@visactor/vrender-core 0.16.1-alpha.0 → 0.16.1

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.
Files changed (45) hide show
  1. package/cjs/animate/animate.js +1 -1
  2. package/cjs/animate/animate.js.map +1 -1
  3. package/cjs/event/federated-event/base-event.js +1 -0
  4. package/cjs/event/federated-event/base-event.js.map +1 -1
  5. package/cjs/graphic/graphic.js +2 -2
  6. package/cjs/graphic/graphic.js.map +1 -1
  7. package/cjs/graphic/group.js.map +1 -1
  8. package/cjs/graphic/richtext/line.d.ts +1 -0
  9. package/cjs/graphic/richtext/line.js +6 -3
  10. package/cjs/graphic/richtext/line.js.map +1 -1
  11. package/cjs/graphic/richtext/utils.js +2 -1
  12. package/cjs/graphic/richtext/utils.js.map +1 -1
  13. package/cjs/graphic/richtext.js +11 -2
  14. package/cjs/graphic/richtext.js.map +1 -1
  15. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +9 -5
  16. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  17. package/cjs/render/contributions/render/draw-interceptor.js +2 -1
  18. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  19. package/cjs/render/contributions/render/glyph-render.d.ts +1 -2
  20. package/cjs/render/contributions/render/glyph-render.js +13 -8
  21. package/cjs/render/contributions/render/glyph-render.js.map +1 -1
  22. package/dist/index.js +88 -23
  23. package/dist/index.min.js +1 -1
  24. package/es/animate/animate.js +1 -1
  25. package/es/animate/animate.js.map +1 -1
  26. package/es/event/federated-event/base-event.js +1 -0
  27. package/es/event/federated-event/base-event.js.map +1 -1
  28. package/es/graphic/graphic.js +2 -2
  29. package/es/graphic/graphic.js.map +1 -1
  30. package/es/graphic/group.js.map +1 -1
  31. package/es/graphic/richtext/line.d.ts +1 -0
  32. package/es/graphic/richtext/line.js +6 -4
  33. package/es/graphic/richtext/line.js.map +1 -1
  34. package/es/graphic/richtext/utils.js +2 -1
  35. package/es/graphic/richtext/utils.js.map +1 -1
  36. package/es/graphic/richtext.js +11 -2
  37. package/es/graphic/richtext.js.map +1 -1
  38. package/es/plugins/builtin-plugin/flex-layout-plugin.js +12 -6
  39. package/es/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  40. package/es/render/contributions/render/draw-interceptor.js +2 -1
  41. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  42. package/es/render/contributions/render/glyph-render.d.ts +1 -2
  43. package/es/render/contributions/render/glyph-render.js +12 -9
  44. package/es/render/contributions/render/glyph-render.js.map +1 -1
  45. package/package.json +1 -1
@@ -1 +1 @@
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type { ICustomPath2D } from './../interface/path';\nimport type { OBBBounds, Dict, IPointLike, IAABBBounds } from '@visactor/vutils';\nimport {\n AABBBounds,\n Matrix,\n normalTransform,\n Point,\n isNil,\n has,\n isString,\n isValidUrl,\n isBase64,\n isObject\n} from '@visactor/vutils';\nimport type {\n GraphicType,\n IAnimateConfig,\n IGraphicAttribute,\n IGraphic,\n IGraphicAnimateParams,\n IGraphicJson,\n ISetAttributeContext,\n ITransform,\n GraphicReleaseStatus\n} from '../interface/graphic';\nimport { Node } from './node-tree';\nimport type {\n IAnimate,\n IAnimateTarget,\n IGlyphGraphicAttribute,\n IGroup,\n ILayer,\n IPickerService,\n IShadowRoot,\n IStage,\n IStep,\n ISubAnimate\n} from '../interface';\nimport { EventTarget, CustomEvent } from '../event';\nimport { DefaultTransform } from './config';\nimport { application } from '../application';\nimport { Animate, DefaultStateAnimateConfig } from '../animate';\nimport { interpolateColor } from '../color-string/interpolate';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { getTheme } from './theme';\nimport { ResourceLoader } from '../resource-loader/loader';\nimport { AttributeUpdateType, IContainPointMode, UpdateTag } from '../common/enums';\n\n/**\n * pathProxy参考自zrender\n * BSD 3-Clause License\n\n Copyright (c) 2017, Baidu Inc.\n All rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n * Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n * Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\n FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\nconst tempMatrix = new Matrix();\nconst tempBounds = new AABBBounds();\n\nexport const PURE_STYLE_KEY = [\n 'stroke',\n 'opacity',\n 'strokeOpacity',\n 'lineDash',\n 'lineDashOffset',\n 'lineCap',\n 'lineJoin',\n 'miterLimit',\n 'fill',\n 'fillOpacity'\n];\n\nexport const GRAPHIC_UPDATE_TAG_KEY = [\n 'lineWidth',\n 'lineCap',\n 'lineJoin',\n 'miterLimit',\n 'scaleX',\n 'scaleY',\n 'angle',\n 'anchor'\n];\n\nconst tempConstantXYKey = ['x', 'y'];\nconst tempConstantScaleXYKey = ['scaleX', 'scaleY'];\nconst tempConstantAngleKey = ['angle'];\n\nconst point = new Point();\n\nexport const NOWORK_ANIMATE_ATTR = {\n strokeSeg: 1,\n boundsPadding: 2,\n pickMode: 1,\n boundsMode: 1,\n customPickShape: 1,\n pickable: 1,\n childrenPickable: 1,\n visible: 1,\n zIndex: 1,\n layout: 1,\n keepDirIn3d: 1,\n\n outerBorder: 1,\n innerBorder: 1,\n lineDash: 1,\n lineCap: 1,\n lineJoin: 1,\n miterLimit: 2,\n strokeBoundsBuffer: 2,\n\n scaleCenter: 1,\n anchor: 1,\n anchor3d: 1,\n postMatrix: 1,\n\n backgroundMode: 2,\n background: 1,\n texture: 1,\n cursor: 1,\n html: 1\n};\n\n/**\n * globalTransMatrix更新逻辑\n * 1. group的transform修改,会下发到所有下层group,将所有下层的tag修改\n * 2. 叶子graphic每次获取globalTransMatrix都重新计算\n * 3. 所有节点的transform修改,或者globalTransform修改,都会下发到自己的shadowRoot上\n */\n\nexport abstract class Graphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends Node\n implements IGraphic<T>, IAnimateTarget\n{\n /**\n * Mixes all enumerable properties and methods from a source object to Element.\n * @param source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict<any>): void {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(Element.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i) {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n Graphic.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName) as PropertyDecorator\n );\n }\n }\n\n declare _events?: any;\n\n declare onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n declare parent: any;\n\n declare resources?: Map<\n string,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n declare backgroundImg?: boolean;\n\n declare type: GraphicType;\n declare prefixed: string;\n declare numberType: number;\n declare isContainer?: boolean;\n declare valid: boolean;\n declare stage?: IStage;\n declare layer?: ILayer;\n declare incremental?: number;\n declare glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n declare _onSetStage?: (g: IGraphic, stage: IStage, layer: ILayer) => void;\n // declare _beforeAttributeUpdate?: (key: string | string, value: any) => void;\n // 标记是否是在3d模式下\n declare in3dMode?: boolean;\n\n // aabbBounds,所有图形都需要有,所以初始化即赋值\n protected declare _AABBBounds: AABBBounds;\n get AABBBounds(): AABBBounds {\n return this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');\n }\n // 具有旋转的包围盒,部分图元需要,动态初始化\n protected declare _OBBBounds?: OBBBounds;\n get OBBBounds(): OBBBounds {\n return this.tryUpdateOBBBounds();\n }\n protected declare _globalAABBBounds: AABBBounds;\n // 全局包围盒,部分图元需要,动态初始化,建议使用AABBBounds\n get globalAABBBounds(): AABBBounds {\n return this.tryUpdateGlobalAABBBounds();\n }\n protected declare _transMatrix: Matrix;\n get transMatrix(): Matrix {\n return this.tryUpdateLocalTransMatrix(true);\n }\n protected declare _globalTransMatrix: Matrix;\n get globalTransMatrix(): Matrix {\n return this.tryUpdateGlobalTransMatrix(true);\n }\n protected declare _updateTag: number;\n\n // 上次更新的stamp\n declare stamp?: number;\n\n declare attribute: T;\n\n declare shadowRoot?: IShadowRoot;\n\n declare releaseStatus?: GraphicReleaseStatus;\n\n /** 记录state对应的图形属性 */\n declare states?: Record<string, Partial<T>>;\n /** 当前state值 */\n declare currentStates?: string[];\n /** TODO: state更新对应的动画配置 */\n declare stateAnimateConfig?: IAnimateConfig;\n /** 记录应用state之前,attribute对应的原始图形属性 */\n declare normalAttrs?: Partial<T>;\n /** 获取state图形属性的方法 */\n declare stateProxy?: (stateName: string, targetStates?: string[]) => T;\n declare animates: Map<string | number, IAnimate>;\n\n declare nextAttrs?: T;\n declare prevAttrs?: T;\n declare finalAttrs?: T;\n\n declare pathProxy?: ICustomPath2D;\n\n constructor(params: T = {} as T) {\n super();\n this._AABBBounds = new AABBBounds();\n this._updateTag = UpdateTag.INIT;\n this.attribute = params;\n this.valid = this.isValid();\n if (params.background) {\n this.loadImage(params.background, true);\n }\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n }\n set2dMode() {\n this.in3dMode = false;\n }\n getOffsetXY(attr?: ITransform, includeScroll: boolean = false) {\n const { dx = attr.dx, dy = attr.dy } = this.attribute;\n if (includeScroll && this.parent) {\n const groupTheme = getTheme(this.parent).group;\n const { scrollX = groupTheme.scrollX, scrollY = groupTheme.scrollY } = this.parent.attribute;\n point.x = dx + scrollX;\n point.y = dy + scrollY;\n } else {\n point.x = dx;\n point.y = dy;\n }\n return point;\n }\n\n onAnimateBind(animate: IAnimate | ISubAnimate) {\n this._emitCustomEvent('animate-bind', animate);\n }\n\n protected tryUpdateAABBBounds(full?: boolean): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n if (!this.valid) {\n this._AABBBounds.clear();\n return this._AABBBounds;\n }\n\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const bounds = this.doUpdateAABBBounds(full);\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, true);\n return bounds;\n }\n\n protected combindShadowAABBBounds(bounds: IAABBBounds) {\n // 合并shadowRoot的Bounds\n if (this.shadowRoot) {\n const b = this.shadowRoot.AABBBounds.clone();\n bounds.union(b);\n }\n }\n\n protected abstract doUpdateAABBBounds(full?: boolean): AABBBounds;\n\n protected abstract tryUpdateOBBBounds(): OBBBounds;\n\n protected tryUpdateGlobalAABBBounds(): AABBBounds {\n if (!this._globalAABBBounds) {\n this._globalAABBBounds = this.AABBBounds.clone();\n } else {\n this._globalAABBBounds.setValue(\n this._AABBBounds.x1,\n this._AABBBounds.y1,\n this._AABBBounds.x2,\n this._AABBBounds.y2\n );\n }\n // 使用parent的grloalAABBBounds\n // todo: 考虑是否需要性能优化\n if (this.parent) {\n this._globalAABBBounds.transformWithMatrix((this.parent as IGroup).globalTransMatrix);\n }\n return this._globalAABBBounds;\n }\n\n /**\n * 这里都是叶子节点的UpdateGlobalTransMatrix函数,只要走进来就直接计算\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n if (this.shouldUpdateGlobalMatrix()) {\n this.doUpdateGlobalMatrix();\n }\n return this._globalTransMatrix;\n }\n\n shouldUpdateGlobalMatrix(): boolean {\n return true;\n }\n\n protected tryUpdateLocalTransMatrix(clearTag: boolean = true) {\n if (!this._transMatrix) {\n this._transMatrix = new Matrix();\n }\n if (this.shouldUpdateLocalMatrix()) {\n this.doUpdateLocalMatrix();\n clearTag && this.clearUpdateLocalPositionTag();\n }\n return this._transMatrix;\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds();\n }\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);\n }\n\n // 自身变化导致的AABBBounds的变化\n shouldSelfChangeUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds();\n }\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);\n }\n\n protected shouldUpdateLocalMatrix(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LOCAL_MATRIX);\n }\n\n isValid(): boolean {\n const attribute = this.attribute;\n return Number.isFinite((attribute.x ?? 0) + (attribute.y ?? 0));\n }\n\n protected _validNumber(num?: number) {\n return num == null || Number.isFinite(num);\n }\n\n shouldUpdateShape(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_SHAPE);\n }\n clearUpdateShapeTag() {\n this._updateTag &= UpdateTag.CLEAR_SHAPE;\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode, picker?: IPickerService): boolean {\n if (!picker) {\n return false;\n }\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n x = point.x;\n y = point.y;\n }\n return picker.containsPoint(this, { x, y });\n }\n\n setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n\n if (params.background) {\n this.loadImage(params.background, true);\n }\n\n this._setAttributes(params, forceUpdateTag, context);\n }\n\n _setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n const keys = Object.keys(params);\n for (let i = 0; i < keys.length; i++) {\n const key = keys[i];\n\n this.attribute[key] = params[key];\n }\n this.valid = this.isValid();\n // 没有设置shape&bounds的tag\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTags(keys))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n\n setAttribute(key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) {\n const params =\n this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate({ [key]: value }, this.attribute, key, context);\n if (!params) {\n if (!isNil(this.normalAttrs?.