@visactor/vrender-components 1.0.0 → 1.0.1

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.
@@ -1,4 +1,3 @@
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- import type { FederatedPointerEvent } from '@visactor/vrender-core';
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  import { AbstractComponent } from '../core/base';
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  import type { BrushAttributes } from './type';
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  import type { ComponentOptions } from '../interface';
@@ -30,6 +29,7 @@ export declare class Brush extends AbstractComponent<Required<BrushAttributes>>
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  };
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  };
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  private _container;
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+ private _activeBrushState;
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  private _activeDrawState;
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  private _cacheDrawPoints;
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  private _activeMoveState;
@@ -62,10 +62,6 @@ export declare class Brush extends AbstractComponent<Required<BrushAttributes>>
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  private _addBrushMask;
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  private _isPosInBrushMask;
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  private _outOfInteractiveRange;
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- protected eventPosToStagePos(e: FederatedPointerEvent): {
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- x: number;
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- y: number;
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- };
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  private _dispatchBrushEvent;
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  private _clearMask;
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  private _isEmptyMask;
package/es/brush/brush.js CHANGED
@@ -20,12 +20,10 @@ loadBrushComponent();
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  export class Brush extends AbstractComponent {
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  constructor(attributes, options) {
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  super((null == options ? void 0 : options.skipDefault) ? attributes : merge({}, Brush.defaultAttributes, attributes)),
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- this.name = "brush", this._activeDrawState = !1, this._cacheDrawPoints = [], this._activeMoveState = !1,
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- this._operatingMaskMoveDx = 0, this._operatingMaskMoveDy = 0, this._operatingMaskMoveRangeX = [ -1 / 0, 1 / 0 ],
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- this._operatingMaskMoveRangeY = [ -1 / 0, 1 / 0 ], this._brushMaskAABBBoundsDict = {},
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- this._firstUpdate = !0, this._onBrushStart = e => {
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- if (this._outOfInteractiveRange(e)) return void (this._isEmptyMask() || (this._clearMask(),
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- this._dispatchBrushEvent(IOperateType.brushClear, e)));
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+ this.name = "brush", this._activeBrushState = !1, this._activeDrawState = !1, this._cacheDrawPoints = [],
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+ this._activeMoveState = !1, this._operatingMaskMoveDx = 0, this._operatingMaskMoveDy = 0,
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+ this._operatingMaskMoveRangeX = [ -1 / 0, 1 / 0 ], this._operatingMaskMoveRangeY = [ -1 / 0, 1 / 0 ],
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+ this._brushMaskAABBBoundsDict = {}, this._firstUpdate = !0, this._onBrushStart = e => {
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  const {updateTrigger: updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger, brushMoved: brushMoved = !0} = this.attribute;
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  array(updateTrigger).forEach((t => this.stage.addEventListener(t, this._onBrushingWithDelay))),
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  array(endTrigger).forEach((t => this.stage.addEventListener(t, this._onBrushEnd))),
@@ -54,7 +52,7 @@ export class Brush extends AbstractComponent {
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  _initDraw(e) {
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  const {brushMode: brushMode} = this.attribute, pos = this.eventPosToStagePos(e);
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  this._cacheDrawPoints.push(pos), "single" === brushMode && this._clearMask(), this._addBrushMask(),
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- this._dispatchBrushEvent(IOperateType.drawStart, e), 1 === Object.keys(this._brushMaskAABBBoundsDict).length && this._dispatchBrushEvent(IOperateType.brushActive, e);
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+ this._dispatchBrushEvent(IOperateType.drawStart, e), this._activeBrushState = !1;
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  }
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  _initMove(e) {
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  var _a, _b;
@@ -66,14 +64,17 @@ export class Brush extends AbstractComponent {
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  }
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  _drawing(e) {
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  var _a;
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- const pos = this.eventPosToStagePos(e), {brushType: brushType} = this.attribute, cacheLength = this._cacheDrawPoints.length;
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+ const pos = this.eventPosToStagePos(e), {brushType: brushType, sizeThreshold: sizeThreshold = DEFAULT_SIZE_THRESHOLD} = this.attribute, cacheLength = this._cacheDrawPoints.length;
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  if (cacheLength > 0) {
