@visactor/vrender-components 1.0.37 → 1.0.39

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.
@@ -62,6 +62,7 @@ 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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+ private _beforeBrushEvent;
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  private _dispatchBrushEvent;
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  private _clearMask;
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  private _isEmptyMask;
@@ -18,6 +18,8 @@ class Brush extends base_1.AbstractComponent {
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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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+ if (!1 === this.attribute.interactive) return;
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+ if (!1 === this._beforeBrushEvent(e)) return;
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  const {updateTrigger: updateTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.updateTrigger, endTrigger: endTrigger = config_1.DEFAULT_BRUSH_ATTRIBUTES.endTrigger, brushMoved: brushMoved = !0} = this.attribute;
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  (0, vutils_1.array)(updateTrigger).forEach((t => this.stage.addEventListener(t, this._onBrushingWithDelay))),
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  (0, vutils_1.array)(endTrigger).forEach((t => this.stage.addEventListener(t, this._onBrushEnd))),
@@ -25,16 +27,18 @@ class Brush extends base_1.AbstractComponent {
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  this._activeDrawState = !this._activeMoveState, this._startPos = this.eventPosToStagePos(e),
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  this._cacheDrawPoints = [ this._startPos ];
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  }, this._onBrushing = e => {
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- this._outOfInteractiveRange(e) || (e.stopPropagation(), this._firstUpdate ? (this._activeDrawState && this._initDraw(e),
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- this._activeMoveState && this._initMove(e), this._firstUpdate = !1) : (this._activeDrawState && this._drawing(e),
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- this._activeMoveState && this._moving(e)));
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+ !1 !== this.attribute.interactive && !1 !== this._beforeBrushEvent(e) && (this._outOfInteractiveRange(e) || (e.stopPropagation(),
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+ this._firstUpdate ? (this._activeDrawState && this._initDraw(e), this._activeMoveState && this._initMove(e),
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+ this._firstUpdate = !1) : (this._activeDrawState && this._drawing(e), this._activeMoveState && this._moving(e))));
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  }, this._onBrushingWithDelay = 0 === this.attribute.delayTime ? this._onBrushing : delayMap[this.attribute.delayType](this._onBrushing, this.attribute.delayTime),
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  this._onBrushEnd = e => {
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- this._releaseBrushUpdateEvents(), e.preventDefault(), this._activeDrawState && this._drawEnd(e),
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- this._activeMoveState && this._moveEnd(e), this._activeDrawState = !1, this._activeMoveState = !1;
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+ !1 !== this.attribute.interactive && (this._releaseBrushUpdateEvents(), e.preventDefault(),
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+ this._activeDrawState && this._drawEnd(e), this._activeMoveState && this._moveEnd(e),
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+ this._activeDrawState = !1, this._activeMoveState = !1);
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  }, this._onBrushClear = e => {
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- e.preventDefault(), this._isEmptyMask() || (this._clearMask(), this._dispatchBrushEvent(type_1.IOperateType.brushClear, e)),
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- this._activeDrawState = !1, this._activeMoveState = !1;
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+ !1 !== this.attribute.interactive && !1 !== this._beforeBrushEvent(e) && (e.preventDefault(),
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+ this._isEmptyMask() || (this._clearMask(), this._dispatchBrushEvent(type_1.IOperateType.brushClear, e)),
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+ this._activeDrawState = !1, this._activeMoveState = !1);
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  };
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  }
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  _bindBrushEvents() {
@@ -44,12 +48,14 @@ class Brush extends base_1.AbstractComponent {
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  (0, vutils_1.array)(resetTrigger).forEach((t => this.stage.addEventListener(t, this._onBrushClear)));
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  }
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  _initDraw(e) {
