@visactor/vrender-core 0.17.19 → 0.17.20-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (63) hide show
  1. package/cjs/core/stage.d.ts +2 -1
  2. package/cjs/core/stage.js +8 -4
  3. package/cjs/core/stage.js.map +1 -1
  4. package/cjs/graphic/graphic.js +1 -1
  5. package/cjs/graphic/graphic.js.map +1 -1
  6. package/cjs/graphic/richtext/frame.d.ts +2 -2
  7. package/cjs/graphic/richtext/frame.js +1 -12
  8. package/cjs/graphic/richtext/frame.js.map +1 -1
  9. package/cjs/graphic/richtext/line.js +1 -12
  10. package/cjs/graphic/richtext/line.js.map +1 -1
  11. package/cjs/graphic/richtext/paragraph.js +2 -2
  12. package/cjs/graphic/richtext/paragraph.js.map +1 -1
  13. package/cjs/interface/graphic/richText.d.ts +1 -1
  14. package/cjs/interface/graphic/richText.js.map +1 -1
  15. package/cjs/interface/graphic.d.ts +2 -2
  16. package/cjs/interface/graphic.js.map +1 -1
  17. package/cjs/interface/picker.d.ts +1 -0
  18. package/cjs/interface/picker.js.map +1 -1
  19. package/cjs/interface/render.d.ts +1 -0
  20. package/cjs/interface/render.js.map +1 -1
  21. package/cjs/interface/stage.d.ts +3 -1
  22. package/cjs/interface/stage.js.map +1 -1
  23. package/cjs/picker/picker-service.js +8 -3
  24. package/cjs/picker/picker-service.js.map +1 -1
  25. package/cjs/plugins/builtin-plugin/flex-layout-plugin.d.ts +14 -3
  26. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +126 -65
  27. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  28. package/cjs/render/contributions/render/draw-contribution.js +8 -3
  29. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  30. package/cjs/render/contributions/render/incremental-draw-contribution.js +18 -10
  31. package/cjs/render/contributions/render/incremental-draw-contribution.js.map +1 -1
  32. package/es/core/stage.d.ts +2 -1
  33. package/es/core/stage.js +8 -4
  34. package/es/core/stage.js.map +1 -1
  35. package/es/graphic/graphic.js +1 -1
  36. package/es/graphic/graphic.js.map +1 -1
  37. package/es/graphic/richtext/frame.d.ts +2 -2
  38. package/es/graphic/richtext/frame.js +1 -12
  39. package/es/graphic/richtext/frame.js.map +1 -1
  40. package/es/graphic/richtext/line.js +1 -12
  41. package/es/graphic/richtext/line.js.map +1 -1
  42. package/es/graphic/richtext/paragraph.js +2 -2
  43. package/es/graphic/richtext/paragraph.js.map +1 -1
  44. package/es/interface/graphic/richText.d.ts +1 -1
  45. package/es/interface/graphic/richText.js.map +1 -1
  46. package/es/interface/graphic.d.ts +2 -2
  47. package/es/interface/graphic.js.map +1 -1
  48. package/es/interface/picker.d.ts +1 -0
  49. package/es/interface/picker.js.map +1 -1
  50. package/es/interface/render.d.ts +1 -0
  51. package/es/interface/render.js.map +1 -1
  52. package/es/interface/stage.d.ts +3 -1
  53. package/es/interface/stage.js.map +1 -1
  54. package/es/picker/picker-service.js +8 -3
  55. package/es/picker/picker-service.js.map +1 -1
  56. package/es/plugins/builtin-plugin/flex-layout-plugin.d.ts +14 -3
  57. package/es/plugins/builtin-plugin/flex-layout-plugin.js +126 -69
  58. package/es/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  59. package/es/render/contributions/render/draw-contribution.js +8 -3
  60. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  61. package/es/render/contributions/render/incremental-draw-contribution.js +18 -10
  62. package/es/render/contributions/render/incremental-draw-contribution.js.map +1 -1
  63. package/package.json +1 -1
@@ -1 +1 @@
1
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix, IMatrixLike } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr < context.canvas.width ||\n dirtyBounds.height() * context.dpr < context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (this.useDirtyBounds && !isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n // let renderer = this.renderSelector.selector(graphic);\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IAABBBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = !!(scrollX || scrollY);\n if (retrans) {\n tempBounds = this.dirtyBounds.clone();\n // 变换dirtyBounds\n const m = graphic.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n this.dirtyBounds.translate(-scrollX, -scrollY);\n }\n }\n\n if (this.useDirtyBounds && !(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n retrans && this.dirtyBounds.copy(tempBounds);\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n retrans && this.dirtyBounds.copy(tempBounds);\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
1
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix, IMatrixLike } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // 设置context的transform\n if (drawContext.keepMatrix) {\n if (context.nativeContext && context.nativeContext.getTransform) {\n const t = context.nativeContext.getTransform();\n context.setTransformFromMatrix(t, true, 1);\n }\n } else {\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n }\n\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr < context.canvas.width ||\n dirtyBounds.height() * context.dpr < context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n if (!drawContext.keepMatrix) {\n context.inuse = false;\n }\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (this.useDirtyBounds && !isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n // let renderer = this.renderSelector.selector(graphic);\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IAABBBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = !!(scrollX || scrollY);\n if (retrans) {\n tempBounds = this.dirtyBounds.clone();\n // 变换dirtyBounds\n const m = graphic.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n this.dirtyBounds.translate(-scrollX, -scrollY);\n }\n }\n\n if (this.useDirtyBounds && !(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n retrans && this.dirtyBounds.copy(tempBounds);\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n retrans && this.dirtyBounds.copy(tempBounds);\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
@@ -65,16 +65,24 @@ let DefaultIncrementalDrawContribution = class extends draw_contribution_1.Defau
65
65
  if (this.checkingForDrawPromise = null, skipDraw) return;
66
66
  this.currentRenderService = renderService;
67
67
  const {context: context, x: x = 0, y: y = 0} = drawContext;
68
- context && (context.inuse = !0, context.clearMatrix(), context.setTransformForCurrent(!0),
69
- context.save(), drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext),
70
- context.translate(x, y, !0), context.save(), renderService.renderTreeRoots.sort(((a, b) => {
71
- var _a, _b;
72
- return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : graphic_1.DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : graphic_1.DefaultAttribute.zIndex);
73
- })).forEach((group => {
74
- this.renderGroup(group, drawContext);
75
- })), this.hooks.completeDraw.tap("top-draw", (() => {
76
- context.restore(), context.restore(), context.draw(), context.inuse = !1, this.rendering = !1;
77
- })));
68
+ if (context) {
