@visactor/vrender-core 0.17.20-alpha.1 → 0.17.20-alpha.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/canvas/empty-context.d.ts +4 -1
- package/cjs/canvas/empty-context.js +5 -1
- package/cjs/canvas/empty-context.js.map +1 -1
- package/cjs/common/custom-path2d.d.ts +1 -0
- package/cjs/common/custom-path2d.js +5 -1
- package/cjs/common/custom-path2d.js.map +1 -1
- package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js +4 -4
- package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
- package/cjs/core/contributions/window/base-contribution.d.ts +8 -2
- package/cjs/core/contributions/window/base-contribution.js +15 -2
- package/cjs/core/contributions/window/base-contribution.js.map +1 -1
- package/cjs/core/graphic-utils.js +10 -6
- package/cjs/core/graphic-utils.js.map +1 -1
- package/cjs/core/layer.d.ts +0 -1
- package/cjs/core/layer.js +5 -23
- package/cjs/core/layer.js.map +1 -1
- package/cjs/core/stage.d.ts +5 -11
- package/cjs/core/stage.js +57 -66
- package/cjs/core/stage.js.map +1 -1
- package/cjs/core/window.d.ts +9 -2
- package/cjs/core/window.js +40 -4
- package/cjs/core/window.js.map +1 -1
- package/cjs/event/event-manager.js +5 -3
- package/cjs/event/event-manager.js.map +1 -1
- package/cjs/event/event-system.d.ts +3 -2
- package/cjs/event/event-system.js +12 -8
- package/cjs/event/event-system.js.map +1 -1
- package/cjs/graphic/config.js +1 -0
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +1 -0
- package/cjs/graphic/graphic.js +4 -3
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/group.d.ts +1 -1
- package/cjs/graphic/group.js +2 -2
- package/cjs/graphic/group.js.map +1 -1
- package/cjs/graphic/node-tree.d.ts +1 -1
- package/cjs/graphic/node-tree.js +6 -2
- package/cjs/graphic/node-tree.js.map +1 -1
- package/cjs/graphic/richtext.js +2 -2
- package/cjs/graphic/richtext.js.map +1 -1
- package/cjs/graphic/theme.js +1 -1
- package/cjs/graphic/theme.js.map +1 -1
- package/cjs/interface/context.d.ts +1 -0
- package/cjs/interface/context.js.map +1 -1
- package/cjs/interface/event.d.ts +3 -9
- package/cjs/interface/event.js.map +1 -1
- package/cjs/interface/graphic.d.ts +2 -0
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/interface/layer.d.ts +5 -10
- package/cjs/interface/layer.js.map +1 -1
- package/cjs/interface/node-tree.d.ts +1 -1
- package/cjs/interface/node-tree.js.map +1 -1
- package/cjs/interface/picker.d.ts +0 -1
- package/cjs/interface/picker.js.map +1 -1
- package/cjs/interface/render.d.ts +2 -5
- package/cjs/interface/render.js.map +1 -1
- package/cjs/interface/stage.d.ts +2 -1
- package/cjs/interface/stage.js.map +1 -1
- package/cjs/interface/window.d.ts +14 -3
- package/cjs/interface/window.js.map +1 -1
- package/cjs/picker/picker-service.js +6 -14
- package/cjs/picker/picker-service.js.map +1 -1
- package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +24 -20
- package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
- package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js +2 -4
- package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
- package/cjs/render/contributions/render/area-render.js +4 -2
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/draw-contribution.d.ts +1 -1
- package/cjs/render/contributions/render/draw-contribution.js +25 -26
- package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
- package/cjs/render/contributions/render/image-render.js +4 -2
- package/cjs/render/contributions/render/image-render.js.map +1 -1
- package/cjs/render/contributions/render/incremental-draw-contribution.js +11 -19
- package/cjs/render/contributions/render/incremental-draw-contribution.js.map +1 -1
- package/cjs/render/contributions/render/index.d.ts +1 -0
- package/cjs/render/contributions/render/index.js +2 -1
- package/cjs/render/contributions/render/index.js.map +1 -1
- package/cjs/render/contributions/render/module.js.map +1 -1
- package/cjs/resource-loader/loader.d.ts +5 -0
- package/cjs/resource-loader/loader.js +56 -15
- package/cjs/resource-loader/loader.js.map +1 -1
- package/es/canvas/empty-context.d.ts +4 -1
- package/es/canvas/empty-context.js +4 -1
- package/es/canvas/empty-context.js.map +1 -1
- package/es/common/custom-path2d.d.ts +1 -0
- package/es/common/custom-path2d.js +5 -1
- package/es/common/custom-path2d.js.map +1 -1
- package/es/core/contributions/layerHandler/offscreen2d-contribution.js +4 -4
- package/es/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
- package/es/core/contributions/window/base-contribution.d.ts +8 -2
- package/es/core/contributions/window/base-contribution.js +15 -1
- package/es/core/contributions/window/base-contribution.js.map +1 -1