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+ if (!1 === this.attribute.interactive) return;
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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(type_1.IOperateType.drawStart, e), this._activeBrushState = !1;
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  }
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  _initMove(e) {
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  var _a, _b;
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+ if (!1 === this.attribute.interactive) return;
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  this._cacheMovePoint = this.eventPosToStagePos(e), this._operatingMaskMoveDx = null !== (_a = this._operatingMask.attribute.dx) && void 0 !== _a ? _a : 0,
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  this._operatingMaskMoveDy = null !== (_b = this._operatingMask.attribute.dy) && void 0 !== _b ? _b : 0;
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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, {x1: x1, x2: x2, y1: y1, y2: y2} = this._operatingMask.globalAABBBounds, minMoveStepX = minX - x1, maxMoveStepX = maxX - x2, minMoveStepY = minY - y1, maxMoveStepY = maxY - y2;
@@ -58,6 +64,7 @@ class Brush extends base_1.AbstractComponent {
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  }
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  _drawing(e) {
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  var _a;
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+ if (!1 === this.attribute.interactive) return;
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  const pos = this.eventPosToStagePos(e), {brushType: brushType, sizeThreshold: sizeThreshold = config_1.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 : {};
@@ -71,6 +78,7 @@ class Brush extends base_1.AbstractComponent {
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  this._dispatchBrushEvent(type_1.IOperateType.brushActive, e)));
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  }
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  _moving(e) {
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+ if (!1 === this.attribute.interactive) return;
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  const startPos = this._cacheMovePoint, pos = this.eventPosToStagePos(e);
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  if (pos.x === (null == startPos ? void 0 : startPos.x) && pos.y === (null == startPos ? void 0 : startPos.y)) return;
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  const moveStepX = pos.x - startPos.x, moveStepY = pos.y - startPos.y, moveX = Math.min(this._operatingMaskMoveRangeX[1], Math.max(this._operatingMaskMoveRangeX[0], moveStepX)) + this._operatingMaskMoveDx, moveY = Math.min(this._operatingMaskMoveRangeY[1], Math.max(this._operatingMaskMoveRangeY[0], moveStepY)) + this._operatingMaskMoveDy;
@@ -81,6 +89,7 @@ class Brush extends base_1.AbstractComponent {
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  this._dispatchBrushEvent(type_1.IOperateType.moving, e);
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  }
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  _drawEnd(e) {
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+ if (!1 === this.attribute.interactive) return;
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  const {removeOnClick: removeOnClick = !0, sizeThreshold: sizeThreshold = config_1.DEFAULT_SIZE_THRESHOLD} = this.attribute;
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  if (this._outOfInteractiveRange(e)) this._isEmptyMask() || (this._clearMask(), this._dispatchBrushEvent(type_1.IOperateType.brushClear, e)); else {
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  const {x: x1, y: y1} = this._startPos, {x: x2, y: y2} = this.eventPosToStagePos(e);
@@ -92,7 +101,8 @@ class Brush extends base_1.AbstractComponent {
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  }
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  }
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  _moveEnd(e) {
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- this._operatingMask && this._operatingMask.setAttribute("pickable", !1), this._dispatchBrushEvent(type_1.IOperateType.moveEnd, e);
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+ !1 !== this.attribute.interactive && (this._operatingMask && this._operatingMask.setAttribute("pickable", !1),
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+ this._dispatchBrushEvent(type_1.IOperateType.moveEnd, e));
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  }
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  render() {
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  this._bindBrushEvents();
@@ -174,6 +184,10 @@ class Brush extends base_1.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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+ _beforeBrushEvent(e) {
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+ var _a, _b;
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+ return null === (_b = (_a = this.attribute).beforeBrushChange) || void 0 === _b ? void 0 : _b.call(_a, 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,