69
+ if (drawContext.keepMatrix) {
70
+ if (context.nativeContext && context.nativeContext.getTransform) {
71
+ const t = context.nativeContext.getTransform();
72
+ context.setTransformFromMatrix(t, !0, 1);
73
+ }
74
+ } else context.inuse = !0, context.clearMatrix();
75
+ context.setTransformForCurrent(!0), context.save(), drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext),
76
+ context.translate(x, y, !0), context.save(), renderService.renderTreeRoots.sort(((a, b) => {
77
+ var _a, _b;
78
+ return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : graphic_1.DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : graphic_1.DefaultAttribute.zIndex);
79
+ })).forEach((group => {
80
+ this.renderGroup(group, drawContext);
81
+ })), this.hooks.completeDraw.tap("top-draw", (() => {
82
+ context.restore(), context.restore(), context.draw(), drawContext.keepMatrix || (context.inuse = !1),
83
+ this.rendering = !1;
84
+ }));
85
+ }
78
86
  }));
79
87
  }
80
88
  _increaseRender(group, drawContext) {
@@ -1 +1 @@
1
- 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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IGraphic,\n IGroup,\n IGlobal,\n IRenderService,\n IDrawContext,\n IDrawContribution,\n IGraphicRender,\n IRenderSelector,\n IDrawItemInterceptorContribution,\n IContributionProvider\n} from '../../../interface';\nimport { DefaultAttribute } from '../../../graphic';\nimport { LayerService } from '../../../core/constants';\nimport { DefaultDrawContribution } from './draw-contribution';\nimport { SyncHook } from '../../../tapable';\nimport { GraphicRender, RenderSelector } from './symbol';\nimport { DefaultIncrementalCanvasLineRender } from './incremental-line-render';\nimport { DefaultIncrementalCanvasAreaRender } from './incremental-area-render';\nimport { DrawItemInterceptor } from './draw-interceptor';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { foreachAsync } from '../../../common/sort';\n\nenum STATUS {\n NORMAL = 0,\n STOP = 1\n}\n\n/**\n * 增量渲染的contribution,基于树状结构针对图元的渲染\n * 不是单例模式\n */\n@injectable()\nexport class DefaultIncrementalDrawContribution extends DefaultDrawContribution implements IDrawContribution {\n rendering: boolean = false;\n protected currFrameStartAt: number = 0;\n protected currentIdx: number = 0;\n protected status: STATUS = STATUS.NORMAL;\n protected checkingForDrawPromise: Promise<any> | null = null;\n hooks = {\n completeDraw: new SyncHook<[]>([])\n };\n protected lastRenderService: IRenderService;\n protected lastDrawContext: IDrawContext;\n protected count: number;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(DefaultIncrementalCanvasLineRender) protected readonly lineRender: IGraphicRender, // 默认的lineRender\n @inject(DefaultIncrementalCanvasAreaRender) protected readonly areaRender: IGraphicRender, // 默认的lineRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n super(contributions, drawItemInterceptorContributions);\n this.defaultRenderMap.set(this.lineRender.numberType, this.lineRender);\n this.defaultRenderMap.set(this.areaRender.numberType, this.areaRender);\n }\n\n /**\n *\n * @param renderService\n * @param drawContext restartIncremental为true表示重新执行增量渲染,为false表示不执行增量渲染\n * @returns\n */\n async draw(renderService: IRenderService, drawContext: IDrawContext): Promise<void> {\n // 入口检查是否需要重新绘制\n if (this.checkingForDrawPromise) {\n return;\n }\n this.lastRenderService = renderService;\n this.lastDrawContext = drawContext;\n\n this.checkingForDrawPromise = this.checkForDraw(drawContext);\n const skipDraw = await this.checkingForDrawPromise;\n this.checkingForDrawPromise = null;\n if (skipDraw) {\n return;\n }\n\n this.currentRenderService = renderService;\n const { context, x = 0, y = 0 } = drawContext;\n\n if (!context) {\n return;\n }\n // 增量渲染不需要dirtyBounds\n // const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(x, y, x + width, y + height);\n // if (stage.dirtyBounds) {\n // const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n // dirtyBounds.x1 = Math.floor(b.x1);\n // dirtyBounds.y1 = Math.floor(b.y1);\n // dirtyBounds.x2 = Math.ceil(b.x2);\n // dirtyBounds.y2 = Math.ceil(b.y2);\n // }\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr !== context.canvas.width ||\n // dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // if (drawInArea) {\n // context.beginPath();\n // context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n // context.clip();\n // }\n\n // this.clearScreen(renderService, context, drawContext);\n\n // 绘制之前需要清空画布\n drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext);\n // 设置translate\n context.translate(x, y, true);\n\n context.save();\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.renderGroup(group as IGroup, drawContext);\n });\n\n this.hooks.completeDraw.tap('top-draw', () => {\n context.restore();\n context.restore();\n context.draw();\n context.inuse = false;\n this.rendering = false;\n });\n }\n\n protected async _increaseRender(group: IGroup, drawContext: IDrawContext) {\n this.rendering = true;\n await this._renderIncrementalGroup(group, drawContext);\n return;\n }\n\n // 默认group后只有一层节点,也就是group是叶子结点的父节点\n protected async _renderIncrementalGroup(group: IGroup, drawContext: IDrawContext) {\n this.count = group.count;\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n // 增量图元只支持一个,线段和面积图\n if (group.count === 2) {\n const graphic = group.getChildAt(0) as IGraphic;\n if (graphic.incremental && (graphic.attribute as any).segments) {\n if (!graphic.incrementalAt) {\n graphic.incrementalAt = 0;\n }\n while (graphic.incrementalAt < (graphic.attribute as any).segments.length) {\n drawContext.multiGraphicOptions = {\n startAtIdx: graphic.incrementalAt,\n length: graphic.incremental\n };\n this.renderItem(graphic, drawContext);\n graphic.incrementalAt += graphic.incremental;\n await this.waitToNextFrame();\n }\n } else {\n this.renderItem(graphic, drawContext);\n }\n resolve(false);\n return;\n }\n await foreachAsync(group, DefaultAttribute.zIndex, (item: IGraphic, i: number) => {\n if (this.status === STATUS.STOP) {\n return true;\n }\n if (item.isContainer) {\n // 增量渲染group下不应该有其他的group节点\n return false;\n }\n // 如果小于currentIdx,说明还没到当前的位置,那就直接跳过\n if (i < this.currentIdx) {\n return false;\n }\n const frameTail = this.currFrameStartAt + group.incremental;\n // 绘制 currentIdx到this.lastFrameIdx + group.incremental的内容\n if (i < frameTail) {\n this.currentIdx = i + 1;\n this.renderItem(item, drawContext);\n }\n // 下一帧\n if (i === frameTail - 1) {\n this.currFrameStartAt = this.currentIdx;\n // this.lastFrameIdx = this.currentIdx;\n return this.waitToNextFrame();\n }\n\n return false;\n });\n resolve(false);\n }\n });\n });\n this.hooks.completeDraw.call();\n }\n\n protected async waitToNextFrame(): Promise<boolean> {\n return new Promise(resolve => {\n this.global.getRequestAnimationFrame()(() => {\n resolve(false);\n });\n });\n }\n\n /**\n * 检查这次绘制是否跳过,以及执行一些准备\n * 增量渲染有自己的绘制逻辑流程,外部每次触发draw,该图层不一定会执行\n * @returns 返回true代表跳过绘制,false代表进行绘制\n */\n protected async checkForDraw(drawContext: IDrawContext): Promise<boolean> {\n let skip = this.rendering;\n if (drawContext.restartIncremental) {\n skip = false;\n await this.forceStop();\n this.resetToInit();\n }\n return skip;\n }\n\n protected async forceStop() {\n if (this.rendering) {\n this.status = STATUS.STOP;\n await new Promise(resolve => {\n this.hooks.completeDraw.tap('stopCb', () => {\n this.status = STATUS.NORMAL;\n this.hooks.completeDraw.taps = this.hooks.completeDraw.taps.filter(item => {\n return item.name !