[key])) {\n this.normalAttrs[key] = value;\n } else {\n this.attribute[key] = value;\n this.valid = this.isValid();\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTag(key))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n } else {\n this._setAttributes(params, forceUpdateTag, context);\n }\n if (key === 'background') {\n this.loadImage(value, true);\n }\n }\n\n protected needUpdateTags(keys: string[], k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (keys.indexOf(attrKey) !== -1) {\n return true;\n }\n }\n return false;\n }\n\n protected needUpdateTag(key: string, k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (key === attrKey) {\n return true;\n }\n }\n return false;\n }\n\n initAttributes(params: T) {\n // this.setAttributes(params, true);\n const context = { type: AttributeUpdateType.INIT };\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n this.attribute = params;\n if (params.background) {\n this.loadImage(params.background, true);\n }\n this._updateTag = UpdateTag.INIT;\n this.onAttributeUpdate(context);\n }\n\n translate(x: number, y: number) {\n if (x === 0 && y === 0) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n x = params.x;\n y = params.y;\n delete params.x;\n delete params.y;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n const postMatrix = attribute.postMatrix;\n if (!postMatrix) {\n attribute.x = (attribute.x ?? DefaultTransform.x) + x;\n attribute.y = (attribute.y ?? DefaultTransform.y) + y;\n } else {\n application.transformUtil.fromMatrix(postMatrix, postMatrix).translate(x, y);\n }\n\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n translateTo(x: number, y: number) {\n const attribute = this.attribute;\n if (attribute.x === x && attribute.y === y) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.x = x;\n attribute.y = y;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scale(scaleX: number, scaleY: number, scaleCenter?: IPointLike) {\n if (scaleX === 1 && scaleY === 1) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY, scaleCenter }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n scaleX = params.scaleX;\n scaleY = params.scaleY;\n delete params.scaleX;\n delete params.scaleY;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n if (!scaleCenter) {\n attribute.scaleX = (attribute.scaleX ?? DefaultTransform.scaleX) * scaleX;\n attribute.scaleY = (attribute.scaleY ?? DefaultTransform.scaleY) * scaleY;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).scale(scaleX, scaleY, scaleCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scaleTo(scaleX: number, scaleY: number) {\n const attribute = this.attribute;\n if (attribute.scaleX === scaleX && attribute.scaleY === scaleY) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.scaleX = scaleX;\n attribute.scaleY = scaleY;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotate(angle: number, rotateCenter?: IPointLike) {\n if (angle === 0) {\n return this;\n }\n const context = { type: AttributeUpdateType.ROTATE };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ angle, rotateCenter }, this.attribute, tempConstantAngleKey, context);\n if (params) {\n delete params.angle;\n this._setAttributes(params, false, context);\n // return this;\n }\n const attribute = this.attribute;\n if (!rotateCenter) {\n attribute.angle = (attribute.angle ?? DefaultTransform.angle) + angle;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).rotate(angle, rotateCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotateTo(angle: number) {\n const attribute = this.attribute;\n if (attribute.angle === angle) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.ROTATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate(angle, this.attribute, tempConstantAngleKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.angle = angle;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n skewTo(b: number, c: number) {\n return this;\n }\n\n animate(params?: IGraphicAnimateParams) {\n if (!this.animates) {\n this.animates = new Map();\n }\n const animate = new Animate(params?.id).bind(this);\n if (params) {\n const { onStart, onFrame, onEnd, onRemove } = params;\n onStart != null && animate.onStart(onStart);\n onFrame != null && animate.onFrame(onFrame);\n onEnd != null && animate.onEnd(onEnd);\n onRemove != null && animate.onRemove(onRemove);\n animate.interpolateFunc = params.interpolate;\n }\n this.animates.set(animate.id, animate);\n animate.onRemove(() => {\n this.animates.delete(animate.id);\n });\n\n return animate;\n }\n\n onAttributeUpdate(context?: ISetAttributeContext) {\n if (context && context.skipUpdateCallback) {\n return;\n }\n application.graphicService.onAttributeUpdate(this);\n this._emitCustomEvent('afterAttributeUpdate', context);\n }\n\n // hasListener(event: string) {\n // const prefix = this.prefixed;\n // var evt = prefix ? prefix + event : event;\n // return this._events[evt];\n // }\n\n update(d?: { bounds: boolean; trans: boolean }) {\n if (d) {\n d.bounds && this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');\n d.trans && this.tryUpdateLocalTransMatrix();\n } else {\n this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');\n this.tryUpdateLocalTransMatrix();\n }\n }\n\n hasState(stateName?: string) {\n if (!this.currentStates || !this.currentStates.length) {\n return false;\n }\n\n if (!isNil(stateName)) {\n return this.currentStates.includes(stateName);\n }\n\n return true;\n }\n getState(stateName: string) {\n return this.states?.[stateName];\n }\n\n applyStateAttrs(attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) {\n if (hasAnimation) {\n const keys = Object.keys(attrs);\n const noWorkAAttr = this.getNoWorkAnimateAttr();\n const animateAttrs: Partial<T> = {};\n let noAnimateAttrs: Partial<T> | undefined;\n if (isClear) {\n keys.forEach(key => {\n if (!noWorkAAttr[key]) {\n animateAttrs[key] = attrs[key] === undefined ? this.getDefaultAttribute(key) : attrs[key];\n } else {\n if (!noAnimateAttrs) {\n noAnimateAttrs = {};\n }\n noAnimateAttrs[key] = attrs[key];\n }\n });\n } else {\n keys.forEach(key => {\n if (!noWorkAAttr[key]) {\n animateAttrs[key] = attrs[key];\n } else {\n if (!noAnimateAttrs) {\n noAnimateAttrs = {};\n }\n noAnimateAttrs[key] = attrs[key];\n }\n });\n }\n\n const animate = this.animate();\n (animate as any).stateNames = stateNames;\n animate.to(\n animateAttrs,\n this.stateAnimateConfig?.duration ?? DefaultStateAnimateConfig.duration,\n this.stateAnimateConfig?.easing ?? DefaultStateAnimateConfig.easing\n );\n noAnimateAttrs && this.setAttributes(noAnimateAttrs, false, { type: AttributeUpdateType.STATE });\n } else {\n this.setAttributes(attrs, false, { type: AttributeUpdateType.STATE });\n }\n }\n\n updateNormalAttrs(stateAttrs: Partial<T>) {\n const newNormalAttrs = {};\n if (this.normalAttrs) {\n Object.keys(stateAttrs).forEach(key => {\n if (key in this.normalAttrs) {\n newNormalAttrs[key] = this.normalAttrs[key];\n delete this.normalAttrs[key];\n } else {\n newNormalAttrs[key] = this.getNormalAttribute(key);\n }\n });\n Object.keys(this.normalAttrs).forEach(key => {\n stateAttrs[key] = this.normalAttrs[key];\n });\n } else {\n Object.keys(stateAttrs).forEach(key => {\n newNormalAttrs[key] = this.getNormalAttribute(key);\n });\n }\n\n this.normalAttrs = newNormalAttrs;\n }\n\n private getNormalAttribute(key: string) {\n let value = this.attribute[key];\n\n if (this.animates) {\n this.animates.forEach(animate => {\n if ((animate as any).stateNames) {\n const endProps = animate.getEndProps();\n\n if (has(endProps, key)) {\n value = endProps[key];\n }\n }\n });\n }\n\n return value;\n }\n\n clearStates(hasAnimation?: boolean) {\n if (this.hasState() && this.normalAttrs) {\n this.applyStateAttrs(this.normalAttrs, this.currentStates, hasAnimation, true);\n }\n\n this.normalAttrs = null;\n this.currentStates = [];\n }\n\n removeState(stateName: string, hasAnimation?: boolean) {\n const index = this.currentStates ? this.currentStates.indexOf(stateName) : -1;\n\n if (index >= 0) {\n const currentStates = this.currentStates.filter(state => state !== stateName);\n\n this.useStates(currentStates, hasAnimation);\n }\n }\n\n toggleState(stateName: string, hasAnimation?: boolean) {\n if (this.hasState(stateName)) {\n this.removeState(stateName, hasAnimation);\n } else {\n const index = this.currentStates ? this.currentStates.indexOf(stateName) : -1;\n if (index < 0) {\n const nextStates = this.currentStates ? this.currentStates.slice() : [];\n nextStates.push(stateName);\n this.useStates(nextStates, hasAnimation);\n }\n }\n }\n\n addState(stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) {\n if (\n this.currentStates &&\n this.currentStates.includes(stateName) &&\n (keepCurrentStates || this.currentStates.length === 1)\n ) {\n return;\n }\n\n const newStates =\n keepCurrentStates && this.currentStates?.length ? this.currentStates.concat([stateName]) : [stateName];\n\n this.useStates(newStates, hasAnimation);\n }\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!states.length) {\n this.clearStates(hasAnimation);\n return;\n }\n\n const isChange =\n this.currentStates?.length !== states.length ||\n states.some((stateName, index) => this.currentStates[index] !== stateName);\n\n if (!isChange) {\n return;\n }\n\n const stateAttrs = {};\n states.forEach(stateName => {\n const attrs = this.stateProxy ? this.stateProxy(stateName, states) : this.states?.[stateName];\n\n if (attrs) {\n Object.assign(stateAttrs, attrs);\n }\n });\n\n this.updateNormalAttrs(stateAttrs);\n\n this.currentStates = states;\n this.applyStateAttrs(stateAttrs, states, hasAnimation);\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n addUpdateShapeTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE; // for shape\n }\n\n addUpdateShapeAndBoundsTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE_AND_BOUNDS; // for shape&bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n protected updateShapeAndBoundsTagSetted(): boolean {\n return (this._updateTag & UpdateTag.UPDATE_SHAPE_AND_BOUNDS) === UpdateTag.UPDATE_SHAPE_AND_BOUNDS;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_LOCAL_MATRIX;\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_MATRIX;\n }\n /**\n * 清除局部位置tag\n */\n protected clearUpdateLocalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_LOCAL_MATRIX;\n }\n /**\n * 清除全局位置tag\n */\n protected clearUpdateGlobalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_GLOBAL_MATRIX;\n }\n\n addUpdateLayoutTag() {\n this._updateTag |= UpdateTag.UPDATE_LAYOUT;\n }\n\n protected clearUpdateLayoutTag() {\n this._updateTag &= UpdateTag.CLEAR_LAYOUT;\n }\n\n protected needUpdateLayout(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LAYOUT);\n }\n\n protected getAnchor(anchor: [string | number, string | number], params: { b?: IAABBBounds }) {\n const _anchor: [number, number] = [0, 0];\n const getBounds = () => {\n if (params.b) {\n return params.b;\n }\n const { scaleX, scaleY, angle } = this.attribute;\n // 拷贝一份,避免计算bounds的过程中计算matrix,然后matrix又修改了bounds\n tempBounds.copy(this._AABBBounds);\n // @ts-ignore\n this.setAttributes({ scaleX: 1, scaleY: 1, angle: 0 });\n params.b = this.AABBBounds.clone();\n this._AABBBounds.copy(tempBounds);\n // @ts-ignore\n this.setAttributes({ scaleX, scaleY, angle });\n return params.b;\n };\n if (typeof anchor[0] === 'string') {\n const ratio = parseFloat(anchor[0]) / 100;\n const bounds = getBounds();\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor[0];\n }\n if (typeof anchor[1] === 'string') {\n const ratio = parseFloat(anchor[1]) / 100;\n const bounds = getBounds();\n _anchor[1] = bounds.y1 + (bounds.y2 - bounds.y1) * ratio;\n } else {\n _anchor[1] = anchor[1];\n }\n\n return _anchor;\n }\n\n /**\n * 更新局部matrix的具体函数\n */\n protected doUpdateLocalMatrix() {\n const {\n x = DefaultTransform.x,\n y = DefaultTransform.y,\n scaleX = DefaultTransform.scaleX,\n scaleY = DefaultTransform.scaleY,\n angle = DefaultTransform.angle,\n scaleCenter,\n anchor,\n postMatrix\n } = this.attribute;\n let _anchor: [number, number] = [0, 0];\n const params = {};\n if (anchor) {\n _anchor = this.getAnchor(anchor, params);\n }\n if (scaleCenter && (scaleX !