- package/es/core/graphic-utils.js +10 -6
- package/es/core/graphic-utils.js.map +1 -1
- package/es/core/layer.d.ts +0 -1
- package/es/core/layer.js +5 -23
- package/es/core/layer.js.map +1 -1
- package/es/core/stage.d.ts +5 -11
- package/es/core/stage.js +58 -67
- package/es/core/stage.js.map +1 -1
- package/es/core/window.d.ts +9 -2
- package/es/core/window.js +40 -4
- package/es/core/window.js.map +1 -1
- package/es/event/event-manager.js +5 -3
- package/es/event/event-manager.js.map +1 -1
- package/es/event/event-system.d.ts +3 -2
- package/es/event/event-system.js +13 -9
- package/es/event/event-system.js.map +1 -1
- package/es/graphic/config.js +1 -0
- package/es/graphic/config.js.map +1 -1
- package/es/graphic/graphic.d.ts +1 -0
- package/es/graphic/graphic.js +5 -4
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/group.d.ts +1 -1
- package/es/graphic/group.js +2 -2
- package/es/graphic/group.js.map +1 -1
- package/es/graphic/node-tree.d.ts +1 -1
- package/es/graphic/node-tree.js +6 -2
- package/es/graphic/node-tree.js.map +1 -1
- package/es/graphic/richtext.js +2 -2
- package/es/graphic/richtext.js.map +1 -1
- package/es/graphic/theme.js +1 -1
- package/es/graphic/theme.js.map +1 -1
- package/es/interface/context.d.ts +1 -0
- package/es/interface/context.js.map +1 -1
- package/es/interface/event.d.ts +3 -9
- package/es/interface/event.js.map +1 -1
- package/es/interface/graphic.d.ts +2 -0
- package/es/interface/graphic.js.map +1 -1
- package/es/interface/layer.d.ts +5 -10
- package/es/interface/layer.js.map +1 -1
- package/es/interface/node-tree.d.ts +1 -1
- package/es/interface/node-tree.js.map +1 -1
- package/es/interface/picker.d.ts +0 -1
- package/es/interface/picker.js.map +1 -1
- package/es/interface/render.d.ts +2 -5
- package/es/interface/render.js.map +1 -1
- package/es/interface/stage.d.ts +2 -1
- package/es/interface/stage.js.map +1 -1
- package/es/interface/window.d.ts +14 -3
- package/es/interface/window.js.map +1 -1
- package/es/picker/picker-service.js +7 -15
- package/es/picker/picker-service.js.map +1 -1
- package/es/plugins/builtin-plugin/html-attribute-plugin.js +24 -20
- package/es/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
- package/es/plugins/builtin-plugin/incremental-auto-render-plugin.js +2 -4
- package/es/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
- package/es/render/contributions/render/area-render.js +4 -2
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/draw-contribution.d.ts +1 -1
- package/es/render/contributions/render/draw-contribution.js +25 -26
- package/es/render/contributions/render/draw-contribution.js.map +1 -1
- package/es/render/contributions/render/image-render.js +6 -2
- package/es/render/contributions/render/image-render.js.map +1 -1
- package/es/render/contributions/render/incremental-draw-contribution.js +11 -19
- package/es/render/contributions/render/incremental-draw-contribution.js.map +1 -1
- package/es/render/contributions/render/index.d.ts +1 -0
- package/es/render/contributions/render/index.js +2 -0
- package/es/render/contributions/render/index.js.map +1 -1
- package/es/render/contributions/render/module.js.map +1 -1
- package/es/resource-loader/loader.d.ts +5 -0
- package/es/resource-loader/loader.js +56 -14
- package/es/resource-loader/loader.js.map +1 -1
- package/package.json +3 -3
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@@ -1,3 +1,4 @@
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import type { IMatrix } from '@visactor/vutils';
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import { Matrix } from '@visactor/vutils';
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import type { ICanvas, ICommonStyleParams, IContext2d, ISetCommonStyleParams, ISetStrokeStyleParams, IStrokeStyleParams, IConicalGradientData, ITextStyleParams } from '../interface';
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import { CustomPath2D } from '../common/custom-path2d';
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@@ -23,13 +24,14 @@ export declare class EmptyContext2d implements IContext2d {
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textAlign: string;
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textBaseline: string;
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dpr: number;
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_clearMatrix: IMatrix;
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get nativeContext(): any;
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constructor(canvas: any, dpr: number);
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getCanvas(): ICanvas;
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getContext(): void;
