 -1
  267. package/es/slider/constant.js.map +1 -1
  268. package/es/slider/index.js.map +1 -1
  269. package/es/slider/slider.js +9 -10
  270. package/es/slider/slider.js.map +1 -1
  271. package/es/slider/type.js.map +1 -1
  272. package/es/tag/index.js.map +1 -1
  273. package/es/tag/tag.js.map +1 -1
  274. package/es/tag/type.js.map +1 -1
  275. package/es/title/index.js.map +1 -1
  276. package/es/title/title.js.map +1 -1
  277. package/es/title/type.js.map +1 -1
  278. package/es/tooltip/config.js.map +1 -1
  279. package/es/tooltip/index.js.map +1 -1
  280. package/es/tooltip/tooltip.js.map +1 -1
  281. package/es/tooltip/type.js.map +1 -1
  282. package/es/tooltip/util.js.map +1 -1
  283. package/es/util/common.js.map +1 -1
  284. package/es/util/index.js.map +1 -1
  285. package/es/util/labelSmartInvert.js.map +1 -1
  286. package/es/util/matrix.js.map +1 -1
  287. package/es/util/text.js.map +1 -1
  288. package/package.json +37 -15
@@ -9,10 +9,7 @@ const vutils_1 = require("@visactor/vutils"), vrender_1 = require("@visactor/vre
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9
  class Controller extends base_1.AbstractComponent {
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  constructor(attributes) {
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  super((0, vutils_1.merge)({}, Controller.defaultAttributes, attributes)), this._isPaused = !0,
12
- this._init = () => {
13
- this._initAttributes(), this._initLayout(), this._initPlay(), this._initBackward(),
14
- this._initForward(), this._initEvents();
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- }, this._initAttributes = () => {
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+ this.updateAttributes = () => {
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  this._startAttr = {
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  style: Object.assign(Object.assign({
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  symbolType: assets_1.iconPlay
@@ -25,21 +22,21 @@ class Controller extends base_1.AbstractComponent {
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  style: Object.assign(Object.assign({}, Controller.defaultControllerAttr), this.attribute.forward.style)
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  }, this._backwardAttr = {
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  style: Object.assign(Object.assign({}, Controller.defaultControllerAttr), this.attribute.backward.style)
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- }, this._layout = this.attribute.layout;
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- }, this._initLayout = () => {
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+ }, this.updateLayout();
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+ }, this.updateLayout = () => {
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  var _a, _b, _c, _d, _e, _f, _g, _h;
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  this._layout = this.attribute.layout, "horizontal" === this._layout ? (this._backwardAttr.style.symbolType = null !== (_b = null === (_a = this._backwardAttr.style) || void 0 === _a ? void 0 : _a.symbolType) && void 0 !== _b ? _b : assets_1.iconLeft,
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  this._forwardAttr.style.symbolType = null !== (_d = null === (_c = this._forwardAttr.style) || void 0 === _c ? void 0 : _c.symbolType) && void 0 !== _d ? _d : assets_1.iconRight) : "vertical" === this._layout && (this._backwardAttr.style.symbolType = null !== (_f = null === (_e = this._backwardAttr.style) || void 0 === _e ? void 0 : _e.symbolType) && void 0 !== _f ? _f : assets_1.iconUp,
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  this._forwardAttr.style.symbolType = null !== (_h = null === (_g = this._forwardAttr.style) || void 0 === _g ? void 0 : _g.symbolType) && void 0 !== _h ? _h : assets_1.iconDown);
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  }, this._initPlay = () => {
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- this._playController = new icon_1.PlayerIcon(Object.assign({}, this._startAttr.style)),
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- this.add(this._playController);
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+ (0, vutils_1.isNil)(this._playController) && (this._playController = new icon_1.PlayerIcon(Object.assign({}, this._startAttr.style)),
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+ this.add(this._playController));
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  }, this._initBackward = () => {
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- this._backwardController = new icon_1.PlayerIcon(Object.assign({}, this._backwardAttr.style)),
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- this.add(this._backwardController);
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+ (0, vutils_1.isNil)(this._backwardController) && (this._backwardController = new icon_1.PlayerIcon(Object.assign({}, this._backwardAttr.style)),
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+ this.add(this._backwardController));
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  }, this._initForward = () => {
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- this._forwardController = new icon_1.PlayerIcon(Object.assign({}, this._forwardAttr.style)),
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- this.add(this._forwardController);
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+ (0, vutils_1.isNil)(this._forwardController) && (this._forwardController = new icon_1.PlayerIcon(Object.assign({}, this._forwardAttr.style)),
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+ this.add(this._forwardController));
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  }, this._initEvents = () => {
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  this._playController.addEventListener("pointerdown", (e => {
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  e.stopPropagation(), !0 === this._isPaused ? this.play() : this.pause();
@@ -55,6 +52,16 @@ class Controller extends base_1.AbstractComponent {
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  });
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  return customEvent.manager = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.eventSystem.manager,
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  customEvent;
55
+ }, this.renderPlay = () => {
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+ this._isPaused ? this._playController.setAttributes(Object.assign({
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+ symbolType: this._playController.getComputedAttribute("symbolType")
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+ }, this._startAttr.style)) : this._playController.setAttributes(Object.assign({
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+ symbolType: this._playController.getComputedAttribute("symbolType")
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+ }, this._pauseAttr.style));
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+ }, this.renderBackward = () => {
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+ this._backwardController.setAttributes(this._backwardAttr.style);
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+ }, this.renderForward = () => {
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+ this._forwardController.setAttributes(this._forwardAttr.style);
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  }, this.play = () => {
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  const onPlayEvent = this._createCustomEvent(constant_1.ControllerEventEnum.OnPlay);
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  this.dispatchEvent(onPlayEvent);
@@ -71,9 +78,12 @@ class Controller extends base_1.AbstractComponent {
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  this._playController.setAttributes(this._startAttr.style), this._isPaused = !0;
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  }, this.togglePause = () => {
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  this._playController.setAttributes(this._pauseAttr.style), this._isPaused = !1;
74
- }, this._init();
81
+ }, this.updateAttributes(), this._initPlay(), this._initBackward(), this._initForward(),
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+ this._initEvents();
83
+ }
84
+ render() {
85
+ this.updateAttributes(), this.renderPlay(), this.renderBackward(), this.renderForward();
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  }
76
- render() {}
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  }
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  exports.Controller = Controller, Controller.defaultControllerAttr = {
@@ -1 +1 @@
1