== 1 || scaleY !== 1)) {\n const m = this._transMatrix;\n m.reset();\n m.translate(_anchor[0], _anchor[1]);\n m.rotate(angle);\n m.translate(-_anchor[0], -_anchor[1]);\n\n m.translate(x, y);\n // m.translate(scaleCenter[0] * scaleX, scaleCenter[1] * scaleY);\n // 计算bounds\n _anchor = this.getAnchor(scaleCenter, params);\n application.transformUtil.fromMatrix(m, m).scale(scaleX, scaleY, { x: _anchor[0], y: _anchor[1] });\n // m.translate(-scaleCenter[0], -scaleCenter[1]);\n } else {\n normalTransform(this._transMatrix, this._transMatrix.reset(), x, y, scaleX, scaleY, angle, anchor && _anchor);\n }\n const p = this.getOffsetXY(DefaultTransform);\n this._transMatrix.e += p.x;\n this._transMatrix.f += p.y;\n\n if (postMatrix) {\n const m1 = tempMatrix.setValue(\n postMatrix.a,\n postMatrix.b,\n postMatrix.c,\n postMatrix.d,\n postMatrix.e,\n postMatrix.f\n );\n const m2 = this._transMatrix;\n m1.multiply(m2.a, m2.b, m2.c, m2.d, m2.e, m2.f);\n m2.setValue(m1.a, m1.b, m1.c, m1.d, m1.e, m1.f);\n }\n }\n /**\n * 更新全局matrix的具体函数\n */\n protected doUpdateGlobalMatrix() {\n // 基于parent的matrix修改\n if (this.parent) {\n this._globalTransMatrix.multiply(\n this.transMatrix.a,\n this.transMatrix.b,\n this.transMatrix.c,\n this.transMatrix.d,\n this.transMatrix.e,\n this.transMatrix.f\n );\n const { scrollX = 0, scrollY = 0 } = this.parent.attribute;\n this._globalTransMatrix.translate(scrollX, scrollY);\n }\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n if (this.animates && this.animates.size) {\n const timeline = stage.getTimeline();\n this.animates.forEach(a => {\n a.setTimeline(timeline);\n });\n }\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n }\n }\n\n setStageToShadowRoot(stage?: IStage, layer?: ILayer) {\n if (this.shadowRoot) {\n this.shadowRoot.setStage(stage, layer);\n }\n }\n\n onAddStep(step: IStep) {\n return;\n }\n onStop(props?: Partial<T>): void {\n if (props) {\n this.setAttributes(props, false, { type: AttributeUpdateType.ANIMATE_END });\n }\n }\n // step时调用\n onStep(subAnimate: ISubAnimate, animate: IAnimate, step: IStep, ratio: number, end: boolean) {\n const nextAttributes = {};\n if (step.customAnimate) {\n step.customAnimate.update(end, ratio, nextAttributes);\n } else {\n const nextProps = step.props;\n const nextParsedProps = step.parsedProps;\n const propKeys = step.propKeys;\n this.stepInterpolate(\n subAnimate,\n animate,\n nextAttributes,\n step,\n ratio,\n end,\n nextProps,\n undefined,\n nextParsedProps,\n propKeys\n );\n }\n this.setAttributes(nextAttributes, false, {\n type: AttributeUpdateType.ANIMATE_UPDATE,\n animationState: {\n ratio,\n end,\n step,\n isFirstFrameOfStep: subAnimate.getLastStep() !== step\n }\n });\n this.stage && this.stage.renderNextFrame();\n }\n\n stepInterpolate(\n subAnimate: ISubAnimate,\n animate: IAnimate,\n nextAttributes: Record<string, any>,\n step: IStep,\n ratio: number,\n end: boolean,\n nextProps: Record<string, any>,\n lastProps?: Record<string, any>,\n nextParsedProps?: any,\n propKeys?: string[]\n ) {\n if (!propKeys) {\n propKeys = Object.keys(nextProps);\n step.propKeys = propKeys;\n }\n if (end) {\n step.propKeys.forEach(key => {\n if (!animate.validAttr(key)) {\n return;\n }\n nextAttributes[key] = nextProps[key];\n });\n } else {\n propKeys.forEach(key => {\n // 如果属性不合法,那直接return\n if (!animate.validAttr(key)) {\n return;\n }\n const nextStepVal = nextProps[key];\n const lastStepVal = (lastProps && lastProps[key]) ?? subAnimate.getLastPropByName(key, step);\n let match: boolean;\n match =\n animate.interpolateFunc && animate.interpolateFunc(key, ratio, lastStepVal, nextStepVal, nextAttributes);\n if (match) {\n return;\n }\n match = animate.customInterpolate(key, ratio, lastStepVal, nextStepVal, this, nextAttributes);\n if (match) {\n return;\n }\n if (!this.defaultInterpolate(nextStepVal, lastStepVal, key, nextAttributes, nextParsedProps, ratio)) {\n this._interpolate(key, ratio, lastStepVal, nextStepVal, nextAttributes);\n }\n });\n }\n\n step.parsedProps = nextParsedProps;\n }\n\n defaultInterpolate(\n nextStepVal: any,\n lastStepVal: any,\n key: string,\n nextAttributes: Record<string, any>,\n nextParsedProps: any,\n ratio: number\n ) {\n if (Number.isFinite(nextStepVal)) {\n nextAttributes[key] = lastStepVal + (nextStepVal - lastStepVal) * ratio;\n return true;\n } else if (key === 'fill') {\n if (!nextParsedProps) {\n nextParsedProps = {};\n }\n // 保存解析的结果到step\n const fillColorArray: [number, number, number, number] = nextParsedProps.fillColorArray;\n const color = interpolateColor(lastStepVal, fillColorArray ?? nextStepVal, ratio, false, (fArray, tArray) => {\n nextParsedProps.fillColorArray = tArray;\n });\n if (color) {\n nextAttributes[key] = color;\n }\n return true;\n } else if (key === 'stroke') {\n if (!nextParsedProps) {\n nextParsedProps = {};\n }\n // 保存解析的结果到step\n const strokeColorArray: [number, number, number, number] = nextParsedProps.strokeColorArray;\n const color = interpolateColor(lastStepVal, strokeColorArray ?? nextStepVal, ratio, false, (fArray, tArray) => {\n nextParsedProps.strokeColorArray = tArray;\n });\n if (color) {\n nextAttributes[key] = color;\n }\n return true;\n } else if (key === 'shadowColor') {\n if (!nextParsedProps) {\n nextParsedProps = {};\n }\n // 保存解析的结果到step\n const shadowColorArray: [number, number, number, number] = nextParsedProps.shadowColorArray;\n const color = interpolateColor(lastStepVal, shadowColorArray ?? nextStepVal, ratio, true, (fArray, tArray) => {\n nextParsedProps.shadowColorArray = tArray;\n });\n if (color) {\n nextAttributes[key] = color;\n }\n\n return true;\n }\n\n return false;\n }\n\n protected _interpolate(key: string, ratio: number, lastStepVal: any, nextStepVal: any, nextAttributes: any) {\n return;\n }\n\n getDefaultAttribute(name: string) {\n return getTheme(this as any)[this.type][name];\n }\n\n // 获取属性\n getComputedAttribute(name: string) {\n return this.attribute[name] ?? this.getDefaultAttribute(name);\n }\n /**\n * 添加onSetStage钩子\n * @param cb 回调函数\n * @param immediate 是否立刻执行,如果在回调添加之前stage就已经绑定,那么如果第二个参数为true就立刻执行回调\n */\n onSetStage(cb: (g: IGraphic, stage: IStage) => void, immediate: boolean = false) {\n this._onSetStage = cb;\n if (immediate && this.stage) {\n cb(this, this.stage);\n }\n }\n\n /******************** shadow graphic *********************/\n attachShadow(shadowRoot?: IShadowRoot) {\n if (shadowRoot) {\n shadowRoot.shadowHost = this;\n }\n\n this.shadowRoot = shadowRoot ?? application.graphicService.creator.shadowRoot(this);\n this.addUpdateBoundTag();\n this.shadowRoot.setStage(this.stage, this.layer);\n return this.shadowRoot;\n }\n\n detachShadow() {\n if (this.shadowRoot) {\n this.addUpdateBoundTag();\n this.shadowRoot = null;\n }\n }\n\n toJson(): IGraphicJson {\n return {\n attribute: this.attribute,\n _uid: this._uid,\n type: this.type,\n name: this.name,\n children: this.children.map((item: IGraphic) => item.toJson())\n };\n }\n\n createPathProxy(path?: string) {\n if (isString(path, true)) {\n this.pathProxy = new CustomPath2D().fromString(path as string);\n } else {\n this.pathProxy = new CustomPath2D();\n }\n\n return this.pathProxy;\n }\n\n loadImage(image: any, background: boolean = false) {\n if (!image || (background && backgroundNotImage(image))) {\n return;\n }\n const url = image;\n if (!this.resources) {\n this.resources = new Map();\n }\n const cache: {\n state: 'loading' | 'success' | 'init' | 'fail';\n data: any;\n } = {\n data: 'init',\n state: null\n };\n this.resources.set(url, cache);\n if (typeof image === 'string') {\n cache.state = 'loading';\n if (isValidUrl(image) || isBase64(image)) {\n ResourceLoader.GetImage(image, this);\n this.backgroundImg = this.backgroundImg || background;\n } else if (image.startsWith('<svg')) {\n // TODO 封装isSvg到@visactor/vutils\n ResourceLoader.GetSvg(image, this);\n this.backgroundImg = this.backgroundImg || background;\n }\n } else {\n (cache.state = 'success'), (cache.data = image);\n this.backgroundImg = this.backgroundImg || background;\n }\n }\n\n imageLoadSuccess(url: string, image: HTMLImageElement, cb?: () => void) {\n // 更新属性\n // this.resourceState = 'success';\n // this.resource = image;\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'success';\n res.data = image;\n\n cb && cb();\n\n // 触发重绘\n // 暂时全量,TODO 启动局部重绘\n // this.stage.enableDirtyBounds();\n // this.stage.dirty(this.AABBBounds);\n this.addUpdateBoundTag(); // 添加bounds更新tag重绘才会绘制这个mark\n this.stage && this.stage.renderNextFrame();\n }\n\n imageLoadFail(url: string, cb?: () => void) {\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'fail';\n\n cb && cb();\n }\n\n private _stopAnimates(animates: Map<string | number, IAnimate>) {\n if (animates) {\n animates.forEach(animate => {\n animate.stop();\n });\n }\n }\n\n stopAnimates(stopChildren: boolean = false) {\n this._stopAnimates(this.animates);\n\n if (this.shadowRoot) {\n // 停止所有影子节点的动画\n this.shadowRoot.stopAnimates(true);\n }\n if (this.isContainer && stopChildren) {\n this.forEachChildren((c: IGraphic) => {\n c.stopAnimates(stopChildren);\n });\n }\n }\n\n release(): void {\n this.releaseStatus = 'released';\n application.graphicService.onRelease(this);\n }\n\n protected _emitCustomEvent(type: string, context?: any) {\n if (this._events && type in this._events) {\n const changeEvent = new CustomEvent(type, context);\n changeEvent.bubbles = false;\n\n (changeEvent as any).manager = (this.stage as any)?.eventSystem?.manager;\n this.dispatchEvent(changeEvent);\n }\n }\n\n abstract getNoWorkAnimateAttr(): Record<string, number>;\n\n abstract clone(): Graphic<any>;\n}\n\nGraphic.mixin(EventTarget);\n\nfunction backgroundNotImage(image: any) {\n if (image.fill || image.stroke) {\n return true;\n }\n return false;\n}\n"]}
1
+ 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type { ICustomPath2D } from './../interface/path';\nimport type { OBBBounds, Dict, IPointLike, IAABBBounds } from '@visactor/vutils';\nimport {\n AABBBounds,\n Matrix,\n normalTransform,\n Point,\n isNil,\n has,\n isString,\n isValidUrl,\n isBase64,\n isObject\n} from '@visactor/vutils';\nimport type {\n GraphicType,\n IAnimateConfig,\n IGraphicAttribute,\n IGraphic,\n IGraphicAnimateParams,\n IGraphicJson,\n ISetAttributeContext,\n ITransform,\n GraphicReleaseStatus\n} from '../interface/graphic';\nimport { Node } from './node-tree';\nimport type {\n IAnimate,\n IAnimateTarget,\n IGlyphGraphicAttribute,\n IGroup,\n ILayer,\n IPickerService,\n IShadowRoot,\n IStage,\n IStep,\n ISubAnimate\n} from '../interface';\nimport { EventTarget, CustomEvent } from '../event';\nimport { DefaultTransform } from './config';\nimport { application } from '../application';\nimport { Animate, DefaultStateAnimateConfig } from '../animate';\nimport { interpolateColor } from '../color-string/interpolate';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { getTheme } from './theme';\nimport { ResourceLoader } from '../resource-loader/loader';\nimport { AttributeUpdateType, IContainPointMode, UpdateTag } from '../common/enums';\n\n/**\n * pathProxy参考自zrender\n * BSD 3-Clause License\n\n Copyright (c) 2017, Baidu Inc.\n All rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n * Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n * Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\n FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\nconst tempMatrix = new Matrix();\nconst tempBounds = new AABBBounds();\n\nexport const PURE_STYLE_KEY = [\n 'stroke',\n 'opacity',\n 'strokeOpacity',\n 'lineDash',\n 'lineDashOffset',\n 'lineCap',\n 'lineJoin',\n 'miterLimit',\n 'fill',\n 'fillOpacity'\n];\n\nexport const GRAPHIC_UPDATE_TAG_KEY = [\n 'lineWidth',\n 'lineCap',\n 'lineJoin',\n 'miterLimit',\n 'scaleX',\n 'scaleY',\n 'angle',\n 'anchor'\n];\n\nconst tempConstantXYKey = ['x', 'y'];\nconst tempConstantScaleXYKey = ['scaleX', 'scaleY'];\nconst tempConstantAngleKey = ['angle'];\n\nconst point = new Point();\n\nexport const NOWORK_ANIMATE_ATTR = {\n strokeSeg: 1,\n boundsPadding: 2,\n pickMode: 1,\n boundsMode: 1,\n customPickShape: 1,\n pickable: 1,\n childrenPickable: 1,\n visible: 1,\n zIndex: 1,\n layout: 1,\n keepDirIn3d: 1,\n\n outerBorder: 1,\n innerBorder: 1,\n lineDash: 1,\n lineCap: 1,\n lineJoin: 1,\n miterLimit: 2,\n strokeBoundsBuffer: 2,\n\n scaleCenter: 1,\n anchor: 1,\n anchor3d: 1,\n postMatrix: 1,\n\n backgroundMode: 2,\n background: 1,\n texture: 1,\n cursor: 1,\n html: 1\n};\n\n/**\n * globalTransMatrix更新逻辑\n * 1. group的transform修改,会下发到所有下层group,将所有下层的tag修改\n * 2. 