@visactor/vrender-core 0.17.15-alpha.2 → 0.17.15
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.
- package/cjs/common/rect-utils.d.ts +7 -0
- package/cjs/common/rect-utils.js +27 -0
- package/cjs/common/rect-utils.js.map +1 -0
- package/cjs/common/render-utils.js +1 -2
- package/cjs/common/seg-context.js +2 -1
- package/cjs/common/split-path.js +2 -2
- package/cjs/common/split-path.js.map +1 -1
- package/cjs/core/camera.js +1 -1
- package/cjs/env-check.js +17 -17
- package/cjs/env-check.js.map +1 -1
- package/cjs/event/event-system.js +3 -3
- package/cjs/event/event-system.js.map +1 -1
- package/cjs/graphic/bounds.d.ts +2 -2
- package/cjs/graphic/bounds.js.map +1 -1
- package/cjs/graphic/graphic.js +2 -1
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/rect.js +3 -6
- package/cjs/graphic/rect.js.map +1 -1
- package/cjs/interface/event.d.ts +2 -0
- package/cjs/interface/event.js.map +1 -1
- package/cjs/interface/graphic.d.ts +10 -1
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +3 -5
- package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
- package/cjs/render/contributions/render/contributions/base-contribution-render.js +7 -7
- package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/text-contribution-render.js +19 -7
- package/cjs/render/contributions/render/contributions/text-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/utils.d.ts +1 -1
- package/cjs/render/contributions/render/utils.js.map +1 -1
- package/es/common/rect-utils.d.ts +7 -0
- package/es/common/rect-utils.js +20 -0
- package/es/common/rect-utils.js.map +1 -0
- package/es/common/render-utils.js +1 -2
- package/es/common/seg-context.js +2 -1
- package/es/common/split-path.js +3 -1
- package/es/common/split-path.js.map +1 -1
- package/es/core/camera.js +1 -1
- package/es/env-check.js +12 -13
- package/es/env-check.js.map +1 -1
- package/es/event/event-system.js +3 -3
- package/es/event/event-system.js.map +1 -1
- package/es/graphic/bounds.d.ts +2 -2
- package/es/graphic/bounds.js.map +1 -1
- package/es/graphic/graphic.js +2 -1
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/rect.js +3 -6
- package/es/graphic/rect.js.map +1 -1
- package/es/interface/event.d.ts +2 -0
- package/es/interface/event.js.map +1 -1
- package/es/interface/graphic.d.ts +10 -1
- package/es/interface/graphic.js.map +1 -1
- package/es/plugins/builtin-plugin/html-attribute-plugin.js +3 -5
- package/es/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
- package/es/render/contributions/render/contributions/base-contribution-render.js +7 -7
- package/es/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/text-contribution-render.js +22 -6
- package/es/render/contributions/render/contributions/text-contribution-render.js.map +1 -1
- package/es/render/contributions/render/utils.d.ts +1 -1
- package/es/render/contributions/render/utils.js.map +1 -1
- package/package.json +6 -4
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{"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IOBBBounds, IMatrix, IPointLike, IPoint } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center' | 'baseline' | 'stretch';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\nexport type IGraphicStyle = IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n opacity: number;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n background: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n // HTML的dom或者string\n html: {\n dom: string | HTMLElement; // dom字符串或者dom\n container: string | HTMLElement | null; // id或者dom\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style: string | Record<string, any>; // 容器的样式\n visible?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n\n bindDom?: Map<string | HTMLElement, { container: HTMLElement | string; dom: HTMLElement; wrapGroup: HTMLDivElement }>;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
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{"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IOBBBounds, IMatrix, IPointLike, IPoint } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center' | 'baseline' | 'stretch';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport type IGraphicStyle = IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n opacity: number;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n // HTML的dom或者string\n html: {\n dom: string | HTMLElement; // dom字符串或者dom\n container: string | HTMLElement | null; // id或者dom\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style: string | Record<string, any>; // 容器的样式\n visible?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n\n bindDom?: Map<string | HTMLElement, { container: HTMLElement | string; dom: HTMLElement; wrapGroup: HTMLDivElement }>;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
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@@ -68,13 +68,11 @@ export class HtmlAttributePlugin {
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})), wrapGroup.style.pointerEvents = "none", wrapGroup.style.position || (wrapGroup.style.position = "absolute",
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const containerTL = application.global.getElementTopLeft(nativeContainer, !1), windowTL = stage.window.getTopLeft(!1), offsetX = left + windowTL.left - containerTL.left, offsetTop = top + windowTL.top - containerTL.top;
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wrapGroup.style.left = `${offsetX}px`, wrapGroup.style.top = `${offsetTop}px`;
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{ Generator } from '../../common/generator';\nimport type { IGraphic, IPlugin, IPluginService, IRenderService, IDrawContext, IGroup } from '../../interface';\nimport { application } from '../../application';\nimport { DefaultAttribute } from '../../graphic';\n\nexport class HtmlAttributePlugin implements IPlugin {\n name: 'HtmlAttributePlugin' = 'HtmlAttributePlugin';\n activeEvent: 'onRegister' = 'onRegister';\n pluginService: IPluginService;\n _uid: number = Generator.GenAutoIncrementId();\n key: string = this.name + this._uid;\n\n activate(context: IPluginService): void {\n this.pluginService = context;\n context.stage.hooks.afterRender.tap(this.key, stage => {\n if (!(stage && stage === this.pluginService.stage)) {\n return;\n }\n\n this.drawHTML(context.stage.renderService);\n });\n application.graphicService.hooks.onRelease.tap(this.key, graphic => {\n this.removeDom(graphic);\n });\n }\n deactivate(context: IPluginService): void {\n context.stage.hooks.afterRender.taps = context.stage.hooks.afterRender.taps.filter(item => {\n return item.name !== this.key;\n });\n }\n\n protected drawHTML(renderService: IRenderService) {\n if (application.global.env === 'browser') {\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroupHTML(group as IGroup);\n });\n }\n }\n\n renderGroupHTML(group: IGroup) {\n this.renderGraphicHTML(group);\n group.forEachChildren((g: IGraphic) => {\n if (g.isContainer) {\n this.renderGroupHTML(g as IGroup);\n } else {\n this.renderGraphicHTML(g);\n }\n });\n }\n\n removeDom(graphic: IGraphic) {\n if (graphic.bindDom && graphic.bindDom.size) {\n // 删除dom\n graphic.bindDom.forEach(item => {\n item.dom && item.dom.parentElement.removeChild(item.dom);\n });\n graphic.bindDom.clear();\n }\n }\n\n renderGraphicHTML(graphic: IGraphic) {\n const { html } = graphic.attribute;\n if (!html) {\n if (graphic.bindDom && graphic.bindDom.size) {\n // 删除dom\n graphic.bindDom.forEach(item => {\n item.dom && item.dom.parentElement.removeChild(item.dom);\n });\n graphic.bindDom.clear();\n }\n return;\n }\n const stage = graphic.stage;\n if (!stage) {\n return;\n }\n const { dom, container, width, height, style, anchorType = 'boundsLeftTop' } = html;\n if (!graphic.bindDom) {\n graphic.bindDom = new Map();\n }\n const lastDom = graphic.bindDom.get(dom);\n // 如果存在了(dom存在,且container没有变化),就跳过\n if (lastDom && !