@@ -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 _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"]}
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 if (this.attribute.interactive === false) {\n return;\n }\n if (this._beforeBrushEvent(e) === false) {\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.attribute.interactive === false) {\n return;\n }\n if (this._beforeBrushEvent(e) === false) {\n return;\n }\n\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 if (this.attribute.interactive === false) {\n return;\n }\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 if (this.attribute.interactive === false) {\n return;\n }\n if (this._beforeBrushEvent(e) === false) {\n return;\n }\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 if (this.attribute.interactive === false) {\n return;\n }\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 if (this.attribute.interactive === false) {\n return;\n }\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 if (this.attribute.interactive === false) {\n return;\n }\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 if (this.attribute.interactive === false) {\n return;\n }\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 if (this.attribute.interactive === false) {\n return;\n }\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.attribute.interactive === false) {\n return;\n }\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 * 触发框选前事件\n * @returns 返回 false 表示中断后续逻辑,返回 true 或 undefined 表示继续执行\n */\n private _beforeBrushEvent(e: FederatedPointerEvent): void | boolean {\n return this.attribute.beforeBrushChange?.(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.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"]}
@@ -1,6 +1,7 @@
1
- import type { GraphicEventType, IGroupGraphicAttribute, IPolygonGraphicAttribute } from '@visactor/vrender-core';
1
+ import type { FederatedPointerEvent, GraphicEventType, IGroupGraphicAttribute, IPolygonGraphicAttribute } from '@visactor/vrender-core';
2
2
  import type { IDelayType } from '../interface';
3
3
  export interface BrushAttributes extends IGroupGraphicAttribute {
4
+ interactive?: boolean;
4
5
  trigger?: GraphicEventType | GraphicEventType[];
5
6
  updateTrigger?: GraphicEventType | GraphicEventType[];
6
7
  endTrigger?: GraphicEventType | GraphicEventType[];
@@ -23,6 +24,7 @@ export interface BrushAttributes extends IGroupGraphicAttribute {
23
24
  delayType?: IDelayType;
24
25
  delayTime?: number;
25
26
  disableTriggerEvent?: boolean;
27
+ beforeBrushChange?: (e: FederatedPointerEvent) => void | boolean;
26
28
  }
27
29
  export type IBrushType = 'x' | 'y' | 'rect' | 'polygon';
28
30
  export type IBrushMode = 'single' | 'multiple';
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/brush/type.ts"],"names":[],"mappings":";;;AAyFA,IAAY,YASX;AATD,WAAY,YAAY;IACtB,uCAAuB,CAAA;IACvB,mCAAmB,CAAA;IACnB,mCAAmB,CAAA;IACnB,iCAAiB,CAAA;IACjB,uCAAuB,CAAA;IACvB,mCAAmB,CAAA;IACnB,2CAA2B,CAAA;IAC3B,yCAAyB,CAAA;AAC3B,CAAC,EATW,YAAY,GAAZ,oBAAY,KAAZ,oBAAY,QASvB","file":"type.js","sourcesContent":["import type { GraphicEventType, IGroupGraphicAttribute, IPolygonGraphicAttribute } from '@visactor/vrender-core';\nimport type { IDelayType } from '../interface';\n\nexport interface BrushAttributes extends IGroupGraphicAttribute {\n /**\n * 触发框选的事件名称\n */\n trigger?: GraphicEventType | GraphicEventType[];\n /**\n * 更新框选的事件名称\n */\n updateTrigger?: GraphicEventType | GraphicEventType[];\n /**\n * 结束框选的事件名称\n */\n endTrigger?: GraphicEventType | GraphicEventType[];\n /**\n * 清空框选的事件名称\n */\n resetTrigger?: GraphicEventType | GraphicEventType[];\n /**\n * 可交互范围\n */\n interactiveRange?: {\n minX: number;\n maxX: number;\n minY: number;\n maxY: number;\n };\n /**\n * 框选模式\n * @default 'single'\n */\n brushMode?: IBrushMode;\n /**\n * 框选类型\n * @default 'rect'\n */\n brushType?: IBrushType;\n /**\n * brushType为'y'时, x的左右边界位置, 不配置的话不会生效\n * @default [0,0]\n */\n xRange?: [number, number];\n /**\n * brushType为'x'时, y的左右边界位置, 不配置的话不会生效\n * @default [0,0]\n */\n yRange?: [number, number];\n /** 是否展示brush mask */\n hasMask?: boolean;\n /**\n * 框选区域的样式\n */\n brushStyle?: IPolygonGraphicAttribute;\n /**\n * 是否可被平移\n * @default true\n */\n brushMoved?: boolean;\n /**\n * 是否单击空白处, 清除选框\n * @default true\n */\n removeOnClick?: boolean;\n /**\n * brush选框的大小阈值\n */\n sizeThreshold?: number;\n /**\n * 事件触发延迟类型\n * @default 'throttle'\n */\n delayType?: IDelayType;\n /**\n * 事件触发延迟时长\n * @default 0\n */\n delayTime?: number;\n /**\n * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n}\n\nexport type IBrushType = 'x' | 'y' | 'rect' | 'polygon';\nexport type IBrushMode = 'single' | 'multiple';\n\nexport enum IOperateType {\n drawStart = 'drawStart',\n drawEnd = 'drawEnd',\n drawing = 'drawing',\n moving = 'moving',\n moveStart = 'moveStart',\n moveEnd = 'moveEnd',\n brushActive = 'brushActive',\n brushClear = 'brushClear'\n}\n"]}
1