叶子graphic每次获取globalTransMatrix都重新计算\n * 3. 所有节点的transform修改,或者globalTransform修改,都会下发到自己的shadowRoot上\n */\n\nexport abstract class Graphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends Node\n implements IGraphic<T>, IAnimateTarget\n{\n /**\n * Mixes all enumerable properties and methods from a source object to Element.\n * @param source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict<any>): void {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(Element.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i) {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n Graphic.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName) as PropertyDecorator\n );\n }\n }\n\n declare _events?: any;\n\n declare onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n declare parent: any;\n\n declare resources?: Map<\n string,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n declare backgroundImg?: boolean;\n\n declare type: GraphicType;\n declare prefixed: string;\n declare numberType: number;\n declare isContainer?: boolean;\n declare valid: boolean;\n declare stage?: IStage;\n declare layer?: ILayer;\n declare incremental?: number;\n declare glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n declare _onSetStage?: (g: IGraphic, stage: IStage, layer: ILayer) => void;\n // declare _beforeAttributeUpdate?: (key: string | string, value: any) => void;\n // 标记是否是在3d模式下\n declare in3dMode?: boolean;\n\n // aabbBounds,所有图形都需要有,所以初始化即赋值\n protected declare _AABBBounds: AABBBounds;\n get AABBBounds(): AABBBounds {\n return this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');\n }\n // 具有旋转的包围盒,部分图元需要,动态初始化\n protected declare _OBBBounds?: OBBBounds;\n get OBBBounds(): OBBBounds {\n return this.tryUpdateOBBBounds();\n }\n protected declare _globalAABBBounds: AABBBounds;\n // 全局包围盒,部分图元需要,动态初始化,建议使用AABBBounds\n get globalAABBBounds(): AABBBounds {\n return this.tryUpdateGlobalAABBBounds();\n }\n protected declare _transMatrix: Matrix;\n get transMatrix(): Matrix {\n return this.tryUpdateLocalTransMatrix(true);\n }\n protected declare _globalTransMatrix: Matrix;\n get globalTransMatrix(): Matrix {\n return this.tryUpdateGlobalTransMatrix(true);\n }\n protected declare _updateTag: number;\n\n // 上次更新的stamp\n declare stamp?: number;\n\n declare attribute: T;\n\n declare shadowRoot?: IShadowRoot;\n\n declare releaseStatus?: GraphicReleaseStatus;\n\n /** 记录state对应的图形属性 */\n declare states?: Record<string, Partial<T>>;\n /** 当前state值 */\n declare currentStates?: string[];\n /** TODO: state更新对应的动画配置 */\n declare stateAnimateConfig?: IAnimateConfig;\n /** 记录应用state之前,attribute对应的原始图形属性 */\n declare normalAttrs?: Partial<T>;\n /** 获取state图形属性的方法 */\n declare stateProxy?: (stateName: string, targetStates?: string[]) => T;\n declare animates: Map<string | number, IAnimate>;\n\n declare nextAttrs?: T;\n declare prevAttrs?: T;\n declare finalAttrs?: T;\n\n declare pathProxy?: ICustomPath2D;\n\n constructor(params: T = {} as T) {\n super();\n this._AABBBounds = new AABBBounds();\n this._updateTag = UpdateTag.INIT;\n this.attribute = params;\n this.valid = this.isValid();\n if (params.background) {\n this.loadImage(params.background, true);\n }\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n }\n set2dMode() {\n this.in3dMode = false;\n }\n getOffsetXY(attr?: ITransform, includeScroll: boolean = false) {\n const { dx = attr.dx, dy = attr.dy } = this.attribute;\n if (includeScroll && this.parent) {\n const groupTheme = getTheme(this.parent).group;\n const { scrollX = groupTheme.scrollX, scrollY = groupTheme.scrollY } = this.parent.attribute;\n point.x = dx + scrollX;\n point.y = dy + scrollY;\n } else {\n point.x = dx;\n point.y = dy;\n }\n return point;\n }\n\n onAnimateBind(animate: IAnimate | ISubAnimate) {\n this._emitCustomEvent('animate-bind', animate);\n }\n\n protected tryUpdateAABBBounds(full?: boolean): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n if (!this.valid) {\n this._AABBBounds.clear();\n return this._AABBBounds;\n }\n\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const bounds = this.doUpdateAABBBounds(full);\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, true);\n return bounds;\n }\n\n protected combindShadowAABBBounds(bounds: IAABBBounds) {\n // 合并shadowRoot的Bounds\n if (this.shadowRoot) {\n const b = this.shadowRoot.AABBBounds.clone();\n bounds.union(b);\n }\n }\n\n protected abstract doUpdateAABBBounds(full?: boolean): AABBBounds;\n\n protected abstract tryUpdateOBBBounds(): OBBBounds;\n\n protected tryUpdateGlobalAABBBounds(): AABBBounds {\n if (!this._globalAABBBounds) {\n this._globalAABBBounds = this.AABBBounds.clone();\n } else {\n this._globalAABBBounds.setValue(\n this._AABBBounds.x1,\n this._AABBBounds.y1,\n this._AABBBounds.x2,\n this._AABBBounds.y2\n );\n }\n // 使用parent的grloalAABBBounds\n // todo: 考虑是否需要性能优化\n if (this.parent) {\n this._globalAABBBounds.transformWithMatrix((this.parent as IGroup).globalTransMatrix);\n }\n return this._globalAABBBounds;\n }\n\n /**\n * 这里都是叶子节点的UpdateGlobalTransMatrix函数,只要走进来就直接计算\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n if (this.shouldUpdateGlobalMatrix()) {\n this.doUpdateGlobalMatrix();\n }\n return this._globalTransMatrix;\n }\n\n shouldUpdateGlobalMatrix(): boolean {\n return true;\n }\n\n protected tryUpdateLocalTransMatrix(clearTag: boolean = true) {\n if (!this._transMatrix) {\n this._transMatrix = new Matrix();\n }\n if (this.shouldUpdateLocalMatrix()) {\n this.doUpdateLocalMatrix();\n clearTag && this.clearUpdateLocalPositionTag();\n }\n return this._transMatrix;\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds();\n }\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);\n }\n\n // 自身变化导致的AABBBounds的变化\n shouldSelfChangeUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds();\n }\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);\n }\n\n protected shouldUpdateLocalMatrix(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LOCAL_MATRIX);\n }\n\n isValid(): boolean {\n const attribute = this.attribute;\n return Number.isFinite((attribute.x ?? 0) + (attribute.y ?? 0));\n }\n\n protected _validNumber(num?: number) {\n return num == null || Number.isFinite(num);\n }\n\n shouldUpdateShape(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_SHAPE);\n }\n clearUpdateShapeTag() {\n this._updateTag &= UpdateTag.CLEAR_SHAPE;\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode, picker?: IPickerService): boolean {\n if (!picker) {\n return false;\n }\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n x = point.x;\n y = point.y;\n }\n return picker.containsPoint(this, { x, y });\n }\n\n setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n\n if (params.background) {\n this.loadImage(params.background, true);\n }\n\n this._setAttributes(params, forceUpdateTag, context);\n }\n\n _setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n const keys = Object.keys(params);\n for (let i = 0; i < keys.length; i++) {\n const key = keys[i];\n\n this.attribute[key] = params[key];\n }\n this.valid = this.isValid();\n // 没有设置shape&bounds的tag\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTags(keys))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n\n setAttribute(key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) {\n const params =\n this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate({ [key]: value }, this.attribute, key, context);\n if (!params) {\n if (!isNil(this.normalAttrs?.[key])) {\n this.normalAttrs[key] = value;\n } else {\n this.attribute[key] = value;\n this.valid = this.isValid();\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTag(key))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n } else {\n this._setAttributes(params, forceUpdateTag, context);\n }\n if (key === 'background') {\n this.loadImage(value, true);\n }\n }\n\n protected needUpdateTags(keys: string[], k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (keys.indexOf(attrKey) !== -1) {\n return true;\n }\n }\n return false;\n }\n\n protected needUpdateTag(key: string, k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (key === attrKey) {\n return true;\n }\n }\n return false;\n }\n\n initAttributes(params: T) {\n // this.setAttributes(params, true);\n const context = { type: AttributeUpdateType.INIT };\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n this.attribute = params;\n if (params.background) {\n this.loadImage(params.background, true);\n }\n this._updateTag = UpdateTag.INIT;\n this.onAttributeUpdate(context);\n }\n\n translate(x: number, y: number) {\n if (x === 0 && y === 0) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n x = params.x;\n y = params.y;\n delete params.x;\n delete params.y;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n const postMatrix = attribute.postMatrix;\n if (!postMatrix) {\n attribute.x = (attribute.x ?? DefaultTransform.x) + x;\n attribute.y = (attribute.y ?? DefaultTransform.y) + y;\n } else {\n application.transformUtil.fromMatrix(postMatrix, postMatrix).translate(x, y);\n }\n\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n translateTo(x: number, y: number) {\n const attribute = this.attribute;\n if (attribute.x === x && attribute.y === y) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.x = x;\n attribute.y = y;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scale(scaleX: number, scaleY: number, scaleCenter?: IPointLike) {\n if (scaleX === 1 && scaleY === 1) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY, scaleCenter }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n scaleX = params.scaleX;\n scaleY = params.scaleY;\n delete params.scaleX;\n delete params.scaleY;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n if (!scaleCenter) {\n attribute.scaleX = (attribute.scaleX ?? DefaultTransform.scaleX) * scaleX;\n attribute.scaleY = (attribute.scaleY ?? DefaultTransform.scaleY) * scaleY;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).scale(scaleX, scaleY, scaleCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scaleTo(scaleX: number, scaleY: number) {\n const attribute = this.attribute;\n if (attribute.scaleX === scaleX && attribute.scaleY === scaleY) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.scaleX = scaleX;\n attribute.scaleY = scaleY;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotate(angle: number, rotateCenter?: IPointLike) {\n if (angle === 0) {\n return this;\n }\n const context = { type: AttributeUpdateType.ROTATE };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ angle, rotateCenter }, this.attribute, tempConstantAngleKey, context);\n if (params) {\n delete params.angle;\n this._setAttributes(params, false, context);\n // return this;\n }\n const attribute = this.attribute;\n if (!rotateCenter) {\n attribute.angle = (attribute.angle ?? DefaultTransform.angle) + angle;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).rotate(angle, rotateCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotateTo(angle: number) {\n const attribute = this.attribute;\n if (attribute.angle === angle) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.ROTATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate(angle, this.attribute, tempConstantAngleKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.angle = angle;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n skewTo(b: number, c: number) {\n return this;\n }\n\n animate(params?: IGraphicAnimateParams) {\n if (!this.animates) {\n this.animates = new Map();\n }\n const animate = new Animate(params?.id).bind(this);\n if (params) {\n const { onStart, onFrame, onEnd, onRemove } = params;\n onStart != null && animate.onStart(onStart);\n onFrame != null && animate.onFrame(onFrame);\n onEnd != null && animate.onEnd(onEnd);\n onRemove != null && animate.onRemove(onRemove);\n animate.interpolateFunc = params.interpolate;\n }\n this.animates.set(animate.id, animate);\n animate.onRemove(() => {\n this.animates.delete(animate.id);\n });\n\n return animate;\n }\n\n onAttributeUpdate(context?: ISetAttributeContext) {\n if (context && context.skipUpdateCallback) {\n return;\n }\n application.graphicService.onAttributeUpdate(this);\n this._emitCustomEvent('afterAttributeUpdate', context);\n }\n\n // hasListener(event: string) {\n // const prefix = this.prefixed;\n // var evt = prefix ? prefix + event : event;\n // return this._events[evt];\n // }\n\n update(d?: { bounds: boolean; trans: boolean }) {\n if (d) {\n d.bounds && this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');\n d.trans && this.tryUpdateLocalTransMatrix();\n } else {\n this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');\n this.tryUpdateLocalTransMatrix();\n }\n }\n\n hasState(stateName?: string) {\n if (!this.currentStates || !this.currentStates.length) {\n return false;\n }\n\n if (!isNil(stateName)) {\n return this.currentStates.includes(stateName);\n }\n\n return true;\n }\n getState(stateName: string) {\n return this.states?.