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  const lastPos = null !== (_a = this._cacheDrawPoints[this._cacheDrawPoints.length - 1]) && void 0 !== _a ? _a : {};
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  if (pos.x === lastPos.x && pos.y === lastPos.y) return;
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  }
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  "polygon" === brushType || cacheLength <= 1 ? this._cacheDrawPoints.push(pos) : this._cacheDrawPoints[cacheLength - 1] = pos;
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  const maskPoints = this._computeMaskPoints();
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- this._operatingMask.setAttribute("points", maskPoints), this._dispatchBrushEvent(IOperateType.drawing, e);
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+ this._operatingMask.setAttribute("points", maskPoints);
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+ const {x: x1, y: y1} = this._startPos, {x: x2, y: y2} = this.eventPosToStagePos(e);
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+ (Math.abs(x2 - x1) > sizeThreshold || Math.abs(y1 - y2) > sizeThreshold) && (1 !== Object.keys(this._brushMaskAABBBoundsDict).length || this._activeBrushState ? this._dispatchBrushEvent(IOperateType.drawing, e) : (this._activeBrushState = !0,
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+ this._dispatchBrushEvent(IOperateType.brushActive, e)));
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  }
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  _moving(e) {
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  const startPos = this._cacheMovePoint, pos = this.eventPosToStagePos(e);
@@ -179,9 +180,6 @@ export class Brush extends AbstractComponent {
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  const {interactiveRange: interactiveRange} = this.attribute, {minY: minY = -1 / 0, maxY: maxY = 1 / 0, minX: minX = -1 / 0, maxX: maxX = 1 / 0} = interactiveRange, pos = this.eventPosToStagePos(e);
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  return pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY;
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  }
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- eventPosToStagePos(e) {
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- return this.stage.eventPointTransform(e);
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- }
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  _dispatchBrushEvent(operateType, e) {
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  this._dispatchEvent(operateType, {
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  operateMask: this._operatingMask,
@@ -190,7 +188,7 @@ export class Brush extends AbstractComponent {
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  });
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  }
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  _clearMask() {
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- this._brushMaskAABBBoundsDict = {}, this._container.incrementalClearChild(), this._operatingMask = null;
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+ this._brushMaskAABBBoundsDict = {}, this._container.removeAllChild(), this._operatingMask = null;
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  }
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  _isEmptyMask() {
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  return isEmpty(this._brushMaskAABBBoundsDict) || Object.keys(this._brushMaskAABBBoundsDict).every((key => this._brushMaskAABBBoundsDict[key].empty()));
@@ -1 +1 @@
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* @description 框选组件\n */\nimport type { FederatedPointerEvent, IGroup, IPolygon } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { graphicCreator } from '@visactor/vrender-core';\nimport type { IBounds, IPointLike } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport { array, cloneDeep, debounce, isEmpty, merge, polygonContainPoint, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { BrushAttributes } from './type';\n// eslint-disable-next-line no-duplicate-imports\nimport { IOperateType } from './type';\nimport { DEFAULT_BRUSH_ATTRIBUTES, DEFAULT_SIZE_THRESHOLD } from './config';\nimport type { ComponentOptions } from '../interface';\nimport { loadBrushComponent } from './register';\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadBrushComponent();\nexport class Brush extends AbstractComponent<Required<BrushAttributes>> {\n name = 'brush';\n static defaultAttributes = DEFAULT_BRUSH_ATTRIBUTES;\n\n private _container!: IGroup;\n\n // 绘制mask时的相关属性\n private _activeDrawState = false; // 用于标记绘制状态\n private _cacheDrawPoints: IPointLike[] = []; // 用于维护鼠标走过的路径,主要用于绘制mask的点\n // 移动mask时的相关属性\n private _activeMoveState = false; // 用于标记移动状态\n private _operatingMaskMoveDx = 0; // 用于标记移动的位移量\n private _operatingMaskMoveDy = 0;\n private _operatingMaskMoveRangeX: [number, number] = [-Infinity, Infinity];\n private _operatingMaskMoveRangeY: [number, number] = [-Infinity, Infinity];\n private _cacheMovePoint!: IPointLike; // 用于维护鼠标所在位置,主要用于计算位移量\n\n private _operatingMask!: IPolygon; // 用于标记正在绘制的mask 或 正在移动的mask\n\n // 透出给上层的属性(主要是所有mask的AABBBounds,这里用的是dict存储方便添加和修改)\n private _brushMaskAABBBoundsDict: { [name: string]: IBounds } = {};\n\n private _firstUpdate = true; // 用于标记第一次更新\n private _startPos!: IPointLike; // 用于标记开始绘制的位置\n\n constructor(attributes: BrushAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Brush.defaultAttributes, attributes));\n }\n\n private _bindBrushEvents(): void {\n // 绑定前先解绑, 确保事件不会重复绑定\n this.releaseBrushEvents();\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n const { trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger } = this\n .attribute as BrushAttributes;\n array(trigger).forEach(t => this.stage.addEventListener(t, this._onBrushStart as EventListener));\n array(resetTrigger).forEach(t => this.stage.addEventListener(t, this._onBrushClear as EventListener));\n }\n\n /**\n * 开始绘制 或 移动\n * @description\n * 1. 判断状态: 如果在brushMask中,则属于移动状态; 否则属于绘制状态\n *(移动状态和绘制状态互斥, 且移动状态考虑brushMoved配置, 如果在brush点内但brushMoved为false, 则走绘制状态, 而非两个状态都不响应, 此效果与echarts保持一致)\n * 2. 判断坐标是否在有效交互范围内\n * 2. 如果是移动状态: 标记移动状态 & 标记正在移动的mask & 初始化mask的dx和dy\n * 3. 