(container && container !== lastDom.container)) {\n return;\n }\n // 清除上一次的dom\n graphic.bindDom.forEach(({ wrapGroup }) => {\n application.global.removeDom(wrapGroup);\n });\n // 转化这个dom为nativeDOM\n let nativeDom: HTMLElement;\n if (typeof dom === 'string') {\n nativeDom = new DOMParser().parseFromString(dom, 'text/html').firstChild as any;\n } else {\n nativeDom = dom;\n }\n // 获取container的dom,默认为window的container\n let nativeContainer;\n const _container =\n container || (stage.params.enableHtmlAttribute === true ? null : stage.params.enableHtmlAttribute);\n if (_container) {\n if (typeof _container === 'string') {\n nativeContainer = application.global.getElementById(_container);\n } else {\n nativeContainer = _container;\n }\n } else {\n // nativeContainer = application.global.getRootElement();\n nativeContainer = graphic.stage.window.getContainer();\n }\n // 创建wrapGroup\n const wrapGroup = application.global.createDom({ tagName: 'div', width, height, style, parent: nativeContainer });\n if (wrapGroup) {\n wrapGroup.appendChild(nativeDom);\n graphic.bindDom.set(dom, { dom: nativeDom, container, wrapGroup: wrapGroup as any });\n }\n // 事件穿透\n wrapGroup.style.pointerEvents = 'none';\n // 定位wrapGroup\n if (!wrapGroup.style.position) {\n wrapGroup.style.position = 'absolute';\n nativeContainer.style.position = 'relative';\n }\n let left: number = 0;\n let top: number = 0;\n if (anchorType === 'position') {\n const matrix = graphic.globalTransMatrix;\n left = matrix.e;\n top = matrix.f;\n } else {\n const b = graphic.globalAABBBounds;\n left = b.x1;\n top = b.y1;\n }\n // 查看wrapGroup的位置\n // const wrapGroupTL = application.global.getElementTopLeft(wrapGroup, false);\n const containerTL = application.global.getElementTopLeft(nativeContainer, false);\n const windowTL = stage.window.getTopLeft(false);\n const offsetX = left + windowTL.left - containerTL.left;\n const offsetTop = top + windowTL.top - containerTL.top;\n // wrapGroup.style.transform = `translate(${offsetX}px, ${offsetTop}px)`;\n wrapGroup.style.left = `${offsetX}px`;\n wrapGroup.style.top = `${offsetTop}px`;\n }\n}\n"]}
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+
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"import { Generator } from '../../common/generator';\nimport type { IGraphic, IPlugin, IPluginService, IRenderService, IDrawContext, IGroup } from '../../interface';\nimport { application } from '../../application';\nimport { DefaultAttribute } from '../../graphic';\n\nexport class HtmlAttributePlugin implements IPlugin {\n name: 'HtmlAttributePlugin' = 'HtmlAttributePlugin';\n activeEvent: 'onRegister' = 'onRegister';\n pluginService: IPluginService;\n _uid: number = Generator.GenAutoIncrementId();\n key: string = this.name + this._uid;\n\n activate(context: IPluginService): void {\n this.pluginService = context;\n context.stage.hooks.afterRender.tap(this.key, stage => {\n if (!(stage && stage === this.pluginService.stage)) {\n return;\n }\n\n this.drawHTML(context.stage.renderService);\n });\n application.graphicService.hooks.onRelease.tap(this.key, graphic => {\n this.removeDom(graphic);\n });\n }\n deactivate(context: IPluginService): void {\n context.stage.hooks.afterRender.taps = context.stage.hooks.afterRender.taps.filter(item => {\n return item.name !== this.key;\n });\n }\n\n protected drawHTML(renderService: IRenderService) {\n if (application.global.env === 'browser') {\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroupHTML(group as IGroup);\n });\n }\n }\n\n renderGroupHTML(group: IGroup) {\n this.renderGraphicHTML(group);\n group.forEachChildren((g: IGraphic) => {\n if (g.isContainer) {\n this.renderGroupHTML(g as IGroup);\n } else {\n this.renderGraphicHTML(g);\n }\n });\n }\n\n removeDom(graphic: IGraphic) {\n if (graphic.bindDom && graphic.bindDom.size) {\n // 删除dom\n graphic.bindDom.forEach(item => {\n item.dom && item.dom.parentElement.removeChild(item.dom);\n });\n graphic.bindDom.clear();\n }\n }\n\n renderGraphicHTML(graphic: IGraphic) {\n const { html } = graphic.attribute;\n if (!html) {\n if (graphic.bindDom && graphic.bindDom.size) {\n // 删除dom\n graphic.bindDom.forEach(item => {\n item.dom && item.dom.parentElement.removeChild(item.dom);\n });\n graphic.bindDom.clear();\n }\n return;\n }\n const stage = graphic.stage;\n if (!stage) {\n return;\n }\n const { dom, container, width, height, style, anchorType = 'boundsLeftTop' } = html;\n if (!graphic.bindDom) {\n graphic.bindDom = new Map();\n }\n const lastDom = graphic.bindDom.get(dom);\n // 如果存在了(dom存在,且container没有变化),就跳过\n if (lastDom && !(container && container !== lastDom.container)) {\n return;\n }\n // 清除上一次的dom\n graphic.bindDom.forEach(({ wrapGroup }) => {\n application.global.removeDom(wrapGroup);\n });\n // 转化这个dom为nativeDOM\n let nativeDom: HTMLElement;\n if (typeof dom === 'string') {\n nativeDom = new DOMParser().parseFromString(dom, 'text/html').firstChild as any;\n } else {\n nativeDom = dom;\n }\n // 获取container的dom,默认为window的container\n let nativeContainer;\n const _container =\n container || (stage.params.enableHtmlAttribute === true ? null : stage.params.enableHtmlAttribute);\n if (_container) {\n if (typeof _container === 'string') {\n nativeContainer = application.global.getElementById(_container);\n } else {\n nativeContainer = _container;\n }\n } else {\n // nativeContainer = application.global.getRootElement();\n nativeContainer = graphic.stage.window.getContainer();\n }\n // 创建wrapGroup\n const wrapGroup = application.global.createDom({ tagName: 'div', width, height, style, parent: nativeContainer });\n if (wrapGroup) {\n wrapGroup.appendChild(nativeDom);\n graphic.bindDom.set(dom, { dom: nativeDom, container, wrapGroup: wrapGroup as any });\n }\n // 事件穿透\n wrapGroup.style.pointerEvents = 'none';\n // 定位wrapGroup\n if (!wrapGroup.style.position) {\n wrapGroup.style.position = 'absolute';\n nativeContainer.style.position = 'relative';\n }\n let left: number = 0;\n let top: number = 0;\n const b = graphic.globalAABBBounds;\n if (anchorType === 'position' || b.empty()) {\n const matrix = graphic.globalTransMatrix;\n left = matrix.e;\n top = matrix.f;\n } else {\n left = b.x1;\n top = b.y1;\n }\n // 查看wrapGroup的位置\n // const wrapGroupTL = application.global.getElementTopLeft(wrapGroup, false);\n const containerTL = application.global.getElementTopLeft(nativeContainer, false);\n const windowTL = stage.window.getTopLeft(false);\n const offsetX = left + windowTL.left - containerTL.left;\n const offsetTop = top + windowTL.top - containerTL.top;\n // wrapGroup.style.transform = `translate(${offsetX}px, ${offsetTop}px)`;\n wrapGroup.style.left = `${offsetX}px`;\n wrapGroup.style.top = `${offsetTop}px`;\n }\n}\n"]}
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@@ -49,20 +49,20 @@ export class DefaultBaseBackgroundRenderContribution {
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49
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if (backgroundFit && "repeat" !== backgroundMode && (data.width || data.height)) {