[stateName];\n }\n\n applyStateAttrs(attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) {\n if (hasAnimation) {\n const keys = Object.keys(attrs);\n const noWorkAAttr = this.getNoWorkAnimateAttr();\n const animateAttrs: Partial<T> = {};\n let noAnimateAttrs: Partial<T> | undefined;\n if (isClear) {\n keys.forEach(key => {\n if (!noWorkAAttr[key]) {\n animateAttrs[key] = attrs[key] === undefined ? this.getDefaultAttribute(key) : attrs[key];\n } else {\n if (!noAnimateAttrs) {\n noAnimateAttrs = {};\n }\n noAnimateAttrs[key] = attrs[key];\n }\n });\n } else {\n keys.forEach(key => {\n if (!noWorkAAttr[key]) {\n animateAttrs[key] = attrs[key];\n } else {\n if (!noAnimateAttrs) {\n noAnimateAttrs = {};\n }\n noAnimateAttrs[key] = attrs[key];\n }\n });\n }\n\n const animate = this.animate();\n (animate as any).stateNames = stateNames;\n animate.to(\n animateAttrs,\n this.stateAnimateConfig?.duration ?? DefaultStateAnimateConfig.duration,\n this.stateAnimateConfig?.easing ?? DefaultStateAnimateConfig.easing\n );\n noAnimateAttrs && this.setAttributes(noAnimateAttrs, false, { type: AttributeUpdateType.STATE });\n } else {\n this.setAttributes(attrs, false, { type: AttributeUpdateType.STATE });\n }\n }\n\n updateNormalAttrs(stateAttrs: Partial<T>) {\n const newNormalAttrs = {};\n if (this.normalAttrs) {\n Object.keys(stateAttrs).forEach(key => {\n if (key in this.normalAttrs) {\n newNormalAttrs[key] = this.normalAttrs[key];\n delete this.normalAttrs[key];\n } else {\n newNormalAttrs[key] = this.getNormalAttribute(key);\n }\n });\n Object.keys(this.normalAttrs).forEach(key => {\n stateAttrs[key] = this.normalAttrs[key];\n });\n } else {\n Object.keys(stateAttrs).forEach(key => {\n newNormalAttrs[key] = this.getNormalAttribute(key);\n });\n }\n\n this.normalAttrs = newNormalAttrs;\n }\n\n private getNormalAttribute(key: string) {\n let value = this.attribute[key];\n\n if (this.animates) {\n this.animates.forEach(animate => {\n if ((animate as any).stateNames) {\n const endProps = animate.getEndProps();\n\n if (has(endProps, key)) {\n value = endProps[key];\n }\n }\n });\n }\n\n return value;\n }\n\n clearStates(hasAnimation?: boolean) {\n if (this.hasState() && this.normalAttrs) {\n this.currentStates = [];\n this.applyStateAttrs(this.normalAttrs, this.currentStates, hasAnimation, true);\n } else {\n this.currentStates = [];\n }\n this.normalAttrs = null;\n }\n\n removeState(stateName: string, hasAnimation?: boolean) {\n const index = this.currentStates ? this.currentStates.indexOf(stateName) : -1;\n\n if (index >= 0) {\n const currentStates = this.currentStates.filter(state => state !== stateName);\n\n this.useStates(currentStates, hasAnimation);\n }\n }\n\n toggleState(stateName: string, hasAnimation?: boolean) {\n if (this.hasState(stateName)) {\n this.removeState(stateName, hasAnimation);\n } else {\n const index = this.currentStates ? this.currentStates.indexOf(stateName) : -1;\n if (index < 0) {\n const nextStates = this.currentStates ? this.currentStates.slice() : [];\n nextStates.push(stateName);\n this.useStates(nextStates, hasAnimation);\n }\n }\n }\n\n addState(stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) {\n if (\n this.currentStates &&\n this.currentStates.includes(stateName) &&\n (keepCurrentStates || this.currentStates.length === 1)\n ) {\n return;\n }\n\n const newStates =\n keepCurrentStates && this.currentStates?.length ? this.currentStates.concat([stateName]) : [stateName];\n\n this.useStates(newStates, hasAnimation);\n }\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!states.length) {\n this.clearStates(hasAnimation);\n return;\n }\n\n const isChange =\n this.currentStates?.length !== states.length ||\n states.some((stateName, index) => this.currentStates[index] !== stateName);\n\n if (!isChange) {\n return;\n }\n\n const stateAttrs = {};\n states.forEach(stateName => {\n const attrs = this.stateProxy ? this.stateProxy(stateName, states) : this.states?.[stateName];\n\n if (attrs) {\n Object.assign(stateAttrs, attrs);\n }\n });\n\n this.updateNormalAttrs(stateAttrs);\n\n this.currentStates = states;\n this.applyStateAttrs(stateAttrs, states, hasAnimation);\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n addUpdateShapeTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE; // for shape\n }\n\n addUpdateShapeAndBoundsTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE_AND_BOUNDS; // for shape&bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n protected updateShapeAndBoundsTagSetted(): boolean {\n return (this._updateTag & UpdateTag.UPDATE_SHAPE_AND_BOUNDS) === UpdateTag.UPDATE_SHAPE_AND_BOUNDS;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_LOCAL_MATRIX;\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_MATRIX;\n }\n /**\n * 清除局部位置tag\n */\n protected clearUpdateLocalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_LOCAL_MATRIX;\n }\n /**\n * 清除全局位置tag\n */\n protected clearUpdateGlobalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_GLOBAL_MATRIX;\n }\n\n addUpdateLayoutTag() {\n this._updateTag |= UpdateTag.UPDATE_LAYOUT;\n }\n\n protected clearUpdateLayoutTag() {\n this._updateTag &= UpdateTag.CLEAR_LAYOUT;\n }\n\n protected needUpdateLayout(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LAYOUT);\n }\n\n protected getAnchor(anchor: [string | number, string | number], params: { b?: IAABBBounds }) {\n const _anchor: [number, number] = [0, 0];\n const getBounds = () => {\n if (params.b) {\n return params.b;\n }\n const { scaleX, scaleY, angle } = this.attribute;\n // 拷贝一份,避免计算bounds的过程中计算matrix,然后matrix又修改了bounds\n tempBounds.copy(this._AABBBounds);\n // @ts-ignore\n this.setAttributes({ scaleX: 1, scaleY: 1, angle: 0 });\n params.b = this.AABBBounds.clone();\n this._AABBBounds.copy(tempBounds);\n // @ts-ignore\n this.setAttributes({ scaleX, scaleY, angle });\n return params.b;\n };\n if (typeof anchor[0] === 'string') {\n const ratio = parseFloat(anchor[0]) / 100;\n const bounds = getBounds();\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor[0];\n }\n if (typeof anchor[1] === 'string') {\n const ratio = parseFloat(anchor[1]) / 100;\n const bounds = getBounds();\n _anchor[1] = bounds.y1 + (bounds.y2 - bounds.y1) * ratio;\n } else {\n _anchor[1] = anchor[1];\n }\n\n return _anchor;\n }\n\n /**\n * 更新局部matrix的具体函数\n */\n protected doUpdateLocalMatrix() {\n const {\n x = DefaultTransform.x,\n y = DefaultTransform.y,\n scaleX = DefaultTransform.scaleX,\n scaleY = DefaultTransform.scaleY,\n angle = DefaultTransform.angle,\n scaleCenter,\n anchor,\n postMatrix\n } = this.attribute;\n let _anchor: [number, number] = [0, 0];\n const params = {};\n if (anchor) {\n _anchor = this.getAnchor(anchor, params);\n }\n if (scaleCenter && (scaleX !== 1 || scaleY !== 1)) {\n const m = this._transMatrix;\n m.reset();\n m.translate(_anchor[0], _anchor[1]);\n m.rotate(angle);\n m.translate(-_anchor[0], -_anchor[1]);\n\n m.translate(x, y);\n // m.translate(scaleCenter[0] * scaleX, scaleCenter[1] * scaleY);\n // 计算bounds\n _anchor = this.getAnchor(scaleCenter, params);\n application.transformUtil.fromMatrix(m, m).scale(scaleX, scaleY, { x: _anchor[0], y: _anchor[1] });\n // m.translate(-scaleCenter[0], -scaleCenter[1]);\n } else {\n normalTransform(this._transMatrix, this._transMatrix.reset(), x, y, scaleX, scaleY, angle, anchor && _anchor);\n }\n const p = this.getOffsetXY(DefaultTransform);\n this._transMatrix.e += p.x;\n this._transMatrix.f += p.y;\n\n if (postMatrix) {\n const m1 = tempMatrix.setValue(\n postMatrix.a,\n postMatrix.b,\n postMatrix.c,\n postMatrix.d,\n postMatrix.e,\n postMatrix.f\n );\n const m2 = this._transMatrix;\n m1.multiply(m2.a, m2.b, m2.c, m2.d, m2.e, m2.f);\n m2.setValue(m1.a, m1.b, m1.c, m1.d, m1.e, m1.f);\n }\n }\n /**\n * 更新全局matrix的具体函数\n */\n protected doUpdateGlobalMatrix() {\n // 基于parent的matrix修改\n if (this.parent) {\n this._globalTransMatrix.multiply(\n this.transMatrix.a,\n this.transMatrix.b,\n this.transMatrix.c,\n this.transMatrix.d,\n this.transMatrix.e,\n this.transMatrix.f\n );\n const { scrollX = 0, scrollY = 0 } = this.parent.attribute;\n this._globalTransMatrix.translate(scrollX, scrollY);\n }\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n if (this.animates && this.animates.size) {\n const timeline = stage.getTimeline();\n this.animates.forEach(a => {\n a.setTimeline(timeline);\n });\n }\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n }\n }\n\n setStageToShadowRoot(stage?: IStage, layer?: ILayer) {\n if (this.shadowRoot) {\n this.shadowRoot.setStage(stage, layer);\n }\n }\n\n onAddStep(step: IStep) {\n return;\n }\n onStop(props?: Partial<T>): void {\n if (props) {\n this.setAttributes(props, false, { type: AttributeUpdateType.ANIMATE_END });\n }\n }\n // step时调用\n onStep(subAnimate: ISubAnimate, animate: IAnimate, step: IStep, ratio: number, end: boolean) {\n const nextAttributes = {};\n if (step.customAnimate) {\n step.customAnimate.update(end, ratio, nextAttributes);\n } else {\n const nextProps = step.props;\n const nextParsedProps = step.parsedProps;\n const propKeys = step.propKeys;\n this.stepInterpolate(\n subAnimate,\n animate,\n nextAttributes,\n step,\n ratio,\n end,\n nextProps,\n undefined,\n nextParsedProps,\n propKeys\n );\n }\n this.setAttributes(nextAttributes, false, {\n type: AttributeUpdateType.ANIMATE_UPDATE,\n animationState: {\n ratio,\n end,\n step,\n isFirstFrameOfStep: subAnimate.getLastStep() !