- 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{ merge } from '@visactor/vutils';\nimport { CustomEvent, FederatedPointerEvent, ISymbolGraphicAttribute } from '@visactor/vrender';\nimport { AbstractComponent } from '../../core/base';\nimport { BaseGraphicAttributes } from '../../core/type';\nimport { ControllerAttributes, LayoutType } from './type';\nimport { iconRight, iconPause, iconPlay, iconLeft, iconUp, iconDown } from './assets';\nimport { PlayerIcon } from './icon';\nimport { ControllerEventEnum, ControllerTypeEnum } from './constant';\n\nexport class Controller extends AbstractComponent<Required<ControllerAttributes>> {\n static defaultControllerAttr: ISymbolGraphicAttribute = {\n x: 0,\n y: 0,\n size: 20,\n fillColor: '#91caff',\n pickMode: 'imprecise',\n cursor: 'pointer'\n };\n static defaultAttributes: ControllerAttributes = {\n visible: true,\n [ControllerTypeEnum.Start]: {},\n [ControllerTypeEnum.Pause]: {},\n [ControllerTypeEnum.Backward]: {},\n [ControllerTypeEnum.Forward]: {}\n };\n\n private _isPaused = true;\n private _playController: PlayerIcon;\n private _forwardController: PlayerIcon;\n private _backwardController: PlayerIcon;\n\n private _layout: LayoutType;\n private _startAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _pauseAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _forwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _backwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n\n constructor(attributes: ControllerAttributes) {\n super(merge({}, Controller.defaultAttributes, attributes));\n this._init();\n }\n\n private _init = () => {\n this._initAttributes();\n this._initLayout();\n this._initPlay();\n this._initBackward();\n this._initForward();\n this._initEvents();\n };\n\n _initAttributes = () => {\n this._startAttr = {\n style: {\n symbolType: iconPlay,\n ...Controller.defaultControllerAttr,\n ...this.attribute.start.style\n }\n };\n this._pauseAttr = {\n style: {\n symbolType: iconPause,\n ...Controller.defaultControllerAttr,\n ...this.attribute.pause.style\n }\n };\n this._forwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n ...this.attribute.forward.style\n }\n };\n this._backwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n ...this.attribute.backward.style\n }\n };\n this._layout = this.attribute.layout;\n };\n\n private _initLayout = () => {\n this._layout = this.attribute.layout;\n // 若水平布局\n if (this._layout === 'horizontal') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconLeft;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconRight;\n }\n // 若垂直布局\n else if (this._layout === 'vertical') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconUp;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconDown;\n }\n };\n\n private _initPlay = () => {\n this._playController = new PlayerIcon({\n ...this._startAttr.style\n });\n\n this.add(this._playController);\n };\n\n private _initBackward = () => {\n this._backwardController = new PlayerIcon({\n ...this._backwardAttr.style\n });\n\n this.add(this._backwardController);\n };\n\n private _initForward = () => {\n this._forwardController = new PlayerIcon({\n ...this._forwardAttr.style\n });\n\n this.add(this._forwardController);\n };\n\n /**\n * 初始化事件\n * 1. 注册\n */\n private _initEvents = () => {\n this._playController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n\n if (this._isPaused === true) {\n this.play();\n } else {\n this.pause();\n }\n });\n\n this._backwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._forwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n };\n\n private _createCustomEvent = (eventType: ControllerEventEnum) => {\n const customEvent = new CustomEvent(eventType, { eventType });\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n customEvent.manager = this.stage?.eventSystem.manager;\n return customEvent;\n };\n\n render(): void {\n // do nothing\n }\n\n play = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnPlay);\n this.dispatchEvent(onPlayEvent);\n };\n\n pause = () => {\n const onPauseEvent = this._createCustomEvent(ControllerEventEnum.OnPause);\n this.dispatchEvent(onPauseEvent);\n };\n\n forward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnForward);\n this.dispatchEvent(onPlayEvent);\n };\n\n backward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnBackward);\n this.dispatchEvent(onPlayEvent);\n };\n\n togglePlay = () => {\n this._playController.setAttributes(this._startAttr.style);\n this._isPaused = true;\n };\n\n togglePause = () => {\n this._playController.setAttributes(this._pauseAttr.style);\n this._isPaused = false;\n };\n}\n"]}
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{ isNil, merge } from '@visactor/vutils';\nimport { CustomEvent, FederatedPointerEvent, ISymbolGraphicAttribute } from '@visactor/vrender';\nimport { AbstractComponent } from '../../core/base';\nimport { BaseGraphicAttributes } from '../../core/type';\nimport { ControllerAttributes, LayoutType } from './type';\nimport { iconRight, iconPause, iconPlay, iconLeft, iconUp, iconDown } from './assets';\nimport { PlayerIcon } from './icon';\nimport { ControllerEventEnum, ControllerTypeEnum } from './constant';\n\nexport class Controller extends AbstractComponent<Required<ControllerAttributes>> {\n static defaultControllerAttr: ISymbolGraphicAttribute = {\n x: 0,\n y: 0,\n size: 20,\n fillColor: '#91caff',\n pickMode: 'imprecise',\n cursor: 'pointer'\n };\n static defaultAttributes: ControllerAttributes = {\n visible: true,\n [ControllerTypeEnum.Start]: {},\n [ControllerTypeEnum.Pause]: {},\n [ControllerTypeEnum.Backward]: {},\n [ControllerTypeEnum.Forward]: {}\n };\n\n private _isPaused = true;\n private _playController: PlayerIcon;\n private _forwardController: PlayerIcon;\n private _backwardController: PlayerIcon;\n\n private _layout: LayoutType;\n private _startAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _pauseAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _forwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n private _backwardAttr: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n\n constructor(attributes: ControllerAttributes) {\n super(merge({}, Controller.defaultAttributes, attributes));\n this.updateAttributes();\n this._initPlay();\n this._initBackward();\n this._initForward();\n this._initEvents();\n }\n\n updateAttributes = () => {\n this._startAttr = {\n style: {\n symbolType: iconPlay,\n ...Controller.defaultControllerAttr,\n ...this.attribute.start.style\n }\n };\n this._pauseAttr = {\n style: {\n symbolType: iconPause,\n ...Controller.defaultControllerAttr,\n ...this.attribute.pause.style\n }\n };\n this._forwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n ...this.attribute.forward.style\n }\n };\n this._backwardAttr = {\n style: {\n ...Controller.defaultControllerAttr,\n ...this.attribute.backward.style\n }\n };\n this.updateLayout();\n };\n\n private updateLayout = () => {\n this._layout = this.attribute.layout;\n // 若水平布局\n if (this._layout === 'horizontal') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconLeft;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconRight;\n }\n // 若垂直布局\n else if (this._layout === 'vertical') {\n this._backwardAttr.style.symbolType = this._backwardAttr.style?.symbolType ?? iconUp;\n this._forwardAttr.style.symbolType = this._forwardAttr.style?.symbolType ?? iconDown;\n }\n };\n\n private _initPlay = () => {\n if (isNil(this._playController)) {\n this._playController = new PlayerIcon({\n ...this._startAttr.style\n });\n\n this.add(this._playController);\n }\n };\n\n private _initBackward = () => {\n if (isNil(this._backwardController)) {\n this._backwardController = new PlayerIcon({\n ...this._backwardAttr.style\n });\n\n this.add(this._backwardController);\n }\n };\n\n private _initForward = () => {\n if (isNil(this._forwardController)) {\n this._forwardController = new PlayerIcon({\n ...this._forwardAttr.style\n });\n\n this.add(this._forwardController);\n }\n };\n\n /**\n * 初始化事件\n * 1. 注册\n */\n private _initEvents = () => {\n this._playController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n\n if (this._isPaused === true) {\n this.play();\n } else {\n this.pause();\n }\n });\n\n this._backwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._forwardController.addEventListener('pointerdown', (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n };\n\n private _createCustomEvent = (eventType: ControllerEventEnum) => {\n const customEvent = new CustomEvent(eventType, { eventType });\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n customEvent.manager = this.stage?.eventSystem.manager;\n return customEvent;\n };\n\n render(): void {\n this.updateAttributes();\n this.renderPlay();\n this.renderBackward();\n this.renderForward();\n }\n\n renderPlay = () => {\n if (this._isPaused) {\n this._playController.setAttributes({\n symbolType: this._playController.getComputedAttribute('symbolType'),\n ...this._startAttr.style\n });\n } else {\n this._playController.setAttributes({\n symbolType: this._playController.getComputedAttribute('symbolType'),\n ...this._pauseAttr.style\n });\n }\n };\n\n renderBackward = () => {\n this._backwardController.setAttributes(this._backwardAttr.style);\n };\n\n renderForward = () => {\n this._forwardController.setAttributes(this._forwardAttr.style);\n };\n\n play = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnPlay);\n this.dispatchEvent(onPlayEvent);\n };\n\n pause = () => {\n const onPauseEvent = this._createCustomEvent(ControllerEventEnum.OnPause);\n this.dispatchEvent(onPauseEvent);\n };\n\n forward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnForward);\n this.dispatchEvent(onPlayEvent);\n };\n\n backward = () => {\n const onPlayEvent = this._createCustomEvent(ControllerEventEnum.OnBackward);\n this.dispatchEvent(onPlayEvent);\n };\n\n togglePlay = () => {\n this._playController.setAttributes(this._startAttr.style);\n this._isPaused = true;\n };\n\n togglePause = () => {\n this._playController.setAttributes(this._pauseAttr.style);\n this._isPaused = false;\n };\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/controller/icon/icon.ts"],"names":[],"mappings":";;;AAAA,+CAAoE;AAEpE,MAAa,UAAW,SAAQ,gBAAM;IACpC,YAAY,MAA+B;QACzC,KAAK,CAAC,MAAM,CAAC,CAAC;IAChB,CAAC;CACF;AAJD,gCAIC","file":"icon.js","sourcesContent":["import { ISymbolGraphicAttribute, Symbol } from '@visactor/vrender';\n\nexport class PlayerIcon extends Symbol {\n constructor(params: ISymbolGraphicAttribute) {\n super(params);\n }\n}\n"]}
1
+ {"version":3,"sources":["player/controller/icon/icon.ts"],"names":[],"mappings":";;;AAAA,+CAAoE;AAEpE,MAAa,UAAW,SAAQ,gBAAM;IACpC,YAAY,MAA+B;QACzC,KAAK,CAAC,MAAM,CAAC,CAAC;IAChB,CAAC;CACF;AAJD,gCAIC","file":"icon.js","sourcesContent":["import { ISymbolGraphicAttribute, Symbol } from '@visactor/vrender';\n\nexport class PlayerIcon extends Symbol {\n constructor(params: ISymbolGraphicAttribute) {\n super(params);\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/controller/icon/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,yCAAuB","file":"index.js","sourcesContent":["export * from './icon';\n"]}
1
+ {"version":3,"sources":["player/controller/icon/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,yCAAuB","file":"index.js","sourcesContent":["export * from './icon';\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/controller/icon/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":[""]}
1
+ {"version":3,"sources":["player/controller/icon/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":[""]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/controller/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,+CAA6B;AAC7B,yCAAuB","file":"index.js","sourcesContent":["export * from './controller';\nexport * from './type';\n"]}