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const resW = data.width, resH = data.height;
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if ("repeat-x" === backgroundMode) {
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-
w = resW * (targetH / resH);
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+
w = resW * (targetH / resH), h = targetH;
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} else if ("repeat-y" === backgroundMode) {
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54
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-
h = resH * (targetW / resW);
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54
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+
h = resH * (targetW / resW), w = targetW;
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}
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56
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-
const canvas = canvasAllocate.allocate({
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56
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+
const dpr = context.dpr, canvas = canvasAllocate.allocate({
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width: w,
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height: h,
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59
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-
dpr:
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59
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+
dpr: dpr
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60
60
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}), ctx = canvas.getContext("2d");
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ctx && (ctx.inuse = !0, ctx.clearMatrix(), ctx.setTransformForCurrent(!0), ctx.clearRect(0, 0, w, h),
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62
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-
ctx.drawImage(data, 0, 0, w, h), data = canvas.nativeCanvas),
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63
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-
canvasAllocate.free(canvas);
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62
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+
ctx.drawImage(data, 0, 0, w, h), data = canvas.nativeCanvas), canvasAllocate.free(canvas);
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64
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}
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65
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-
const pattern = context.createPattern(data, backgroundMode);
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64
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+
const dpr = context.dpr, pattern = context.createPattern(data, backgroundMode);
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65
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+
pattern.setTransform && pattern.setTransform(new DOMMatrix([ 1 / dpr, 0, 0, 1 / dpr, 0, 0 ])),
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66
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context.fillStyle = pattern, context.translate(b.x1, b.y1), context.fillRect(0, 0, targetW, targetH),
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context.translate(-b.x1, -b.y1);
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}
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@@ -1 +1 @@
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1
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-
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type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IStage,\n IThemeAttribute,\n IBaseRenderContribution,\n IContributionProvider,\n IDrawContext\n} from '../../../../interface';\nimport type { IBounds } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../../common/inversify-lite';\nimport { getTheme } from '../../../../graphic';\nimport { canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { pi2 } from '@visactor/vutils';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { ContributionProvider } from '../../../../common/contribution-provider';\nimport { InteractiveSubRenderContribution } from './constants';\n\nexport class DefaultBaseBackgroundRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n const {\n background,\n backgroundMode = graphicAttribute.backgroundMode,\n backgroundFit = graphicAttribute.backgroundFit\n } = graphic.attribute;\n if (!background) {\n return;\n }\n\n if (graphic.backgroundImg && graphic.resources) {\n const res = graphic.resources.get(background);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n\n context.save();\n\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const groupAttribute = getTheme(graphic.parent).group;\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = graphic.parent.attribute;\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n context.translate(scrollX, scrollY);\n }\n context.clip();\n const b = graphic.AABBBounds;\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit);\n context.restore();\n if (!graphic.transMatrix.onlyTranslate()) {\n context.setTransformForCurrent();\n }\n } else {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = background as string;\n context.fill();\n context.highPerformanceRestore();\n }\n }\n\n protected doDrawImage(\n context: IContext2d,\n data: any,\n b: IBounds,\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat',\n backgroundFit: boolean\n ): void {\n if (backgroundMode === 'no-repeat') {\n context.drawImage(data, b.x1, b.y1, b.width(), b.height());\n } else {\n const targetW = b.width();\n const targetH = b.height();\n let w = targetW;\n let h = targetH;\n // debugger;\n // TODO 考虑缓存\n if (backgroundFit && backgroundMode !== 'repeat' && (data.width || data.height)) {\n const resW = data.width;\n const resH = data.height;\n\n if (backgroundMode === 'repeat-x') {\n // 高度适应\n const ratio = targetH / resH;\n w = resW * ratio;\n } else if (backgroundMode === 'repeat-y') {\n // 宽度适应\n const ratio = targetW / resW;\n h = resH * ratio;\n }\n\n const canvas = canvasAllocate.allocate({ width: w, height: h, dpr: context.dpr });\n const ctx = canvas.getContext('2d');\n if (ctx) {\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, w, h);\n ctx.drawImage(data, 0, 0, w, h);\n data = canvas.nativeCanvas;\n }\n document.body.appendChild(data);\n canvasAllocate.free(canvas);\n }\n const pattern = context.createPattern(data, backgroundMode);\n context.fillStyle = pattern;\n context.translate(b.x1, b.y1);\n context.fillRect(0, 0, targetW, targetH);\n context.translate(-b.x1, -b.y1);\n }\n }\n}\n\nexport const defaultBaseBackgroundRenderContribution = new DefaultBaseBackgroundRenderContribution();\n\nexport interface IInteractiveSubRenderContribution {\n render: (\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) => void;\n}\n\n@injectable()\nexport class DefaultBaseInteractiveRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n\n _subRenderContribitions?: IInteractiveSubRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(InteractiveSubRenderContribution)\n protected readonly subRenderContribitions: IContributionProvider<IInteractiveSubRenderContribution>\n ) {}\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this._subRenderContribitions) {\n this._subRenderContribitions = this.subRenderContribitions.getContributions();\n }\n this._subRenderContribitions.forEach(c => {\n c.render(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n options\n );\n });\n }\n}\n\n// const rect1 =\n// // @ts-ignore\n// 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type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IStage,\n IThemeAttribute,\n IBaseRenderContribution,\n IContributionProvider,\n IDrawContext\n} from '../../../../interface';\nimport type { IBounds } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../../common/inversify-lite';\nimport { getTheme } from '../../../../graphic';\nimport { canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { pi2 } from '@visactor/vutils';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { ContributionProvider } from '../../../../common/contribution-provider';\nimport { InteractiveSubRenderContribution } from './constants';\n\nexport class DefaultBaseBackgroundRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n const {\n background,\n backgroundMode = graphicAttribute.backgroundMode,\n backgroundFit = graphicAttribute.backgroundFit\n } = graphic.attribute;\n if (!background) {\n return;\n }\n\n if (graphic.backgroundImg && graphic.resources) {\n const res = graphic.resources.get(background as any);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n\n context.save();\n\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const groupAttribute = getTheme(graphic.parent).group;\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = graphic.parent.attribute;\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n context.translate(scrollX, scrollY);\n }\n context.clip();\n const b = graphic.AABBBounds;\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit);\n context.restore();\n if (!graphic.transMatrix.onlyTranslate()) {\n context.setTransformForCurrent();\n }\n } else {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = background as string;\n context.fill();\n context.highPerformanceRestore();\n }\n }\n\n protected doDrawImage(\n context: IContext2d,\n data: any,\n b: IBounds,\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat',\n backgroundFit: boolean\n ): void {\n if (backgroundMode === 'no-repeat') {\n context.drawImage(data, b.x1, b.y1, b.width(), b.height());\n } else {\n const targetW = b.width();\n const targetH = b.height();\n let w = targetW;\n let h = targetH;\n // debugger;\n // TODO 考虑缓存\n if (backgroundFit && backgroundMode !== 'repeat' && (data.width || data.height)) {\n const resW = data.width;\n const resH = data.height;\n\n if (backgroundMode === 'repeat-x') {\n // 高度适应\n const ratio = targetH / resH;\n w = resW * ratio;\n h = targetH;\n } else if (backgroundMode === 'repeat-y') {\n // 宽度适应\n const ratio = targetW / resW;\n h = resH * ratio;\n w = targetW;\n }\n\n const dpr = context.dpr;\n const canvas = canvasAllocate.allocate({ width: w, height: h, dpr });\n const ctx = canvas.getContext('2d');\n if (ctx) {\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, w, h);\n ctx.drawImage(data, 0, 0, w, h);\n data = canvas.nativeCanvas;\n }\n canvasAllocate.free(canvas);\n }\n const dpr = context.dpr;\n const pattern = context.createPattern(data, backgroundMode);\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n context.fillStyle = pattern;\n context.translate(b.x1, b.y1);\n context.fillRect(0, 0, targetW, targetH);\n context.translate(-b.x1, -b.y1);\n }\n }\n}\n\nexport const defaultBaseBackgroundRenderContribution = new DefaultBaseBackgroundRenderContribution();\n\nexport interface IInteractiveSubRenderContribution {\n render: (\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) => void;\n}\n\n@injectable()\nexport class DefaultBaseInteractiveRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n\n _subRenderContribitions?: IInteractiveSubRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(InteractiveSubRenderContribution)\n protected readonly subRenderContribitions: IContributionProvider<IInteractiveSubRenderContribution>\n ) {}\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this._subRenderContribitions) {\n this._subRenderContribitions = this.subRenderContribitions.getContributions();\n }\n this._subRenderContribitions.forEach(c => {\n c.render(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n options\n );\n });\n }\n}\n\n// const rect1 =\n// // @ts-ignore\n// 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@@ -1 +1 @@
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{"version":3,"sources":["../src/render/contributions/render/contributions/group-contribution-render.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,uCAAuC,EAAE,MAAM,4BAA4B,CAAC;AACrF,OAAO,EAAE,0BAA0B,EAAE,MAAM,0BAA0B,CAAC;AAEtE,MAAM,OAAO,wCACX,SAAQ,uCAAuC;IADjD;;QAIE,SAAI,GAA+B,0BAA0B,CAAC,gBAAgB,CAAC;IA6CjF,CAAC;IA3CC,SAAS,CACP,OAAe,EACf,OAAmB,EACnB,CAAS,EACT,CAAS,EACT,MAAe,EACf,QAAiB,EACjB,QAAiB,EACjB,QAAiB,EACjB,gBAA6C,EAC7C,WAAyB,EACzB,MAAiH,EACjH,QAAmH;QAEnH,MAAM,EACJ,UAAU,EACV,cAAc,GAAG,gBAAgB,CAAC,cAAc,EAChD,aAAa,GAAG,gBAAgB,CAAC,aAAa,EAC/C,GAAG,OAAO,CAAC,SAAS,CAAC;QACtB,IAAI,CAAC,UAAU,EAAE;YACf,OAAO;SACR;QAED,IAAI,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,SAAS,EAAE;YAC9C,MAAM,GAAG,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,CAAC,UAAiB,CAAC,CAAC;YACrD,IAAI,GAAG,CAAC,KAAK,KAAK,SAAS,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE;gBACxC,OAAO;aACR;YAED,OAAO,CAAC,mBAAmB,EAAE,CAAC;YAE9B,OAAO,CAAC,sBAAsB,CAAC,OAAO,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,CAAC;YACvE,MAAM,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC;YAC7B,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,cAAc,EAAE,aAAa,CAAC,CAAC;YACtE,OAAO,CAAC,sBAAsB,EAAE,CAAC;YACjC,OAAO,CAAC,sBAAsB,EAAE,CAAC;SAClC;aAAM;YACL,OAAO,CAAC,mBAAmB,EAAE,CAAC;YAC9B,OAAO,CAAC,SAAS,GAAG,UAAoB,CAAC;YACzC,OAAO,CAAC,IAAI,EAAE,CAAC;YACf,OAAO,CAAC,sBAAsB,EAAE,CAAC;SAClC;IACH,CAAC;CACF;AAED,MAAM,CAAC,MAAM,wCAAwC,GAAG,IAAI,wCAAwC,EAAE,CAAC","file":"group-contribution-render.js","sourcesContent":["import type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { DefaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\nexport class DefaultGroupBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IGroupRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n\n drawShape(\n graphic: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean\n ) {\n const {\n background,\n backgroundMode = graphicAttribute.backgroundMode,\n backgroundFit = graphicAttribute.backgroundFit\n } = graphic.attribute;\n if (!background) {\n return;\n }\n\n if (graphic.backgroundImg && graphic.resources) {\n const res = graphic.resources.get(background as any);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n\n context.highPerformanceSave();\n\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n const b = graphic.AABBBounds;\n this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit);\n context.highPerformanceRestore();\n context.setTransformForCurrent();\n } else {\n context.highPerformanceSave();\n context.fillStyle = background as string;\n context.fill();\n context.highPerformanceRestore();\n }\n }\n}\n\nexport const defaultGroupBackgroundRenderContribution = new DefaultGroupBackgroundRenderContribution();\n"]}
|
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@@ -1 +1 @@
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1
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-
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|