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setTransformForCurrent(force?: boolean): void;
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get currentMatrix(): Matrix;
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cloneMatrix(m: Matrix):
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cloneMatrix(m: Matrix): IMatrix;
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clear(): void;
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restore(): void;
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highPerformanceRestore(): void;
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@@ -92,6 +94,7 @@ export declare class EmptyContext2d implements IContext2d {
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setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams): void;
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draw(): void;
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clearMatrix(setTransform?: boolean, dpr?: number): void;
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setClearMatrix(a: number, b: number, c: number, d: number, e: number, f: number): void;
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onlyTranslate(dpr?: number): boolean;
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release(...params: any): void;
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}
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}
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constructor(canvas, dpr) {
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this.matrix = new vutils_1.Matrix(1, 0, 0, 1, 0, 0), this.stack = [], this.dpr = dpr,
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this.applyedMatrix = new vutils_1.Matrix(1, 0, 0, 1, 0, 0), this.path = new custom_path2d_1.CustomPath2D
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this.applyedMatrix = new vutils_1.Matrix(1, 0, 0, 1, 0, 0), this.path = new custom_path2d_1.CustomPath2D,
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this._clearMatrix = new vutils_1.Matrix(1, 0, 0, 1, 0, 0);
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}
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getCanvas() {
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throw new Error("不支持getCanvas");
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clearMatrix(setTransform = !0, dpr = this.dpr) {
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this.setTransformFromMatrix(initMatrix, setTransform, dpr);
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}
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setClearMatrix(a, b, c, d, e, f) {
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this._clearMatrix.setValue(a, b, c, d, e, f);
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}
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onlyTranslate(dpr = this.dpr) {
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return this.matrix.a === dpr && 0 === this.matrix.b && 0 === this.matrix.c && this.matrix.d === dpr;
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}
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{ Matrix } from '@visactor/vutils';\nimport { injectable } from '../common/inversify-lite';\nimport type {\n ICanvas,\n ICommonStyleParams,\n IContext2d,\n ISetCommonStyleParams,\n ISetStrokeStyleParams,\n IStrokeStyleParams,\n IConicalGradientData,\n ITextStyleParams\n} from '../interface';\nimport { contain, containStroke } from './util';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { getScaledStroke } from '../common/canvas-utils';\nimport { matrixAllocate } from '../allocator/matrix-allocate';\n/**\n * 部分源码参考konva\n * MIT License\n\n Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)\n Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\n\n// https://github.com/konvajs/konva/blob/master/src/Context.ts\nconst initMatrix = new Matrix(1, 0, 0, 1, 0, 0);\nconst globalPoint = { x: 0, y: 0 };\n\n@injectable()\nexport class EmptyContext2d implements IContext2d {\n path: CustomPath2D;\n canvas: null;\n stack: Matrix[];\n protected matrix: Matrix;\n protected applyedMatrix?: Matrix; // 被应用的matrix\n // 属性代理\n fillStyle: string | CanvasGradient | CanvasPattern;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n font: string;\n globalAlpha: number;\n lineCap: string;\n lineDashOffset: number;\n lineJoin: string;\n lineWidth: number;\n miterLimit: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n strokeStyle: string | CanvasGradient | CanvasPattern;\n textAlign: string;\n textBaseline: string;\n dpr: number;\n\n get nativeContext(): any {\n return this.path;\n }\n\n