== step\n }\n });\n this.stage && this.stage.renderNextFrame();\n }\n\n stepInterpolate(\n subAnimate: ISubAnimate,\n animate: IAnimate,\n nextAttributes: Record<string, any>,\n step: IStep,\n ratio: number,\n end: boolean,\n nextProps: Record<string, any>,\n lastProps?: Record<string, any>,\n nextParsedProps?: any,\n propKeys?: string[]\n ) {\n if (!propKeys) {\n propKeys = Object.keys(nextProps);\n step.propKeys = propKeys;\n }\n if (end) {\n step.propKeys.forEach(key => {\n if (!animate.validAttr(key)) {\n return;\n }\n nextAttributes[key] = nextProps[key];\n });\n } else {\n propKeys.forEach(key => {\n // 如果属性不合法,那直接return\n if (!animate.validAttr(key)) {\n return;\n }\n const nextStepVal = nextProps[key];\n const lastStepVal = (lastProps && lastProps[key]) ?? subAnimate.getLastPropByName(key, step);\n let match: boolean;\n match =\n animate.interpolateFunc && animate.interpolateFunc(key, ratio, lastStepVal, nextStepVal, nextAttributes);\n if (match) {\n return;\n }\n match = animate.customInterpolate(key, ratio, lastStepVal, nextStepVal, this, nextAttributes);\n if (match) {\n return;\n }\n if (!this.defaultInterpolate(nextStepVal, lastStepVal, key, nextAttributes, nextParsedProps, ratio)) {\n this._interpolate(key, ratio, lastStepVal, nextStepVal, nextAttributes);\n }\n });\n }\n\n step.parsedProps = nextParsedProps;\n }\n\n defaultInterpolate(\n nextStepVal: any,\n lastStepVal: any,\n key: string,\n nextAttributes: Record<string, any>,\n nextParsedProps: any,\n ratio: number\n ) {\n if (Number.isFinite(nextStepVal)) {\n nextAttributes[key] = lastStepVal + (nextStepVal - lastStepVal) * ratio;\n return true;\n } else if (key === 'fill') {\n if (!nextParsedProps) {\n nextParsedProps = {};\n }\n // 保存解析的结果到step\n const fillColorArray: [number, number, number, number] = nextParsedProps.fillColorArray;\n const color = interpolateColor(lastStepVal, fillColorArray ?? nextStepVal, ratio, false, (fArray, tArray) => {\n nextParsedProps.fillColorArray = tArray;\n });\n if (color) {\n nextAttributes[key] = color;\n }\n return true;\n } else if (key === 'stroke') {\n if (!nextParsedProps) {\n nextParsedProps = {};\n }\n // 保存解析的结果到step\n const strokeColorArray: [number, number, number, number] = nextParsedProps.strokeColorArray;\n const color = interpolateColor(lastStepVal, strokeColorArray ?? nextStepVal, ratio, false, (fArray, tArray) => {\n nextParsedProps.strokeColorArray = tArray;\n });\n if (color) {\n nextAttributes[key] = color;\n }\n return true;\n } else if (key === 'shadowColor') {\n if (!nextParsedProps) {\n nextParsedProps = {};\n }\n // 保存解析的结果到step\n const shadowColorArray: [number, number, number, number] = nextParsedProps.shadowColorArray;\n const color = interpolateColor(lastStepVal, shadowColorArray ?? nextStepVal, ratio, true, (fArray, tArray) => {\n nextParsedProps.shadowColorArray = tArray;\n });\n if (color) {\n nextAttributes[key] = color;\n }\n\n return true;\n }\n\n return false;\n }\n\n protected _interpolate(key: string, ratio: number, lastStepVal: any, nextStepVal: any, nextAttributes: any) {\n return;\n }\n\n getDefaultAttribute(name: string) {\n return getTheme(this as any)[this.type][name];\n }\n\n // 获取属性\n getComputedAttribute(name: string) {\n return this.attribute[name] ?? this.getDefaultAttribute(name);\n }\n /**\n * 添加onSetStage钩子\n * @param cb 回调函数\n * @param immediate 是否立刻执行,如果在回调添加之前stage就已经绑定,那么如果第二个参数为true就立刻执行回调\n */\n onSetStage(cb: (g: IGraphic, stage: IStage) => void, immediate: boolean = false) {\n this._onSetStage = cb;\n if (immediate && this.stage) {\n cb(this, this.stage);\n }\n }\n\n /******************** shadow graphic *********************/\n attachShadow(shadowRoot?: IShadowRoot) {\n if (shadowRoot) {\n shadowRoot.shadowHost = this;\n }\n\n this.shadowRoot = shadowRoot ?? application.graphicService.creator.shadowRoot(this);\n this.addUpdateBoundTag();\n this.shadowRoot.setStage(this.stage, this.layer);\n return this.shadowRoot;\n }\n\n detachShadow() {\n if (this.shadowRoot) {\n this.addUpdateBoundTag();\n this.shadowRoot = null;\n }\n }\n\n toJson(): IGraphicJson {\n return {\n attribute: this.attribute,\n _uid: this._uid,\n type: this.type,\n name: this.name,\n children: this.children.map((item: IGraphic) => item.toJson())\n };\n }\n\n createPathProxy(path?: string) {\n if (isString(path, true)) {\n this.pathProxy = new CustomPath2D().fromString(path as string);\n } else {\n this.pathProxy = new CustomPath2D();\n }\n\n return this.pathProxy;\n }\n\n loadImage(image: any, background: boolean = false) {\n if (!image || (background && backgroundNotImage(image))) {\n return;\n }\n const url = image;\n if (!this.resources) {\n this.resources = new Map();\n }\n const cache: {\n state: 'loading' | 'success' | 'init' | 'fail';\n data: any;\n } = {\n data: 'init',\n state: null\n };\n this.resources.set(url, cache);\n if (typeof image === 'string') {\n cache.state = 'loading';\n if (isValidUrl(image) || isBase64(image)) {\n ResourceLoader.GetImage(image, this);\n this.backgroundImg = this.backgroundImg || background;\n } else if (image.startsWith('<svg')) {\n // TODO 封装isSvg到@visactor/vutils\n ResourceLoader.GetSvg(image, this);\n this.backgroundImg = this.backgroundImg || background;\n }\n } else {\n (cache.state = 'success'), (cache.data = image);\n this.backgroundImg = this.backgroundImg || background;\n }\n }\n\n imageLoadSuccess(url: string, image: HTMLImageElement, cb?: () => void) {\n // 更新属性\n // this.resourceState = 'success';\n // this.resource = image;\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'success';\n res.data = image;\n\n cb && cb();\n\n // 触发重绘\n // 暂时全量,TODO 启动局部重绘\n // this.stage.enableDirtyBounds();\n // this.stage.dirty(this.AABBBounds);\n this.addUpdateBoundTag(); // 添加bounds更新tag重绘才会绘制这个mark\n this.stage && this.stage.renderNextFrame();\n }\n\n imageLoadFail(url: string, cb?: () => void) {\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'fail';\n\n cb && cb();\n }\n\n private _stopAnimates(animates: Map<string | number, IAnimate>) {\n if (animates) {\n animates.forEach(animate => {\n animate.stop();\n });\n }\n }\n\n stopAnimates(stopChildren: boolean = false) {\n this._stopAnimates(this.animates);\n\n if (this.shadowRoot) {\n // 停止所有影子节点的动画\n this.shadowRoot.stopAnimates(true);\n }\n if (this.isContainer && stopChildren) {\n this.forEachChildren((c: IGraphic) => {\n c.stopAnimates(stopChildren);\n });\n }\n }\n\n release(): void {\n this.releaseStatus = 'released';\n application.graphicService.onRelease(this);\n }\n\n protected _emitCustomEvent(type: string, context?: any) {\n if (this._events && type in this._events) {\n const changeEvent = new CustomEvent(type, context);\n changeEvent.bubbles = false;\n\n (changeEvent as any).manager = (this.stage as any)?.eventSystem?.manager;\n this.dispatchEvent(changeEvent);\n }\n }\n\n abstract getNoWorkAnimateAttr(): Record<string, number>;\n\n abstract clone(): Graphic<any>;\n}\n\nGraphic.mixin(EventTarget);\n\nfunction backgroundNotImage(image: any) {\n if (image.fill || image.stroke) {\n return true;\n }\n return false;\n}\n"]}
@@ -1 +1 @@
1
- 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type { AABBBounds, Matrix, OBBBounds } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport { Point } from '@visactor/vutils';\nimport { application } from '../application';\nimport type {\n IStage,\n GraphicAttributeMap,\n INode,\n IGraphic,\n ITheme,\n IThemeSpec,\n ILayer,\n GraphicType\n} from '../interface';\nimport type { IGroup, IGroupGraphicAttribute } from '../interface/graphic/group';\nimport { Graphic, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme, Theme } from './theme';\nimport { parsePadding } from '../common/utils';\nimport { UpdateTag, IContainPointMode } from '../common/enums';\nimport { GROUP_NUMBER_TYPE } from './constants';\n\n// Group更新AABBBounds的策略\nexport enum GroupUpdateAABBBoundsMode {\n // Group较少的情况,不会批量设置所有父层的tag,而是每次都查找\n LESS_GROUP = 0,\n // Group较多的情况,每次都会设置tag到最顶层\n MORE_GROUP = 1\n}\n\nexport class Group extends Graphic<IGroupGraphicAttribute> implements IGroup {\n type: GraphicType = 'group';\n parent: any = null;\n isContainer: boolean = true;\n // 子元素的更新标记\n declare _childUpdateTag: number;\n\n declare theme?: ITheme;\n\n static NOWORK_ANIMATE_ATTR = NOWORK_ANIMATE_ATTR;\n\n constructor(params: IGroupGraphicAttribute) {\n super(params);\n this.numberType = GROUP_NUMBER_TYPE;\n this._childUpdateTag = UpdateTag.UPDATE_BOUNDS;\n // this.theme = new Theme();\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('3d');\n // });\n }\n set2dMode() {\n this.in3dMode = false;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('2d');\n // });\n }\n\n setTheme(t: IThemeSpec) {\n if (!this.theme) {\n this.theme = new Theme();\n }\n return this.theme.setTheme(t, this);\n }\n\n createTheme() {\n if (!this.theme) {\n this.theme = new Theme();\n }\n }\n\n hideAll() {\n this.setAttribute('visible', false);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).hideAll) {\n (item as any).hideAll();\n } else {\n item.setAttribute('visible', false);\n }\n });\n }\n\n showAll() {\n this.setAttribute('visible', true);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).showAll) {\n (item as any).showAll();\n } else {\n item.setAttribute('visible', true);\n }\n });\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * group containsPoint 只需要判断bounds\n * TODO: group的shape判断\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode): boolean {\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n return this.AABBBounds.contains(point.x, point.y);\n }\n return this.AABBBounds.contains(x, y);\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 检索自己是否需要更新\n if (super.shouldUpdateAABBBounds()) {\n return true;\n }\n // 检索叶子节点是否有更新(如果children是叶子节点的话)\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return true;\n }\n return false;\n // // 检索是否子group需要更新\n // let needUpdate = false;\n // this.forEachChildren((node: IGraphic) => {\n // // 只查找group层级\n // if (node.isContainer && (node as Group).shouldUpdateAABBBounds()) {\n // needUpdate = true;\n // return true;\n // }\n // return false;\n // });\n // return needUpdate;\n }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const selfChange = this.shouldSelfChangeUpdateAABBBounds();\n const bounds = this.doUpdateAABBBounds();\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, selfChange);\n return bounds;\n }\n\n protected doUpdateAABBBounds(): AABBBounds {\n const attribute = this.attribute;\n const groupTheme = getTheme(this).group;\n // debugger;\n this._AABBBounds.setValue(Infinity, Infinity, -Infinity, -Infinity);\n const bounds = application.graphicService.updateGroupAABBBounds(\n attribute,\n getTheme(this).group,\n this._AABBBounds,\n this\n ) as AABBBounds;\n\n const { boundsPadding = groupTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n // 更新bounds之后需要设置父节点,否则tag丢失\n this.parent && this.parent.addChildUpdateBoundTag();\n this.clearUpdateBoundTag();\n\n this._emitCustomEvent('AAABBBoundsChange');\n return bounds;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n this._childUpdateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n\n protected tryUpdateOBBBounds(): OBBBounds {\n throw new Error('暂不支持');\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n }\n\n addChildUpdateBoundTag() {\n // 如果已经设置过updateTag,那就不需要设置了\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return;\n }\n // 如果没有设置过,那么继续向上设置\n this._childUpdateTag |= UpdateTag.UPDATE_BOUNDS;\n this.parent && this.parent.addChildUpdateBoundTag();\n }\n\n getTheme() {\n return this.theme.getTheme(this);\n }\n\n // getDefaultAttribute(name: string) {\n // return DefaultGroupAttribute[name];\n // }\n\n /* 场景树结构 */\n incrementalAppendChild(node: INode): INode | null {\n const data = super.appendChild(node);\n if (this.stage && data) {\n (data as unknown as this).stage = this.stage;\n (data as unknown as this).layer = this.layer;\n }\n this.addUpdateBoundTag();\n application.graphicService.onAddIncremental(node as unknown as IGraphic, this, this.stage);\n return data;\n }\n incrementalClearChild(): void {\n super.removeAllChild();\n this.addUpdateBoundTag();\n application.graphicService.onClearIncremental(this, this.stage);\n return;\n }\n\n appendChild(node: INode, addStage: boolean = true): INode | null {\n const data = super.appendChild(node);\n if (addStage && this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertBefore(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertBefore(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertAfter(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertAfter(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertInto(newNode: INode, idx: number): INode | null {\n const data = super.insertInto(newNode, idx);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n\n removeChild(child: IGraphic): IGraphic {\n const data = super.removeChild(child);\n child.stage = null;\n application.graphicService.onRemove(child);\n this.addUpdateBoundTag();\n return data as IGraphic;\n }\n\n removeAllChild(): void {\n this.forEachChildren((child: IGraphic) => {\n application.graphicService.onRemove(child);\n });\n super.removeAllChild();\n this.addUpdateBoundTag();\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n this.forEachChildren(item => {\n (item as any).setStage(stage, this.layer);\n });\n }\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n super.addUpdatePositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n super.addUpdateGlobalPositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * group更新全局的transMatrix\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (this.shouldUpdateGlobalMatrix()) {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n this.doUpdateGlobalMatrix();\n clearTag && this.clearUpdateGlobalPositionTag();\n }\n return this._globalTransMatrix;\n }\n /**\n * 查找自身更新global的tag,如果存在,就更新\n * @returns\n */\n shouldUpdateGlobalMatrix(): boolean {\n const shouldUpdate = !!(this._updateTag & UpdateTag.UPDATE_GLOBAL_MATRIX);\n return shouldUpdate;\n }\n\n private _getChildByName<T extends INode = INode>(name: string, deep?: boolean): T | null {\n return this.find(node => node.name === name, deep);\n }\n\n /**\n * if graphic exist then update attributes, otherwise create a new instance\n * @param graphicName the name of graphic\n * @param attributes the attributes of graphic\n * @param graphicType the type of graphic\n * @returns the graphic instance\n */\n createOrUpdateChild<T extends keyof GraphicAttributeMap>(\n graphicName: string,\n attributes: GraphicAttributeMap[T],\n graphicType: T\n ): INode {\n let graphic = this._getChildByName(graphicName) as IGraphic;\n if (graphic) {\n graphic.setAttributes(attributes);\n } else {\n graphic = application.graphicService.creator[graphicType](attributes as any);\n graphic.name = graphicName;\n this.add(graphic);\n }\n\n return graphic;\n }\n\n clone() {\n return new Group({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Group.NOWORK_ANIMATE_ATTR;\n }\n}\n"]}