如果是绘制状态: 标记绘制状态 & 标记正在绘制的mask & 清除之前的mask & 添加新的mask\n */\n private _onBrushStart = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n return;\n }\n const {\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n brushMoved = true\n } = this.attribute as BrushAttributes;\n array(updateTrigger).forEach(t => this.stage.addEventListener(t, this._onBrushingWithDelay as EventListener));\n array(endTrigger).forEach(t => this.stage.addEventListener(t, this._onBrushEnd as EventListener));\n\n e.stopPropagation();\n this._firstUpdate = true;\n this._activeMoveState = brushMoved && this._isPosInBrushMask(e); // 如果是移动状态,在这里会标记operatingMask为正在移动的mask\n this._activeDrawState = !this._activeMoveState;\n this._startPos = this.eventPosToStagePos(e);\n this._cacheDrawPoints = [this._startPos];\n };\n\n /**\n * 绘制 或 移动 中\n * @description\n * 1. 如果是绘制状态: 更新_cacheDrawPoints 和 mask的points属性\n * 2. 如果是移动状态: 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _onBrushing = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n e.stopPropagation();\n if (this._firstUpdate) {\n this._activeDrawState && this._initDraw(e);\n this._activeMoveState && this._initMove(e);\n this._firstUpdate = false;\n } else {\n this._activeDrawState && this._drawing(e);\n this._activeMoveState && this._moving(e);\n }\n };\n\n private _onBrushingWithDelay =\n this.attribute.delayTime === 0\n ? this._onBrushing\n : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime);\n\n /**\n * 结束绘制 和 移动\n * @description 取消绘制 和 移动 状态\n */\n private _onBrushEnd = (e: FederatedPointerEvent) => {\n this._releaseBrushUpdateEvents();\n e.preventDefault();\n this._activeDrawState && this._drawEnd(e);\n this._activeMoveState && this._moveEnd(e);\n\n this._activeDrawState = false;\n this._activeMoveState = false;\n };\n\n private _onBrushClear = (e: FederatedPointerEvent) => {\n e.preventDefault();\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n this._activeDrawState = false;\n this._activeMoveState = false;\n };\n\n /**\n * 初始化绘制状态\n * @description 清除之前的mask & 添加新的mask\n */\n private _initDraw(e: FederatedPointerEvent) {\n const { brushMode } = this.attribute as BrushAttributes;\n const pos = this.eventPosToStagePos(e);\n\n this._cacheDrawPoints.push(pos);\n brushMode === 'single' && this._clearMask();\n this._addBrushMask();\n this._dispatchBrushEvent(IOperateType.drawStart, e);\n // 无论是多选,还是单选\n // 如果这是第一个brush mask\n // 证明这第一次绘制, 则触发brushActive事件\n if (Object.keys(this._brushMaskAABBBoundsDict).length === 1) {\n this._dispatchBrushEvent(IOperateType.brushActive, e);\n }\n }\n\n /**\n * 初始化移动状态\n * @description 初始化mask的dx和dy\n */\n private _initMove(e: FederatedPointerEvent) {\n this._cacheMovePoint = this.eventPosToStagePos(e);\n\n this._operatingMaskMoveDx = this._operatingMask.attribute.dx ?? 0;\n this._operatingMaskMoveDy = this._operatingMask.attribute.dy ?? 0;\n\n // 计算最大移动范围, 为了将brushMask限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n\n const { x1, x2, y1, y2 } = this._operatingMask.globalAABBBounds;\n const minMoveStepX = minX - x1;\n const maxMoveStepX = maxX - x2;\n const minMoveStepY = minY - y1;\n const maxMoveStepY = maxY - y2;\n\n this._operatingMaskMoveRangeX = [minMoveStepX, maxMoveStepX];\n this._operatingMaskMoveRangeY = [minMoveStepY, maxMoveStepY];\n\n this._operatingMask.setAttribute('pickable', true);\n this._dispatchBrushEvent(IOperateType.moveStart, e);\n }\n\n /**\n * 绘制中\n * @description 更新_cacheDrawPoints 和 mask的points属性\n */\n private _drawing(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const { brushType } = this.attribute as BrushAttributes;\n\n const cacheLength = this._cacheDrawPoints.length;\n\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (cacheLength > 0) {\n const lastPos = this._cacheDrawPoints[this._cacheDrawPoints.length - 1] ?? ({} as IPointLike);\n if (pos.x === lastPos.x && pos.y === lastPos.y) {\n return;\n }\n }\n // 更新交互位置\n if (brushType === 'polygon' || cacheLength <= 1) {\n this._cacheDrawPoints.push(pos);\n } else {\n this._cacheDrawPoints[cacheLength - 1] = pos;\n }\n // 更新mask形状\n const maskPoints = this._computeMaskPoints();\n this._operatingMask.setAttribute('points', maskPoints);\n this._dispatchBrushEvent(IOperateType.drawing, e);\n }\n\n /**\n * 移动中\n * @description 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _moving(e: FederatedPointerEvent) {\n const startPos = this._cacheMovePoint;\n const pos = this.eventPosToStagePos(e);\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (pos.x === startPos?.x && pos.y === startPos?.y) {\n return;\n }\n\n const moveStepX = pos.x - startPos.x;\n const moveStepY = pos.y - startPos.y;\n const moveX =\n Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) +\n this._operatingMaskMoveDx;\n const moveY =\n Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) +\n this._operatingMaskMoveDy;\n\n this._operatingMask.setAttributes({\n dx: moveX,\n dy: moveY\n });\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchBrushEvent(IOperateType.moving, e);\n }\n\n private _drawEnd(e: FederatedPointerEvent) {\n const { removeOnClick = true, sizeThreshold = DEFAULT_SIZE_THRESHOLD } = this.attribute as BrushAttributes;\n if (this._outOfInteractiveRange(e)) {\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n } else {\n const { x: x1, y: y1 } = this._startPos;\n const { x: x2, y: y2 } = this.eventPosToStagePos(e);\n // 1. 无效绘制: 单击\n if (Math.abs(x2 - x1) <= 1 && Math.abs(y2 - y1) <= 1 && removeOnClick) {\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n }\n // 2. 无效绘制: 绘制了mask但没有超过阈值, 仅清空当前操作的mask\n else if (Math.abs(x2 - x1) < sizeThreshold && Math.abs(y1 - y2) < sizeThreshold) {\n delete this._brushMaskAABBBoundsDict[this._operatingMask.name];\n this._container.setAttributes({}); // hack逻辑, 待优化: removeChild后, vrender 无法 autoRender, setAttr手动触发render\n this._container.removeChild(this._operatingMask);\n if (this._isEmptyMask()) {\n // 说明是最后一个mask被清空了, 要抛出clear事件, 重置图元状态\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n } else {\n // 说明还有其他mask, 这次无效绘制不会重置状态\n // do nothing\n }\n }\n // 3. 