1
+ {"version":3,"sources":["player/controller/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,+CAA6B;AAC7B,yCAAuB","file":"index.js","sourcesContent":["export * from './controller';\nexport * from './type';\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/controller/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import { ISymbolGraphicAttribute } from '@visactor/vrender';\nimport { BaseGraphicAttributes } from '../../core/type';\n\n/**\n * 控制器属性\n */\n\nexport interface ControllerAttributes {\n visible?: boolean;\n layout?: LayoutType;\n start: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n pause: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n forward: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n backward: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n}\n\nexport type LayoutType = 'horizontal' | 'vertical';\n"]}
1
+ {"version":3,"sources":["player/controller/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import { ISymbolGraphicAttribute } from '@visactor/vrender';\nimport { BaseGraphicAttributes } from '../../core/type';\n\n/**\n * 控制器属性\n */\n\nexport interface ControllerAttributes {\n visible?: boolean;\n layout?: LayoutType;\n start: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n pause: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n forward: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n backward: BaseGraphicAttributes<ISymbolGraphicAttribute>;\n}\n\nexport type LayoutType = 'horizontal' | 'vertical';\n"]}
@@ -1 +1 @@
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{ isNil, merge } from '@visactor/vutils';\nimport { FederatedPointerEvent, global } from '@visactor/vrender';\nimport { BasePlayer } from './base-player';\nimport { DirectionEnum, DirectionType, DiscretePlayerAttributes, PlayerAttributes, PlayerEventEnum } from './type';\nimport { forwardStep, isReachEnd, isReachStart } from './utils';\nimport { ControllerEventEnum } from './controller/constant';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\nexport class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> implements IDiscretePlayer {\n declare attribute: DiscretePlayerAttributes;\n\n private _dataIndex: number;\n private _activeIndex = -1;\n\n protected _alternate: boolean;\n protected _interval: number;\n\n private _isPlaying: boolean;\n private _direction: DirectionType;\n private _tickTime: number;\n private _rafId: number;\n private _isReachEnd = false;\n\n constructor(attributes: DiscretePlayerAttributes) {\n super(merge({}, attributes));\n\n this._initAttributes();\n this._initEvents();\n }\n\n setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void {\n super.setAttributes(params, forceUpdateTag);\n\n this._initAttributes();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes = () => {\n super._initAttributes();\n this._alternate = this.attribute.alternate ?? false;\n this._interval = this.attribute.interval ?? 1000;\n this._direction = this.attribute.direction ?? DirectionEnum.Default;\n\n this._dataIndex = isNil(this.attribute.dataIndex)\n ? this._direction === 'default'\n ? this._minIndex\n : this._maxIndex\n : this.attribute.dataIndex ?? 0;\n\n this._slider.setAttribute('value', this._dataIndex);\n };\n\n /**\n * 初始化事件\n */\n private _initEvents = () => {\n this._controller.addEventListener(ControllerEventEnum.OnPlay, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.play();\n });\n this._controller.addEventListener(ControllerEventEnum.OnPause, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.pause();\n });\n this._controller.addEventListener(ControllerEventEnum.OnForward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n this._controller.addEventListener(ControllerEventEnum.OnBackward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._slider.addEventListener('change', (e: FederatedPointerEvent & { detail: { value: number } }) => {\n const middle = Math.floor(e.detail.value) + 0.5;\n this._dataIndex = e.detail.value >= middle ? Math.ceil(e.detail.value) : Math.floor(e.detail.value);\n this._slider.setValue(this._dataIndex);\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\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.OnPlay);\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 = global.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.OnChange);\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.OnChange);\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 = global.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 global.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.OnEnd);\n };\n\n /**\n * 暂停接口\n */\n pause = () => {\n if (!this._isPlaying) {\n return;\n }\n this._isPlaying = false;\n global.getCancelAnimationFrame()(this._rafId);\n this._controller.togglePlay();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnPause);\n };\n\n /**\n * 后退接口\n */\n backward = () => {\n const index = Math.max(this._dataIndex - 1, this._minIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnBackward);\n };\n\n /**\n * 前进接口\n */\n forward = () => {\n const index = Math.min(this._dataIndex + 1, this._maxIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnForward);\n };\n}\n"]}
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{ isNil, merge } from '@visactor/vutils';\nimport { FederatedPointerEvent, global } from '@visactor/vrender';\nimport { BasePlayer } from './base-player';\nimport { DirectionEnum, DirectionType, DiscretePlayerAttributes, PlayerAttributes, PlayerEventEnum } from './type';\nimport { forwardStep, isReachEnd, isReachStart } from './utils';\nimport { ControllerEventEnum } from './controller/constant';\n\nexport interface IDiscretePlayer {\n play: () => void;\n pause: () => void;\n backward: () => void;\n forward: () => void;\n}\nexport class DiscretePlayer extends BasePlayer<DiscretePlayerAttributes> implements IDiscretePlayer {\n declare attribute: DiscretePlayerAttributes;\n\n private _dataIndex: number;\n private _activeIndex = -1;\n\n protected _alternate: boolean;\n protected _interval: number;\n\n private _isPlaying: boolean;\n private _direction: DirectionType;\n private _tickTime: number;\n private _rafId: number;\n private _isReachEnd = false;\n\n constructor(attributes: DiscretePlayerAttributes) {\n super(merge({}, attributes));\n\n this._initAttributes();\n this._initEvents();\n }\n\n setAttributes(params: Partial<Required<PlayerAttributes>>, forceUpdateTag?: boolean): void {\n super.setAttributes(params, forceUpdateTag);\n\n this._initAttributes();\n }\n\n /**\n * 初始化属性\n */\n _initAttributes = () => {\n super._initAttributes();\n this._alternate = this.attribute.alternate ?? false;\n this._interval = this.attribute.interval ?? 1000;\n this._direction = this.attribute.direction ?? DirectionEnum.Default;\n\n this._dataIndex = isNil(this.attribute.dataIndex)\n ? this._direction === 'default'\n ? this._minIndex\n : this._maxIndex\n : this.attribute.dataIndex ?? 0;\n\n this._slider.setAttribute('value', this._dataIndex);\n };\n\n /**\n * 初始化事件\n */\n private _initEvents = () => {\n this._controller.addEventListener(ControllerEventEnum.OnPlay, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.play();\n });\n this._controller.addEventListener(ControllerEventEnum.OnPause, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.pause();\n });\n this._controller.addEventListener(ControllerEventEnum.OnForward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.forward();\n });\n this._controller.addEventListener(ControllerEventEnum.OnBackward, (e: FederatedPointerEvent) => {\n e.stopPropagation();\n this.backward();\n });\n\n this._slider.addEventListener('change', (e: FederatedPointerEvent & { detail: { value: number } }) => {\n const middle = Math.floor(e.detail.value) + 0.5;\n this._dataIndex = e.detail.value >= middle ? Math.ceil(e.detail.value) : Math.floor(e.detail.value);\n this._slider.setValue(this._dataIndex);\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\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.OnPlay);\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 = global.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.OnChange);\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.OnChange);\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 = global.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 global.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.OnEnd);\n };\n\n /**\n * 暂停接口\n */\n pause = () => {\n if (!this._isPlaying) {\n return;\n }\n this._isPlaying = false;\n global.getCancelAnimationFrame()(this._rafId);\n this._controller.togglePlay();\n\n this.dispatchCustomEvent(PlayerEventEnum.OnPause);\n };\n\n /**\n * 后退接口\n */\n backward = () => {\n const index = Math.max(this._dataIndex - 1, this._minIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnBackward);\n };\n\n /**\n * 前进接口\n */\n forward = () => {\n const index = Math.min(this._dataIndex + 1, this._maxIndex);\n this._updateDataIndex(index);\n\n this.dispatchCustomEvent(PlayerEventEnum.OnChange);\n this.dispatchCustomEvent(PlayerEventEnum.OnForward);\n };\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,gDAA8B;AAC9B,yCAAuB;AACvB,oDAAkC;AAClC,sDAAoC","file":"index.js","sourcesContent":["export * from './base-player';\nexport * from './type';\nexport * from './discrete-player';\nexport * from './continuous-player';\n"]}
1
+ {"version":3,"sources":["player/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,gDAA8B;AAC9B,yCAAuB;AACvB,oDAAkC;AAClC,sDAAoC","file":"index.js","sourcesContent":["export * from './base-player';\nexport * from './type';\nexport * from './discrete-player';\nexport * from './continuous-player';\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/base.ts"],"names":[],"mappings":"","file":"base.js","sourcesContent":["import { IGroupGraphicAttribute } from '@visactor/vrender';\n\nexport type Datum = any;\n\nexport type BasePlayerAttributes = {\n /**\n * 组件显隐配置\n * @default true\n */\n visible?: boolean;\n\n /**\n * 数据项\n */\n data: Datum[];\n\n /**\n * 数据下标\n */\n dataIndex?: number;\n} & IGroupGraphicAttribute;\n"]}