1
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type { AABBBounds, Matrix, OBBBounds } from '@visactor/vutils';\nimport { Point, transformBounds } from '@visactor/vutils';\nimport { application } from '../application';\nimport type {\n IStage,\n GraphicAttributeMap,\n INode,\n IGraphic,\n ITheme,\n IThemeSpec,\n ILayer,\n GraphicType\n} from '../interface';\nimport type { IGroup, IGroupGraphicAttribute } from '../interface/graphic/group';\nimport { Graphic, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme, Theme } from './theme';\nimport { parsePadding } from '../common/utils';\nimport { UpdateTag, IContainPointMode } from '../common/enums';\nimport { GROUP_NUMBER_TYPE } from './constants';\n\n// Group更新AABBBounds的策略\nexport enum GroupUpdateAABBBoundsMode {\n // Group较少的情况,不会批量设置所有父层的tag,而是每次都查找\n LESS_GROUP = 0,\n // Group较多的情况,每次都会设置tag到最顶层\n MORE_GROUP = 1\n}\n\nexport class Group extends Graphic<IGroupGraphicAttribute> implements IGroup {\n type: GraphicType = 'group';\n parent: any = null;\n isContainer: boolean = true;\n // 子元素的更新标记\n declare _childUpdateTag: number;\n\n declare theme?: ITheme;\n\n static NOWORK_ANIMATE_ATTR = NOWORK_ANIMATE_ATTR;\n\n constructor(params: IGroupGraphicAttribute) {\n super(params);\n this.numberType = GROUP_NUMBER_TYPE;\n this._childUpdateTag = UpdateTag.UPDATE_BOUNDS;\n // this.theme = new Theme();\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('3d');\n // });\n }\n set2dMode() {\n this.in3dMode = false;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('2d');\n // });\n }\n\n setTheme(t: IThemeSpec) {\n if (!this.theme) {\n this.theme = new Theme();\n }\n return this.theme.setTheme(t, this);\n }\n\n createTheme() {\n if (!this.theme) {\n this.theme = new Theme();\n }\n }\n\n hideAll() {\n this.setAttribute('visible', false);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).hideAll) {\n (item as any).hideAll();\n } else {\n item.setAttribute('visible', false);\n }\n });\n }\n\n showAll() {\n this.setAttribute('visible', true);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).showAll) {\n (item as any).showAll();\n } else {\n item.setAttribute('visible', true);\n }\n });\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * group containsPoint 只需要判断bounds\n * TODO: group的shape判断\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode): boolean {\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n return this.AABBBounds.contains(point.x, point.y);\n }\n return this.AABBBounds.contains(x, y);\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 检索自己是否需要更新\n if (super.shouldUpdateAABBBounds()) {\n return true;\n }\n // 检索叶子节点是否有更新(如果children是叶子节点的话)\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return true;\n }\n return false;\n // // 检索是否子group需要更新\n // let needUpdate = false;\n // this.forEachChildren((node: IGraphic) => {\n // // 只查找group层级\n // if (node.isContainer && (node as Group).shouldUpdateAABBBounds()) {\n // needUpdate = true;\n // return true;\n // }\n // return false;\n // });\n // return needUpdate;\n }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const selfChange = this.shouldSelfChangeUpdateAABBBounds();\n const bounds = this.doUpdateAABBBounds();\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, selfChange);\n return bounds;\n }\n\n protected doUpdateAABBBounds(): AABBBounds {\n const attribute = this.attribute;\n const groupTheme = getTheme(this).group;\n // debugger;\n this._AABBBounds.setValue(Infinity, Infinity, -Infinity, -Infinity);\n const bounds = application.graphicService.updateGroupAABBBounds(\n attribute,\n getTheme(this).group,\n this._AABBBounds,\n this\n ) as AABBBounds;\n\n const { boundsPadding = groupTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n // 更新bounds之后需要设置父节点,否则tag丢失\n this.parent && this.parent.addChildUpdateBoundTag();\n this.clearUpdateBoundTag();\n\n this._emitCustomEvent('AAABBBoundsChange');\n return bounds;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n this._childUpdateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n\n protected tryUpdateOBBBounds(): OBBBounds {\n throw new Error('暂不支持');\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n }\n\n addChildUpdateBoundTag() {\n // 如果已经设置过updateTag,那就不需要设置了\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return;\n }\n // 如果没有设置过,那么继续向上设置\n this._childUpdateTag |= UpdateTag.UPDATE_BOUNDS;\n this.parent && this.parent.addChildUpdateBoundTag();\n }\n\n getTheme() {\n return this.theme.getTheme(this);\n }\n\n // getDefaultAttribute(name: string) {\n // return DefaultGroupAttribute[name];\n // }\n\n /* 场景树结构 */\n incrementalAppendChild(node: INode): INode | null {\n const data = super.appendChild(node);\n if (this.stage && data) {\n (data as unknown as this).stage = this.stage;\n (data as unknown as this).layer = this.layer;\n }\n this.addUpdateBoundTag();\n application.graphicService.onAddIncremental(node as unknown as IGraphic, this, this.stage);\n return data;\n }\n incrementalClearChild(): void {\n super.removeAllChild();\n this.addUpdateBoundTag();\n application.graphicService.onClearIncremental(this, this.stage);\n return;\n }\n\n appendChild(node: INode, addStage: boolean = true): INode | null {\n const data = super.appendChild(node);\n if (addStage && this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertBefore(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertBefore(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertAfter(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertAfter(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertInto(newNode: INode, idx: number): INode | null {\n const data = super.insertInto(newNode, idx);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n\n removeChild(child: IGraphic): IGraphic {\n const data = super.removeChild(child);\n child.stage = null;\n application.graphicService.onRemove(child);\n this.addUpdateBoundTag();\n return data as IGraphic;\n }\n\n removeAllChild(): void {\n this.forEachChildren((child: IGraphic) => {\n application.graphicService.onRemove(child);\n });\n super.removeAllChild();\n this.addUpdateBoundTag();\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n this.forEachChildren(item => {\n (item as any).setStage(stage, this.layer);\n });\n }\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n super.addUpdatePositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n super.addUpdateGlobalPositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * group更新全局的transMatrix\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (this.shouldUpdateGlobalMatrix()) {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n this.doUpdateGlobalMatrix();\n clearTag && this.clearUpdateGlobalPositionTag();\n }\n return this._globalTransMatrix;\n }\n /**\n * 查找自身更新global的tag,如果存在,就更新\n * @returns\n */\n shouldUpdateGlobalMatrix(): boolean {\n const shouldUpdate = !!(this._updateTag & UpdateTag.UPDATE_GLOBAL_MATRIX);\n return shouldUpdate;\n }\n\n private _getChildByName<T extends INode = INode>(name: string, deep?: boolean): T | null {\n return this.find(node => node.name === name, deep);\n }\n\n /**\n * if graphic exist then update attributes, otherwise create a new instance\n * @param graphicName the name of graphic\n * @param attributes the attributes of graphic\n * @param graphicType the type of graphic\n * @returns the graphic instance\n */\n createOrUpdateChild<T extends keyof GraphicAttributeMap>(\n graphicName: string,\n attributes: GraphicAttributeMap[T],\n graphicType: T\n ): INode {\n let graphic = this._getChildByName(graphicName) as IGraphic;\n if (graphic) {\n graphic.setAttributes(attributes);\n } else {\n graphic = application.graphicService.creator[graphicType](attributes as any);\n graphic.name = graphicName;\n this.add(graphic);\n }\n\n return graphic;\n }\n\n clone() {\n return new Group({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Group.NOWORK_ANIMATE_ATTR;\n }\n}\n"]}
@@ -22,6 +22,7 @@ export default class Line {
22
22
  y: string;
23
23
  };
24
24
  constructor(left: number, width: number, baseline: number, ascent: number, descent: number, lineBuffer: (Paragraph | RichTextIcon)[], direction: 'horizontal' | 'vertical', isWidthMax: boolean);
25
+ calcOffset(width: number, isWidthMax: boolean): void;
25
26
  draw(ctx: IContext2d, lastLine: boolean, x: number, y: number, drawIcon: (icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) => void): void;
26
27
  getWidthWithEllips(): number;
27
28
  }
@@ -17,8 +17,7 @@ class Line {
17
17
  this.left = left, this.width = width, this.baseline = baseline, this.ascent = ascent,
18
18
  this.descent = descent, this.top = baseline - ascent, this.paragraphs = lineBuffer.map((p => p)),
19
19
  this.textAlign = (this.paragraphs[0] instanceof icon_1.RichTextIcon ? this.paragraphs[0].attribute.textAlign : this.paragraphs[0].character.textAlign) || "left",
20
- this.direction = direction, this.directionKey = utils_1.DIRECTION_KEY[this.direction];
21
- const directionKey = this.directionKey;
20
+ this.direction = direction, this.directionKey = utils_1.DIRECTION_KEY[this.direction],
22
21
  this.actualWidth = 0;
23
22
  let maxHeight = 0;
24
23
  this.paragraphs.forEach(((word, index) => {
@@ -28,7 +27,11 @@ class Line {
28
27
  word.updateWidth());
29
28
  }
30
29
  this.actualWidth += word[this.directionKey.width], maxHeight = Math.max(word[this.directionKey.height], maxHeight);
31
- })), this.height = maxHeight, this.blankWidth = isWidthMax ? 0 : this.width - this.actualWidth;
30
+ })), this.height = maxHeight, this.blankWidth = isWidthMax ? 0 : this.width - this.actualWidth,
31
+ this.calcOffset(width, isWidthMax);
32
+ }
33
+ calcOffset(width, isWidthMax) {
34
+ const directionKey = this.directionKey, maxHeight = this.height;
32
35
  let x = this.left, spacing = 0;
33
36
  if (this.actualWidth < width && !isWidthMax) switch (this.textAlign) {
34
37
  case "right":
@@ -1 +1 @@
1