有效绘制\n else {\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchBrushEvent(IOperateType.drawEnd, e);\n }\n }\n }\n\n private _moveEnd(e: FederatedPointerEvent) {\n if (this._operatingMask) {\n this._operatingMask.setAttribute('pickable', false);\n }\n this._dispatchBrushEvent(IOperateType.moveEnd, e);\n }\n\n protected render() {\n this._bindBrushEvents();\n const group = this.createOrUpdateChild('brush-container', {}, 'group') as unknown as IGroup;\n this._container = group;\n }\n\n releaseBrushEvents(): void {\n const { trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger } = this\n .attribute as BrushAttributes;\n array(trigger).forEach(t => this.stage.removeEventListener(t, this._onBrushStart as EventListener));\n array(resetTrigger).forEach(t => this.stage.removeEventListener(t, this._onBrushClear as EventListener));\n this._releaseBrushUpdateEvents();\n }\n\n private _releaseBrushUpdateEvents(): void {\n const { updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger } =\n this.attribute as BrushAttributes;\n array(updateTrigger).forEach(t => this.stage.removeEventListener(t, this._onBrushingWithDelay as EventListener));\n array(endTrigger).forEach(t => this.stage.removeEventListener(t, this._onBrushEnd as EventListener));\n }\n\n /**\n * 构造brushMask的points属性\n * @description 根据不同的brushType从_cacheDrawPoints中取points\n * 1. 'rect': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点\n * 2. 'x': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的x坐标\n * 3. 'y': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的y坐标\n * 4. 'polygon': 取鼠标轨迹_cacheDrawPoints的所有点\n */\n private _computeMaskPoints() {\n const { brushType, xRange = [0, 0], yRange = [0, 0] } = this.attribute as BrushAttributes;\n let maskPoints: IPointLike[] = [];\n const startPoint = this._cacheDrawPoints[0];\n const endPoint = this._cacheDrawPoints[this._cacheDrawPoints.length - 1];\n\n if (brushType === 'rect') {\n maskPoints = [\n startPoint,\n {\n x: endPoint.x,\n y: startPoint.y\n },\n endPoint,\n {\n x: startPoint.x,\n y: endPoint.y\n }\n ];\n } else if (brushType === 'x') {\n maskPoints = [\n {\n x: startPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[1]\n },\n {\n x: startPoint.x,\n y: yRange[1]\n }\n ];\n } else if (brushType === 'y') {\n maskPoints = [\n {\n x: xRange[0],\n y: startPoint.y\n },\n {\n x: xRange[0],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: startPoint.y\n }\n ];\n } else {\n maskPoints = cloneDeep(this._cacheDrawPoints); // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n }\n return maskPoints;\n }\n\n /**\n * 添加brushMask\n */\n private _addBrushMask() {\n const { brushStyle, hasMask } = this.attribute as BrushAttributes;\n const brushMask = graphicCreator.polygon({\n points: cloneDeep(this._cacheDrawPoints), // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n cursor: 'move',\n pickable: false,\n ...brushStyle,\n opacity: hasMask ? (brushStyle.opacity ?? 1) : 0\n });\n brushMask.name = `brush-${Date.now()}`; // 用Date给mask唯一标记\n this._operatingMask = brushMask;\n this._container.add(brushMask);\n this._brushMaskAABBBoundsDict[brushMask.name] = brushMask.AABBBounds;\n }\n\n /**\n * 遍历_container的所有子元素,判断鼠标是否在子元素的范围内\n */\n private _isPosInBrushMask(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const brushMasks = this._container.getChildren();\n for (let i = 0; i < brushMasks.length; i++) {\n const { points = [], dx = 0, dy = 0 } = (brushMasks[i] as IPolygon).attribute;\n const pointsConsiderOffset: IPointLike[] = points.map((point: IPointLike) => {\n return {\n x: point.x + dx,\n y: point.y + dy\n };\n });\n if (polygonContainPoint(pointsConsiderOffset, pos.x, pos.y)) {\n this._operatingMask = brushMasks[i] as IPolygon;\n return true;\n }\n }\n return false;\n }\n\n /**\n * 判断鼠标是否在交互范围内\n */\n private _outOfInteractiveRange(e: FederatedPointerEvent) {\n // 在返回坐标时,将其限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n const pos = this.eventPosToStagePos(e);\n if (pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY) {\n return true;\n }\n return false;\n }\n\n /**\n * 事件系统坐标转换为stage坐标\n */\n protected eventPosToStagePos(e: FederatedPointerEvent) {\n return this.stage.eventPointTransform(e);\n }\n\n /**\n * 根据操作类型触发对应的事件\n */\n private _dispatchBrushEvent(operateType: IOperateType, e: any) {\n this._dispatchEvent(operateType, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 重置brush状态\n */\n private _clearMask() {\n this._brushMaskAABBBoundsDict = {};\n this._container.incrementalClearChild();\n this._operatingMask = null;\n }\n\n /**\n * 判断当前画布中,是否存在有效mask\n */\n private _isEmptyMask() {\n return (\n isEmpty(this._brushMaskAABBBoundsDict) ||\n Object.keys(this._brushMaskAABBBoundsDict).every(key => this._brushMaskAABBBoundsDict[key].empty())\n );\n }\n}\n"]}
1
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* @description 框选组件\n */\nimport type { FederatedPointerEvent, IGroup, IPolygon } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { graphicCreator } from '@visactor/vrender-core';\nimport type { IBounds, IPointLike } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport { array, cloneDeep, debounce, isEmpty, merge, polygonContainPoint, throttle } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\nimport type { BrushAttributes } from './type';\n// eslint-disable-next-line no-duplicate-imports\nimport { IOperateType } from './type';\nimport { DEFAULT_BRUSH_ATTRIBUTES, DEFAULT_SIZE_THRESHOLD } from './config';\nimport type { ComponentOptions } from '../interface';\nimport { loadBrushComponent } from './register';\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadBrushComponent();\nexport class Brush extends AbstractComponent<Required<BrushAttributes>> {\n name = 'brush';\n static defaultAttributes = DEFAULT_BRUSH_ATTRIBUTES;\n\n private _container!: IGroup;\n\n // 绘制mask时的相关属性\n private _activeBrushState = false; // 用于标记激活状态\n private _activeDrawState = false; // 用于标记绘制状态\n private _cacheDrawPoints: IPointLike[] = []; // 用于维护鼠标走过的路径,主要用于绘制mask的点\n // 移动mask时的相关属性\n private _activeMoveState = false; // 用于标记移动状态\n private _operatingMaskMoveDx = 0; // 用于标记移动的位移量\n private _operatingMaskMoveDy = 0;\n private _operatingMaskMoveRangeX: [number, number] = [-Infinity, Infinity];\n private _operatingMaskMoveRangeY: [number, number] = [-Infinity, Infinity];\n private _cacheMovePoint!: IPointLike; // 用于维护鼠标所在位置,主要用于计算位移量\n\n private _operatingMask!: IPolygon; // 用于标记正在绘制的mask 或 正在移动的mask\n\n // 透出给上层的属性(主要是所有mask的AABBBounds,这里用的是dict存储方便添加和修改)\n private _brushMaskAABBBoundsDict: { [name: string]: IBounds } = {};\n\n private _firstUpdate = true; // 用于标记第一次更新\n private _startPos!: IPointLike; // 用于标记开始绘制的位置\n\n constructor(attributes: BrushAttributes, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, Brush.defaultAttributes, attributes));\n }\n\n private _bindBrushEvents(): void {\n // 绑定前先解绑, 确保事件不会重复绑定\n this.releaseBrushEvents();\n if (this.attribute.disableTriggerEvent) {\n return;\n }\n const { trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger } = this\n .attribute as BrushAttributes;\n array(trigger).forEach(t => this.stage.addEventListener(t, this._onBrushStart as EventListener));\n array(resetTrigger).forEach(t => this.stage.addEventListener(t, this._onBrushClear as EventListener));\n }\n\n /**\n * 开始绘制 或 移动\n * @description\n * 1. 判断状态: 如果在brushMask中,则属于移动状态; 否则属于绘制状态\n *(移动状态和绘制状态互斥, 且移动状态考虑brushMoved配置, 如果在brush点内但brushMoved为false, 则走绘制状态, 而非两个状态都不响应, 此效果与echarts保持一致)\n * 2. 如果是移动状态: 标记移动状态 & 标记正在移动的mask & 初始化mask的dx和dy\n * 3. 如果是绘制状态: 标记绘制状态 & 标记正在绘制的mask & 清除之前的mask & 添加新的mask\n */\n private _onBrushStart = (e: FederatedPointerEvent) => {\n const {\n updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger,\n endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger,\n brushMoved = true\n } = this.attribute as BrushAttributes;\n array(updateTrigger).forEach(t => this.stage.addEventListener(t, this._onBrushingWithDelay as EventListener));\n array(endTrigger).forEach(t => this.stage.addEventListener(t, this._onBrushEnd as EventListener));\n\n e.stopPropagation();\n this._firstUpdate = true;\n this._activeMoveState = brushMoved && this._isPosInBrushMask(e); // 如果是移动状态,在这里会标记operatingMask为正在移动的mask\n this._activeDrawState = !this._activeMoveState;\n this._startPos = this.eventPosToStagePos(e);\n this._cacheDrawPoints = [this._startPos];\n };\n\n /**\n * 绘制 或 移动 中\n * @description\n * 1. 如果是绘制状态: 更新_cacheDrawPoints 和 mask的points属性\n * 2. 如果是移动状态: 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _onBrushing = (e: FederatedPointerEvent) => {\n if (this._outOfInteractiveRange(e)) {\n return;\n }\n e.stopPropagation();\n if (this._firstUpdate) {\n this._activeDrawState && this._initDraw(e);\n this._activeMoveState && this._initMove(e);\n this._firstUpdate = false;\n } else {\n this._activeDrawState && this._drawing(e);\n this._activeMoveState && this._moving(e);\n }\n };\n\n private _onBrushingWithDelay =\n this.attribute.delayTime === 0\n ? this._onBrushing\n : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime);\n\n /**\n * 结束绘制 和 移动\n * @description 取消绘制 和 移动 状态\n */\n private _onBrushEnd = (e: FederatedPointerEvent) => {\n this._releaseBrushUpdateEvents();\n e.preventDefault();\n this._activeDrawState && this._drawEnd(e);\n this._activeMoveState && this._moveEnd(e);\n\n this._activeDrawState = false;\n this._activeMoveState = false;\n };\n\n private _onBrushClear = (e: FederatedPointerEvent) => {\n e.preventDefault();\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n this._activeDrawState = false;\n this._activeMoveState = false;\n };\n\n /**\n * 初始化绘制状态\n * @description 清除之前的mask & 添加新的mask\n */\n private _initDraw(e: FederatedPointerEvent) {\n const { brushMode } = this.attribute as BrushAttributes;\n const pos = this.eventPosToStagePos(e);\n\n this._cacheDrawPoints.push(pos);\n brushMode === 'single' && this._clearMask();\n this._addBrushMask();\n this._dispatchBrushEvent(IOperateType.drawStart, e);\n this._activeBrushState = false;\n }\n\n /**\n * 初始化移动状态\n * @description 初始化mask的dx和dy\n */\n private _initMove(e: FederatedPointerEvent) {\n this._cacheMovePoint = this.eventPosToStagePos(e);\n\n this._operatingMaskMoveDx = this._operatingMask.attribute.dx ?? 0;\n this._operatingMaskMoveDy = this._operatingMask.attribute.dy ?? 0;\n\n // 计算最大移动范围, 为了将brushMask限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n\n const { x1, x2, y1, y2 } = this._operatingMask.globalAABBBounds;\n const minMoveStepX = minX - x1;\n const maxMoveStepX = maxX - x2;\n const minMoveStepY = minY - y1;\n const maxMoveStepY = maxY - y2;\n\n this._operatingMaskMoveRangeX = [minMoveStepX, maxMoveStepX];\n this._operatingMaskMoveRangeY = [minMoveStepY, maxMoveStepY];\n\n this._operatingMask.setAttribute('pickable', true);\n this._dispatchBrushEvent(IOperateType.moveStart, e);\n }\n\n /**\n * 绘制中\n * @description 更新_cacheDrawPoints 和 mask的points属性\n */\n private _drawing(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const { brushType, sizeThreshold = DEFAULT_SIZE_THRESHOLD } = this.attribute as BrushAttributes;\n\n const cacheLength = this._cacheDrawPoints.length;\n\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (cacheLength > 0) {\n const lastPos = this._cacheDrawPoints[this._cacheDrawPoints.length - 1] ?? ({} as IPointLike);\n if (pos.x === lastPos.x && pos.y === lastPos.y) {\n return;\n }\n }\n // 更新交互位置\n if (brushType === 'polygon' || cacheLength <= 1) {\n this._cacheDrawPoints.push(pos);\n } else {\n this._cacheDrawPoints[cacheLength - 1] = pos;\n }\n // 更新mask形状\n const maskPoints = this._computeMaskPoints();\n this._operatingMask.setAttribute('points', maskPoints);\n const { x: x1, y: y1 } = this._startPos;\n const { x: x2, y: y2 } = this.eventPosToStagePos(e);\n // 绘制大小超过阈值, 才激活brush\n if (Math.abs(x2 - x1) > sizeThreshold || Math.abs(y1 - y2) > sizeThreshold) {\n // 无论是多选,还是单选\n // 如果这是第一个brush mask\n // 证明这第一次绘制, 则触发brushActive事件\n if (Object.keys(this._brushMaskAABBBoundsDict).length === 1 && !this._activeBrushState) {\n this._activeBrushState = true;\n this._dispatchBrushEvent(IOperateType.brushActive, e);\n } else {\n this._dispatchBrushEvent(IOperateType.drawing, e);\n }\n }\n }\n\n /**\n * 移动中\n * @description 标记移动状态 & 计算位移量 & 给被移动的mask偏移属性\n */\n private _moving(e: FederatedPointerEvent) {\n const startPos = this._cacheMovePoint;\n const pos = this.eventPosToStagePos(e);\n // 如果当前点的位置和上一次点的位置一致,则无需更新\n if (pos.x === startPos?.x && pos.y === startPos?.y) {\n return;\n }\n\n const moveStepX = pos.x - startPos.x;\n const moveStepY = pos.y - startPos.y;\n const moveX =\n Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) +\n this._operatingMaskMoveDx;\n const moveY =\n Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) +\n this._operatingMaskMoveDy;\n\n this._operatingMask.setAttributes({\n dx: moveX,\n dy: moveY\n });\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchBrushEvent(IOperateType.moving, e);\n }\n\n private _drawEnd(e: FederatedPointerEvent) {\n const { removeOnClick = true, sizeThreshold = DEFAULT_SIZE_THRESHOLD } = this.attribute as BrushAttributes;\n if (this._outOfInteractiveRange(e)) {\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n } else {\n const { x: x1, y: y1 } = this._startPos;\n const { x: x2, y: y2 } = this.eventPosToStagePos(e);\n // 1. 