1
+ {"version":3,"sources":["player/type/base.ts"],"names":[],"mappings":"","file":"base.js","sourcesContent":["import { IGroupGraphicAttribute } from '@visactor/vrender';\n\nexport type Datum = any;\n\nexport type BasePlayerAttributes = {\n /**\n * 组件显隐配置\n * @default true\n */\n visible?: boolean;\n\n /**\n * 数据项\n */\n data: Datum[];\n\n /**\n * 数据下标\n */\n dataIndex?: number;\n} & IGroupGraphicAttribute;\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/continuous-player.ts"],"names":[],"mappings":"","file":"continuous-player.js","sourcesContent":["import { BasePlayerAttributes } from './base';\nimport { BasePlayerLayoutAttributes } from './layout';\n\nexport type ContinuousPlayerAttributes = {\n /**\n * 播放器类型, 连续型\n */\n type: 'continuous';\n\n /**\n * 播放器总持续时长\n * Tips: 该配置和interval互斥.\n * @default interval * data.length\n */\n totalDuration?: number;\n\n /**\n * 播放间隔\n * @default 1000\n */\n interval?: number;\n} & BasePlayerAttributes &\n BasePlayerLayoutAttributes;\n"]}
1
+ {"version":3,"sources":["player/type/continuous-player.ts"],"names":[],"mappings":"","file":"continuous-player.js","sourcesContent":["import { BasePlayerAttributes } from './base';\nimport { BasePlayerLayoutAttributes } from './layout';\n\nexport type ContinuousPlayerAttributes = {\n /**\n * 播放器类型, 连续型\n */\n type: 'continuous';\n\n /**\n * 播放器总持续时长\n * Tips: 该配置和interval互斥.\n * @default interval * data.length\n */\n totalDuration?: number;\n\n /**\n * 播放间隔\n * @default 1000\n */\n interval?: number;\n} & BasePlayerAttributes &\n BasePlayerLayoutAttributes;\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/direction.ts"],"names":[],"mappings":";;;AAAA,IAAY,aAGX;AAHD,WAAY,aAAa;IACvB,oCAAmB,CAAA;IACnB,oCAAmB,CAAA;AACrB,CAAC,EAHW,aAAa,GAAb,qBAAa,KAAb,qBAAa,QAGxB","file":"direction.js","sourcesContent":["export enum DirectionEnum {\n Default = 'default',\n Reverse = 'reverse'\n}\n\nexport type DirectionType = 'default' | 'reverse';\n"]}
1
+ {"version":3,"sources":["player/type/direction.ts"],"names":[],"mappings":";;;AAAA,IAAY,aAGX;AAHD,WAAY,aAAa;IACvB,oCAAmB,CAAA;IACnB,oCAAmB,CAAA;AACrB,CAAC,EAHW,aAAa,GAAb,qBAAa,KAAb,qBAAa,QAGxB","file":"direction.js","sourcesContent":["export enum DirectionEnum {\n Default = 'default',\n Reverse = 'reverse'\n}\n\nexport type DirectionType = 'default' | 'reverse';\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/discrete-player.ts"],"names":[],"mappings":"","file":"discrete-player.js","sourcesContent":["import { BasePlayerAttributes } from './base';\nimport { DirectionType } from './direction';\nimport { BasePlayerLayoutAttributes } from './layout';\n\nexport type DiscretePlayerAttributes = {\n /**\n * 播放器类型, 离散型\n */\n type: 'discrete';\n\n /**\n * 播放方向\n * @default 'default'\n */\n direction?: DirectionType;\n\n /**\n * 交替方向\n * @default false\n */\n alternate?: boolean;\n\n /**\n * 播放间隔\n * @default 1000\n */\n interval?: number;\n} & BasePlayerAttributes &\n BasePlayerLayoutAttributes;\n"]}
1
+ {"version":3,"sources":["player/type/discrete-player.ts"],"names":[],"mappings":"","file":"discrete-player.js","sourcesContent":["import { BasePlayerAttributes } from './base';\nimport { DirectionType } from './direction';\nimport { BasePlayerLayoutAttributes } from './layout';\n\nexport type DiscretePlayerAttributes = {\n /**\n * 播放器类型, 离散型\n */\n type: 'discrete';\n\n /**\n * 播放方向\n * @default 'default'\n */\n direction?: DirectionType;\n\n /**\n * 交替方向\n * @default false\n */\n alternate?: boolean;\n\n /**\n * 播放间隔\n * @default 1000\n */\n interval?: number;\n} & BasePlayerAttributes &\n BasePlayerLayoutAttributes;\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/event.ts"],"names":[],"mappings":";;;AAAA,IAAY,eAOX;AAPD,WAAY,eAAe;IACzB,wCAAqB,CAAA;IACrB,oCAAiB,CAAA;IACjB,sCAAmB,CAAA;IACnB,4CAAyB,CAAA;IACzB,0CAAuB,CAAA;IACvB,kCAAe,CAAA;AACjB,CAAC,EAPW,eAAe,GAAf,uBAAe,KAAf,uBAAe,QAO1B","file":"event.js","sourcesContent":["export enum PlayerEventEnum {\n OnChange = 'onChange',\n OnPlay = 'onPlay',\n OnPause = 'onPause',\n OnBackward = 'onBackward',\n OnForward = 'onForward',\n OnEnd = 'onEnd'\n}\n"]}
1
+ {"version":3,"sources":["player/type/event.ts"],"names":[],"mappings":";;;AAAA,IAAY,eAOX;AAPD,WAAY,eAAe;IACzB,wCAAqB,CAAA;IACrB,oCAAiB,CAAA;IACjB,sCAAmB,CAAA;IACnB,4CAAyB,CAAA;IACzB,0CAAuB,CAAA;IACvB,kCAAe,CAAA;AACjB,CAAC,EAPW,eAAe,GAAf,uBAAe,KAAf,uBAAe,QAO1B","file":"event.js","sourcesContent":["export enum PlayerEventEnum {\n OnChange = 'onChange',\n OnPlay = 'onPlay',\n OnPause = 'onPause',\n OnBackward = 'onBackward',\n OnForward = 'onForward',\n OnEnd = 'onEnd'\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAGA,yCAAuB;AACvB,8CAA4B;AAC5B,oDAAkC;AAClC,sDAAoC;AACpC,0CAAwB;AACxB,2CAAyB","file":"index.js","sourcesContent":["import { ContinuousPlayerAttributes } from './continuous-player';\nimport { DiscretePlayerAttributes } from './discrete-player';\n\nexport * from './base';\nexport * from './direction';\nexport * from './discrete-player';\nexport * from './continuous-player';\nexport * from './event';\nexport * from './layout';\n\nexport type PlayerAttributes = ContinuousPlayerAttributes | DiscretePlayerAttributes;\n"]}
1
+ {"version":3,"sources":["player/type/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAGA,yCAAuB;AACvB,8CAA4B;AAC5B,oDAAkC;AAClC,sDAAoC;AACpC,0CAAwB;AACxB,2CAAyB","file":"index.js","sourcesContent":["import { ContinuousPlayerAttributes } from './continuous-player';\nimport { DiscretePlayerAttributes } from './discrete-player';\n\nexport * from './base';\nexport * from './direction';\nexport * from './discrete-player';\nexport * from './continuous-player';\nexport * from './event';\nexport * from './layout';\n\nexport type PlayerAttributes = ContinuousPlayerAttributes | DiscretePlayerAttributes;\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/player/type/layout.ts"],"names":[],"mappings":"","file":"layout.js","sourcesContent":["import type { IRectGraphicAttribute, ISymbolGraphicAttribute } from '@visactor/vrender';\nimport type { OrientType } from '../../interface';\nimport { BaseGraphicAttributes } from '../../core/type';\nimport { ControllerTypeEnum } from '../controller/constant';\n\nexport type BasePlayerLayoutAttributes = {\n /**\n * 组件位置\n * @default 'bottom'\n */\n orient?: OrientType;\n\n /**\n * 组件尺寸\n * @TODO 这玩意各个组件应该是通用的, 可以抽出去复用.\n */\n size: {\n /**\n * 组件宽度\n */\n width: number;\n /**\n * 组件高度\n */\n height: number;\n };\n\n /**\n * 滑轨样式\n */\n slider?: {\n space?: number;\n dx?: number;\n dy?: number;\n railStyle?: RailStyleType; // 轨道\n trackStyle?: TrackStyleType; // 轨迹\n handlerStyle?: HandlerStyleType; // 手柄\n };\n\n /**\n * 控制器\n */\n controller?: {\n start?: ControllerType;\n pause?: ControllerType;\n forward?: ControllerType;\n backward?: ControllerType;\n };\n};\n\nexport type RailStyleType = Partial<IRectGraphicAttribute>;\nexport type TrackStyleType = Partial<IRectGraphicAttribute>;\nexport type HandlerStyleType = Partial<ISymbolGraphicAttribute>;\n\nexport type ControllerLayout = {\n key?: ControllerTypeEnum;\n /**\n * 当前元素与前一个元素的间隔\n */\n space?: number;\n /**\n * 指定按钮顺序的数值\n */\n order?: number;\n /**\n * 按钮在开始位置or在起始位置.\n */\n position?: 'start' | 'end';\n};\n\nexport type ControllerType = ControllerLayout & BaseGraphicAttributes<Partial<ISymbolGraphicAttribute>>;\n"]}
1
+ {"version":3,"sources":["player/type/layout.ts"],"names":[],"mappings":"","file":"layout.js","sourcesContent":["import type { IRectGraphicAttribute, ISymbolGraphicAttribute } from '@visactor/vrender';\nimport type { OrientType } from '../../interface';\nimport { BaseGraphicAttributes } from '../../core/type';\nimport { ControllerTypeEnum } from '../controller/constant';\n\nexport type BasePlayerLayoutAttributes = {\n /**\n * 组件位置\n * @default 'bottom'\n */\n orient?: OrientType;\n\n /**\n * 组件尺寸\n * @TODO 这玩意各个组件应该是通用的, 可以抽出去复用.\n */\n size: {\n /**\n * 组件宽度\n */\n width: number;\n /**\n * 组件高度\n */\n height: number;\n };\n\n /**\n * 滑轨样式\n */\n slider?: {\n space?: number;\n dx?: number;\n dy?: number;\n railStyle?: RailStyleType; // 轨道\n trackStyle?: TrackStyleType; // 轨迹\n handlerStyle?: HandlerStyleType; // 手柄\n };\n\n /**\n * 控制器\n */\n controller?: {\n start?: ControllerType;\n pause?: ControllerType;\n forward?: ControllerType;\n backward?: ControllerType;\n };\n};\n\nexport type RailStyleType = Partial<IRectGraphicAttribute>;\nexport type TrackStyleType = Partial<IRectGraphicAttribute>;\nexport type HandlerStyleType = Partial<ISymbolGraphicAttribute>;\n\nexport type ControllerLayout = {\n key?: ControllerTypeEnum;\n /**\n * 当前元素与前一个元素的间隔\n */\n space?: number;\n /**\n * 指定按钮顺序的数值\n */\n order?: number;\n /**\n * 按钮在开始位置or在起始位置.\n */\n position?: 'start' | 'end';\n};\n\nexport type ControllerType = ControllerLayout & BaseGraphicAttributes<Partial<ISymbolGraphicAttribute>>;\n"]}
@@ -1 +1 @@
1