== 'stopCb';\n });\n resolve(false);\n });\n });\n }\n }\n\n protected resetToInit() {\n this.currFrameStartAt = 0;\n this.currentIdx = 0;\n }\n\n async renderGroup(group: IGroup, drawContext: IDrawContext) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && drawContext.startAtId === group._uid) {\n await this._increaseRender(group, drawContext);\n drawContext.break = true;\n return;\n }\n\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n await foreachAsync(group, DefaultAttribute.zIndex, async (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n await this.renderGroup(item as IGroup, drawContext);\n } else {\n // 增量渲染不管非_increaseRender的内容\n return;\n }\n });\n resolve(false);\n }\n });\n });\n }\n\n // /**\n // * 一个每一帧都执行的脚本,用于检查和触发执行draw\n // */\n // protected autoRunner() {\n\n // }\n}\n"]}
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IGraphic,\n IGroup,\n IGlobal,\n IRenderService,\n IDrawContext,\n IDrawContribution,\n IGraphicRender,\n IRenderSelector,\n IDrawItemInterceptorContribution,\n IContributionProvider\n} from '../../../interface';\nimport { DefaultAttribute } from '../../../graphic';\nimport { LayerService } from '../../../core/constants';\nimport { DefaultDrawContribution } from './draw-contribution';\nimport { SyncHook } from '../../../tapable';\nimport { GraphicRender, RenderSelector } from './symbol';\nimport { DefaultIncrementalCanvasLineRender } from './incremental-line-render';\nimport { DefaultIncrementalCanvasAreaRender } from './incremental-area-render';\nimport { DrawItemInterceptor } from './draw-interceptor';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { foreachAsync } from '../../../common/sort';\n\nenum STATUS {\n NORMAL = 0,\n STOP = 1\n}\n\n/**\n * 增量渲染的contribution,基于树状结构针对图元的渲染\n * 不是单例模式\n */\n@injectable()\nexport class DefaultIncrementalDrawContribution extends DefaultDrawContribution implements IDrawContribution {\n rendering: boolean = false;\n protected currFrameStartAt: number = 0;\n protected currentIdx: number = 0;\n protected status: STATUS = STATUS.NORMAL;\n protected checkingForDrawPromise: Promise<any> | null = null;\n hooks = {\n completeDraw: new SyncHook<[]>([])\n };\n protected lastRenderService: IRenderService;\n protected lastDrawContext: IDrawContext;\n protected count: number;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(DefaultIncrementalCanvasLineRender) protected readonly lineRender: IGraphicRender, // 默认的lineRender\n @inject(DefaultIncrementalCanvasAreaRender) protected readonly areaRender: IGraphicRender, // 默认的lineRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n super(contributions, drawItemInterceptorContributions);\n this.defaultRenderMap.set(this.lineRender.numberType, this.lineRender);\n this.defaultRenderMap.set(this.areaRender.numberType, this.areaRender);\n }\n\n /**\n *\n * @param renderService\n * @param drawContext restartIncremental为true表示重新执行增量渲染,为false表示不执行增量渲染\n * @returns\n */\n async draw(renderService: IRenderService, drawContext: IDrawContext): Promise<void> {\n // 入口检查是否需要重新绘制\n if (this.checkingForDrawPromise) {\n return;\n }\n this.lastRenderService = renderService;\n this.lastDrawContext = drawContext;\n\n this.checkingForDrawPromise = this.checkForDraw(drawContext);\n const skipDraw = await this.checkingForDrawPromise;\n this.checkingForDrawPromise = null;\n if (skipDraw) {\n return;\n }\n\n this.currentRenderService = renderService;\n const { context, x = 0, y = 0 } = drawContext;\n\n if (!context) {\n return;\n }\n // 增量渲染不需要dirtyBounds\n // const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(x, y, x + width, y + height);\n // if (stage.dirtyBounds) {\n // const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n // dirtyBounds.x1 = Math.floor(b.x1);\n // dirtyBounds.y1 = Math.floor(b.y1);\n // dirtyBounds.x2 = Math.ceil(b.x2);\n // dirtyBounds.y2 = Math.ceil(b.y2);\n // }\n if (drawContext.keepMatrix) {\n if (context.nativeContext && context.nativeContext.getTransform) {\n const t = context.nativeContext.getTransform();\n context.setTransformFromMatrix(t, true, 1);\n }\n } else {\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n }\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr !== context.canvas.width ||\n // dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // if (drawInArea) {\n // context.beginPath();\n // context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n // context.clip();\n // }\n\n // this.clearScreen(renderService, context, drawContext);\n\n // 绘制之前需要清空画布\n drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext);\n // 设置translate\n context.translate(x, y, true);\n\n context.save();\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.renderGroup(group as IGroup, drawContext);\n });\n\n this.hooks.completeDraw.tap('top-draw', () => {\n context.restore();\n context.restore();\n context.draw();\n if (!drawContext.keepMatrix) {\n context.inuse = false;\n }\n this.rendering = false;\n });\n }\n\n protected async _increaseRender(group: IGroup, drawContext: IDrawContext) {\n this.rendering = true;\n await this._renderIncrementalGroup(group, drawContext);\n return;\n }\n\n // 默认group后只有一层节点,也就是group是叶子结点的父节点\n protected async _renderIncrementalGroup(group: IGroup, drawContext: IDrawContext) {\n this.count = group.count;\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n // 增量图元只支持一个,线段和面积图\n if (group.count === 2) {\n const graphic = group.getChildAt(0) as IGraphic;\n if (graphic.incremental && (graphic.attribute as any).segments) {\n if (!graphic.incrementalAt) {\n graphic.incrementalAt = 0;\n }\n while (graphic.incrementalAt < (graphic.attribute as any).segments.length) {\n drawContext.multiGraphicOptions = {\n startAtIdx: graphic.incrementalAt,\n length: graphic.incremental\n };\n this.renderItem(graphic, drawContext);\n graphic.incrementalAt += graphic.incremental;\n await this.waitToNextFrame();\n }\n } else {\n this.renderItem(graphic, drawContext);\n }\n resolve(false);\n return;\n }\n await foreachAsync(group, DefaultAttribute.zIndex, (item: IGraphic, i: number) => {\n if (this.status === STATUS.STOP) {\n return true;\n }\n if (item.isContainer) {\n // 增量渲染group下不应该有其他的group节点\n return false;\n }\n // 如果小于currentIdx,说明还没到当前的位置,那就直接跳过\n if (i < this.currentIdx) {\n return false;\n }\n const frameTail = this.currFrameStartAt + group.incremental;\n // 绘制 currentIdx到this.lastFrameIdx + group.incremental的内容\n if (i < frameTail) {\n this.currentIdx = i + 1;\n this.renderItem(item, drawContext);\n }\n // 下一帧\n if (i === frameTail - 1) {\n this.currFrameStartAt = this.currentIdx;\n // this.lastFrameIdx = this.currentIdx;\n return this.waitToNextFrame();\n }\n\n return false;\n });\n resolve(false);\n }\n });\n });\n this.hooks.completeDraw.call();\n }\n\n protected async waitToNextFrame(): Promise<boolean> {\n return new Promise(resolve => {\n this.global.getRequestAnimationFrame()(() => {\n resolve(false);\n });\n });\n }\n\n /**\n * 检查这次绘制是否跳过,以及执行一些准备\n * 增量渲染有自己的绘制逻辑流程,外部每次触发draw,该图层不一定会执行\n * @returns 返回true代表跳过绘制,false代表进行绘制\n */\n protected async checkForDraw(drawContext: IDrawContext): Promise<boolean> {\n let skip = this.rendering;\n if (drawContext.restartIncremental) {\n skip = false;\n await this.forceStop();\n this.resetToInit();\n }\n return skip;\n }\n\n protected async forceStop() {\n if (this.rendering) {\n this.status = STATUS.STOP;\n await new Promise(resolve => {\n this.hooks.completeDraw.tap('stopCb', () => {\n this.status = STATUS.NORMAL;\n this.hooks.completeDraw.taps = this.hooks.completeDraw.taps.filter(item => {\n return item.name !== 'stopCb';\n });\n resolve(false);\n });\n });\n }\n }\n\n protected resetToInit() {\n this.currFrameStartAt = 0;\n this.currentIdx = 0;\n }\n\n async renderGroup(group: IGroup, drawContext: IDrawContext) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && drawContext.startAtId === group._uid) {\n await this._increaseRender(group, drawContext);\n drawContext.break = true;\n return;\n }\n\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n await foreachAsync(group, DefaultAttribute.zIndex, async (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n await this.renderGroup(item as IGroup, drawContext);\n } else {\n // 增量渲染不管非_increaseRender的内容\n return;\n }\n });\n resolve(false);\n }\n });\n });\n }\n\n // /**\n // * 一个每一帧都执行的脚本,用于检查和触发执行draw\n // */\n // protected autoRunner() {\n\n // }\n}\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';
2
2
  import { AABBBounds } from '@visactor/vutils';
3
- import type { IExportType, IStage, IStageParams, ILayer, IColor, IOption3D, ICamera, vec3, IDirectionLight, ITicker, IRenderService, IPickerService, IPluginService, ISyncHook, IDrawContext, IWindow, ILayerService, ITimeline, IOptimizeType, LayerMode, PickResult } from '../interface';
3
+ import type { IExportType, IStage, IStageParams, ILayer, IColor, IOption3D, ICamera, vec3, IDirectionLight, ITicker, IRenderService, IPickerService, IPluginService, ISyncHook, IDrawContext, IWindow, ILayerService, ITimeline, IOptimizeType, LayerMode, PickResult, IPlugin } from '../interface';
4
4
  import type { Layer } from './layer';
5
5
  import { Group } from '../graphic';
6
6
  type IStageState = 'rendering' | 'normal';
@@ -112,6 +112,7 @@ export declare class Stage extends Group implements IStage {
112
112
  disableLayout(): void;
113
113
  enableHtmlAttribute(container?: any): void;
114
114
  disableHtmlAttribute(): void;
115
+ getPluginsByName(name: string): IPlugin[];
115
116
  protected tryUpdateAABBBounds(): AABBBounds;
116
117
  combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer;
117
118
  createLayer(canvasId?: string, layerMode?: LayerMode): ILayer;
package/es/core/stage.js CHANGED
@@ -294,6 +294,9 @@ export class Stage extends Group {
294
294
  this.pluginService.unRegister(plugin);
295
295
  })));
296
296
  }
297
+ getPluginsByName(name) {
298
+ return this.pluginService.findPluginsByName(name);
299
+ }
297
300
  tryUpdateAABBBounds() {
298
301
  const viewBox = this._viewBox;
299
302
  return this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2),
@@ -331,9 +334,9 @@ export class Stage extends Group {
331
334
  this.ticker.start(), this.timeline.resume();
332
335
  const state = this.state;
333
336
  this.state = "rendering", this.layerService.prepareStageLayer(this), this._skipRender || (this.lastRenderparams = params,
334
- this.hooks.beforeRender.call(this), this.renderLayerList(this.children), this.combineLayersToWindow(),
335
- this.nextFrameRenderLayerSet.clear(), this.hooks.afterRender.call(this)), this.state = state,
336
- this._skipRender && this._skipRender++;
337
+ this.hooks.beforeRender.call(this), this.renderLayerList(this.children, params),
338
+ this.combineLayersToWindow(), this.nextFrameRenderLayerSet.clear(), this.hooks.afterRender.call(this)),
339
+ this.state = state, this._skipRender && this._skipRender++;
337
340
  }
338
341
  combineLayersToWindow() {}
339
342
  renderNextFrame(layers, force) {
@@ -364,7 +367,8 @@ export class Stage extends Group {
364
367
  background: layer === this.defaultLayer ? this.background : void 0,
365
368
  updateBounds: !(!this.dirtyBounds || this.dirtyBounds.empty())
366
369
  }, Object.assign({
367
- renderStyle: this.renderStyle
370
+ renderStyle: this.renderStyle,
371
+ keepMatrix: this.params.renderKeepMatrix
368
372
  }, params)));
369
373
  })), this.interactiveLayer && !layerList.includes(this.interactiveLayer) && this.interactiveLayer.render({
370
374
  renderService: this.renderService,
@@ -1 +1 @@
1
- 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type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport { AABBBounds, Bounds, Point, isString } from '@visactor/vutils';\nimport type {\n IGraphic,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight,\n ITicker,\n IRenderService,\n IPickerService,\n IPluginService,\n ISyncHook,\n IDrawContext,\n IWindow,\n ILayerService,\n ITimeline,\n IOptimizeType,\n LayerMode,\n PickResult\n} from '../interface';\nimport { VWindow } from './window';\nimport type { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { RenderService } from '../render';\nimport { Group, Theme } from '../graphic';\nimport { PickerService } from '../picker/constants';\nimport { PluginService } from '../plugins/constants';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { ViewTransform3dPlugin } from '../plugins/builtin-plugin/3dview-transform-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { HtmlAttributePlugin } from '../plugins/builtin-plugin/html-attribute-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { FlexLayoutPlugin } from '../plugins/builtin-plugin/flex-layout-plugin';\nimport { defaultTicker } from '../animate/default-ticker';\nimport { SyncHook } from '../tapable';\nimport { DirectionalLight } from './light';\nimport { OrthoCamera } from './camera';\nimport { LayerService } from './constants';\nimport { DefaultTimeline } from '../animate';\nimport { application } from '../application';\nimport { isBrowserEnv } from '../env-check';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\ntype IStageState = 'rendering' | 'normal';\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n declare state: IStageState;\n\n protected _viewBox: AABBBounds;\n private _background: string | IColor;\n private _subView: boolean; // 是否是存在子视图\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this._viewBox.