无效绘制: 单击\n if (Math.abs(x2 - x1) <= 1 && Math.abs(y2 - y1) <= 1 && removeOnClick) {\n if (!this._isEmptyMask()) {\n this._clearMask();\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n }\n }\n // 2. 无效绘制: 绘制了mask但没有超过阈值, 仅清空当前操作的mask\n else if (Math.abs(x2 - x1) < sizeThreshold && Math.abs(y1 - y2) < sizeThreshold) {\n delete this._brushMaskAABBBoundsDict[this._operatingMask.name];\n this._container.setAttributes({}); // hack逻辑, 待优化: removeChild后, vrender 无法 autoRender, setAttr手动触发render\n this._container.removeChild(this._operatingMask);\n if (this._isEmptyMask()) {\n // 说明是最后一个mask被清空了, 要抛出clear事件, 重置图元状态\n this._dispatchBrushEvent(IOperateType.brushClear, e);\n } else {\n // 说明还有其他mask, 这次无效绘制不会重置状态\n // do nothing\n }\n }\n // 3. 有效绘制\n else {\n this._brushMaskAABBBoundsDict[this._operatingMask.name] = this._operatingMask.AABBBounds;\n this._dispatchBrushEvent(IOperateType.drawEnd, e);\n }\n }\n }\n\n private _moveEnd(e: FederatedPointerEvent) {\n if (this._operatingMask) {\n this._operatingMask.setAttribute('pickable', false);\n }\n this._dispatchBrushEvent(IOperateType.moveEnd, e);\n }\n\n protected render() {\n this._bindBrushEvents();\n const group = this.createOrUpdateChild('brush-container', {}, 'group') as unknown as IGroup;\n this._container = group;\n }\n\n releaseBrushEvents(): void {\n const { trigger = DEFAULT_BRUSH_ATTRIBUTES.trigger, resetTrigger = DEFAULT_BRUSH_ATTRIBUTES.resetTrigger } = this\n .attribute as BrushAttributes;\n array(trigger).forEach(t => this.stage.removeEventListener(t, this._onBrushStart as EventListener));\n array(resetTrigger).forEach(t => this.stage.removeEventListener(t, this._onBrushClear as EventListener));\n this._releaseBrushUpdateEvents();\n }\n\n private _releaseBrushUpdateEvents(): void {\n const { updateTrigger = DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger = DEFAULT_BRUSH_ATTRIBUTES.endTrigger } =\n this.attribute as BrushAttributes;\n array(updateTrigger).forEach(t => this.stage.removeEventListener(t, this._onBrushingWithDelay as EventListener));\n array(endTrigger).forEach(t => this.stage.removeEventListener(t, this._onBrushEnd as EventListener));\n }\n\n /**\n * 构造brushMask的points属性\n * @description 根据不同的brushType从_cacheDrawPoints中取points\n * 1. 'rect': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点\n * 2. 'x': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的x坐标\n * 3. 'y': 只取鼠标轨迹_cacheDrawPoints的第一个点和最后一个点的y坐标\n * 4. 'polygon': 取鼠标轨迹_cacheDrawPoints的所有点\n */\n private _computeMaskPoints() {\n const { brushType, xRange = [0, 0], yRange = [0, 0] } = this.attribute as BrushAttributes;\n let maskPoints: IPointLike[] = [];\n const startPoint = this._cacheDrawPoints[0];\n const endPoint = this._cacheDrawPoints[this._cacheDrawPoints.length - 1];\n\n if (brushType === 'rect') {\n maskPoints = [\n startPoint,\n {\n x: endPoint.x,\n y: startPoint.y\n },\n endPoint,\n {\n x: startPoint.x,\n y: endPoint.y\n }\n ];\n } else if (brushType === 'x') {\n maskPoints = [\n {\n x: startPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[0]\n },\n {\n x: endPoint.x,\n y: yRange[1]\n },\n {\n x: startPoint.x,\n y: yRange[1]\n }\n ];\n } else if (brushType === 'y') {\n maskPoints = [\n {\n x: xRange[0],\n y: startPoint.y\n },\n {\n x: xRange[0],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: endPoint.y\n },\n {\n x: xRange[1],\n y: startPoint.y\n }\n ];\n } else {\n maskPoints = cloneDeep(this._cacheDrawPoints); // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n }\n return maskPoints;\n }\n\n /**\n * 添加brushMask\n */\n private _addBrushMask() {\n const { brushStyle, hasMask } = this.attribute as BrushAttributes;\n const brushMask = graphicCreator.polygon({\n points: cloneDeep(this._cacheDrawPoints), // _cacheDrawPoints在不断更新,所以这里需要cloneDeep\n cursor: 'move',\n pickable: false,\n ...brushStyle,\n opacity: hasMask ? brushStyle.opacity ?? 1 : 0\n });\n brushMask.name = `brush-${Date.now()}`; // 用Date给mask唯一标记\n this._operatingMask = brushMask;\n this._container.add(brushMask);\n this._brushMaskAABBBoundsDict[brushMask.name] = brushMask.AABBBounds;\n }\n\n /**\n * 遍历_container的所有子元素,判断鼠标是否在子元素的范围内\n */\n private _isPosInBrushMask(e: FederatedPointerEvent) {\n const pos = this.eventPosToStagePos(e);\n const brushMasks = this._container.getChildren();\n for (let i = 0; i < brushMasks.length; i++) {\n const { points = [], dx = 0, dy = 0 } = (brushMasks[i] as IPolygon).attribute;\n const pointsConsiderOffset: IPointLike[] = points.map((point: IPointLike) => {\n return {\n x: point.x + dx,\n y: point.y + dy\n };\n });\n if (polygonContainPoint(pointsConsiderOffset, pos.x, pos.y)) {\n this._operatingMask = brushMasks[i] as IPolygon;\n return true;\n }\n }\n return false;\n }\n\n /**\n * 判断鼠标是否在交互范围内\n */\n private _outOfInteractiveRange(e: FederatedPointerEvent) {\n // 在返回坐标时,将其限制在交互范围内\n const { interactiveRange } = this.attribute as BrushAttributes;\n const { minY = -Infinity, maxY = Infinity, minX = -Infinity, maxX = Infinity } = interactiveRange;\n const pos = this.eventPosToStagePos(e);\n if (pos.x > maxX || pos.x < minX || pos.y > maxY || pos.y < minY) {\n return true;\n }\n return false;\n }\n\n /**\n * 根据操作类型触发对应的事件\n */\n private _dispatchBrushEvent(operateType: IOperateType, e: any) {\n this._dispatchEvent(operateType, {\n operateMask: this._operatingMask as any,\n operatedMaskAABBBounds: this._brushMaskAABBBoundsDict,\n event: e\n });\n }\n\n /**\n * 重置brush状态\n */\n private _clearMask() {\n this._brushMaskAABBBoundsDict = {};\n this._container.removeAllChild();\n this._operatingMask = null;\n }\n\n /**\n * 判断当前画布中,是否存在有效mask\n */\n private _isEmptyMask() {\n return (\n isEmpty(this._brushMaskAABBBoundsDict) ||\n Object.keys(this._brushMaskAABBBoundsDict).every(key => this._brushMaskAABBBoundsDict[key].empty())\n );\n }\n}\n"]}