- 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{ OrientType } from '../interface';\nimport { DirectionEnum, DirectionType } from './type';\n\n/**\n * 检测下标是否正确\n */\ninterface ICheckIndex {\n direction: DirectionType;\n maxIndex: number;\n minIndex: number;\n dataIndex: number;\n}\nexport const checkIndex = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex): boolean => {\n // 若默认方向, 检测下标是否合法\n if (direction === DirectionEnum.Default) {\n return dataIndex < maxIndex;\n }\n // 若逆向, 检测下标是否合法\n else if (direction === DirectionEnum.Reverse) {\n return dataIndex > minIndex;\n }\n};\n\n/**\n * 判断能否进入循环\n */\n\nexport const canPlay = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex): boolean => {\n return checkIndex({ direction, maxIndex, minIndex, dataIndex });\n};\n\n/**\n * 判断是否到达了末尾\n */\nexport const isReachEndByDefault = ({ direction, maxIndex, dataIndex }: Omit<ICheckIndex, 'minIndex'>) => {\n if (direction === DirectionEnum.Default) {\n return dataIndex === maxIndex;\n }\n return false;\n};\n\nexport const isReachEndByReverse = ({ direction, minIndex, dataIndex }: Omit<ICheckIndex, 'maxIndex'>) => {\n if (direction === DirectionEnum.Reverse) {\n return dataIndex === minIndex;\n }\n return false;\n};\n\nexport const isReachEnd = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex) => {\n return (\n isReachEndByDefault({ direction, maxIndex, dataIndex }) || isReachEndByReverse({ direction, minIndex, dataIndex })\n );\n};\n\n/**\n * 判断是否处于起点\n */\nexport const isReachStartByDefault = ({ direction, minIndex, dataIndex }: Omit<ICheckIndex, 'maxIndex'>) => {\n if (direction === DirectionEnum.Default) {\n return dataIndex === minIndex;\n }\n return false;\n};\n\nexport const isReachStartByReverse = ({ direction, maxIndex, dataIndex }: Omit<ICheckIndex, 'minIndex'>) => {\n if (direction === DirectionEnum.Reverse) {\n return dataIndex === maxIndex;\n }\n return false;\n};\n\nexport const isReachStart = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex) => {\n return (\n isReachStartByDefault({ direction, minIndex, dataIndex }) ||\n isReachStartByReverse({ direction, maxIndex, dataIndex })\n );\n};\n\n/**\n * 得到初始化下标\n */\n\nexport const isVertical = (orient: OrientType) => orient === 'left' || orient === 'right';\n\nexport const isHorizontal = (orient: OrientType) => orient === 'top' || orient === 'bottom';\n\nexport const forwardStep = (direction: DirectionType, currentIndex: number, min: number, max: number) => {\n if (direction === 'default') {\n return Math.min(currentIndex + 1, max);\n }\n return Math.max(currentIndex - 1, min);\n};\n"]}
1
+ {"version":3,"sources":["player/utils.ts"],"names":[],"mappings":";;;AACA,iCAAsD;AAW/C,MAAM,UAAU,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAe,EAAW,EAAE;IAE/F,IAAI,SAAS,KAAK,oBAAa,CAAC,OAAO,EAAE;QACvC,OAAO,SAAS,GAAG,QAAQ,CAAC;KAC7B;SAEI,IAAI,SAAS,KAAK,oBAAa,CAAC,OAAO,EAAE;QAC5C,OAAO,SAAS,GAAG,QAAQ,CAAC;KAC7B;AACH,CAAC,CAAC;AATW,QAAA,UAAU,cASrB;AAMK,MAAM,OAAO,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAe,EAAW,EAAE;IAC5F,OAAO,IAAA,kBAAU,EAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,CAAC;AAClE,CAAC,CAAC;AAFW,QAAA,OAAO,WAElB;AAKK,MAAM,mBAAmB,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAiC,EAAE,EAAE;IACvG,IAAI,SAAS,KAAK,oBAAa,CAAC,OAAO,EAAE;QACvC,OAAO,SAAS,KAAK,QAAQ,CAAC;KAC/B;IACD,OAAO,KAAK,CAAC;AACf,CAAC,CAAC;AALW,QAAA,mBAAmB,uBAK9B;AAEK,MAAM,mBAAmB,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAiC,EAAE,EAAE;IACvG,IAAI,SAAS,KAAK,oBAAa,CAAC,OAAO,EAAE;QACvC,OAAO,SAAS,KAAK,QAAQ,CAAC;KAC/B;IACD,OAAO,KAAK,CAAC;AACf,CAAC,CAAC;AALW,QAAA,mBAAmB,uBAK9B;AAEK,MAAM,UAAU,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAe,EAAE,EAAE;IACtF,OAAO,CACL,IAAA,2BAAmB,EAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,IAAI,IAAA,2BAAmB,EAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,CACnH,CAAC;AACJ,CAAC,CAAC;AAJW,QAAA,UAAU,cAIrB;AAKK,MAAM,qBAAqB,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAiC,EAAE,EAAE;IACzG,IAAI,SAAS,KAAK,oBAAa,CAAC,OAAO,EAAE;QACvC,OAAO,SAAS,KAAK,QAAQ,CAAC;KAC/B;IACD,OAAO,KAAK,CAAC;AACf,CAAC,CAAC;AALW,QAAA,qBAAqB,yBAKhC;AAEK,MAAM,qBAAqB,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAiC,EAAE,EAAE;IACzG,IAAI,SAAS,KAAK,oBAAa,CAAC,OAAO,EAAE;QACvC,OAAO,SAAS,KAAK,QAAQ,CAAC;KAC/B;IACD,OAAO,KAAK,CAAC;AACf,CAAC,CAAC;AALW,QAAA,qBAAqB,yBAKhC;AAEK,MAAM,YAAY,GAAG,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAe,EAAE,EAAE;IACxF,OAAO,CACL,IAAA,6BAAqB,EAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC;QACzD,IAAA,6BAAqB,EAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,CAC1D,CAAC;AACJ,CAAC,CAAC;AALW,QAAA,YAAY,gBAKvB;AAMK,MAAM,UAAU,GAAG,CAAC,MAAkB,EAAE,EAAE,CAAC,MAAM,KAAK,MAAM,IAAI,MAAM,KAAK,OAAO,CAAC;AAA7E,QAAA,UAAU,cAAmE;AAEnF,MAAM,YAAY,GAAG,CAAC,MAAkB,EAAE,EAAE,CAAC,MAAM,KAAK,KAAK,IAAI,MAAM,KAAK,QAAQ,CAAC;AAA/E,QAAA,YAAY,gBAAmE;AAErF,MAAM,WAAW,GAAG,CAAC,SAAwB,EAAE,YAAoB,EAAE,GAAW,EAAE,GAAW,EAAE,EAAE;IACtG,IAAI,SAAS,KAAK,SAAS,EAAE;QAC3B,OAAO,IAAI,CAAC,GAAG,CAAC,YAAY,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;KACxC;IACD,OAAO,IAAI,CAAC,GAAG,CAAC,YAAY,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACzC,CAAC,CAAC;AALW,QAAA,WAAW,eAKtB","file":"utils.js","sourcesContent":["import { OrientType } from '../interface';\nimport { DirectionEnum, DirectionType } from './type';\n\n/**\n * 检测下标是否正确\n */\ninterface ICheckIndex {\n direction: DirectionType;\n maxIndex: number;\n minIndex: number;\n dataIndex: number;\n}\nexport const checkIndex = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex): boolean => {\n // 若默认方向, 检测下标是否合法\n if (direction === DirectionEnum.Default) {\n return dataIndex < maxIndex;\n }\n // 若逆向, 检测下标是否合法\n else if (direction === DirectionEnum.Reverse) {\n return dataIndex > minIndex;\n }\n};\n\n/**\n * 判断能否进入循环\n */\n\nexport const canPlay = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex): boolean => {\n return checkIndex({ direction, maxIndex, minIndex, dataIndex });\n};\n\n/**\n * 判断是否到达了末尾\n */\nexport const isReachEndByDefault = ({ direction, maxIndex, dataIndex }: Omit<ICheckIndex, 'minIndex'>) => {\n if (direction === DirectionEnum.Default) {\n return dataIndex === maxIndex;\n }\n return false;\n};\n\nexport const isReachEndByReverse = ({ direction, minIndex, dataIndex }: Omit<ICheckIndex, 'maxIndex'>) => {\n if (direction === DirectionEnum.Reverse) {\n return dataIndex === minIndex;\n }\n return false;\n};\n\nexport const isReachEnd = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex) => {\n return (\n isReachEndByDefault({ direction, maxIndex, dataIndex }) || isReachEndByReverse({ direction, minIndex, dataIndex })\n );\n};\n\n/**\n * 判断是否处于起点\n */\nexport const isReachStartByDefault = ({ direction, minIndex, dataIndex }: Omit<ICheckIndex, 'maxIndex'>) => {\n if (direction === DirectionEnum.Default) {\n return dataIndex === minIndex;\n }\n return false;\n};\n\nexport const isReachStartByReverse = ({ direction, maxIndex, dataIndex }: Omit<ICheckIndex, 'minIndex'>) => {\n if (direction === DirectionEnum.Reverse) {\n return dataIndex === maxIndex;\n }\n return false;\n};\n\nexport const isReachStart = ({ direction, maxIndex, minIndex, dataIndex }: ICheckIndex) => {\n return (\n isReachStartByDefault({ direction, minIndex, dataIndex }) ||\n isReachStartByReverse({ direction, maxIndex, dataIndex })\n );\n};\n\n/**\n * 得到初始化下标\n */\n\nexport const isVertical = (orient: OrientType) => orient === 'left' || orient === 'right';\n\nexport const isHorizontal = (orient: OrientType) => orient === 'top' || orient === 'bottom';\n\nexport const forwardStep = (direction: DirectionType, currentIndex: number, min: number, max: number) => {\n if (direction === 'default') {\n return Math.min(currentIndex + 1, max);\n }\n return Math.max(currentIndex - 1, min);\n};\n"]}
@@ -18,4 +18,4 @@ var __createBinding = this && this.__createBinding || (Object.create ? function(
18
18
  Object.defineProperty(exports, "__esModule", {
19
19
  value: !0
20
20
  }), __exportStar(require("./scrollbar"), exports), __exportStar(require("./type"), exports);
21
- //# sourceMappingURL=index.js.map
21
+ //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/scrollbar/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,8CAA4B;AAC5B,yCAAuB","file":"index.js","sourcesContent":["export * from './scrollbar';\nexport * from './type';\n"]}
1
+ {"version":3,"sources":["scrollbar/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,8CAA4B;AAC5B,yCAAuB","file":"index.js","sourcesContent":["export * from './scrollbar';\nexport * from './type';\n"]}
@@ -158,4 +158,4 @@ exports.ScrollBar = ScrollBar, ScrollBar.defaultAttributes = {
158
158
  padding: 2,
159
159
  scrollRange: [ 0, 1 ]
160
160
  };
161
- //# sourceMappingURL=scrollbar.js.map
161
+ //# sourceMappingURL=scrollbar.js.map
@@ -1 +1 @@
1
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* @description 滚动条组件\n */\nimport { IRectGraphicAttribute, FederatedPointerEvent, CustomEvent, global, IGroup, IRect } from '@visactor/vrender';\nimport { merge, normalizePadding, clamp, clampRange } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nexport class ScrollBar extends AbstractComponent<Required<ScrollBarAttributes>> {\n name = 'scrollbar';\n\n static defaultAttributes = {\n direction: 'horizontal',\n round: true,\n sliderSize: 20,\n sliderStyle: {\n fill: true,\n fillColor: 'rgba(0, 0, 0, .5)'\n },\n railStyle: {\n fill: true,\n fillColor: 'rgba(0, 0, 0, .0)'\n },\n padding: 2,\n scrollRange: [0, 1]\n };\n\n private _container!: IGroup;\n // 滚动条滑块\n private _slider!: IRect;\n // 滚动条滑轨\n private _rail!: IRect;\n // 滑块可渲染的区域包围盒\n private _sliderRenderBounds!: ComponentBounds | null;\n // 滑块滑动的范围\n private _sliderLimitRange!: [number, number] | null;\n // 保留滑块上一次的位置\n private _prePos!: number;\n // TODO: 临时方案\n private _viewPosition!: { x: number; y: number };\n private _sliderSize!: number;\n\n constructor(attributes: ScrollBarAttributes) {\n super(merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const { direction = 'horizontal', limitRange = [0, 1], range: preRange } = this.attribute as ScrollBarAttributes;\n\n const currScrollRange = clampRange(range, limitRange[0], limitRange[1]);\n if (render) {\n // 更新图形\n const sliderPos = this._getSliderPos(currScrollRange);\n if (this._slider) {\n if (direction === 'horizontal') {\n this._slider.setAttribute('x', sliderPos[0], true);\n } else {\n this._slider.setAttribute('y', sliderPos[0], true);\n }\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n this._onChange({\n pre: preRange,\n value: currScrollRange\n });\n }\n\n getScrollRange(): [number, number] {\n return (this.attribute as ScrollBarAttributes).range;\n }\n\n // public setLocation(point: PointLocationCfg) {\n // this.translateTo(point.x, point.y);\n // }\n\n // 绑定事件\n protected bindEvents(): void {\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener('pointerdown', this._onRailPointerDown as EventListener);\n }\n if (this._slider) {\n this._slider.addEventListener('pointerdown', this._onSliderPointerDown as EventListener);\n }\n }\n\n protected render() {\n this._reset();\n const {\n direction = 'horizontal',\n width,\n height,\n range,\n limitRange = [0, 1],\n // sliderSize = 20,\n // scrollValue = 0,\n // scrollRange = [0, 1],\n railStyle,\n sliderStyle,\n padding = 2\n } = this.attribute as ScrollBarAttributes;\n\n const group = this.createOrUpdateChild('scrollbar-container', {}, 'group') as IGroup;\n // 绘制轨道\n\n const rail = group.createOrUpdateChild(\n 