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n get viewBox(): AABBBounds {\n return this._viewBox;\n }\n\n get x(): number {\n return this._viewBox.x1;\n }\n set x(x: number) {\n this._viewBox.translate(x - this._viewBox.x1, 0);\n }\n get y(): number {\n return this._viewBox.y1;\n }\n set y(y: number) {\n this._viewBox.translate(0, y - this._viewBox.y1);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this._viewBox.width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this._viewBox.height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n ticker: ITicker;\n\n autoRender: boolean;\n _enableLayout: boolean;\n htmlAttribute: boolean | string | any;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n pickerService?: IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n private _eventSystem?: EventSystem;\n private get eventSystem(): EventSystem {\n return this._eventSystem;\n }\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n // 0: 正常渲染, > 0: 跳过隐藏canvas的渲染, < 0: 禁止渲染\n protected _skipRender?: number;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n protected interactiveLayer?: ILayer;\n protected supportInteractiveLayer: boolean;\n protected timeline: ITimeline;\n\n declare params: Partial<IStageParams>;\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams> = {}) {\n super({});\n this.params = params;\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = application.global;\n if (!this.global.env && isBrowserEnv()) {\n // 如果是浏览器环境,默认设置env\n this.global.setEnv('browser');\n }\n this.window = container.get<IWindow>(VWindow);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.layerService = container.get<ILayerService>(LayerService);\n this.pluginService.active(this, params);\n\n this.window.create({\n width: params.width,\n height: params.height,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this._viewBox = new AABBBounds();\n if (params.viewBox) {\n this._viewBox.setValue(params.viewBox.x1, params.viewBox.y1, params.viewBox.x2, params.viewBox.y2);\n } else {\n this._viewBox.setValue(0, 0, this.width, this.height);\n }\n\n this.state = 'normal';\n this.renderCount = 0;\n this.tryInitEventSystem();\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n this._subView = !(this._viewBox.width() === this.width && this._viewBox.height() === this.height);\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n // this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n this.appendChild(this.layerService.createLayer(this, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n\n if (params.enableHtmlAttribute) {\n this.enableHtmlAttribute(params.enableHtmlAttribute);\n }\n\n params.enableLayout && this.enableLayout();\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.ticker = params.ticker || defaultTicker;\n this.supportInteractiveLayer = params.interactiveLayer !== false;\n this.timeline = new DefaultTimeline();\n this.ticker.addTimeline(this.timeline);\n this.timeline.pause();\n if (!params.optimize) {\n params.optimize = {};\n }\n this.optmize(params.optimize);\n // 如果背景是图片,触发加载图片操作\n if (params.background && isString(this._background) && this._background.includes('/')) {\n this.setAttributes({ background: this._background });\n }\n }\n\n protected tryInitEventSystem() {\n if (this.global.supportEvent && !this._eventSystem) {\n this._eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n supportsPointerEvents: this.params.supportsPointerEvents,\n supportsTouchEvents: this.params.supportsTouchEvents,\n viewport: {\n viewBox: this._viewBox,\n get x(): number {\n return this.viewBox.x1;\n },\n get y(): number {\n return this.viewBox.y1;\n },\n get width(): number {\n return this.viewBox.width();\n },\n get height(): number {\n return this.viewBox.height();\n }\n },\n ...this.params.event\n });\n }\n }\n\n preventRender(prevent: boolean) {\n if (prevent) {\n this._skipRender = -Infinity;\n } else {\n // 判断是否需要outRange优化\n if (this.params.optimize.skipRenderWithOutRange !== false) {\n this._skipRender = this.window.isVisible() ? 0 : 1;\n } else {\n this._skipRender = 0;\n }\n }\n }\n\n // 优化策略\n optmize(params: IOptimizeType) {\n this.optmizeRender(params.skipRenderWithOutRange);\n this.params.optimize = params;\n }\n\n // 优化渲染\n protected optmizeRender(skipRenderWithOutRange: boolean = false) {\n if (!skipRenderWithOutRange) {\n return;\n }\n // 不在视口内的时候,跳过渲染\n this._skipRender = this._skipRender < 0 ? this._skipRender : this.window.isVisible() ? 0 : 1;\n this.window.onVisibleChange(this._onVisibleChange);\n }\n\n protected _onVisibleChange = (visible: boolean) => {\n if (this._skipRender < 0) {\n return;\n }\n if (visible) {\n if (this.dirtyBounds) {\n this.dirtyBounds.setValue(0, 0, this._viewBox.width(), this._viewBox.height());\n }\n if (this._skipRender > 1) {\n this.renderNextFrame();\n }\n this._skipRender = 0;\n } else {\n this._skipRender = 1;\n }\n };\n\n getTimeline() {\n return this.timeline;\n }\n\n get3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2, z: 0, dx: 0, dy: 0, dz: 0 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n\n return {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const options3d = this.get3dOptions(options);\n const { light, center, camera, alpha, beta, fieldRatio, fieldDepth } = options3d;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerX = (center.x ?? this.width / 2) + (center.dx ?? 0);\n const centerY = (center.y ?? this.height / 2) + (center.dy ?? 0);\n const centerZ = (center.z ?? 0) + (center.dz ?? 0);\n const centerVec3: vec3 = [centerX, centerY, centerZ];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + centerX;\n cameraY = Math.sin(beta) + centerY;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n this.light = new DirectionalLight(dir, color, ambient);\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n this.camera = new OrthoCamera(cameraParams);\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n } else {\n plugin.activate(this.pluginService);\n }\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableLayout() {\n if (this._enableLayout) {\n return;\n }\n this._enableLayout = true;\n this.pluginService.register(new FlexLayoutPlugin());\n }\n disableLayout() {\n if (!this._enableLayout) {\n return;\n }\n this._enableLayout = false;\n this.pluginService.findPluginsByName('FlexLayoutPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableHtmlAttribute(container?: any) {\n if (this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = container;\n this.pluginService.register(new HtmlAttributePlugin());\n }\n disableHtmlAttribute() {\n if (!this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = false;\n this.pluginService.findPluginsByName('HtmlAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n const viewBox = this._viewBox;\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string, layerMode?: LayerMode): ILayer {\n // 创建一个默认layer图层\n const layer = this.layerService.createLayer(this, {\n main: false,\n layerMode,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n // const layer = new Layer(this, this.global, this.window, {\n // main: false,\n // canvasId\n // });\n // this.appendChild(layer);\n // return layer;\n }\n sortLayer(cb: (ILayer1: ILayer, layer2: ILayer) => number): void {\n const children = this.children;\n children.sort(cb);\n this.removeAllChild();\n children.forEach(c => {\n this.appendChild(c);\n });\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n tryInitInteractiveLayer() {\n // TODO:顺序可能会存在问题\n // 支持交互层,且没有创建过,那就创建\n if (this.supportInteractiveLayer && !this.interactiveLayer) {\n this.interactiveLayer = this.createLayer();\n this.interactiveLayer.name = '_builtin_interactive';\n this.interactiveLayer.attribute.pickable = false;\n this.nextFrameRenderLayerSet.add(this.interactiveLayer as any); // to be fixed\n }\n // this.interactiveLayer.afterDraw(l => {\n // l.removeAllChild();\n // });\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(this._viewBox, color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n this.ticker.start();\n this.timeline.resume();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (!this._skipRender) {\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n this.renderLayerList(this.children as ILayer[]);\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected combineLayersToWindow() {\n return;\n // this.forEach<ILayer>((layer, i) => {\n // layer.combineTo(this.window, {\n // clear: i === 0,\n // x: this.x,\n // y: this.y,\n // width: this.viewWidth,\n // height: this.viewHeight,\n // renderService: this.renderService,\n // background: layer === this.defaultLayer ? this.background : undefined,\n // updateBounds: !!this.dirtyBounds\n // });\n // });\n }\n\n renderNextFrame(layers?: ILayer[], force?: boolean): void {\n // render状态中调用的不会触发nextFrame,避免loop\n // if (this.state === 'rendering' && !force) {\n // console.log('abc');\n // return;\n // }\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getRequestAnimationFrame()(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n this.timeline.resume();\n this.ticker.start();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (this.nextFrameRenderLayerSet.size && !this._skipRender) {\n this.hooks.beforeRender.call(this);\n this.renderLayerList(Array.from(this.nextFrameRenderLayerSet.values()), this.lastRenderparams || {});\n this.combineLayersToWindow();\n this.hooks.afterRender.call(this);\n this.nextFrameRenderLayerSet.clear();\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected renderLayerList(layerList: ILayer[], params?: Partial<IDrawContext>) {\n const list: ILayer[] = [];\n // 只需要render main layer即可\n for (let i = 0; i < layerList.length; i++) {\n let l = layerList[i];\n if (l.layerMode === 'virtual') {\n l = l.getNativeHandler().mainHandler.layer;\n }\n if (!list.includes(l)) {\n list.push(l);\n }\n }\n list.forEach(layer => {\n // 记录当前的stamp,避免重复绘制layer(如果存在virtual layer)\n if (layer.renderCount > this.renderCount) {\n return;\n }\n layer.renderCount = this.renderCount + 1;\n\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n\n // 添加交互层渲染\n if (this.interactiveLayer && !layerList.includes(this.interactiveLayer)) {\n this.interactiveLayer.render(\n {\n renderService: this.renderService,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this._subView) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n // 设置camera\n // this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n this.camera && this.option3d && this.set3dOptions(this.option3d);\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number, rerender: boolean = true): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n\n rerender && this.render();\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): PickResult | false {\n if (!this.pickerService) {\n this.pickerService = container.get<IPickerService>(PickerService);\n }\n // 暂时不提供layer的pick\n const result = this.pickerService.pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n // 动画相关\n startAnimate(t: number): void {\n throw new Error('暂不支持');\n }\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n this.eventSystem && this.eventSystem.release();\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n this.interactiveLayer && this.interactiveLayer.release();\n this.window.release();\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n getLayer(name: string): undefined | ILayer {\n const layer = this.children.filter(layer => layer.name === name);\n return layer[0] as ILayer;\n }\n\n renderTo(window: IWindow, params: { x: number; y: number; width: number; height: number }) {\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n ...params,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true, viewBox?: IAABBBounds): IWindow {\n const window = container.get<IWindow>(VWindow);\n if (fullImage) {\n window.create({\n width: this.viewWidth,\n height: this.viewHeight,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n const width = viewBox ? viewBox.width() : Math.min(this.viewWidth, this.window.width - this.x);\n const height = viewBox ? viewBox.height() : Math.min(this.viewHeight, this.window.height - this.y);\n window.create({\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n const x = viewBox ? -viewBox.x1 : 0;\n const y = viewBox ? -viewBox.y1 : 0;\n this.renderTo(window, {\n x,\n y,\n width: viewBox ? viewBox.x2 : window.width,\n height: viewBox ? viewBox.y2 : window.height\n });\n return window;\n }\n\n toCanvas(fullImage: boolean = true, viewBox?: IAABBBounds): HTMLCanvasElement | null {\n const window = this.renderToNewWindow(fullImage, viewBox);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode, 'ignore');\n }\n\n getCursor() {\n return this._cursor;\n }\n}\n"]}
1
+ 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type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport { AABBBounds, Bounds, Point, isString } from '@visactor/vutils';\nimport type {\n IGraphic,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight,\n ITicker,\n IRenderService,\n IPickerService,\n IPluginService,\n ISyncHook,\n IDrawContext,\n IWindow,\n ILayerService,\n ITimeline,\n IOptimizeType,\n LayerMode,\n PickResult,\n IPlugin\n} from '../interface';\nimport { VWindow } from './window';\nimport type { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { RenderService } from '../render';\nimport { Group, Theme } from '../graphic';\nimport { PickerService } from '../picker/constants';\nimport { PluginService } from '../plugins/constants';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { ViewTransform3dPlugin } from '../plugins/builtin-plugin/3dview-transform-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { HtmlAttributePlugin } from '../plugins/builtin-plugin/html-attribute-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { FlexLayoutPlugin } from '../plugins/builtin-plugin/flex-layout-plugin';\nimport { defaultTicker } from '../animate/default-ticker';\nimport { SyncHook } from '../tapable';\nimport { DirectionalLight } from './light';\nimport { OrthoCamera } from './camera';\nimport { LayerService } from './constants';\nimport { DefaultTimeline } from '../animate';\nimport { application } from '../application';\nimport { isBrowserEnv } from '../env-check';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\ntype IStageState = 'rendering' | 'normal';\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n declare state: IStageState;\n\n protected _viewBox: AABBBounds;\n private _background: string | IColor;\n private _subView: boolean; // 是否是存在子视图\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this._viewBox.