+ {"version":3,"sources":["../src/brush/type.ts"],"names":[],"mappings":";;;AAsGA,IAAY,YASX;AATD,WAAY,YAAY;IACtB,uCAAuB,CAAA;IACvB,mCAAmB,CAAA;IACnB,mCAAmB,CAAA;IACnB,iCAAiB,CAAA;IACjB,uCAAuB,CAAA;IACvB,mCAAmB,CAAA;IACnB,2CAA2B,CAAA;IAC3B,yCAAyB,CAAA;AAC3B,CAAC,EATW,YAAY,GAAZ,oBAAY,KAAZ,oBAAY,QASvB","file":"type.js","sourcesContent":["import type {\n FederatedPointerEvent,\n GraphicEventType,\n IGroupGraphicAttribute,\n IPolygonGraphicAttribute\n} from '@visactor/vrender-core';\nimport type { IDelayType } from '../interface';\n\nexport interface BrushAttributes extends IGroupGraphicAttribute {\n /**\n * 是否禁止交互,默认为 true\n */\n interactive?: boolean;\n /**\n * 触发框选的事件名称\n */\n trigger?: GraphicEventType | GraphicEventType[];\n /**\n * 更新框选的事件名称\n */\n updateTrigger?: GraphicEventType | GraphicEventType[];\n /**\n * 结束框选的事件名称\n */\n endTrigger?: GraphicEventType | GraphicEventType[];\n /**\n * 清空框选的事件名称\n */\n resetTrigger?: GraphicEventType | GraphicEventType[];\n /**\n * 可交互范围\n */\n interactiveRange?: {\n minX: number;\n maxX: number;\n minY: number;\n maxY: number;\n };\n /**\n * 框选模式\n * @default 'single'\n */\n brushMode?: IBrushMode;\n /**\n * 框选类型\n * @default 'rect'\n */\n brushType?: IBrushType;\n /**\n * brushType为'y'时, x的左右边界位置, 不配置的话不会生效\n * @default [0,0]\n */\n xRange?: [number, number];\n /**\n * brushType为'x'时, y的左右边界位置, 不配置的话不会生效\n * @default [0,0]\n */\n yRange?: [number, number];\n /** 是否展示brush mask */\n hasMask?: boolean;\n /**\n * 框选区域的样式\n */\n brushStyle?: IPolygonGraphicAttribute;\n /**\n * 是否可被平移\n * @default true\n */\n brushMoved?: boolean;\n /**\n * 是否单击空白处, 清除选框\n * @default true\n */\n removeOnClick?: boolean;\n /**\n * brush选框的大小阈值\n */\n sizeThreshold?: number;\n /**\n * 事件触发延迟类型\n * @default 'throttle'\n */\n delayType?: IDelayType;\n /**\n * 事件触发延迟时长\n * @default 0\n */\n delayTime?: number;\n /**\n * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n /**\n * 框选前触发事件\n */\n beforeBrushChange?: (e: FederatedPointerEvent) => void | boolean;\n}\n\nexport type IBrushType = 'x' | 'y' | 'rect' | 'polygon';\nexport type IBrushMode = 'single' | 'multiple';\n\nexport enum IOperateType {\n drawStart = 'drawStart',\n drawEnd = 'drawEnd',\n drawing = 'drawing',\n moving = 'moving',\n moveStart = 'moveStart',\n moveEnd = 'moveEnd',\n brushActive = 'brushActive',\n brushClear = 'brushClear'\n}\n"]}
package/cjs/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export declare const version = "1.0.37";
1
+ export declare const version = "1.0.39";
2
2
  export * from './core/base';
3
3
  export * from './core/type';
4
4
  export * from './scrollbar';
package/cjs/index.js CHANGED
@@ -17,7 +17,7 @@ var __createBinding = this && this.__createBinding || (Object.create ? function(
17
17
 
18
18
  Object.defineProperty(exports, "__esModule", {
19
19
  value: !0
20
- }), exports.version = void 0, exports.version = "1.0.37", __exportStar(require("./core/base"), exports),
20
+ }), exports.version = void 0, exports.version = "1.0.39", __exportStar(require("./core/base"), exports),
21
21
  __exportStar(require("./core/type"), exports), __exportStar(require("./scrollbar"), exports),
22
22
  __exportStar(require("./tag"), exports), __exportStar(require("./poptip"), exports),
23
23
  __exportStar(require("./crosshair"), exports), __exportStar(require("./label"), exports),
package/cjs/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,QAAQ,CAAC;AAEhC,8CAA4B;AAC5B,8CAA4B;AAC5B,8CAA4B;AAC5B,wCAAsB;AACtB,2CAAyB;AACzB,8CAA4B;AAC5B,0CAAwB;AACxB,yCAAuB;AACvB,8CAA4B;AAC5B,4CAA0B;AAC1B,8CAA4B;AAC5B,2CAAyB;AACzB,0CAAwB;AACxB,2CAAyB;AACzB,0CAAwB;AACxB,8CAA4B;AAC5B,2CAAyB;AACzB,8CAA4B;AAC5B,2CAAyB;AACzB,0CAAwB;AACxB,4CAA0B;AAC1B,6CAA2B;AAC3B,8CAA4B;AAC5B,wCAAsB;AACtB,6CAA2B;AAC3B,0CAAwB;AACxB,8CAA4B;AAC5B,4CAA0B;AAC1B,yCAAuB;AACvB,2CAAyB;AACzB,+CAA6B;AAC7B,wDAAsC","file":"index.js","sourcesContent":["// 导出版本号\nexport const version = \"1.0.37\";\n\nexport * from './core/base';\nexport * from './core/type';\nexport * from './scrollbar';\nexport * from './tag';\nexport * from './poptip';\nexport * from './crosshair';\nexport * from './label';\nexport * from './axis';\nexport * from './axis/grid';\nexport * from './segment';\nexport * from './data-zoom';\nexport * from './marker';\nexport * from './pager';\nexport * from './legend';\nexport * from './title';\nexport * from './indicator';\nexport * from './slider';\nexport * from './link-path';\nexport * from './player';\nexport * from './brush';\nexport * from './tooltip';\nexport * from './timeline';\nexport * from './interface';\nexport * from './jsx';\nexport * from './checkbox';\nexport * from './radio';\nexport * from './empty-tip';\nexport * from './weather';\nexport * from './util';\nexport * from './switch';\nexport * from './label-item';\nexport * from './table-series-number';\n"]}
1