package/es/core/base.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import type { IGroupGraphicAttribute, ISetAttributeContext } from '@visactor/vrender-core';
1
+ import type { FederatedPointerEvent, IGroupGraphicAttribute, ISetAttributeContext } from '@visactor/vrender-core';
2
2
  import { Group } from '@visactor/vrender-core';
3
3
  import type { Dict } from '@visactor/vutils';
4
4
  import type { ComponentOptions } from '../interface';
@@ -16,4 +16,8 @@ export declare abstract class AbstractComponent<T extends IGroupGraphicAttribute
16
16
  protected abstract render(): void;
17
17
  protected _getNodeId(id: string): string;
18
18
  protected _dispatchEvent(eventName: string, details?: Dict<any>): void;
19
+ protected eventPosToStagePos(e: FederatedPointerEvent): {
20
+ x: number;
21
+ y: number;
22
+ };
19
23
  }
package/es/core/base.js CHANGED
@@ -54,5 +54,16 @@ export class AbstractComponent extends Group {
54
54
  changeEvent.manager = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.eventSystem.manager,
55
55
  this.dispatchEvent(changeEvent);
56
56
  }
57
+ eventPosToStagePos(e) {
58
+ var _a, _b;
59
+ const result = {
60
+ x: 0,
61
+ y: 0
62
+ }, stagePoints = null !== (_b = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.eventPointTransform(e)) && void 0 !== _b ? _b : {
63
+ x: 0,
64
+ y: 0
65
+ };
66
+ return this.globalTransMatrix.transformPoint(stagePoints, result), result;
67
+ }
57
68
  }
58
69
  //# sourceMappingURL=base.js.map
@@ -1 +1 @@
1
- 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* @description 组件基类\n */\nimport type { IGroupGraphicAttribute, ISetAttributeContext } from '@visactor/vrender-core';\nimport { Group, CustomEvent } from '@visactor/vrender-core';\nimport type { Dict } from '@visactor/vutils';\nimport { merge, isFunction, isPlainObject, isNil } from '@visactor/vutils';\nimport type { ComponentOptions } from '../interface';\n\nconst GROUP_ATTRIBUTES = [\n 'x',\n 'y',\n 'dx',\n 'dy',\n 'scaleX',\n 'scaleY',\n 'angle',\n 'anchor',\n 'postMatrix',\n 'visible',\n 'clip',\n 'pickable',\n 'childrenPickable',\n 'zIndex',\n 'cursor'\n];\n\nexport abstract class AbstractComponent<T extends IGroupGraphicAttribute = IGroupGraphicAttribute> extends Group {\n declare attribute: Partial<T>;\n\n protected mode?: '2d' | '3d';\n\n protected skipDefault?: boolean;\n\n protected _skipRenderAttributes: string[] = GROUP_ATTRIBUTES;\n\n constructor(attributes: T, options?: ComponentOptions) {\n super(attributes);\n\n if (options?.mode) {\n this.mode = options.mode;\n\n this.setMode(options.mode);\n }\n\n if (options?.skipDefault) {\n this.skipDefault = true;\n }\n // 组件需要精准 bounds,所以将这个 strokeBoundsBuffer 设置为 0,否则会影响包围盒的获取\n this.setTheme({\n common: {\n strokeBoundsBuffer: 0\n }\n });\n this.attribute = attributes;\n // 这里调用渲染和事件绑定逻辑\n this.onSetStage(() => {\n this.render();\n this.bindEvents();\n });\n }\n\n /**\n * @override\n * 更新单个属性值\n * @param key\n * @param value\n * @param forceUpdateTag\n */\n setAttribute(key: string, value: any, forceUpdateTag?: boolean | undefined, context?: ISetAttributeContext): void {\n const params =\n this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate({ [key]: value }, this.attribute, key, context);\n if (params) {\n return this._setAttributes(params as Partial<T>, forceUpdateTag);\n }\n\n // overwrite when previous or next attribute is function\n if (\n isPlainObject(this.attribute[key]) &&\n isPlainObject(value) &&\n !isFunction(this.attribute[key]) &&\n !isFunction(value)\n ) {\n merge(this.attribute[key], value);\n } else {\n this.attribute[key] = value;\n }\n\n // HACK: 待优化\n if (!this._skipRenderAttributes.includes(key as string)) {\n this.render();\n }\n\n this.valid = this.isValid();\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTag(key as string))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.onAttributeUpdate();\n }\n\n setAttributes(params: Partial<T>, forceUpdateTag?: boolean | undefined, context?: ISetAttributeContext): void {\n params =\n (this.onBeforeAttributeUpdate &&\n (this.onBeforeAttributeUpdate(params, this.attribute, null, context) as Partial<T>)) ||\n params;\n return this._setAttributes(params, forceUpdateTag);\n }\n\n // @ts-ignore\n _setAttributes(params: Partial<T>, forceUpdateTag?: boolean | undefined): void {\n const keys = Object.keys(params) as (keyof T)[];\n this._mergeAttributes(params, keys);\n\n // HACK: 待优化\n if (!keys.every(key => this._skipRenderAttributes.includes(key as string))) {\n this.render();\n }\n\n this.valid = this.isValid();\n // 没有设置shape&bounds的tag\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTags(keys as string[]))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.onAttributeUpdate();\n }\n\n protected _mergeAttributes(params: Partial<T>, keys?: (keyof T)[]) {\n if (isNil(keys)) {\n keys = Object.keys(params) as (keyof T)[];\n }\n for (let i = 0; i < keys.length; i++) {\n const key = keys[i] as keyof Partial<T>;\n // overwrite when previous or next attribute is function\n if (isPlainObject(this.attribute[key]) && !isFunction(this.attribute[key]) && !isFunction(params[key])) {\n merge(this.attribute[key], params[key]);\n } else {\n this.attribute[key] = params[key];\n }\n }\n }\n\n protected bindEvents() {\n // please override\n }\n\n protected abstract render(): void;\n\n // 图形元素 id\n protected _getNodeId(id: string) {\n return `${this.id ?? this._uid}-${this.name}-${id}`;\n }\n\n // 用于 emit 组件自己的事件\n protected _dispatchEvent(eventName: string, details?: Dict<any>) {\n // 封装事件\n const changeEvent = new CustomEvent(eventName, details);\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n changeEvent.manager = this.stage?.eventSystem.manager;\n\n this.dispatchEvent(changeEvent);\n }\n}\n"]}
1