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n get viewBox(): AABBBounds {\n return this._viewBox;\n }\n\n get x(): number {\n return this._viewBox.x1;\n }\n set x(x: number) {\n this._viewBox.translate(x - this._viewBox.x1, 0);\n }\n get y(): number {\n return this._viewBox.y1;\n }\n set y(y: number) {\n this._viewBox.translate(0, y - this._viewBox.y1);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this._viewBox.width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this._viewBox.height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n ticker: ITicker;\n\n autoRender: boolean;\n _enableLayout: boolean;\n htmlAttribute: boolean | string | any;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n pickerService?: IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n private _eventSystem?: EventSystem;\n private get eventSystem(): EventSystem {\n return this._eventSystem;\n }\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n // 0: 正常渲染, > 0: 跳过隐藏canvas的渲染, < 0: 禁止渲染\n protected _skipRender?: number;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n protected interactiveLayer?: ILayer;\n protected supportInteractiveLayer: boolean;\n protected timeline: ITimeline;\n\n declare params: Partial<IStageParams>;\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams> = {}) {\n super({});\n this.params = params;\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = application.global;\n if (!this.global.env && isBrowserEnv()) {\n // 如果是浏览器环境,默认设置env\n this.global.setEnv('browser');\n }\n this.window = container.get<IWindow>(VWindow);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.layerService = container.get<ILayerService>(LayerService);\n this.pluginService.active(this, params);\n\n this.window.create({\n width: params.width,\n height: params.height,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this._viewBox = new AABBBounds();\n if (params.viewBox) {\n this._viewBox.setValue(params.viewBox.x1, params.viewBox.y1, params.viewBox.x2, params.viewBox.y2);\n } else {\n this._viewBox.setValue(0, 0, this.width, this.height);\n }\n\n this.state = 'normal';\n this.renderCount = 0;\n this.tryInitEventSystem();\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n this._subView = !(this._viewBox.width() === this.width && this._viewBox.height() === this.height);\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n // this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n this.appendChild(this.layerService.createLayer(this, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n\n if (params.enableHtmlAttribute) {\n this.enableHtmlAttribute(params.enableHtmlAttribute);\n }\n\n params.enableLayout && this.enableLayout();\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.ticker = params.ticker || defaultTicker;\n this.supportInteractiveLayer = params.interactiveLayer !== false;\n this.timeline = new DefaultTimeline();\n this.ticker.addTimeline(this.timeline);\n this.timeline.pause();\n if (!params.optimize) {\n params.optimize = {};\n }\n this.optmize(params.optimize);\n // 如果背景是图片,触发加载图片操作\n if (params.background && isString(this._background) && this._background.includes('/')) {\n this.setAttributes({ background: this._background });\n }\n }\n\n protected tryInitEventSystem() {\n if (this.global.supportEvent && !this._eventSystem) {\n this._eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n supportsPointerEvents: this.params.supportsPointerEvents,\n supportsTouchEvents: this.params.supportsTouchEvents,\n viewport: {\n viewBox: this._viewBox,\n get x(): number {\n return this.viewBox.x1;\n },\n get y(): number {\n return this.viewBox.y1;\n },\n get width(): number {\n return this.viewBox.width();\n },\n get height(): number {\n return this.viewBox.height();\n }\n },\n ...this.params.event\n });\n }\n }\n\n preventRender(prevent: boolean) {\n if (prevent) {\n this._skipRender = -Infinity;\n } else {\n // 判断是否需要outRange优化\n if (this.params.optimize.skipRenderWithOutRange !== false) {\n this._skipRender = this.window.isVisible() ? 0 : 1;\n } else {\n this._skipRender = 0;\n }\n }\n }\n\n // 优化策略\n optmize(params: IOptimizeType) {\n this.optmizeRender(params.skipRenderWithOutRange);\n this.params.optimize = params;\n }\n\n // 优化渲染\n protected optmizeRender(skipRenderWithOutRange: boolean = false) {\n if (!skipRenderWithOutRange) {\n return;\n }\n // 不在视口内的时候,跳过渲染\n this._skipRender = this._skipRender < 0 ? this._skipRender : this.window.isVisible() ? 0 : 1;\n this.window.onVisibleChange(this._onVisibleChange);\n }\n\n protected _onVisibleChange = (visible: boolean) => {\n if (this._skipRender < 0) {\n return;\n }\n if (visible) {\n if (this.dirtyBounds) {\n this.dirtyBounds.setValue(0, 0, this._viewBox.width(), this._viewBox.height());\n }\n if (this._skipRender > 1) {\n this.renderNextFrame();\n }\n this._skipRender = 0;\n } else {\n this._skipRender = 1;\n }\n };\n\n getTimeline() {\n return this.timeline;\n }\n\n get3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2, z: 0, dx: 0, dy: 0, dz: 0 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n\n return {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const options3d = this.get3dOptions(options);\n const { light, center, camera, alpha, beta, fieldRatio, fieldDepth } = options3d;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerX = (center.x ?? this.width / 2) + (center.dx ?? 0);\n const centerY = (center.y ?? this.height / 2) + (center.dy ?? 0);\n const centerZ = (center.z ?? 0) + (center.dz ?? 