+ {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,QAAQ,CAAC;AAEhC,8CAA4B;AAC5B,8CAA4B;AAC5B,8CAA4B;AAC5B,wCAAsB;AACtB,2CAAyB;AACzB,8CAA4B;AAC5B,0CAAwB;AACxB,yCAAuB;AACvB,8CAA4B;AAC5B,4CAA0B;AAC1B,8CAA4B;AAC5B,2CAAyB;AACzB,0CAAwB;AACxB,2CAAyB;AACzB,0CAAwB;AACxB,8CAA4B;AAC5B,2CAAyB;AACzB,8CAA4B;AAC5B,2CAAyB;AACzB,0CAAwB;AACxB,4CAA0B;AAC1B,6CAA2B;AAC3B,8CAA4B;AAC5B,wCAAsB;AACtB,6CAA2B;AAC3B,0CAAwB;AACxB,8CAA4B;AAC5B,4CAA0B;AAC1B,yCAAuB;AACvB,2CAAyB;AACzB,+CAA6B;AAC7B,wDAAsC","file":"index.js","sourcesContent":["// 导出版本号\nexport const version = \"1.0.39\";\n\nexport * from './core/base';\nexport * from './core/type';\nexport * from './scrollbar';\nexport * from './tag';\nexport * from './poptip';\nexport * from './crosshair';\nexport * from './label';\nexport * from './axis';\nexport * from './axis/grid';\nexport * from './segment';\nexport * from './data-zoom';\nexport * from './marker';\nexport * from './pager';\nexport * from './legend';\nexport * from './title';\nexport * from './indicator';\nexport * from './slider';\nexport * from './link-path';\nexport * from './player';\nexport * from './brush';\nexport * from './tooltip';\nexport * from './timeline';\nexport * from './interface';\nexport * from './jsx';\nexport * from './checkbox';\nexport * from './radio';\nexport * from './empty-tip';\nexport * from './weather';\nexport * from './util';\nexport * from './switch';\nexport * from './label-item';\nexport * from './table-series-number';\n"]}
@@ -15,6 +15,7 @@ export declare class ScrollBar extends AbstractComponent<Required<ScrollBarAttri
15
15
  direction: string;
16
16
  round: boolean;
17
17
  sliderSize: number;
18
+ minSliderSize: number;
18
19
  sliderStyle: {
19
20
  fill: string;
20
21
  };
@@ -45,11 +45,12 @@ class ScrollBar extends base_1.AbstractComponent {
45
45
  }));
46
46
  }, this._computeScrollValue = e => {
47
47
  const {direction: direction} = this.attribute, {x: x, y: y} = this.stage.eventPointTransform(e);
48
- let currentScrollValue, currentPos, delta = 0;
49
- const {width: width, height: height} = this.getSliderRenderBounds();
50
- return "vertical" === direction ? (currentPos = y, delta = currentPos - this._prePos,
51
- currentScrollValue = delta / height) : (currentPos = x, delta = currentPos - this._prePos,
52
- currentScrollValue = delta / width), [ currentPos, currentScrollValue ];
48
+ let currentPos, currentScrollValue = 0, delta = 0;
49
+ const {width: width, height: height} = this.getSliderRenderBounds(), track = "vertical" === direction ? height : width, travel = Math.max(track - this._sliderSize, 0), {range: range} = this.attribute, ratio = (0,
50
+ vutils_1.clamp)(range[1] - range[0], 0, 1);
51
+ return "vertical" === direction ? (currentPos = y, delta = currentPos - this._prePos) : (currentPos = x,
52
+ delta = currentPos - this._prePos), currentScrollValue = travel > 0 && ratio < 1 ? delta / travel * (1 - ratio) : 0,
53
+ [ currentPos, currentScrollValue ];
53
54
  }, this._onSliderPointerMove = e => {
54
55
  const {stopSliderMovePropagation: stopSliderMovePropagation = !0} = this.attribute;
55
56
  stopSliderMovePropagation && e.stopPropagation();
@@ -156,8 +157,10 @@ class ScrollBar extends base_1.AbstractComponent {
156
157
  return 0;
157
158
  }
158
159
  _getSliderPos(range) {
159
- const {direction: direction} = this.attribute, {width: width, height: height, x1: x1, y1: y1} = this.getSliderRenderBounds();
160
- return "horizontal" === direction ? [ width * range[0] + x1, width * range[1] + x1 ] : [ height * range[0] + y1, height * range[1] + y1 ];
160
+ const {direction: direction, minSliderSize: minSliderSize = 0} = this.attribute, {width: width, height: height, x1: x1, y1: y1} = this.getSliderRenderBounds(), track = "horizontal" === direction ? width : height, origin = "horizontal" === direction ? x1 : y1, start = (0,
161
+ vutils_1.clamp)(range[0], 0, 1), end = (0, vutils_1.clamp)(range[1], 0, 1), ratio = (0,
162
+ vutils_1.clamp)(end - start, 0, 1), L = Math.max(ratio * track, minSliderSize), T = Math.max(track - L, 0), pStart = origin + start / Math.max(1 - ratio, 1e-12) * T;
163
+ return [ pStart, pStart + L ];
161
164
  }
162
165
  _getScrollRange() {
163
166
  if (this._sliderLimitRange) return this._sliderLimitRange;
@@ -188,6 +191,7 @@ exports.ScrollBar = ScrollBar, ScrollBar.defaultAttributes = {
188
191
  direction: "horizontal",
189
192
  round: !0,
190
193
  sliderSize: 20,
194
+ minSliderSize: 0,
191
195
  sliderStyle: {
192
196
  fill: "rgba(0, 0, 0, .5)"
193
197
  },
@@ -1 +1 @@
1
- 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* @description 滚动条组件\n */\nimport type { IRectGraphicAttribute, FederatedPointerEvent, IGroup, IRect } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { vglobal } from '@visactor/vrender-core';\nimport { merge, normalizePadding, clamp, clampRange, debounce, throttle, isValid } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\nimport type { ComponentOptions } from '../interface';\nimport { loadScrollbarComponent } from './register';\nimport { SCROLLBAR_START_EVENT, SCROLLBAR_EVENT, SCROLLBAR_END_EVENT } from '../constant';\nimport { getEndTriggersOfDrag } from '../util/event';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadScrollbarComponent();\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: 'rgba(0, 0, 0, .5)'\n },\n railStyle: {\n fill: 'rgba(0, 0, 0, .0)'\n },\n padding: 2,\n scrollRange: [0, 1],\n delayType: 'throttle',\n delayTime: 0,\n realTime: true\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const {\n direction = 'horizontal',\n limitRange = [0, 1],\n range: preRange,\n realTime = true\n } = 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 const sliderSize = sliderPos[1] - sliderPos[0];\n this._sliderSize = sliderSize;\n\n if (direction === 'horizontal') {\n this._slider.setAttributes(\n {\n x: sliderPos[0],\n width: sliderSize\n },\n true\n );\n } else {\n this._slider.setAttributes(\n {\n y: sliderPos[0],\n height: sliderSize\n },\n true\n );\n }\n\n if (this.stage && !this.stage.autoRender) {\n this.stage.