'scrollbar-rail',\n {\n x: 0,\n y: 0,\n width,\n height,\n ...railStyle\n },\n 'rect'\n ) as IRect;\n this._rail = rail;\n\n // 滑块\n const sliderRenderBounds = this._getSliderRenderBounds();\n const sliderPos = this._getSliderPos(clampRange(range, limitRange[0], limitRange[1]));\n const sliderSize = sliderPos[1] - sliderPos[0];\n this._sliderSize = sliderSize;\n // const sliderRangePos = this._getScrollRange();\n\n let sliderAttribute: IRectGraphicAttribute;\n if (direction === 'horizontal') {\n sliderAttribute = {\n x: sliderPos[0],\n y: sliderRenderBounds.y1,\n width: sliderSize,\n height: sliderRenderBounds.height\n };\n } else {\n sliderAttribute = {\n x: sliderRenderBounds.x1,\n y: sliderPos[0],\n width: sliderRenderBounds.width,\n height: sliderSize\n };\n }\n\n const slider = group.createOrUpdateChild(\n 'slider',\n {\n ...sliderAttribute,\n borderRadius: this._getDefaultSliderBorderRadius(),\n ...sliderStyle,\n boundsPadding: normalizePadding(padding),\n pickMode: 'imprecise'\n },\n 'rect'\n ) as IRect;\n this._slider = slider;\n this._container = group;\n\n const containerAABBBounds = this._container.AABBBounds;\n this._viewPosition = {\n x: containerAABBBounds.x1,\n y: containerAABBBounds.y1\n };\n }\n\n // 获取滑块渲染的包围盒区域\n private _getSliderRenderBounds() {\n if (this._sliderRenderBounds) {\n return this._sliderRenderBounds;\n }\n const { width, height, padding = 2 } = this.attribute as ScrollBarAttributes;\n const [top, right, bottom, left] = normalizePadding(padding);\n const renderBounds = {\n x1: left,\n y1: top,\n x2: width - right,\n y2: height - bottom,\n width: width - (left + right),\n height: height - (top + bottom)\n };\n this._sliderRenderBounds = renderBounds;\n return renderBounds;\n }\n\n // 获取默认的滑块圆角\n private _getDefaultSliderBorderRadius() {\n const { direction, round } = this.attribute as ScrollBarAttributes;\n\n if (round) {\n const { width, height } = this._getSliderRenderBounds();\n return direction === 'horizontal' ? height : width;\n }\n\n return 0;\n }\n\n // 计算滑块在轨道的位置\n private _getSliderPos(range: [number, number]) {\n const { direction } = this.attribute as ScrollBarAttributes;\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n\n if (direction === 'horizontal') {\n return [width * range[0] + x1, width * range[1] + x1];\n }\n return [height * range[0] + y1, height * range[1] + y1];\n }\n\n private _getScrollRange() {\n if (this._sliderLimitRange) {\n return this._sliderLimitRange;\n }\n const { limitRange = [0, 1], direction } = this.attribute as ScrollBarAttributes;\n const [min, max] = clampRange(limitRange, 0, 1);\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n const sliderSize = this._sliderSize;\n\n return direction === 'horizontal'\n ? clampRange([x1 + min * width, x1 + max * width], x1, width - sliderSize)\n : clampRange([y1 + min * height, y1 + max * height], y1, height - sliderSize);\n }\n\n private _onRailPointerDown = (e: FederatedPointerEvent) => {\n // 将事件坐标转换为实际的滑块位置\n // TODO: 这里有问题,应该拿 viewX viewY,同时 graphic 要提供接口获取它的 相对 view 的坐标\n const { viewX, viewY } = e;\n const { direction, width, height, range } = this.attribute as ScrollBarAttributes;\n const sliderSize = this._sliderSize;\n const [min, max] = this._getScrollRange();\n let currentScrollValue;\n if (direction === 'vertical') {\n const relativeY = viewY - this._viewPosition.y;\n const currentYPos = clamp(relativeY - sliderSize / 2, min, max);\n currentScrollValue = relativeY / height;\n this._slider.setAttribute('y', currentYPos, true);\n } else {\n const relativeX = viewX - this._viewPosition.x;\n const currentXPos = clamp(relativeX - sliderSize / 2, min, max);\n currentScrollValue = relativeX / width;\n this._slider.setAttribute('x', currentXPos, true);\n }\n\n this.setScrollRange(\n [currentScrollValue - (range[1] - range[0]) / 2, currentScrollValue + (range[1] - range[0]) / 2],\n false\n );\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n };\n\n private _onSliderPointerDown = (e: FederatedPointerEvent) => {\n e.stopPropagation();\n const { direction } = this.attribute as ScrollBarAttributes;\n this._prePos = direction === 'horizontal' ? e.clientX : e.clientY;\n if (global.env === 'browser') {\n global.addEventListener('pointermove', this._onSliderPointerMove);\n global.addEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.addEventListener('pointermove', this._onSliderPointerMove);\n this._slider.addEventListener('pointerup', this._onSliderPointerUp);\n this._slider.addEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onSliderPointerMove = (e: any) => {\n e.stopPropagation();\n\n const { direction } = this.attribute as ScrollBarAttributes;\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n const preScrollRange = this.getScrollRange();\n const { width, height } = this._getSliderRenderBounds();\n if (direction === 'vertical') {\n currentPos = e.clientY;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / height;\n } else {\n currentPos = e.clientX;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / width;\n }\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerUp = (e: any) => {\n e.preventDefault();\n if (global.env === 'browser') {\n global.removeEventListener('pointermove', this._onSliderPointerMove);\n global.removeEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.removeEventListener('pointermove', this._onSliderPointerMove);\n this._slider.removeEventListener('pointerup', this._onSliderPointerUp);\n this._slider.removeEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onChange(detail: any) {\n const changeEvent = new CustomEvent('scroll', detail);\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n changeEvent.manager = this.stage?.eventSystem.manager;\n this.dispatchEvent(changeEvent);\n }\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n}\n"]}
1
+ 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* @description 滚动条组件\n */\nimport { IRectGraphicAttribute, FederatedPointerEvent, CustomEvent, global, IGroup, IRect } from '@visactor/vrender';\nimport { merge, normalizePadding, clamp, clampRange } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nexport class ScrollBar extends AbstractComponent<Required<ScrollBarAttributes>> {\n name = 'scrollbar';\n\n static defaultAttributes = {\n direction: 'horizontal',\n round: true,\n sliderSize: 20,\n sliderStyle: {\n fill: true,\n fillColor: 'rgba(0, 0, 0, .5)'\n },\n railStyle: {\n fill: true,\n fillColor: 'rgba(0, 0, 0, .0)'\n },\n padding: 2,\n scrollRange: [0, 1]\n };\n\n private _container!: IGroup;\n // 滚动条滑块\n private _slider!: IRect;\n // 滚动条滑轨\n private _rail!: IRect;\n // 滑块可渲染的区域包围盒\n private _sliderRenderBounds!: ComponentBounds | null;\n // 滑块滑动的范围\n private _sliderLimitRange!: [number, number] | null;\n // 保留滑块上一次的位置\n private _prePos!: number;\n // TODO: 临时方案\n private _viewPosition!: { x: number; y: number };\n private _sliderSize!: number;\n\n constructor(attributes: ScrollBarAttributes) {\n super(merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const { direction = 'horizontal', limitRange = [0, 1], range: preRange } = this.attribute as ScrollBarAttributes;\n\n const currScrollRange = clampRange(range, limitRange[0], limitRange[1]);\n if (render) {\n // 更新图形\n const sliderPos = this._getSliderPos(currScrollRange);\n if (this._slider) {\n if (direction === 'horizontal') {\n this._slider.setAttribute('x', sliderPos[0], true);\n } else {\n this._slider.setAttribute('y', sliderPos[0], true);\n }\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n this._onChange({\n pre: preRange,\n value: currScrollRange\n });\n }\n\n getScrollRange(): [number, number] {\n return (this.attribute as ScrollBarAttributes).range;\n }\n\n // public setLocation(point: PointLocationCfg) {\n // this.translateTo(point.x, point.y);\n // }\n\n // 绑定事件\n protected bindEvents(): void {\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener('pointerdown', this._onRailPointerDown as EventListener);\n }\n if (this._slider) {\n this._slider.addEventListener('pointerdown', this._onSliderPointerDown as EventListener);\n }\n }\n\n protected render() {\n this._reset();\n const {\n direction = 'horizontal',\n width,\n height,\n range,\n limitRange = [0, 1],\n // sliderSize = 20,\n // scrollValue = 0,\n // scrollRange = [0, 1],\n railStyle,\n sliderStyle,\n padding = 2\n } = this.attribute as ScrollBarAttributes;\n\n const group = this.createOrUpdateChild('scrollbar-container', {}, 'group') as IGroup;\n // 绘制轨道\n\n const rail = group.createOrUpdateChild(\n 'scrollbar-rail',\n {\n x: 0,\n y: 0,\n width,\n height,\n ...railStyle\n },\n 'rect'\n ) as IRect;\n this._rail = rail;\n\n // 滑块\n const sliderRenderBounds = this._getSliderRenderBounds();\n const sliderPos = this._getSliderPos(clampRange(range, limitRange[0], limitRange[1]));\n const sliderSize = sliderPos[1] - sliderPos[0];\n this._sliderSize = sliderSize;\n // const sliderRangePos = this._getScrollRange();\n\n let sliderAttribute: IRectGraphicAttribute;\n if (direction === 'horizontal') {\n sliderAttribute = {\n x: sliderPos[0],\n y: sliderRenderBounds.y1,\n width: sliderSize,\n height: sliderRenderBounds.height\n };\n } else {\n sliderAttribute = {\n x: sliderRenderBounds.x1,\n y: sliderPos[0],\n width: sliderRenderBounds.width,\n height: sliderSize\n };\n }\n\n const slider = group.createOrUpdateChild(\n 'slider',\n {\n ...sliderAttribute,\n borderRadius: this._getDefaultSliderBorderRadius(),\n ...sliderStyle,\n boundsPadding: normalizePadding(padding),\n pickMode: 'imprecise'\n },\n 'rect'\n ) as IRect;\n this._slider = slider;\n this._container = group;\n\n const containerAABBBounds = this._container.AABBBounds;\n this._viewPosition = {\n x: containerAABBBounds.x1,\n y: containerAABBBounds.y1\n };\n }\n\n // 获取滑块渲染的包围盒区域\n private _getSliderRenderBounds() {\n if (this._sliderRenderBounds) {\n return this._sliderRenderBounds;\n }\n const { width, height, padding = 2 } = this.attribute as ScrollBarAttributes;\n const [top, right, bottom, left] = normalizePadding(padding);\n const renderBounds = {\n x1: left,\n y1: top,\n x2: width - right,\n y2: height - bottom,\n width: width - (left + right),\n height: height - (top + bottom)\n };\n this._sliderRenderBounds = renderBounds;\n return renderBounds;\n }\n\n // 获取默认的滑块圆角\n private _getDefaultSliderBorderRadius() {\n const { direction, round } = this.attribute as ScrollBarAttributes;\n\n if (round) {\n const { width, height } = this._getSliderRenderBounds();\n return direction === 'horizontal' ? height : width;\n }\n\n return 0;\n }\n\n // 计算滑块在轨道的位置\n private _getSliderPos(range: [number, number]) {\n const { direction } = this.attribute as ScrollBarAttributes;\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n\n if (direction === 'horizontal') {\n return [width * range[0] + x1, width * range[1] + x1];\n }\n return [height * range[0] + y1, height * range[1] + y1];\n }\n\n private _getScrollRange() {\n if (this._sliderLimitRange) {\n return this._sliderLimitRange;\n }\n const { limitRange = [0, 1], direction } = this.attribute as ScrollBarAttributes;\n const [min, max] = clampRange(limitRange, 0, 1);\n const { width, height, x1, y1 } = this._getSliderRenderBounds();\n const sliderSize = this._sliderSize;\n\n return direction === 'horizontal'\n ? clampRange([x1 + min * width, x1 + max * width], x1, width - sliderSize)\n : clampRange([y1 + min * height, y1 + max * height], y1, height - sliderSize);\n }\n\n private _onRailPointerDown = (e: FederatedPointerEvent) => {\n // 将事件坐标转换为实际的滑块位置\n // TODO: 这里有问题,应该拿 viewX viewY,同时 graphic 要提供接口获取它的 相对 view 的坐标\n const { viewX, viewY } = e;\n const { direction, width, height, range } = this.attribute as ScrollBarAttributes;\n const sliderSize = this._sliderSize;\n const [min, max] = this._getScrollRange();\n let currentScrollValue;\n if (direction === 'vertical') {\n const relativeY = viewY - this._viewPosition.y;\n const currentYPos = clamp(relativeY - sliderSize / 2, min, max);\n currentScrollValue = relativeY / height;\n this._slider.setAttribute('y', currentYPos, true);\n } else {\n const relativeX = viewX - this._viewPosition.x;\n const currentXPos = clamp(relativeX - sliderSize / 2, min, max);\n currentScrollValue = relativeX / width;\n this._slider.setAttribute('x', currentXPos, true);\n }\n\n this.setScrollRange(\n [currentScrollValue - (range[1] - range[0]) / 2, currentScrollValue + (range[1] - range[0]) / 2],\n false\n );\n\n if (!this.stage?.autoRender) {\n this.stage?.renderNextFrame();\n }\n };\n\n private _onSliderPointerDown = (e: FederatedPointerEvent) => {\n e.stopPropagation();\n const { direction } = this.attribute as ScrollBarAttributes;\n this._prePos = direction === 'horizontal' ? e.clientX : e.clientY;\n if (global.env === 'browser') {\n global.addEventListener('pointermove', this._onSliderPointerMove);\n global.addEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.addEventListener('pointermove', this._onSliderPointerMove);\n this._slider.addEventListener('pointerup', this._onSliderPointerUp);\n this._slider.addEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onSliderPointerMove = (e: any) => {\n e.stopPropagation();\n\n const { direction } = this.attribute as ScrollBarAttributes;\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n const preScrollRange = this.getScrollRange();\n const { width, height } = this._getSliderRenderBounds();\n if (direction === 'vertical') {\n currentPos = e.clientY;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / height;\n } else {\n currentPos = e.clientX;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / width;\n }\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerUp = (e: any) => {\n e.preventDefault();\n if (global.env === 'browser') {\n global.removeEventListener('pointermove', this._onSliderPointerMove);\n global.removeEventListener('pointerup', this._onSliderPointerUp);\n } else {\n this._slider.removeEventListener('pointermove', this._onSliderPointerMove);\n this._slider.removeEventListener('pointerup', this._onSliderPointerUp);\n this._slider.removeEventListener('pointerupoutside', this._onSliderPointerUp);\n }\n };\n\n private _onChange(detail: any) {\n const changeEvent = new CustomEvent('scroll', detail);\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n changeEvent.manager = this.stage?.eventSystem.manager;\n this.dispatchEvent(changeEvent);\n }\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/scrollbar/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { IGroupGraphicAttribute, IRectGraphicAttribute } from '@visactor/vrender';\nimport type { Direction } from '../interface';\nimport { Padding } from '../core/type';\nexport interface ScrollBarAttributes extends IGroupGraphicAttribute {\n x: number;\n y: number;\n /**\n * 滚动条的布局方向,默认为 `horizontal`,水平布局。\n * @default horizontal\n */\n direction?: Direction;\n /** 滚动条的宽度。 */\n width: number;\n /** 滚动条的高度。 */\n height: number;\n /** 滑块是否圆角。 */\n round?: boolean;\n /**\n * 滚动条轨道样式。\n */\n railStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条滑块样式。\n */\n sliderStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条内边距,影响滑轨的实际可用空间 [top, right, bottom, left]\n */\n padding?: Padding;\n /** 滑块当前的可视范围,数值为 0 - 1 */\n range: [number, number];\n /**\n * 滑块限制的滚动范围,数值为 0 - 1\n */\n limitRange?: [number, number];\n}\n"]}
1
+ {"version":3,"sources":["scrollbar/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { IGroupGraphicAttribute, IRectGraphicAttribute } from '@visactor/vrender';\nimport type { Direction } from '../interface';\nimport { Padding } from '../core/type';\nexport interface ScrollBarAttributes extends IGroupGraphicAttribute {\n x: number;\n y: number;\n /**\n * 滚动条的布局方向,默认为 `horizontal`,水平布局。\n * @default horizontal\n */\n direction?: Direction;\n /** 滚动条的宽度。 */\n width: number;\n /** 滚动条的高度。 */\n height: number;\n /** 滑块是否圆角。 */\n round?: boolean;\n /**\n * 滚动条轨道样式。\n */\n railStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条滑块样式。\n */\n sliderStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;\n /**\n * 滚动条内边距,影响滑轨的实际可用空间 [top, right, bottom, left]\n */\n padding?: Padding;\n /** 滑块当前的可视范围,数值为 0 - 1 */\n range: [number, number];\n /**\n * 滑块限制的滚动范围,数值为 0 - 1\n */\n limitRange?: [number, number];\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/segment/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAGA,4CAA0B;AAC1B,yCAAuB","file":"index.js","sourcesContent":["/**\n * @description 线,两端可带箭头等 symbol\n */\nexport * from './segment';\nexport * from './type';\n"]}
1
+ {"version":3,"sources":["segment/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAGA,4CAA0B;AAC1B,yCAAuB","file":"index.js","sourcesContent":["/**\n * @description 线,两端可带箭头等 symbol\n */\nexport * from './segment';\nexport * from './type';\n"]}
@@ -1 +1 @@
1
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1].y - (endSize / 2) * (Math.sin(this._endAngle) || 0)\n };\n pointsAfterClip = [...pointsAfterClip.slice(0, pointsAfterClip.length - 1), pointsEnd];\n }\n\n const line = createLine({\n points: pointsAfterClip,\n fill: false,\n ...lineStyle\n });\n\n line.name = 'line';\n line.id = this._getNodeId('line');\n if (!isEmpty(state?.line)) {\n line.states = state.line;\n }\n this.line = line;\n this.add(line);\n }\n\n private renderSymbol(attribute: SymbolAttributes, dim: string): ISymbol | undefined {\n let symbol;\n if (attribute?.visible) {\n const startAngle = this._startAngle;\n const endAngle = this._endAngle;\n const { points, state } = this.attribute as SegmentAttributes;\n const start = points[0];\n const end = points[points.length - 1];\n const { refX = 0, refY = 0, refAngle = 0, style, symbolType, size = 12 } = attribute;\n let position;\n let rotate;\n if (dim === 'start') {\n position = {\n x: start.x + (startAngle ? refX * Math.cos(startAngle) + refY * Math.cos(startAngle - Math.PI / 2) : 0),\n y: start.y + (startAngle ? refX * Math.sin(startAngle) + refY * Math.sin(startAngle - Math.PI / 2) : 0)\n };\n rotate = startAngle + Math.PI / 2; // @chensiji - 加Math.PI / 2是因为:默认symbol的包围盒垂直于line,所以在做自动旋转时需要在line正方向基础上做90度偏移\n } else {\n position = {\n x: end.x + (endAngle ? refX * Math.cos(endAngle) + refY * Math.cos(endAngle - Math.PI / 2) : 0),\n y: end.y + (endAngle ? refX * Math.sin(endAngle) + refY * Math.sin(endAngle - Math.PI / 2) : 0)\n };\n rotate = endAngle + Math.PI / 2;\n }\n\n symbol = createSymbol({\n ...position,\n symbolType: symbolType as string,\n size,\n angle: rotate + refAngle,\n strokeBoundsBuffer: 0,\n ...style\n });\n symbol.name = `${dim}-symbol`;\n symbol.id = this._getNodeId(`${dim}-symbol`);\n\n if (!isEmpty(state?.symbol)) {\n symbol.states = state.symbol;\n }\n\n this.add(symbol);\n }\n return symbol;\n }\n\n /**\n * 外部获取segement起点正方向\n */\n getStartAngle() {\n return this._startAngle;\n }\n\n /**\n * 外部获取segement终点正方向\n */\n getEndAngle() {\n return this._endAngle;\n }\n}\n"]}