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1
|
+
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type {\n IGraphicAttribute,\n IContext2d,\n IImage,\n IThemeAttribute,\n IImageRenderContribution,\n IDrawContext,\n IBackgroundConfig,\n IGraphic\n} from '../../../../interface';\nimport { getTheme } from '../../../../graphic';\nimport { DefaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { isNumber, isObject } from '@visactor/vutils';\nimport { parsePadding } from '../../../../common/utils';\nimport { createRectPath } from '../../../../common/shape/rect';\n\nexport class DefaultImageBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IImageRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n\n drawShape(\n graphic: IImage,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean\n ) {\n const {\n background,\n backgroundMode = graphicAttribute.backgroundMode,\n backgroundFit = graphicAttribute.backgroundFit\n } = graphic.attribute;\n if (!background) {\n return;\n }\n\n if (!graphic.backgroundImg) {\n if (isObject(background)) {\n const {\n stroke,\n fill,\n lineWidth = 1,\n cornerRadius = 0,\n expandX = 0,\n expandY = 0\n } = background as IBackgroundConfig;\n\n if (!stroke && !fill) {\n return;\n }\n\n context.beginPath();\n const { x, y, width, height } = getActualPosition(graphic);\n if (cornerRadius) {\n createRectPath(context, x - expandX, y - expandY, width + expandX * 2, height + expandY * 2, cornerRadius);\n } else {\n context.rect(x - expandX, y - expandY, width + expandX * 2, height + expandY * 2);\n }\n\n context.globalAlpha = 1;\n if (fill) {\n context.fillStyle = fill as string;\n context.fill();\n }\n\n if (stroke && lineWidth > 0) {\n context.lineWidth = lineWidth;\n context.strokeStyle = stroke as string;\n context.stroke();\n }\n } else {\n context.beginPath();\n const b = graphic.AABBBounds;\n context.rect(x, y, b.width(), b.height());\n context.fillStyle = background as string;\n context.globalAlpha = 1;\n context.fill();\n }\n } else {\n const res = graphic.resources.get(background as any);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n context.save();\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const groupAttribute = getTheme(graphic.parent).group;\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = graphic.parent.attribute;\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n context.translate(scrollX, scrollY);\n }\n // context.clip();\n const b = graphic.AABBBounds;\n this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit);\n context.restore();\n if (!graphic.transMatrix.onlyTranslate()) {\n context.setTransformForCurrent();\n }\n }\n }\n}\n\nfunction getActualPosition(graphic: IGraphic) {\n const boundsPadding = parsePadding(graphic.attribute.boundsPadding);\n const bounds = graphic.AABBBounds;\n let x = bounds.x1;\n let y = bounds.y1;\n let width = bounds.width();\n let height = bounds.height();\n\n if (isNumber(boundsPadding)) {\n x += boundsPadding;\n y += boundsPadding;\n width -= boundsPadding * 2;\n height -= boundsPadding * 2;\n } else {\n x += boundsPadding[3];\n y += boundsPadding[0];\n width -= boundsPadding[1] + boundsPadding[3];\n height -= boundsPadding[0] + boundsPadding[2];\n }\n\n return {\n x,\n y,\n width,\n height\n };\n}\n\nexport const defaultImageBackgroundRenderContribution = new DefaultImageBackgroundRenderContribution();\n"]}
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@@ -1,23 +1,39 @@
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import { isObject } from "@visactor/vutils";
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3
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import { BaseRenderContributionTime } from "../../../../common/enums";
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import { DefaultBaseBackgroundRenderContribution } from "./base-contribution-render";
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import { boundsAllocate } from "../../../../allocator/bounds-allocate";
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export class DefaultTextBackgroundRenderContribution extends DefaultBaseBackgroundRenderContribution {
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constructor() {
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super(...arguments), this.time = BaseRenderContributionTime.beforeFillStroke;
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}
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drawShape(graphic, context, x, y, doFill, doStroke, fVisible, sVisible, graphicAttribute, drawContext, fillCb, strokeCb) {
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var _a, _c, _d, _e, _f, _g, _h, _j, _k, _l;
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const {backgroundMode: backgroundMode = graphicAttribute.backgroundMode, backgroundFit: backgroundFit = graphicAttribute.backgroundFit} = graphic.attribute;
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let b, {background: background} = graphic.attribute;
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if (!background) return;
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const
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const shouldReCalBounds = isObject(background) && background.background, onlyTranslate = graphic.transMatrix.onlyTranslate();
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if (shouldReCalBounds) {
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const _b = graphic.AABBBounds, x = (null !== (_a = background.x) && void 0 !== _a ? _a : _b.x1) + (null !== (_c = background.dx) && void 0 !== _c ? _c : 0), y = (null !== (_d = background.y) && void 0 !== _d ? _d : _b.y1) + (null !== (_e = background.dy) && void 0 !== _e ? _e : 0), w = null !== (_f = background.width) && void 0 !== _f ? _f : _b.width(), h = null !== (_g = background.height) && void 0 !== _g ? _g : _b.height();
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if (b = boundsAllocate.allocate(x, y, x + w, y + h), background = background.background,
|
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!onlyTranslate) {
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const w = b.width(), h = b.height();
|
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b.set((null !== (_h = background.x) && void 0 !== _h ? _h : 0) + (null !== (_j = background.dx) && void 0 !== _j ? _j : 0), (null !== (_k = background.y) && void 0 !== _k ? _k : 0) + (null !== (_l = background.dy) && void 0 !== _l ? _l : 0), w, h);
|
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}
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} else b = graphic.AABBBounds, onlyTranslate || b.set(0, 0, b.width(), b.height());
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if (graphic.backgroundImg && graphic.resources) {
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const res = graphic.resources.get(background);
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if ("success" !== res.state || !res.data) return;
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context.highPerformanceSave(), context.setTransformFromMatrix(graphic.parent.globalTransMatrix, !0),
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this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit),
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context.setTransformForCurrent();
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} else context.highPerformanceSave(), context.