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n if (realTime) {\n this._dispatchEvent(SCROLLBAR_EVENT, {\n pre: preRange,\n value: currScrollRange\n });\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 if (this.attribute.disableTriggerEvent) {\n return;\n }\n const { delayType = 'throttle', delayTime = 0 } = this.attribute as ScrollBarAttributes;\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener(\n 'pointerdown',\n delayMap[delayType](this._onRailPointerDown, delayTime) as EventListener\n );\n }\n if (this._slider) {\n this._slider.addEventListener('pointerdown', this._onSliderPointerDown as EventListener);\n }\n\n (vglobal.env === 'browser' ? vglobal : this.stage).addEventListener('touchmove', this._handleTouchMove, {\n passive: false\n });\n }\n\n private _handleTouchMove = (e: TouchEvent) => {\n if (isValid(this._prePos)) {\n // 正在滚动中的时候\n /**\n * https://developer.mozilla.org/zh-CN/docs/Web/CSS/overscroll-behavior\n * 由于浏览器的overscroll-behavior属性,需要在move的时候阻止浏览器默认行为,否则会因为浏览器检测到scroll行为,阻止pointer事件,\n * 抛出pointercancel事件,导致拖拽行为中断。\n */\n e.preventDefault();\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 cornerRadius: this._getDefaultSliderCornerRadius(),\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 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: Math.max(0, width - (left + right)),\n height: Math.max(0, 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 _getDefaultSliderCornerRadius() {\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 && !this.stage.autoRender) {\n this.stage.renderNextFrame();\n }\n };\n\n private _onSliderPointerDown = (e: FederatedPointerEvent) => {\n this._clearDragEvents();\n const { stopSliderDownPropagation = true } = this.attribute as ScrollBarAttributes;\n if (stopSliderDownPropagation) {\n e.stopPropagation();\n }\n const { direction } = this.attribute as ScrollBarAttributes;\n const { x, y } = this.stage.eventPointTransform(e);\n this._prePos = direction === 'horizontal' ? x : y;\n this._dispatchEvent(SCROLLBAR_START_EVENT, {\n pos: this._prePos,\n event: e\n });\n\n const triggers = getEndTriggersOfDrag();\n const obj = vglobal.env === 'browser' ? vglobal : this.stage;\n\n /**\n * move的时候,需要通过 capture: true,能够在捕获截断被拦截,\n * move的时候,需要显示的设置passive: false,因为在移动端需要禁用浏览器默认行为\n */\n obj.addEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n triggers.forEach((trigger: string) => {\n obj.addEventListener(trigger, this._onSliderPointerUp);\n });\n };\n\n private _computeScrollValue = (e: any) => {\n const { direction } = this.attribute as ScrollBarAttributes;\n const { x, y } = this.stage.eventPointTransform(e);\n\n let currentScrollValue;\n let currentPos;\n let delta = 0;\n\n const { width, height } = this.getSliderRenderBounds();\n if (direction === 'vertical') {\n currentPos = y;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / height;\n } else {\n currentPos = x;\n delta = currentPos - this._prePos;\n currentScrollValue = delta / width;\n }\n return [currentPos, currentScrollValue];\n };\n\n private _onSliderPointerMove = (e: any) => {\n const { stopSliderMovePropagation = true } = this.attribute as ScrollBarAttributes;\n if (stopSliderMovePropagation) {\n e.stopPropagation();\n }\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerMoveWithDelay =\n this.attribute.delayTime === 0\n ? this._onSliderPointerMove\n : delayMap[this.attribute.delayType](this._onSliderPointerMove, this.attribute.delayTime);\n\n private _clearDragEvents() {\n const triggers = getEndTriggersOfDrag();\n const obj = vglobal.env === 'browser' ? vglobal : this.stage;\n\n obj.removeEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n triggers.forEach((trigger: string) => {\n obj.removeEventListener(trigger, this._onSliderPointerUp);\n });\n }\n\n private _onSliderPointerUp = (e: any) => {\n const { range: preRange, limitRange = [0, 1] } = this.attribute as ScrollBarAttributes;\n // 发射 change 事件\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n const range: [number, number] = [preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue];\n this._prePos = null;\n\n this._dispatchEvent(SCROLLBAR_END_EVENT, {\n pre: preRange,\n value: clampRange(range, limitRange[0], limitRange[1])\n });\n\n this._clearDragEvents();\n };\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n\n release(all?: boolean): void {\n /**\n * 浏览器上的事件必须解绑,防止内存泄漏,场景树上的事件会自动解绑\n */\n super.release(all);\n (vglobal.env === 'browser' ? vglobal : this.stage).addEventListener('touchmove', this._handleTouchMove, {\n passive: false\n });\n this._clearDragEvents();\n }\n}\n"]}
1