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* @description 标签组件\n */\nimport { isEmpty, merge } from '@visactor/vutils';\nimport { createSymbol, ILine, ISymbol, createLine } from '@visactor/vrender';\nimport { AbstractComponent } from '../core/base';\nimport { SegmentAttributes, SymbolAttributes } from './type';\n\nexport class Segment extends AbstractComponent<Required<SegmentAttributes>> {\n name = 'segment';\n\n line!: ILine;\n startSymbol?: ISymbol;\n endSymbol?: ISymbol;\n\n private _startAngle!: number;\n private _endAngle!: number;\n\n static defaultAttributes: Partial<SegmentAttributes> = {\n lineStyle: {\n lineWidth: 1,\n strokeColor: '#000'\n },\n startSymbol: {\n visible: false,\n symbolType: 'triangle',\n size: 12,\n refX: 0,\n refY: 0,\n refAngle: 0,\n style: {\n fillColor: '#000',\n zIndex: 1 // 默认 symbol 绘制在 line 上面\n }\n },\n endSymbol: {\n visible: false,\n symbolType: 'triangle',\n size: 12,\n refX: 0,\n refY: 0,\n refAngle: 0,\n style: {\n fillColor: '#000',\n zIndex: 1 // 默认 symbol 绘制在 line 上面\n }\n }\n };\n\n constructor(attributes: SegmentAttributes) {\n super(merge({}, Segment.defaultAttributes, attributes));\n }\n\n protected computeLineAngle() {\n const { points } = this.attribute as SegmentAttributes;\n const start = points[0];\n const startInside = points[1];\n const endInside = points[points.length - 2];\n const end = points[points.length - 1];\n const startVector = [start.x - startInside.x, start.y - startInside.y]; // 起点正方向向量\n const startAngle = Math.atan2(startVector[1], startVector[0]); // 起点正方向角度\n const endVector = [end.x - endInside.x, end.y - endInside.y]; // 终点正方向向量\n const endAngle = Math.atan2(endVector[1], endVector[0]); // 终点正方向角度\n\n this._startAngle = startAngle;\n this._endAngle = endAngle;\n }\n protected render() {\n this.removeAllChild();\n const { points, startSymbol, endSymbol, lineStyle, state } = this.attribute as SegmentAttributes;\n\n // 计算线的起点和终点角度\n // 计算角度的原因:\n // 1. segment symbol的自动旋转提供参数\n // 2. 使用segment时,需要根据line的角度对附加元素进行自动旋转(比如:markLine的标签, markPoint的装饰线)\n if (points.length > 1) {\n this.computeLineAngle();\n }\n\n // 绘制start和end symbol\n const startSymbolShape = this.renderSymbol(startSymbol as SymbolAttributes, 'start');\n const endSymbolShape = this.renderSymbol(endSymbol as SymbolAttributes, 'end');\n\n this.startSymbol = startSymbolShape;\n this.endSymbol = endSymbolShape;\n\n // 通过改变line起点和终点的方式达到symbol在fill为false的情况下,也可以遮盖line的效果\n let pointsAfterClip = points;\n if (startSymbol?.visible) {\n const startSize = startSymbol?.clip ? startSymbol?.size || 10 : 0;\n const pointsStart = {\n x: points[0].x - (startSize / 2) * (Math.cos(this._startAngle) || 0),\n y: points[0].y - (startSize / 2) * (Math.sin(this._startAngle) || 0)\n };\n pointsAfterClip = [pointsStart, ...pointsAfterClip.slice(1)];\n }\n if (endSymbol?.visible) {\n const endSize = endSymbol?.clip ? endSymbol?.size || 10 : 0;\n const pointsEnd = {\n x: points[points.length - 1].x - (endSize / 2) * (Math.cos(this._endAngle) || 0),\n y: points[points.length - 1].y - (endSize / 2) * (Math.sin(this._endAngle) || 0)\n };\n pointsAfterClip = [...pointsAfterClip.slice(0, pointsAfterClip.length - 1), pointsEnd];\n }\n\n const line = createLine({\n points: pointsAfterClip,\n fill: false,\n ...lineStyle\n });\n\n line.name = 'line';\n line.id = this._getNodeId('line');\n if (!isEmpty(state?.line)) {\n line.states = state.line;\n }\n this.line = line;\n this.add(line);\n }\n\n private renderSymbol(attribute: SymbolAttributes, dim: string): ISymbol | undefined {\n let symbol;\n if (attribute?.visible) {\n const startAngle = this._startAngle;\n const endAngle = this._endAngle;\n const { points, state } = this.attribute as SegmentAttributes;\n const start = points[0];\n const end = points[points.length - 1];\n const { refX = 0, refY = 0, refAngle = 0, style, symbolType, size = 12 } = attribute;\n let position;\n let rotate;\n if (dim === 'start') {\n position = {\n x: start.x + (startAngle ? refX * Math.cos(startAngle) + refY * Math.cos(startAngle - Math.PI / 2) : 0),\n y: start.y + (startAngle ? refX * Math.sin(startAngle) + refY * Math.sin(startAngle - Math.PI / 2) : 0)\n };\n rotate = startAngle + Math.PI / 2; // @chensiji - 加Math.PI / 2是因为:默认symbol的包围盒垂直于line,所以在做自动旋转时需要在line正方向基础上做90度偏移\n } else {\n position = {\n x: end.x + (endAngle ? refX * Math.cos(endAngle) + refY * Math.cos(endAngle - Math.PI / 2) : 0),\n y: end.y + (endAngle ? refX * Math.sin(endAngle) + refY * Math.sin(endAngle - Math.PI / 2) : 0)\n };\n rotate = endAngle + Math.PI / 2;\n }\n\n symbol = createSymbol({\n ...position,\n symbolType: symbolType as string,\n size,\n angle: rotate + refAngle,\n strokeBoundsBuffer: 0,\n ...style\n });\n symbol.name = `${dim}-symbol`;\n symbol.id = this._getNodeId(`${dim}-symbol`);\n\n if (!isEmpty(state?.symbol)) {\n symbol.states = state.symbol;\n }\n\n this.add(symbol);\n }\n return symbol;\n }\n\n /**\n * 外部获取segement起点正方向\n */\n getStartAngle() {\n return this._startAngle;\n }\n\n /**\n * 外部获取segement终点正方向\n */\n getEndAngle() {\n return this._endAngle;\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/segment/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import {\n IGraphicAttribute,\n IGroupGraphicAttribute,\n ILineGraphicAttribute,\n ISymbolGraphicAttribute,\n SymbolType\n} from '@visactor/vrender';\nimport { Point, State } from '../core/type';\n\nexport type SymbolAttributes = {\n /** 是否展示 symbol */\n visible: boolean;\n /**\n * symbol 形状,默认为带左右方向的箭头\n */\n symbolType?: SymbolType;\n /**\n * symbol 大小\n */\n size?: number;\n /**\n * symbol 相对line平行方向上的偏移\n */\n refX?: number;\n /**\n * symbol 相对line正交方向上的偏移\n */\n refY?: number;\n /**\n * symbol 相对默认角度的偏移\n * @description (@chensiji: 默认角度为笛卡尔坐标系y正方向,即默认symbol包围盒的角度为笛卡尔坐标系y正方向, 做自动旋转时, 会在此基础上,将包围盒转换到line平行方向上。)\n */\n refAngle?: number;\n /**\n * symbol 是否clip line,即当symbol fill为false时,line在symbol内部的部分是否展示\n * @defalut false\n */\n clip?: boolean;\n /**\n * symbol 样式配置\n */\n style?: Partial<IGraphicAttribute>;\n};\n\nexport interface SegmentAttributes extends IGroupGraphicAttribute {\n points: Point[];\n /** 轴线起始点 symbol 配置 */\n startSymbol?: SymbolAttributes;\n /** 轴线末端 symbol 配置 */\n endSymbol?: SymbolAttributes;\n /**\n * 线样式配置\n */\n lineStyle?: Partial<ILineGraphicAttribute>;\n\n state?: {\n line?: State<Partial<ILineGraphicAttribute>>;\n symbol?: State<Partial<ISymbolGraphicAttribute>>;\n };\n}\n"]}
1
+ {"version":3,"sources":["segment/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import {\n IGraphicAttribute,\n IGroupGraphicAttribute,\n ILineGraphicAttribute,\n ISymbolGraphicAttribute,\n SymbolType\n} from '@visactor/vrender';\nimport { Point, State } from '../core/type';\n\nexport type SymbolAttributes = {\n /** 是否展示 symbol */\n visible: boolean;\n /**\n * symbol 形状,默认为带左右方向的箭头\n */\n symbolType?: SymbolType;\n /**\n * symbol 大小\n */\n size?: number;\n /**\n * symbol 相对line平行方向上的偏移\n */\n refX?: number;\n /**\n * symbol 相对line正交方向上的偏移\n */\n refY?: number;\n /**\n * symbol 相对默认角度的偏移\n * @description (@chensiji: 默认角度为笛卡尔坐标系y正方向,即默认symbol包围盒的角度为笛卡尔坐标系y正方向, 做自动旋转时, 会在此基础上,将包围盒转换到line平行方向上。)\n */\n refAngle?: number;\n /**\n * symbol 是否clip line,即当symbol fill为false时,line在symbol内部的部分是否展示\n * @defalut false\n */\n clip?: boolean;\n /**\n * symbol 样式配置\n */\n style?: Partial<IGraphicAttribute>;\n};\n\nexport interface SegmentAttributes extends IGroupGraphicAttribute {\n points: Point[];\n /** 轴线起始点 symbol 配置 */\n startSymbol?: SymbolAttributes;\n /** 轴线末端 symbol 配置 */\n endSymbol?: SymbolAttributes;\n /**\n * 线样式配置\n */\n lineStyle?: Partial<ILineGraphicAttribute>;\n\n state?: {\n line?: State<Partial<ILineGraphicAttribute>>;\n symbol?: State<Partial<ISymbolGraphicAttribute>>;\n };\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/slider/constant.ts"],"names":[],"mappings":";;;AAAA,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC7B,8CAAuB,CAAA;IACvB,4DAAqC,CAAA;IACrC,0CAAmB,CAAA;IACnB,oDAA6B,CAAA;IAC7B,gDAAyB,CAAA;IAEzB,0DAAmC,CAAA;IACnC,4DAAqC,CAAA;IACrC,sDAA+B,CAAA;IAC/B,8DAAuC,CAAA;IAEvC,4CAAqB,CAAA;IAErB,8DAAuC,CAAA;AACzC,CAAC,EAfW,mBAAmB,GAAnB,2BAAmB,KAAnB,2BAAmB,QAe9B","file":"constant.js","sourcesContent":["export enum SLIDER_ELEMENT_NAME {\n innerView = 'innerView',\n railContainer = 'sliderRailContainer',\n rail = 'sliderRail',\n startText = 'sliderStartText',\n endText = 'sliderEndText',\n\n startHandler = 'sliderStartHandler',\n startHandlerText = 'startHandlerText',\n endHandler = 'sliderEndHandler',\n endHandlerText = 'sliderEndHandlerText',\n\n track = 'sliderTrack',\n\n trackContainer = 'sliderTrackContainer'\n}\n"]}
1
+ {"version":3,"sources":["slider/constant.ts"],"names":[],"mappings":";;;AAAA,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC7B,8CAAuB,CAAA;IACvB,4DAAqC,CAAA;IACrC,0CAAmB,CAAA;IACnB,oDAA6B,CAAA;IAC7B,gDAAyB,CAAA;IAEzB,0DAAmC,CAAA;IACnC,4DAAqC,CAAA;IACrC,sDAA+B,CAAA;IAC/B,8DAAuC,CAAA;IAEvC,4CAAqB,CAAA;IAErB,8DAAuC,CAAA;AACzC,CAAC,EAfW,mBAAmB,GAAnB,2BAAmB,KAAnB,2BAAmB,QAe9B","file":"constant.js","sourcesContent":["export enum SLIDER_ELEMENT_NAME {\n innerView = 'innerView',\n railContainer = 'sliderRailContainer',\n rail = 'sliderRail',\n startText = 'sliderStartText',\n endText = 'sliderEndText',\n\n startHandler = 'sliderStartHandler',\n startHandlerText = 'startHandlerText',\n endHandler = 'sliderEndHandler',\n endHandlerText = 'sliderEndHandlerText',\n\n track = 'sliderTrack',\n\n trackContainer = 'sliderTrackContainer'\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/slider/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,yCAAuB;AACvB,2CAAyB;AACzB,6CAA2B","file":"index.js","sourcesContent":["export * from './type';\nexport * from './slider';\nexport * from './constant';\n"]}
1
+ {"version":3,"sources":["slider/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,yCAAuB;AACvB,2CAAyB;AACzB,6CAA2B","file":"index.js","sourcesContent":["export * from './type';\nexport * from './slider';\nexport * from './constant';\n"]}
@@ -204,20 +204,19 @@ class Slider extends base_1.AbstractComponent {
204
204
  this._startHandlerText = startHandlerText;
205
205
  }
206
206
  if (range) {
207
- const handlerStart = (endValue - min) / (max - min) * railLen, endHandler = this._renderHandler(Object.assign({
208
- x: isHorizontal ? handlerStart : railWidth / 2,
209
- y: isHorizontal ? railHeight / 2 : handlerStart,
207
+ const handlerEnd = (endValue - min) / (max - min) * railLen, endHandler = this._renderHandler(Object.assign({
208
+ x: isHorizontal ? handlerEnd : railWidth / 2,
209
+ y: isHorizontal ? railHeight / 2 : handlerEnd,
210
210
  size: handlerSize,
211
211
  strokeBoundsBuffer: 0,
212
212
  cursor: !1 === slidable ? "default" : getDefaultCursor(isHorizontal)
213
213
  }, handlerStyle));
214
- endHandler.name = constant_1.SLIDER_ELEMENT_NAME.endHandler, this._endHandler = endHandler,
215
- container.add(endHandler), this._currentValue.endPos = handlerStart;
216
- }
217
- if (handlerTextVisible) {
218
- const endHandlerText = this._renderHandlerText(endValue);
219
- endHandlerText.name = constant_1.SLIDER_ELEMENT_NAME.endHandlerText, container.add(endHandlerText),
220
- this._endHandlerText = endHandlerText;
214
+ if (endHandler.name = constant_1.SLIDER_ELEMENT_NAME.endHandler, this._endHandler = endHandler,
215
+ container.add(endHandler), this._currentValue.endPos = handlerEnd, handlerTextVisible) {
216
+ const endHandlerText = this._renderHandlerText(endValue);
217
+ endHandlerText.name = constant_1.SLIDER_ELEMENT_NAME.endHandlerText, container.add(endHandlerText),
218
+ this._endHandlerText = endHandlerText;
219
+ }
221
220
  }
222
221
  }
223
222
  _renderTrack(container) {