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context.highPerformanceSave(), onlyTranslate && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, !0),
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+
context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute), this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit),
|
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32
|
+
context.highPerformanceRestore(), context.setTransformForCurrent();
|
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+
} else context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
|
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34
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+
context.fillStyle = background, context.fillRect(b.x1, b.y1, b.width(), b.height()),
|
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20
35
|
context.highPerformanceRestore();
|
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36
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+
shouldReCalBounds && boundsAllocate.free(b);
|
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21
37
|
}
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22
38
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}
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23
39
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"sources":["../src/render/contributions/render/contributions/text-contribution-render.ts"],"names":[],"mappings":"
|
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1
|
+
{"version":3,"sources":["../src/render/contributions/render/contributions/text-contribution-render.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,QAAQ,EAAE,MAAM,kBAAkB,CAAC;AAC5C,OAAO,EAAE,0BAA0B,EAAE,MAAM,0BAA0B,CAAC;AAStE,OAAO,EAAE,uCAAuC,EAAE,MAAM,4BAA4B,CAAC;AACrF,OAAO,EAAE,cAAc,EAAE,MAAM,uCAAuC,CAAC;AAGvE,MAAM,OAAO,uCACX,SAAQ,uCAAuC;IADjD;;QAIE,SAAI,GAA+B,0BAA0B,CAAC,gBAAgB,CAAC;IAkFjF,CAAC;IAhFC,SAAS,CACP,OAAc,EACd,OAAmB,EACnB,CAAS,EACT,CAAS,EACT,MAAe,EACf,QAAiB,EACjB,QAAiB,EACjB,QAAiB,EACjB,gBAA6C,EAC7C,WAAyB,EACzB,MAAiH,EACjH,QAAmH;;QAEnH,MAAM,EAAE,cAAc,GAAG,gBAAgB,CAAC,cAAc,EAAE,aAAa,GAAG,gBAAgB,CAAC,aAAa,EAAE,GACxG,OAAO,CAAC,SAAS,CAAC;QACpB,IAAI,EAAE,UAAU,EAAE,GAAG,OAAO,CAAC,SAAS,CAAC;QACvC,IAAI,CAAC,UAAU,EAAE;YACf,OAAO;SACR;QACD,IAAI,CAAc,CAAC;QACnB,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAK,UAAkB,CAAC,UAAU,CAAC;QACjF,MAAM,aAAa,GAAG,OAAO,CAAC,WAAW,CAAC,aAAa,EAAE,CAAC;QAC1D,IAAI,iBAAiB,EAAE;YACrB,MAAM,EAAE,GAAG,OAAO,CAAC,UAAU,CAAC;YAC9B,MAAM,CAAC,GAAG,CAAC,MAAC,UAAkB,CAAC,CAAC,mCAAI,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,MAAC,UAAkB,CAAC,EAAE,mCAAI,CAAC,CAAC,CAAC;YAC3E,MAAM,CAAC,GAAG,CAAC,MAAC,UAAkB,CAAC,CAAC,mCAAI,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,MAAC,UAAkB,CAAC,EAAE,mCAAI,CAAC,CAAC,CAAC;YAC3E,MAAM,CAAC,GAAG,MAAC,UAAkB,CAAC,KAAK,mCAAI,EAAE,CAAC,KAAK,EAAE,CAAC;YAClD,MAAM,CAAC,GAAG,MAAC,UAAkB,CAAC,MAAM,mCAAI,EAAE,CAAC,MAAM,EAAE,CAAC;YACpD,CAAC,GAAG,cAAc,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;YAChD,UAAU,GAAI,UAAkB,CAAC,UAAU,CAAC;YAC5C,IAAI,CAAC,aAAa,EAAE;gBAClB,MAAM,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,CAAC;gBACpB,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC;gBACrB,CAAC,CAAC,GAAG,CACH,CAAC,MAAC,UAAkB,CAAC,CAAC,mCAAI,CAAC,CAAC,GAAG,CAAC,MAAC,UAAkB,CAAC,EAAE,mCAAI,CAAC,CAAC,EAC5D,CAAC,MAAC,UAAkB,CAAC,CAAC,mCAAI,CAAC,CAAC,GAAG,CAAC,MAAC,UAAkB,CAAC,EAAE,mCAAI,CAAC,CAAC,EAC5D,CAAC,EACD,CAAC,CACF,CAAC;aACH;SACF;aAAM;YACL,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC;YACvB,IAAI,CAAC,aAAa,EAAE;gBAClB,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;aACpC;SACF;QAED,IAAI,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,SAAS,EAAE;YAC9C,MAAM,GAAG,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,CAAC,UAAiB,CAAC,CAAC;YACrD,IAAI,GAAG,CAAC,KAAK,KAAK,SAAS,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE;gBACxC,OAAO;aACR;YAED,OAAO,CAAC,mBAAmB,EAAE,CAAC;YAE9B,IAAI,CAAC,aAAa,EAAE;aAInB;iBAAM;gBACL,OAAO,CAAC,sBAAsB,CAAC,OAAO,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,CAAC;aACxE;YAED,OAAO,CAAC,cAAc,CAAC,OAAO,EAAE,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,gBAAgB,CAAC,CAAC;YAC3E,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,cAAc,EAAE,aAAa,CAAC,CAAC;YACtE,OAAO,CAAC,sBAAsB,EAAE,CAAC;YACjC,OAAO,CAAC,sBAAsB,EAAE,CAAC;SAClC;aAAM;YACL,OAAO,CAAC,mBAAmB,EAAE,CAAC;YAC9B,OAAO,CAAC,cAAc,CAAC,OAAO,EAAE,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,gBAAgB,CAAC,CAAC;YAC3E,OAAO,CAAC,SAAS,GAAG,UAAoB,CAAC;YACzC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;YACpD,OAAO,CAAC,sBAAsB,EAAE,CAAC;SAClC;QAED,IAAI,iBAAiB,EAAE;YACrB,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;SACxB;IACH,CAAC;CACF;AAED,MAAM,CAAC,MAAM,uCAAuC,GAAG,IAAI,uCAAuC,EAAE,CAAC","file":"text-contribution-render.js","sourcesContent":["import type { IAABBBounds } from '@visactor/vutils';\nimport { isObject } from '@visactor/vutils';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport type {\n IContext2d,\n IDrawContext,\n IGraphicAttribute,\n IText,\n ITextRenderContribution,\n IThemeAttribute\n} from '../../../../interface';\nimport { DefaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { boundsAllocate } from '../../../../allocator/bounds-allocate';\nimport { getTextBounds } from '../../../../graphic';\n\nexport class DefaultTextBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements ITextRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n\n drawShape(\n graphic: IText,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean\n ) {\n const { backgroundMode = graphicAttribute.backgroundMode, backgroundFit = graphicAttribute.backgroundFit } =\n graphic.attribute;\n let { background } = graphic.attribute;\n if (!background) {\n return;\n }\n let b: IAABBBounds;\n const shouldReCalBounds = isObject(background) && (background as any).background;\n const onlyTranslate = graphic.transMatrix.onlyTranslate();\n if (shouldReCalBounds) {\n const _b = graphic.AABBBounds;\n const x = ((background as any).x ?? _b.x1) + ((background as any).dx ?? 0);\n const y = ((background as any).y ?? _b.y1) + ((background as any).dy ?? 0);\n const w = (background as any).width ?? _b.width();\n const h = (background as any).height ?? _b.height();\n b = boundsAllocate.allocate(x, y, x + w, y + h);\n background = (background as any).background;\n if (!onlyTranslate) {\n const w = b.width();\n const h = b.height();\n b.set(\n ((background as any).x ?? 0) + ((background as any).dx ?? 0),\n ((background as any).y ?? 0) + ((background as any).dy ?? 0),\n w,\n h\n );\n }\n } else {\n b = graphic.AABBBounds;\n if (!onlyTranslate) {\n b.set(0, 0, b.width(), b.height());\n }\n }\n\n if (graphic.backgroundImg && graphic.resources) {\n const res = graphic.resources.get(background as any);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n\n context.highPerformanceSave();\n // 默认应用旋转\n if (!onlyTranslate) {\n // TODO 性能优化\n // const _b = getTextBounds({ ...graphic.attribute, angle: 0, scaleX: 1, scaleY: 1, x: 0, y: 0, dx: 0, dy: 0 });\n // b.copy(_b);\n } else {\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n }\n\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n this.doDrawImage(context, res.data, b, backgroundMode, backgroundFit);\n context.highPerformanceRestore();\n context.setTransformForCurrent();\n } else {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = background as string;\n context.fillRect(b.x1, b.y1, b.width(), b.height());\n context.highPerformanceRestore();\n }\n\n if (shouldReCalBounds) {\n boundsAllocate.free(b);\n }\n }\n}\n\nexport const defaultTextBackgroundRenderContribution = new DefaultTextBackgroundRenderContribution();\n\n// @injectable()\n// export class DefaultTextPopTipRenderContribution\n// extends DefaultBasePopTipRenderContribution\n// implements ITextRenderContribution\n// {\n// time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n// }\n"]}