+ 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* @description 滚动条组件\n */\nimport type { IRectGraphicAttribute, FederatedPointerEvent, IGroup, IRect } from '@visactor/vrender-core';\n// eslint-disable-next-line no-duplicate-imports\nimport { vglobal } from '@visactor/vrender-core';\nimport { merge, normalizePadding, clamp, clampRange, debounce, throttle, isValid } from '@visactor/vutils';\nimport { AbstractComponent } from '../core/base';\n\nimport type { ScrollBarAttributes } from './type';\nimport type { ComponentOptions } from '../interface';\nimport { loadScrollbarComponent } from './register';\nimport { SCROLLBAR_START_EVENT, SCROLLBAR_EVENT, SCROLLBAR_END_EVENT } from '../constant';\nimport { getEndTriggersOfDrag } from '../util/event';\n\ntype ComponentBounds = {\n x1: number;\n y1: number;\n x2: number;\n y2: number;\n width: number;\n height: number;\n};\n\nconst delayMap = {\n debounce: debounce,\n throttle: throttle\n};\n\nloadScrollbarComponent();\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 minSliderSize: 0,\n sliderStyle: {\n fill: 'rgba(0, 0, 0, .5)'\n },\n railStyle: {\n fill: 'rgba(0, 0, 0, .0)'\n },\n padding: 2,\n scrollRange: [0, 1],\n delayType: 'throttle',\n delayTime: 0,\n realTime: true\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, options?: ComponentOptions) {\n super(options?.skipDefault ? attributes : merge({}, ScrollBar.defaultAttributes, attributes));\n }\n\n setScrollRange(range: [number, number], render = true) {\n const {\n direction = 'horizontal',\n limitRange = [0, 1],\n range: preRange,\n realTime = true\n } = 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 const sliderSize = sliderPos[1] - sliderPos[0];\n this._sliderSize = sliderSize;\n\n if (direction === 'horizontal') {\n this._slider.setAttributes(\n {\n x: sliderPos[0],\n width: sliderSize\n },\n true\n );\n } else {\n this._slider.setAttributes(\n {\n y: sliderPos[0],\n height: sliderSize\n },\n true\n );\n }\n\n if (this.stage && !this.stage.autoRender) {\n this.stage.renderNextFrame();\n }\n }\n }\n (this.attribute as ScrollBarAttributes).range = currScrollRange;\n // 发射 change 事件\n if (realTime) {\n this._dispatchEvent(SCROLLBAR_EVENT, {\n pre: preRange,\n value: currScrollRange\n });\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 if (this.attribute.disableTriggerEvent) {\n return;\n }\n const { delayType = 'throttle', delayTime = 0 } = this.attribute as ScrollBarAttributes;\n // TODO: wheel 事件支持\n if (this._rail) {\n this._rail.addEventListener(\n 'pointerdown',\n delayMap[delayType](this._onRailPointerDown, delayTime) as EventListener\n );\n }\n if (this._slider) {\n this._slider.addEventListener('pointerdown', this._onSliderPointerDown as EventListener);\n }\n\n (vglobal.env === 'browser' ? vglobal : this.stage).addEventListener('touchmove', this._handleTouchMove, {\n passive: false\n });\n }\n\n private _handleTouchMove = (e: TouchEvent) => {\n if (isValid(this._prePos)) {\n // 正在滚动中的时候\n /**\n * https://developer.mozilla.org/zh-CN/docs/Web/CSS/overscroll-behavior\n * 由于浏览器的overscroll-behavior属性,需要在move的时候阻止浏览器默认行为,否则会因为浏览器检测到scroll行为,阻止pointer事件,\n * 抛出pointercancel事件,导致拖拽行为中断。\n */\n e.preventDefault();\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 cornerRadius: this._getDefaultSliderCornerRadius(),\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 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: Math.max(0, width - (left + right)),\n height: Math.max(0, 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 _getDefaultSliderCornerRadius() {\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 /**\n * 计算滑块在轨道的位置(像素),应用最小展示尺寸但不改变 range 语义\n */\n private _getSliderPos(range: [number, number]) {\n const { direction, minSliderSize = 0 } = this.attribute as ScrollBarAttributes;\n const { width, height, x1, y1 } = this.getSliderRenderBounds();\n const track = direction === 'horizontal' ? width : height;\n const origin = direction === 'horizontal' ? x1 : y1;\n const start = clamp(range[0], 0, 1);\n const end = clamp(range[1], 0, 1);\n const ratio = clamp(end - start, 0, 1);\n const L = Math.max(ratio * track, minSliderSize);\n const T = Math.max(track - L, 0);\n const denom = Math.max(1 - ratio, 1e-12);\n const pStart = origin + (start / denom) * T;\n const pEnd = pStart + L;\n return [pStart, pEnd];\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 && !this.stage.autoRender) {\n this.stage.renderNextFrame();\n }\n };\n\n private _onSliderPointerDown = (e: FederatedPointerEvent) => {\n this._clearDragEvents();\n const { stopSliderDownPropagation = true } = this.attribute as ScrollBarAttributes;\n if (stopSliderDownPropagation) {\n e.stopPropagation();\n }\n const { direction } = this.attribute as ScrollBarAttributes;\n const { x, y } = this.stage.eventPointTransform(e);\n this._prePos = direction === 'horizontal' ? x : y;\n this._dispatchEvent(SCROLLBAR_START_EVENT, {\n pos: this._prePos,\n event: e\n });\n\n const triggers = getEndTriggersOfDrag();\n const obj = vglobal.env === 'browser' ? vglobal : this.stage;\n\n /**\n * move的时候,需要通过 capture: true,能够在捕获截断被拦截,\n * move的时候,需要显示的设置passive: false,因为在移动端需要禁用浏览器默认行为\n */\n