constructor(canvas: any, dpr: number) {\n this.matrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack = [];\n this.dpr = dpr;\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.path = new CustomPath2D();\n }\n\n getCanvas(): ICanvas {\n throw new Error('不支持getCanvas');\n }\n\n getContext() {\n throw new Error('不支持getContext');\n }\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent(force: boolean = false) {\n // 只作简单判断\n if (!force && this.applyedMatrix.equalToMatrix(this.matrix)) {\n return;\n }\n\n this.applyedMatrix = this.cloneMatrix(this.matrix);\n return;\n }\n /**\n * 获取当前矩阵信息\n */\n get currentMatrix() {\n return this.matrix;\n }\n\n cloneMatrix(m: Matrix) {\n return matrixAllocate.allocateByObj(m);\n }\n\n /**\n * 清空画布\n */\n clear() {\n this.save();\n this.resetTransform();\n this.restore();\n }\n\n restore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n this.setTransformForCurrent();\n }\n }\n highPerformanceRestore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n }\n }\n\n /**\n *\n * @param angle 弧度数\n */\n rotate(rad: number, setTransform: boolean = true) {\n this.matrix.rotate(rad);\n setTransform && this.setTransformForCurrent();\n }\n\n save() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n highPerformanceSave() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n\n /**\n * 基于当前matrix再次scale\n * @param sx\n * @param sy\n * @param setTransform 是否设置transform到context中\n */\n scale(sx: number, sy: number, setTransform: boolean = true) {\n this.matrix.scale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n setScale(sx: number, sy: number, setTransform: boolean = true): void {\n this.matrix.setScale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 基于某个点进行缩放\n * @param sx\n * @param sy\n * @param px\n * @param py\n */\n scalePoint(sx: number, sy: number, px: number, py: number, setTransform: boolean = true) {\n this.translate(px, py, false);\n this.scale(sx, sy, false);\n this.translate(-px, -py, false);\n setTransform && this.setTransformForCurrent();\n }\n /**\n *\n * @param a\n * @param b\n * @param c\n * @param d\n * @param e\n * @param f\n * @param setTransform\n */\n setTransform(\n a: number,\n b: number,\n c: number,\n d: number,\n e: number,\n f: number,\n setTransform: boolean = true,\n dpr: number = this.dpr\n ) {\n this.matrix.setValue(dpr * a, dpr * b, dpr * c, dpr * d, dpr * e, dpr * f);\n setTransform && this.setTransformForCurrent();\n }\n\n setTransformFromMatrix(matrix: Matrix, setTransform: boolean = true, dpr: number = this.dpr) {\n this.matrix.setValue(\n matrix.a * dpr,\n matrix.b * dpr,\n matrix.c * dpr,\n matrix.d * dpr,\n matrix.e * dpr,\n matrix.f * dpr\n );\n setTransform && this.setTransformForCurrent();\n }\n\n resetTransform(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransform(dpr, 0, 0, dpr, 0, 0);\n setTransform && this.setTransformForCurrent();\n }\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n transform(a: number, b: number, c: number, d: number, e: number, f: number, setTransform: boolean = true) {\n this.matrix.multiply(a, b, c, d, e, f);\n setTransform && this.setTransformForCurrent();\n }\n transformFromMatrix(matrix: Matrix, setTransform?: boolean): void {\n this.matrix.multiply(matrix.a, matrix.b, matrix.c, matrix.d, matrix.e, matrix.f);\n setTransform && this.setTransformForCurrent();\n }\n\n translate(x: number, y: number, setTransform: boolean = true) {\n this.matrix.translate(x, y);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees(deg: number, setTransform: boolean = true) {\n const rad = (deg * Math.PI) / 180;\n this.rotate(rad, setTransform);\n }\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout(rad: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotate(rad, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout(deg: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotateDegrees(deg, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n // /**\n // * 全局坐标 -> 当前矩阵的局部坐标\n // * @param x x\n // * @param y y\n // */\n // transformPoint(x: number, y: number): Point {\n // const inverseMatrix = this.matrix.getInverse();\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // /**\n // * 坐标转换\n // * @param x x\n // * @param y y\n // */\n // transformPoint2(x: number, y: number): Point {\n // const inverseMatrix = this.matrix;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // transformPoint3(x: number, y: number, matrix: Matrix): Point {\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(x * matrix.a + y * matrix.c + matrix.e, x * matrix.b + y * matrix.d + matrix.f);\n // }\n\n //////// 代理方法\n // isPointInStroke ,drawFocusIfNeeded 方法没有代理,如有需要再添加\n\n beginPath() {\n this.path.clear();\n }\n\n clip(fillRule?: CanvasFillRule): void;\n clip(path: Path2D, fillRule?: CanvasFillRule): void;\n clip(path?: Path2D | CanvasFillRule, fillRule?: CanvasFillRule) {\n return;\n }\n\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean) {\n this.path.arc(x, y, radius, startAngle, endAngle, anticlockwise);\n }\n\n arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void;\n arcTo(x1: number, y1: number, x2: number, y2: number, radiusX: number) {\n this.path.arcTo(x1, y1, x2, y2, radiusX);\n }\n\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) {\n this.path.