0);\n const centerVec3: vec3 = [centerX, centerY, centerZ];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + centerX;\n cameraY = Math.sin(beta) + centerY;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n this.light = new DirectionalLight(dir, color, ambient);\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n this.camera = new OrthoCamera(cameraParams);\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n } else {\n plugin.activate(this.pluginService);\n }\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableLayout() {\n if (this._enableLayout) {\n return;\n }\n this._enableLayout = true;\n this.pluginService.register(new FlexLayoutPlugin());\n }\n disableLayout() {\n if (!this._enableLayout) {\n return;\n }\n this._enableLayout = false;\n this.pluginService.findPluginsByName('FlexLayoutPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableHtmlAttribute(container?: any) {\n if (this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = container;\n this.pluginService.register(new HtmlAttributePlugin());\n }\n disableHtmlAttribute() {\n if (!this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = false;\n this.pluginService.findPluginsByName('HtmlAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n getPluginsByName(name: string): IPlugin[] {\n return this.pluginService.findPluginsByName(name);\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n const viewBox = this._viewBox;\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string, layerMode?: LayerMode): ILayer {\n // 创建一个默认layer图层\n const layer = this.layerService.createLayer(this, {\n main: false,\n layerMode,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n // const layer = new Layer(this, this.global, this.window, {\n // main: false,\n // canvasId\n // });\n // this.appendChild(layer);\n // return layer;\n }\n sortLayer(cb: (ILayer1: ILayer, layer2: ILayer) => number): void {\n const children = this.children;\n children.sort(cb);\n this.removeAllChild();\n children.forEach(c => {\n this.appendChild(c);\n });\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n tryInitInteractiveLayer() {\n // TODO:顺序可能会存在问题\n // 支持交互层,且没有创建过,那就创建\n if (this.supportInteractiveLayer && !this.interactiveLayer) {\n this.interactiveLayer = this.createLayer();\n this.interactiveLayer.name = '_builtin_interactive';\n this.interactiveLayer.attribute.pickable = false;\n this.nextFrameRenderLayerSet.add(this.interactiveLayer as any); // to be fixed\n }\n // this.interactiveLayer.afterDraw(l => {\n // l.removeAllChild();\n // });\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(this._viewBox, color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n this.ticker.start();\n this.timeline.resume();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (!this._skipRender) {\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n this.renderLayerList(this.children as ILayer[], params);\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected combineLayersToWindow() {\n return;\n // this.forEach<ILayer>((layer, i) => {\n // layer.combineTo(this.window, {\n // clear: i === 0,\n // x: this.x,\n // y: this.y,\n // width: this.viewWidth,\n // height: this.viewHeight,\n // renderService: this.renderService,\n // background: layer === this.defaultLayer ? this.background : undefined,\n // updateBounds: !!this.dirtyBounds\n // });\n // });\n }\n\n renderNextFrame(layers?: ILayer[], force?: boolean): void {\n // render状态中调用的不会触发nextFrame,避免loop\n // if (this.state === 'rendering' && !force) {\n // console.log('abc');\n // return;\n // }\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getRequestAnimationFrame()(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n this.timeline.resume();\n this.ticker.start();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (this.nextFrameRenderLayerSet.size && !this._skipRender) {\n this.hooks.beforeRender.call(this);\n this.renderLayerList(Array.from(this.nextFrameRenderLayerSet.values()), this.lastRenderparams || {});\n this.combineLayersToWindow();\n this.hooks.afterRender.call(this);\n this.nextFrameRenderLayerSet.clear();\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected renderLayerList(layerList: ILayer[], params?: Partial<IDrawContext>) {\n const list: ILayer[] = [];\n // 只需要render main layer即可\n for (let i = 0; i < layerList.length; i++) {\n let l = layerList[i];\n if (l.layerMode === 'virtual') {\n l = l.getNativeHandler().mainHandler.layer;\n }\n if (!list.includes(l)) {\n list.push(l);\n }\n }\n list.forEach(layer => {\n // 记录当前的stamp,避免重复绘制layer(如果存在virtual layer)\n if (layer.renderCount > this.renderCount) {\n return;\n }\n layer.renderCount = this.renderCount + 1;\n\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, keepMatrix: this.params.renderKeepMatrix, ...params }\n );\n });\n\n // 添加交互层渲染\n if (this.interactiveLayer && !layerList.includes(this.interactiveLayer)) {\n this.interactiveLayer.render(\n {\n renderService: this.renderService,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this._subView) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n // 设置camera\n // this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n this.camera && this.option3d && this.set3dOptions(this.option3d);\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number, rerender: boolean = true): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n\n rerender && this.render();\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): PickResult | false {\n if (!this.pickerService) {\n this.pickerService = container.get<IPickerService>(PickerService);\n }\n // 暂时不提供layer的pick\n const result = this.pickerService.pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n // 动画相关\n startAnimate(t: number): void {\n throw new Error('暂不支持');\n }\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n this.eventSystem && this.eventSystem.release();\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n this.interactiveLayer && this.interactiveLayer.release();\n this.window.release();\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n getLayer(name: string): undefined | ILayer {\n const layer = this.children.filter(layer => layer.name === name);\n return layer[0] as ILayer;\n }\n\n renderTo(window: IWindow, params: { x: number; y: number; width: number; height: number }) {\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n ...params,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true, viewBox?: IAABBBounds): IWindow {\n const window = container.get<IWindow>(VWindow);\n if (fullImage) {\n window.create({\n width: this.viewWidth,\n height: this.viewHeight,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n const width = viewBox ? viewBox.width() : Math.min(this.viewWidth, this.window.width - this.x);\n const height = viewBox ? viewBox.height() : Math.min(this.viewHeight, this.window.height - this.y);\n window.create({\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n const x = viewBox ? -viewBox.x1 : 0;\n const y = viewBox ? -viewBox.y1 : 0;\n this.renderTo(window, {\n x,\n y,\n width: viewBox ? viewBox.x2 : window.width,\n height: viewBox ? viewBox.y2 : window.height\n });\n return window;\n }\n\n toCanvas(fullImage: boolean = true, viewBox?: IAABBBounds): HTMLCanvasElement | null {\n const window = this.renderToNewWindow(fullImage, viewBox);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode, 'ignore');\n }\n\n getCursor() {\n return this._cursor;\n }\n}\n"]}
@@ -112,7 +112,7 @@ export class Graphic extends Node {
112
112
  if (!this.valid) return this._AABBBounds.clear(), this._AABBBounds;
113
113
  application.graphicService.beforeUpdateAABBBounds(this, this.stage, !0, this._AABBBounds);
114
114
  const bounds = this.doUpdateAABBBounds(full);
115
- return this.addUpdateLayoutTag(), application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, !0),
115
+ return application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, !0),
116
116
  bounds;
117
117
  }
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118
  combindShadowAABBBounds(bounds) {