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import type { IGraphicAttribute, IContext2d, IGraphic, IMarkAttribute, IThemeAttribute, IFillType, IStrokeType, IArc, IPath2D, IGraphicRenderDrawParams, IDrawContext, IBackgroundConfig } from '../../../interface';
|
|
2
|
-
export declare function runFill(fill: IFillType, background?: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig): boolean;
|
|
2
|
+
export declare function runFill(fill: IFillType, background?: string | any | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig): boolean;
|
|
3
3
|
export declare function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number): boolean;
|
|
4
4
|
export declare function fillVisible(opacity: number, fillOpacity: number, fill: IFillType): boolean;
|
|
5
5
|
export declare function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType): boolean;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ isArray, abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IMarkAttribute,\n IThemeAttribute,\n IFillType,\n IStrokeType,\n IArc,\n IPath2D,\n IGraphicRenderDrawParams,\n IDrawContext,\n IBackgroundConfig\n} from '../../../interface';\n\n/**\n * 是否需要执行fill逻辑\n * @param fill\n * @returns\n */\nexport function runFill(\n fill: IFillType,\n background?: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig\n) {\n return !!(fill || background);\n}\n/**\n * 是否需要执行stroke逻辑\n * @param stroke\n * @returns\n */\nexport function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number) {\n let s: boolean | number;\n if (isArray(stroke)) {\n s = stroke.some(item => item || item === undefined);\n } else {\n s = !!stroke;\n }\n return s && lineWidth > 0;\n}\n\n/**\n * 是否fill部分可见\n * @param opacity\n * @param fillOpacity\n * @returns\n */\nexport function fillVisible(opacity: number, fillOpacity: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0;\n}\n\nexport function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0 && width !== 0 && height !== 0;\n}\n\n/**\n * 是否stroke部分可见\n * @param opacity\n * @param strokeOpacity\n * @param lineWidth\n * @returns\n */\nexport function strokeVisible(opacity: number, strokeOpacity: number) {\n return opacity * strokeOpacity > 0;\n}\n\nexport function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number) {\n return opacity * strokeOpacity > 0 && width !== 0 && height !== 0;\n}\n\nexport function drawPathProxy(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = getTheme(graphic, params?.theme)[graphic.type];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.fill();\n }\n }\n return true;\n}\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function intersect(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number\n) {\n const x10 = x1 - x0;\n const y10 = y1 - y0;\n const x32 = x3 - x2;\n const y32 = y3 - y2;\n let t = y32 * x10 - x32 * y10;\n if (t * t < epsilon) {\n return [];\n }\n t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;\n\n return [x0 + t * x10, y0 + t * y10];\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\n// Compute perpendicular offset line of length rc.\n// http://mathworld.wolfram.com/Circle-LineIntersection.html\nexport function cornerTangents(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n r1: number,\n rc: number,\n clockwise: number\n) {\n const x01 = x0 - x1;\n const y01 = y0 - y1;\n const lo = (clockwise ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01);\n const ox = lo * y01;\n const oy = -lo * x01;\n const x11 = x0 + ox;\n const y11 = y0 + oy;\n const x10 = x1 + ox;\n const y10 = y1 + oy;\n const x00 = (x11 + x10) / 2;\n const y00 = (y11 + y10) / 2;\n const dx = x10 - x11;\n const dy = y10 - y11;\n const d2 = dx * dx + dy * dy;\n const r = r1 - rc;\n const D = x11 * y10 - x10 * y11;\n const d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D));\n let cx0 = (D * dy - dx * d) / d2;\n let cy0 = (-D * dx - dy * d) / d2;\n const cx1 = (D * dy + dx * d) / d2;\n const cy1 = (-D * dx + dy * d) / d2;\n const dx0 = cx0 - x00;\n const dy0 = cy0 - y00;\n const dx1 = cx1 - x00;\n const dy1 = cy1 - y00;\n\n // Pick the closer of the two intersection points.\n // TODO Is there a faster way to determine which intersection to use?\n if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) {\n (cx0 = cx1), (cy0 = cy1);\n }\n\n return {\n cx: cx0,\n cy: cy0,\n x01: -ox,\n y01: -oy,\n x11: cx0 * (r1 / r - 1),\n y11: cy0 * (r1 / r - 1)\n };\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n partStroke?: (boolean | string)[]\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n }\n } else {\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n if (partStroke && (partStroke[3] || partStroke[1])) {\n context.moveTo(cx + xors, cy + yors);\n }\n collapsedToLine = true;\n } else if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n context.moveTo(\n cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n );\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusStart,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n outerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n !clockwise\n );\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusEnd > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n }\n }\n }\n } else {\n // Or is the outer ring just a circular arc?\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + xors, cy + yors);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n } else {\n context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + outerRadius * sin(outerEndAngle));\n }\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n } else {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n }\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n if (!partStroke || partStroke[2]) {\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[2]) {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n innerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n clockwise\n );\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusStart,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusStart > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xirs, cy + yirs);\n }\n }\n }\n } else {\n // Or is the inner ring just a circular arc?\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n if (!partStroke || partStroke[2]) {\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n } else {\n context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n }\n }\n\n if (!partStroke) {\n context.closePath();\n } else if (partStroke[3]) {\n context.lineTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n }\n\n return collapsedToLine;\n}\n"]}