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n }\n\n closePath() {\n this.path.closePath();\n }\n\n ellipse(\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) {\n return;\n }\n lineTo(x: number, y: number) {\n this.path.lineTo(x, y);\n }\n\n moveTo(x: number, y: number) {\n this.path.moveTo(x, y);\n }\n\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\n this.path.quadraticCurveTo(cpx, cpy, x, y);\n }\n\n rect(x: number, y: number, w: number, h: number) {\n this.path.rect(x, y, w, h);\n }\n\n createImageData(imageDataOrSw: number | ImageData, sh?: number): ImageData {\n return null;\n }\n\n createLinearGradient(x0: number, y0: number, x1: number, y1: number): CanvasGradient {\n throw new Error('不支持createLinearGradient');\n }\n\n createPattern(image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, repetition: string): CanvasPattern {\n throw new Error('不支持createPattern');\n }\n\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient {\n throw new Error('不支持createRadialGradient');\n }\n\n createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradientData {\n return null;\n }\n\n // createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradient | null {\n // // let edit = false;\n // // let pattern: CanvasPattern | null;\n // // // eslint-disable-next-line @typescript-eslint/no-this-alias\n // // const ctx = this;\n // // const obj: IConicalGradient = {\n // // stops: [],\n // // addColorStop(offset: number, color: string) {\n // // this.stops.push([offset, color]);\n // // edit = true;\n // // },\n // // GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n // // if (edit) {\n // // if (!deltaAngle) deltaAngle = endAngle - startAngle;\n // // pattern = createConicalGradient(ctx, this.stops, x, y, deltaAngle, startAngle, endAngle, minW, minH);\n // // edit = false;\n // // }\n // // return pattern;\n // // }\n // // };\n // // return obj;\n // }\n\n // fill(fillRule?: CanvasFillRule): void;\n // fill(path?: Path2D, fillRule?: CanvasFillRule): void;\n fill(path?: Path2D, fillRule?: CanvasFillRule) {\n return;\n }\n\n fillRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n clearRect(x: number, y: number, w: number, h: number) {\n return;\n }\n\n fillText(text: string, x: number, y: number) {\n return;\n }\n\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData {\n return null;\n }\n\n getLineDash(): number[] {\n return [];\n }\n\n isPointInPath(x: number, y: number) {\n this.matrix.transformPoint({ x, y }, globalPoint);\n return contain(this.path.commandList, globalPoint.x, globalPoint.y);\n }\n\n isPointInStroke(x: number, y: number) {\n if (!this.lineWidth) {\n return false;\n }\n this.matrix.transformPoint({ x, y }, globalPoint);\n const lineWidth = getScaledStroke(this, this.lineWidth, this.dpr);\n return containStroke(this.path.commandList, lineWidth, globalPoint.x, globalPoint.y);\n }\n\n measureText(text: string): { width: number } {\n throw new Error('不支持measureText');\n }\n\n putImageData(imagedata: ImageData, dx: number, dy: number) {\n throw new Error('不支持measureText');\n }\n\n setLineDash(segments: number[]) {\n return;\n }\n\n stroke(path?: Path2D) {\n return;\n }\n\n strokeRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n strokeText(text: string, x: number, y: number) {\n return;\n }\n\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n\n drawImage() {\n return;\n }\n\n setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n return;\n }\n\n _setCommonStyle(params: ISetCommonStyleParams, offsetX: number, offsetY: number, defaultParams?: ICommonStyleParams) {\n return;\n }\n\n setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams | IStrokeStyleParams[]\n ) {\n return;\n }\n _setStrokeStyle(params: ISetStrokeStyleParams, offsetX: number, offsetY: number, defaultParams?: IStrokeStyleParams) {\n return;\n }\n setTextStyleWithoutAlignBaseline(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n\n draw() {\n return;\n }\n\n clearMatrix(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransformFromMatrix(initMatrix, setTransform, dpr);\n }\n\n onlyTranslate(dpr: number = this.dpr): boolean {\n return this.matrix.a === dpr && this.matrix.b === 0 && this.matrix.c === 0 && this.matrix.d === dpr;\n }\n\n release(...params: any): void {\n this.stack.forEach(m => matrixAllocate.free(m));\n this.stack.length = 0;\n return;\n }\n}\n"]}