+ 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options.mode;\n\n this.setMode(options.mode);\n }\n\n if (options?.skipDefault) {\n this.skipDefault = true;\n }\n // 组件需要精准 bounds,所以将这个 strokeBoundsBuffer 设置为 0,否则会影响包围盒的获取\n this.setTheme({\n common: {\n strokeBoundsBuffer: 0\n }\n });\n this.attribute = attributes;\n // 这里调用渲染和事件绑定逻辑\n this.onSetStage(() => {\n this.render();\n this.bindEvents();\n });\n }\n\n /**\n * @override\n * 更新单个属性值\n * @param key\n * @param value\n * @param forceUpdateTag\n */\n setAttribute(key: string, value: any, forceUpdateTag?: boolean | undefined, context?: ISetAttributeContext): void {\n const params =\n this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate({ [key]: value }, this.attribute, key, context);\n if (params) {\n return this._setAttributes(params as Partial<T>, forceUpdateTag);\n }\n\n // overwrite when previous or next attribute is function\n if (\n isPlainObject(this.attribute[key]) &&\n isPlainObject(value) &&\n !isFunction(this.attribute[key]) &&\n !isFunction(value)\n ) {\n merge(this.attribute[key], value);\n } else {\n this.attribute[key] = value;\n }\n\n // HACK: 待优化\n if (!this._skipRenderAttributes.includes(key as string)) {\n this.render();\n }\n\n this.valid = this.isValid();\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTag(key as string))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.onAttributeUpdate();\n }\n\n setAttributes(params: Partial<T>, forceUpdateTag?: boolean | undefined, context?: ISetAttributeContext): void {\n params =\n (this.onBeforeAttributeUpdate &&\n (this.onBeforeAttributeUpdate(params, this.attribute, null, context) as Partial<T>)) ||\n params;\n return this._setAttributes(params, forceUpdateTag);\n }\n\n // @ts-ignore\n _setAttributes(params: Partial<T>, forceUpdateTag?: boolean | undefined): void {\n const keys = Object.keys(params) as (keyof T)[];\n this._mergeAttributes(params, keys);\n\n // HACK: 待优化\n if (!keys.every(key => this._skipRenderAttributes.includes(key as string))) {\n this.render();\n }\n\n this.valid = this.isValid();\n // 没有设置shape&bounds的tag\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTags(keys as string[]))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.onAttributeUpdate();\n }\n\n protected _mergeAttributes(params: Partial<T>, keys?: (keyof T)[]) {\n if (isNil(keys)) {\n keys = Object.keys(params) as (keyof T)[];\n }\n for (let i = 0; i < keys.length; i++) {\n const key = keys[i] as keyof Partial<T>;\n // overwrite when previous or next attribute is function\n if (isPlainObject(this.attribute[key]) && !isFunction(this.attribute[key]) && !isFunction(params[key])) {\n merge(this.attribute[key], params[key]);\n } else {\n this.attribute[key] = params[key];\n }\n }\n }\n\n protected bindEvents() {\n // please override\n }\n\n protected abstract render(): void;\n\n // 图形元素 id\n protected _getNodeId(id: string) {\n return `${this.id ?? this._uid}-${this.name}-${id}`;\n }\n\n // 用于 emit 组件自己的事件\n protected _dispatchEvent(eventName: string, details?: Dict<any>) {\n // 封装事件\n const changeEvent = new CustomEvent(eventName, details);\n // FIXME: 需要在 vrender 的事件系统支持\n // @ts-ignore\n changeEvent.manager = this.stage?.eventSystem.manager;\n\n this.dispatchEvent(changeEvent);\n }\n\n /** 事件系统坐标转换为stage坐标 */\n protected eventPosToStagePos(e: FederatedPointerEvent) {\n const result = { x: 0, y: 0 };\n // 1. 外部坐标 -> 内部坐标\n const stagePoints = this.stage?.eventPointTransform(e as any) ?? { x: 0, y: 0 }; // updateSpec过程中交互的话, stage可能为空\n // 2. 内部坐标 -> 组件坐标 (比如: 给layer设置 scale / x / y)\n this.globalTransMatrix.transformPoint(stagePoints, result);\n return result;\n }\n}\n"]}
@@ -1,4 +1,4 @@
1
- import type { FederatedPointerEvent, IGroup } from '@visactor/vrender-core';
1
+ import type { IGroup } from '@visactor/vrender-core';
2
2
  import type { IBoundsLike, IPointLike } from '@visactor/vutils';
3
3
  import { AbstractComponent } from '../core/base';
4
4
  import type { TagAttributes } from '../tag';
@@ -161,10 +161,6 @@ export declare class DataZoom extends AbstractComponent<Required<DataZoomAttribu
161
161
  private _handleTouchMove;
162
162
  protected dragMaskSize(): number;
163
163
  protected setStateAttr(start: number, end: number, shouldRender: boolean): void;
164
- protected eventPosToStagePos(e: FederatedPointerEvent): {
165
- x: number;
166
- y: number;
167
- };
168
164
  private _clearDragEvents;
169
165
  private _onHandlerPointerDown;
170
166
  private _pointerMove;
@@ -140,13 +140,6 @@ export class DataZoom extends AbstractComponent {
140
140
  end: end
141
141
  }));
142
142
  }
143
- eventPosToStagePos(e) {
144
- var _a, _b;
145
- return null !== (_b = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.eventPointTransform(e)) && void 0 !== _b ? _b : {
146
- x: 0,
147
- y: 0
148
- };
149
- }
150
143
  _clearDragEvents() {
151
144
  const evtTarget = "browser" === vglobal.env ? vglobal : this.stage, triggers = getEndTriggersOfDrag();
152
145
  evtTarget.removeEventListener("pointermove", this._onHandlerPointerMove, {
@@ -258,7 +251,13 @@ export class DataZoom extends AbstractComponent {
258
251
  const {x1: x1, x2: x2, y1: y1, y2: y2} = startTextBounds, {dx: startTextDx = 0, dy: startTextDy = 0} = this.attribute.startTextStyle;
259
252
  if ((new Bounds).set(x1, y1, x2, y2).intersects(endTextBounds)) {
260
253
  const direction = "bottom" === this.attribute.orient || "right" === this.attribute.orient ? -1 : 1;
261
- this._isHorizontal ? this._startText.setAttribute("dy", startTextDy + direction * Math.abs(endTextBounds.y1 - endTextBounds.y2)) : this._startText.setAttribute("dx", startTextDx + direction * Math.abs(endTextBounds.x1 - endTextBounds.x2));
254
+ if (this._isHorizontal) {
255
+ const boundsYDiff = Math.abs(endTextBounds.y1 - endTextBounds.y2);
256
+ this._startText.setAttribute("dy", startTextDy + direction * (Number.isFinite(boundsYDiff) ? boundsYDiff : 0));
257
+ } else {
258
+ const boundsXDiff = Math.abs(endTextBounds.x1 - endTextBounds.x2);
259
+ this._startText.setAttribute("dx", startTextDx + direction * (Number.isFinite(boundsXDiff) ? boundsXDiff : 0));
260
+ }
262
261
  } else this._isHorizontal ? this._startText.setAttribute("dy", startTextDy) : this._startText.setAttribute("dx", startTextDx);
263
262
  }
264
263
  getLayoutAttrFromConfig() {