- 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import { IContext2d } from '../../IContext';\nimport type { IContext2d, IRichTextIcon } from '../../interface';\nimport { RichTextIcon } from './icon';\nimport Paragraph from './paragraph';\nimport { DIRECTION_KEY, measureTextCanvas, regFirstSpace } from './utils';\n\n/**\n * 部分代码参考 https://github.com/danielearwicker/carota/\n * The MIT License (MIT)\n\n \"Carota\" - Copyright (c) 2013 Daniel Earwicker\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in\n all copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n THE SOFTWARE.\n */\n\n// 行\n// 参考carota\n// https://github.com/danielearwicker/carota/blob/master/src/line.js\nexport default class Line {\n left: number;\n top: number;\n width: number;\n height: number;\n baseline: number;\n ascent: number;\n descent: number;\n paragraphs: (Paragraph | RichTextIcon)[];\n actualWidth: number;\n blankWidth: number;\n textAlign: string;\n direction: 'horizontal' | 'vertical';\n directionKey: { width: string; height: string; left: string; x: string; y: string };\n\n constructor(\n left: number,\n width: number,\n baseline: number,\n ascent: number,\n descent: number,\n lineBuffer: (Paragraph | RichTextIcon)[],\n direction: 'horizontal' | 'vertical',\n isWidthMax: boolean\n ) {\n this.left = left;\n this.width = width;\n this.baseline = baseline;\n this.ascent = ascent;\n this.descent = descent;\n // this.height = ascent + descent;\n this.top = baseline - ascent;\n this.paragraphs = lineBuffer.map(p => p);\n this.textAlign =\n (this.paragraphs[0] instanceof RichTextIcon\n ? this.paragraphs[0].attribute.textAlign\n : this.paragraphs[0].character.textAlign) || 'left'; // 对齐方式选择第一个paragraph属性\n this.direction = direction;\n this.directionKey = DIRECTION_KEY[this.direction];\n const directionKey = this.directionKey;\n\n this.actualWidth = 0;\n let maxHeight = 0;\n this.paragraphs.forEach((word, index) => {\n // 每行中第一个字符不能是空格\n if (index === 0 && word instanceof Paragraph) {\n const result = regFirstSpace.exec(word.text);\n if (result?.index !== 0) {\n word.text = word.text.slice(result?.index);\n word.updateWidth();\n }\n }\n this.actualWidth += word[this.directionKey.width];\n maxHeight = Math.max(word[this.directionKey.height], maxHeight);\n });\n this.height = maxHeight;\n\n this.blankWidth = !isWidthMax ? this.width - this.actualWidth : 0;\n // 处理对齐方式,计算左侧偏移距离和字符之间间距\n let x = this.left;\n let spacing = 0;\n if (this.actualWidth < width && !isWidthMax) {\n switch (this.textAlign) {\n case 'right':\n x = width - this.actualWidth;\n break;\n case 'center':\n x = (width - this.actualWidth) / 2;\n break;\n case 'justify':\n if (this.paragraphs.length < 2) {\n // 只有一个paragraph两端对齐居中显示\n x = (width - this.actualWidth) / 2;\n } else {\n spacing = (width - this.actualWidth) / (this.paragraphs.length - 1);\n }\n break;\n }\n }\n\n this.paragraphs.map(function (paragraph) {\n if (paragraph instanceof RichTextIcon) {\n // paragraph.setAttribute(directionKey.x, x);\n paragraph['_' + directionKey.x] = x;\n x += paragraph[directionKey.width] + spacing;\n // 处理纵向对齐\n paragraph['_' + directionKey.y] =\n paragraph.attribute.textBaseline === 'top'\n ? 0\n : paragraph.attribute.textBaseline === 'bottom'\n ? maxHeight - paragraph.height\n : (maxHeight - paragraph.height) / 2;\n } else {\n paragraph[directionKey.left] = x;\n x += paragraph[directionKey.width] + spacing;\n }\n });\n }\n\n draw(\n ctx: IContext2d,\n lastLine: boolean,\n x: number,\n y: number,\n drawIcon: (icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) => void\n ) {\n if (lastLine) {\n // 处理省略号\n let otherParagraphWidth = 0;\n for (let i = this.paragraphs.length - 1; i >= 0; i--) {\n const paragraph = this.paragraphs[i];\n if (paragraph instanceof RichTextIcon) {\n break; // todo: 处理最后为图标,显示省略号的情况\n }\n if (this.direction === 'vertical' && paragraph.direction !== 'vertical') {\n paragraph.verticalEllipsis = true;\n break;\n }\n // const { width } = measureText('...', paragraph.style);\n const { width } = measureTextCanvas('...', paragraph.character);\n const ellipsisWidth = width || 0;\n if (ellipsisWidth <= this.blankWidth + otherParagraphWidth) {\n // 省略号可以直接接在后面paragraph\n paragraph.ellipsis = 'add';\n\n break;\n } else if (ellipsisWidth <= this.blankWidth + otherParagraphWidth + paragraph.width) {\n // 省略号需要替换paragraph中的字符\n paragraph.ellipsis = 'replace';\n paragraph.ellipsisWidth = ellipsisWidth;\n paragraph.ellipsisOtherParagraphWidth = this.blankWidth + otherParagraphWidth;\n\n break;\n } else {\n // 省略号需要的width大于paragraph的width,隐藏paragraph,向前搜索\n paragraph.ellipsis = 'hide';\n otherParagraphWidth += paragraph.width;\n }\n }\n }\n\n // 正常绘制\n this.paragraphs.map((paragraph, index) => {\n if (paragraph instanceof RichTextIcon) {\n // 更新icon位置\n paragraph.setAttributes({\n x: x + paragraph._x,\n y: y + paragraph._y\n });\n\n // 绘制icon\n drawIcon(paragraph, ctx, x + paragraph._x, y + paragraph._y, this.ascent);\n return;\n }\n paragraph.draw(ctx, y + this.ascent, x, index === 0, this.textAlign);\n });\n }\n\n getWidthWithEllips() {\n // 处理省略号\n let otherParagraphWidth = 0;\n for (let i = this.paragraphs.length - 1; i >= 0; i--) {\n const paragraph = this.paragraphs[i];\n if (paragraph instanceof RichTextIcon) {\n break; // todo: 处理最后为图标,显示省略号的情况\n }\n\n const { width } = measureTextCanvas('...', paragraph.character);\n const ellipsisWidth = width || 0;\n if (ellipsisWidth <= this.blankWidth + otherParagraphWidth) {\n // 省略号可以直接接在后面paragraph\n paragraph.ellipsis = 'add';\n paragraph.ellipsisWidth = ellipsisWidth;\n break;\n } else if (ellipsisWidth <= this.blankWidth + otherParagraphWidth + paragraph.width) {\n // 省略号需要替换paragraph中的字符\n paragraph.ellipsis = 'replace';\n paragraph.ellipsisWidth = ellipsisWidth;\n paragraph.ellipsisOtherParagraphWidth = this.blankWidth + otherParagraphWidth;\n\n break;\n } else {\n // 省略号需要的width大于paragraph的width,隐藏paragraph,向前搜索\n paragraph.ellipsis = 'hide';\n otherParagraphWidth += paragraph.width;\n }\n }\n\n let width = 0;\n // 正常绘制\n this.paragraphs.map((paragraph, index) => {\n if (paragraph instanceof RichTextIcon) {\n width += paragraph.width; // todo: 处理direction\n } else {\n width += paragraph.getWidthWithEllips(this.direction);\n }\n });\n\n return width;\n }\n}\n"]}
1
+ 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import { IContext2d } from '../../IContext';\nimport type { IContext2d, IRichTextIcon } from '../../interface';\nimport { RichTextIcon } from './icon';\nimport Paragraph from './paragraph';\nimport { DIRECTION_KEY, measureTextCanvas, regFirstSpace } from './utils';\n\n/**\n * 部分代码参考 https://github.com/danielearwicker/carota/\n * The MIT License (MIT)\n\n \"Carota\" - Copyright (c) 2013 Daniel Earwicker\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in\n all copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n THE SOFTWARE.\n */\n\n// 行\n// 参考carota\n// https://github.com/danielearwicker/carota/blob/master/src/line.js\nexport default class Line {\n left: number;\n top: number;\n width: number;\n height: number;\n baseline: number;\n ascent: number;\n descent: number;\n paragraphs: (Paragraph | RichTextIcon)[];\n actualWidth: number;\n blankWidth: number;\n textAlign: string;\n direction: 'horizontal' | 'vertical';\n directionKey: { width: string; height: string; left: string; x: string; y: string };\n\n constructor(\n left: number,\n width: number,\n baseline: number,\n ascent: number,\n descent: number,\n lineBuffer: (Paragraph | RichTextIcon)[],\n direction: 'horizontal' | 'vertical',\n isWidthMax: boolean\n ) {\n this.left = left;\n this.width = width;\n this.baseline = baseline;\n this.ascent = ascent;\n this.descent = descent;\n // this.height = ascent + descent;\n this.top = baseline - ascent;\n this.paragraphs = lineBuffer.map(p => p);\n this.textAlign =\n (this.paragraphs[0] instanceof RichTextIcon\n ? this.paragraphs[0].attribute.textAlign\n : this.paragraphs[0].character.textAlign) || 'left'; // 对齐方式选择第一个paragraph属性\n this.direction = direction;\n this.directionKey = DIRECTION_KEY[this.direction];\n\n this.actualWidth = 0;\n let maxHeight = 0;\n this.paragraphs.forEach((word, index) => {\n // 每行中第一个字符不能是空格\n if (index === 0 && word instanceof Paragraph) {\n const result = regFirstSpace.exec(word.text);\n if (result?.index !== 0) {\n word.text = word.text.slice(result?.index);\n word.updateWidth();\n }\n }\n this.actualWidth += word[this.directionKey.width];\n maxHeight = Math.max(word[this.directionKey.height], maxHeight);\n });\n this.height = maxHeight;\n\n this.blankWidth = !isWidthMax ? this.width - this.actualWidth : 0;\n\n this.calcOffset(width, isWidthMax);\n }\n\n calcOffset(width: number, isWidthMax: boolean) {\n // 处理对齐方式,计算左侧偏移距离和字符之间间距\n const directionKey = this.directionKey;\n const maxHeight = this.height;\n let x = this.left;\n let spacing = 0;\n if (this.actualWidth < width && !isWidthMax) {\n switch (this.textAlign) {\n case 'right':\n x = width - this.actualWidth;\n break;\n case 'center':\n x = (width - this.actualWidth) / 2;\n break;\n case 'justify':\n if (this.paragraphs.length < 2) {\n // 只有一个paragraph两端对齐居中显示\n x = (width - this.actualWidth) / 2;\n } else {\n spacing = (width - this.actualWidth) / (this.paragraphs.length - 1);\n }\n break;\n }\n }\n\n this.paragraphs.map(function (paragraph) {\n if (paragraph instanceof RichTextIcon) {\n // paragraph.setAttribute(directionKey.x, x);\n paragraph['_' + directionKey.x] = x;\n x += paragraph[directionKey.width] + spacing;\n // 处理纵向对齐\n paragraph['_' + directionKey.y] =\n paragraph.attribute.textBaseline === 'top'\n ? 0\n : paragraph.attribute.textBaseline === 'bottom'\n ? maxHeight - paragraph.height\n : (maxHeight - paragraph.height) / 2;\n } else {\n paragraph[directionKey.left] = x;\n x += paragraph[directionKey.width] + spacing;\n }\n });\n }\n\n draw(\n ctx: IContext2d,\n lastLine: boolean,\n x: number,\n y: number,\n drawIcon: (icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) => void\n ) {\n if (lastLine) {\n // 处理省略号\n let otherParagraphWidth = 0;\n for (let i = this.paragraphs.length - 1; i >= 0; i--) {\n const paragraph = this.paragraphs[i];\n if (paragraph instanceof RichTextIcon) {\n break; // todo: 处理最后为图标,显示省略号的情况\n }\n if (this.direction === 'vertical' && paragraph.direction !== 'vertical') {\n paragraph.verticalEllipsis = true;\n break;\n }\n // const { width } = measureText('...', paragraph.style);\n const { width } = measureTextCanvas('...', paragraph.character);\n const ellipsisWidth = width || 0;\n if (ellipsisWidth <= this.blankWidth + otherParagraphWidth) {\n // 省略号可以直接接在后面paragraph\n paragraph.ellipsis = 'add';\n\n break;\n } else if (ellipsisWidth <= this.blankWidth + otherParagraphWidth + paragraph.width) {\n // 省略号需要替换paragraph中的字符\n paragraph.ellipsis = 'replace';\n paragraph.ellipsisWidth = ellipsisWidth;\n paragraph.ellipsisOtherParagraphWidth = this.blankWidth + otherParagraphWidth;\n\n break;\n } else {\n // 省略号需要的width大于paragraph的width,隐藏paragraph,向前搜索\n paragraph.ellipsis = 'hide';\n otherParagraphWidth += paragraph.width;\n }\n }\n }\n\n // 正常绘制\n this.paragraphs.map((paragraph, index) => {\n if (paragraph instanceof RichTextIcon) {\n // 更新icon位置\n paragraph.setAttributes({\n x: x + paragraph._x,\n y: y + paragraph._y\n });\n\n // 绘制icon\n drawIcon(paragraph, ctx, x + paragraph._x, y + paragraph._y, this.ascent);\n return;\n }\n paragraph.draw(ctx, y + this.ascent, x, index === 0, this.textAlign);\n });\n }\n\n getWidthWithEllips() {\n // 处理省略号\n let otherParagraphWidth = 0;\n for (let i = this.paragraphs.length - 1; i >= 0; i--) {\n const paragraph = this.paragraphs[i];\n if (paragraph instanceof RichTextIcon) {\n break; // todo: 处理最后为图标,显示省略号的情况\n }\n\n const { width } = measureTextCanvas('...', paragraph.character);\n const ellipsisWidth = width || 0;\n if (ellipsisWidth <= this.blankWidth + otherParagraphWidth) {\n // 省略号可以直接接在后面paragraph\n paragraph.ellipsis = 'add';\n paragraph.ellipsisWidth = ellipsisWidth;\n break;\n } else if (ellipsisWidth <= this.blankWidth + otherParagraphWidth + paragraph.width) {\n // 省略号需要替换paragraph中的字符\n paragraph.ellipsis = 'replace';\n paragraph.ellipsisWidth = ellipsisWidth;\n paragraph.ellipsisOtherParagraphWidth = this.blankWidth + otherParagraphWidth;\n\n break;\n } else {\n // 省略号需要的width大于paragraph的width,隐藏paragraph,向前搜索\n paragraph.ellipsis = 'hide';\n otherParagraphWidth += paragraph.width;\n }\n }\n\n let width = 0;\n // 正常绘制\n this.paragraphs.map((paragraph, index) => {\n if (paragraph instanceof RichTextIcon) {\n width += paragraph.width; // todo: 处理direction\n } else {\n width += paragraph.getWidthWithEllips(this.direction);\n }\n });\n\n return width;\n }\n}\n"]}
@@ -67,7 +67,8 @@ function applyFillStyle(ctx, character) {
67
67
  function applyStrokeStyle(ctx, character) {
68
68
  const strokeStyle = character && character.stroke || defaultFormatting.stroke;
69
69
  if (!strokeStyle) return void (ctx.globalAlpha = 0);
70
- ctx.globalAlpha = 1, ctx.lineWidth = 1, ctx.strokeStyle = strokeStyle;
70
+ ctx.globalAlpha = 1, ctx.lineWidth = character && "number" == typeof character.lineHeight ? character.lineHeight : 1,
71
+ ctx.strokeStyle = strokeStyle;
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72
  let fontSize = character.fontSize || 16;
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73
  switch (character.script) {
73
74
  case "super":