obj.addEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n triggers.forEach((trigger: string) => {\n obj.addEventListener(trigger, this._onSliderPointerUp);\n });\n };\n\n /**\n * 将拖拽像素位移映射为逻辑 range 增量,保证最小尺寸下仍覆盖 [0,1]\n */\n private _computeScrollValue = (e: any) => {\n const { direction } = this.attribute as ScrollBarAttributes;\n const { x, y } = this.stage.eventPointTransform(e);\n\n let currentScrollValue = 0;\n let currentPos;\n let delta = 0;\n\n const { width, height } = this.getSliderRenderBounds();\n const track = direction === 'vertical' ? height : width;\n const travel = Math.max(track - this._sliderSize, 0);\n const { range } = this.attribute as ScrollBarAttributes;\n const ratio = clamp(range[1] - range[0], 0, 1);\n\n if (direction === 'vertical') {\n currentPos = y;\n delta = currentPos - this._prePos;\n } else {\n currentPos = x;\n delta = currentPos - this._prePos;\n }\n\n if (travel > 0 && ratio < 1) {\n currentScrollValue = (delta / travel) * (1 - ratio);\n } else {\n currentScrollValue = 0;\n }\n\n return [currentPos, currentScrollValue];\n };\n\n private _onSliderPointerMove = (e: any) => {\n const { stopSliderMovePropagation = true } = this.attribute as ScrollBarAttributes;\n if (stopSliderMovePropagation) {\n e.stopPropagation();\n }\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n this.setScrollRange([preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue], true);\n this._prePos = currentPos;\n };\n\n private _onSliderPointerMoveWithDelay =\n this.attribute.delayTime === 0\n ? this._onSliderPointerMove\n : delayMap[this.attribute.delayType](this._onSliderPointerMove, this.attribute.delayTime);\n\n private _clearDragEvents() {\n const triggers = getEndTriggersOfDrag();\n const obj = vglobal.env === 'browser' ? vglobal : this.stage;\n\n obj.removeEventListener('pointermove', this._onSliderPointerMoveWithDelay, { capture: true });\n triggers.forEach((trigger: string) => {\n obj.removeEventListener(trigger, this._onSliderPointerUp);\n });\n }\n\n private _onSliderPointerUp = (e: any) => {\n const { range: preRange, limitRange = [0, 1] } = this.attribute as ScrollBarAttributes;\n // 发射 change 事件\n const preScrollRange = this.getScrollRange();\n const [currentPos, currentScrollValue] = this._computeScrollValue(e);\n const range: [number, number] = [preScrollRange[0] + currentScrollValue, preScrollRange[1] + currentScrollValue];\n this._prePos = null;\n\n this._dispatchEvent(SCROLLBAR_END_EVENT, {\n pre: preRange,\n value: clampRange(range, limitRange[0], limitRange[1])\n });\n\n this._clearDragEvents();\n };\n\n private _reset() {\n this._sliderRenderBounds = null;\n this._sliderLimitRange = null;\n }\n\n release(all?: boolean): void {\n /**\n * 浏览器上的事件必须解绑,防止内存泄漏,场景树上的事件会自动解绑\n */\n super.release(all);\n (vglobal.env === 'browser' ? vglobal : this.stage).addEventListener('touchmove', this._handleTouchMove, {\n passive: false\n });\n this._clearDragEvents();\n }\n}\n"]}
@@ -11,6 +11,7 @@ export interface ScrollBarAttributes extends IGroupGraphicAttribute {
11
11
  railStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;
12
12
  sliderStyle?: Omit<IRectGraphicAttribute, 'width' | 'height'>;
13
13
  padding?: Padding;
14
+ minSliderSize?: number;
14
15
  range: [number, number];
15
16
  limitRange?: [number, number];
16
17
  disableTriggerEvent?: boolean;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/scrollbar/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { IGroupGraphicAttribute, IRectGraphicAttribute } from '@visactor/vrender-core';\nimport type { Direction, IDelayType } from '../interface';\nimport type { 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 * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n /*\n * 事件触发延迟类型\n * @default 'throttle'\n */\n delayType?: IDelayType;\n\n /**\n * 事件触发延迟时长\n * @default 0\n */\n delayTime?: number;\n /**\n * 是否在操作时动态更新视图\n * @default true\n */\n realTime?: boolean;\n /**\n * pointerMove时是否阻止冒泡\n * @default true\n * 内部使用, vtable不需要阻止冒泡\n */\n stopSliderMovePropagation?: boolean;\n /**\n * pointerDown时是否阻止冒泡\n * @default true\n * 内部使用, vtable不需要阻止冒泡\n */\n stopSliderDownPropagation?: boolean;\n}\n"]}
1
+ {"version":3,"sources":["../src/scrollbar/type.ts"],"names":[],"mappings":"","file":"type.js","sourcesContent":["import type { IGroupGraphicAttribute, IRectGraphicAttribute } from '@visactor/vrender-core';\nimport type { Direction, IDelayType } from '../interface';\nimport type { 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 /**\n * 滑块最小展示尺寸,单位像素。仅影响视觉大小,不改变 range 表示的内容比例。\n */\n minSliderSize?: number;\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 * 关闭交互效果\n * @default false\n */\n disableTriggerEvent?: boolean;\n /*\n * 事件触发延迟类型\n * @default 'throttle'\n */\n delayType?: IDelayType;\n\n /**\n * 事件触发延迟时长\n * @default 0\n */\n delayTime?: number;\n /**\n * 是否在操作时动态更新视图\n * @default true\n */\n realTime?: boolean;\n /**\n * pointerMove时是否阻止冒泡\n * @default true\n * 内部使用, vtable不需要阻止冒泡\n */\n stopSliderMovePropagation?: boolean;\n /**\n * pointerDown时是否阻止冒泡\n * @default true\n * 内部使用, vtable不需要阻止冒泡\n */\n stopSliderDownPropagation?: boolean;\n}\n"]}