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{ isArray, abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IMarkAttribute,\n IThemeAttribute,\n IFillType,\n IStrokeType,\n IArc,\n IPath2D,\n IGraphicRenderDrawParams,\n IDrawContext,\n IBackgroundConfig\n} from '../../../interface';\n\n/**\n * 是否需要执行fill逻辑\n * @param fill\n * @returns\n */\nexport function runFill(\n fill: IFillType,\n background?: string | any | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig\n) {\n return !!(fill || background);\n}\n/**\n * 是否需要执行stroke逻辑\n * @param stroke\n * @returns\n */\nexport function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number) {\n let s: boolean | number;\n if (isArray(stroke)) {\n s = stroke.some(item => item || item === undefined);\n } else {\n s = !!stroke;\n }\n return s && lineWidth > 0;\n}\n\n/**\n * 是否fill部分可见\n * @param opacity\n * @param fillOpacity\n * @returns\n */\nexport function fillVisible(opacity: number, fillOpacity: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0;\n}\n\nexport function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0 && width !== 0 && height !== 0;\n}\n\n/**\n * 是否stroke部分可见\n * @param opacity\n * @param strokeOpacity\n * @param lineWidth\n * @returns\n */\nexport function strokeVisible(opacity: number, strokeOpacity: number) {\n return opacity * strokeOpacity > 0;\n}\n\nexport function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number) {\n return opacity * strokeOpacity > 0 && width !== 0 && height !== 0;\n}\n\nexport function drawPathProxy(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = getTheme(graphic, params?.theme)[graphic.type];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.fill();\n }\n }\n return true;\n}\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function intersect(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number\n) {\n const x10 = x1 - x0;\n const y10 = y1 - y0;\n const x32 = x3 - x2;\n const y32 = y3 - y2;\n let t = y32 * x10 - x32 * y10;\n if (t * t < epsilon) {\n return [];\n }\n t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;\n\n return [x0 + t * x10, y0 + t * y10];\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\n// Compute perpendicular offset line of length rc.\n// http://mathworld.wolfram.com/Circle-LineIntersection.html\nexport function cornerTangents(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n r1: number,\n rc: number,\n clockwise: number\n) {\n const x01 = x0 - x1;\n const y01 = y0 - y1;\n const lo = (clockwise ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01);\n const ox = lo * y01;\n const oy = -lo * x01;\n const x11 = x0 + ox;\n const y11 = y0 + oy;\n const x10 = x1 + ox;\n const y10 = y1 + oy;\n const x00 = (x11 + x10) / 2;\n const y00 = (y11 + y10) / 2;\n const dx = x10 - x11;\n const dy = y10 - y11;\n const d2 = dx * dx + dy * dy;\n const r = r1 - rc;\n const D = x11 * y10 - x10 * y11;\n const d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D));\n let cx0 = (D * dy - dx * d) / d2;\n let cy0 = (-D * dx - dy * d) / d2;\n const cx1 = (D * dy + dx * d) / d2;\n const cy1 = (-D * dx + dy * d) / d2;\n const dx0 = cx0 - x00;\n const dy0 = cy0 - y00;\n const dx1 = cx1 - x00;\n const dy1 = cy1 - y00;\n\n // Pick the closer of the two intersection points.\n // TODO Is there a faster way to determine which intersection to use?\n if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) {\n (cx0 = cx1), (cy0 = cy1);\n }\n\n return {\n cx: cx0,\n cy: cy0,\n x01: -ox,\n y01: -oy,\n x11: cx0 * (r1 / r - 1),\n y11: cy0 * (r1 / r - 1)\n };\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n partStroke?: (boolean | string)[]\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n }\n } else {\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n if (partStroke && (partStroke[3] || partStroke[1])) {\n context.moveTo(cx + xors, cy + yors);\n }\n collapsedToLine = true;\n } else if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n context.moveTo(\n cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n );\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusStart,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n outerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n !clockwise\n );\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusEnd > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n }\n }\n }\n } else {\n // Or is the outer ring just a circular arc?\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + xors, cy + yors);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n } else {\n context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + outerRadius * sin(outerEndAngle));\n }\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n } else {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n }\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n if (!partStroke || partStroke[2]) {\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[2]) {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n innerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n clockwise\n );\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusStart,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusStart > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xirs, cy + yirs);\n }\n }\n }\n } else {\n // Or is the inner ring just a circular arc?\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n if (!partStroke || partStroke[2]) {\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n } else {\n context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n }\n }\n\n if (!partStroke) {\n context.closePath();\n } else if (partStroke[3]) {\n context.lineTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n }\n\n return collapsedToLine;\n}\n"]}
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package/package.json
CHANGED
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@@ -1,9 +1,11 @@
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1
1
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{
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2
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"name": "@visactor/vrender-core",
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3
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-
"version": "0.17.15
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3
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+
"version": "0.17.15",
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"description": "",
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5
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"sideEffects": [
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-
"./src/modules.ts"
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6
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+
"./src/modules.ts",
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7
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+
"./cjs/modules.ts",
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8
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+
"./es/modules.ts"
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7
9
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],
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8
10
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"main": "cjs/index.js",
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9
11
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"module": "es/index.js",
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@@ -33,8 +35,8 @@
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33
35
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"vite": "3.2.6",
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34
36
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"typescript": "4.9.5",
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35
37
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"@internal/bundler": "0.0.1",
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36
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-
"@internal/
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-
"@internal/
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38
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+
"@internal/eslint-config": "0.0.1",
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39
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+
"@internal/ts-config": "0.0.1"
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38
40
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},
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39
41
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"keywords": [
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40
42
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"VisActor",
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