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+
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type { IMatrix } from '@visactor/vutils';\nimport { Matrix } from '@visactor/vutils';\nimport { injectable } from '../common/inversify-lite';\nimport type {\n ICanvas,\n ICommonStyleParams,\n IContext2d,\n ISetCommonStyleParams,\n ISetStrokeStyleParams,\n IStrokeStyleParams,\n IConicalGradientData,\n ITextStyleParams\n} from '../interface';\nimport { contain, containStroke } from './util';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { getScaledStroke } from '../common/canvas-utils';\nimport { matrixAllocate } from '../allocator/matrix-allocate';\n/**\n * 部分源码参考konva\n * MIT License\n\n Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)\n Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\n\n// https://github.com/konvajs/konva/blob/master/src/Context.ts\nconst initMatrix = new Matrix(1, 0, 0, 1, 0, 0);\nconst globalPoint = { x: 0, y: 0 };\n\n@injectable()\nexport class EmptyContext2d implements IContext2d {\n declare path: CustomPath2D;\n declare canvas: null;\n declare stack: Matrix[];\n protected declare matrix: Matrix;\n protected declare applyedMatrix?: Matrix; // 被应用的matrix\n // 属性代理\n declare fillStyle: string | CanvasGradient | CanvasPattern;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n declare font: string;\n declare globalAlpha: number;\n declare lineCap: string;\n declare lineDashOffset: number;\n declare lineJoin: string;\n declare lineWidth: number;\n declare miterLimit: number;\n declare shadowBlur: number;\n declare shadowColor: string;\n declare shadowOffsetX: number;\n declare shadowOffsetY: number;\n declare strokeStyle: string | CanvasGradient | CanvasPattern;\n declare textAlign: string;\n declare textBaseline: string;\n declare dpr: number;\n declare _clearMatrix: IMatrix;\n\n get nativeContext(): any {\n return this.path;\n }\n\n constructor(canvas: any, dpr: number) {\n this.matrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack = [];\n this.dpr = dpr;\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.path = new CustomPath2D();\n this._clearMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n }\n\n getCanvas(): ICanvas {\n throw new Error('不支持getCanvas');\n }\n\n getContext() {\n throw new Error('不支持getContext');\n }\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent(force: boolean = false) {\n // 只作简单判断\n if (!force && this.applyedMatrix.equalToMatrix(this.matrix)) {\n return;\n }\n\n this.applyedMatrix = this.cloneMatrix(this.matrix);\n return;\n }\n /**\n * 获取当前矩阵信息\n */\n get currentMatrix() {\n return this.matrix;\n }\n\n cloneMatrix(m: Matrix) {\n return matrixAllocate.allocateByObj(m);\n }\n\n /**\n * 清空画布\n */\n clear() {\n this.save();\n this.resetTransform();\n this.restore();\n }\n\n restore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n this.setTransformForCurrent();\n }\n }\n highPerformanceRestore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n }\n }\n\n /**\n *\n * @param angle 弧度数\n */\n rotate(rad: number, setTransform: boolean = true) {\n this.matrix.rotate(rad);\n setTransform && this.setTransformForCurrent();\n }\n\n save() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n highPerformanceSave() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n\n /**\n * 基于当前matrix再次scale\n * @param sx\n * @param sy\n * @param setTransform 是否设置transform到context中\n */\n scale(sx: number, sy: number, setTransform: boolean = true) {\n this.matrix.scale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n setScale(sx: number, sy: number, setTransform: boolean = true): void {\n this.matrix.setScale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 基于某个点进行缩放\n * @param sx\n * @param sy\n * @param px\n * @param py\n */\n scalePoint(sx: number, sy: number, px: number, py: number, setTransform: boolean = true) {\n this.translate(px, py, false);\n this.scale(sx, sy, false);\n this.translate(-px, -py, false);\n setTransform && this.setTransformForCurrent();\n }\n /**\n *\n * @param a\n * @param b\n * @param c\n * @param d\n * @param e\n * @param f\n * @param setTransform\n */\n setTransform(\n a: number,\n b: number,\n c: number,\n d: number,\n e: number,\n f: number,\n setTransform: boolean = true,\n dpr: number = this.dpr\n ) {\n this.matrix.setValue(dpr * a, dpr * b, dpr * c, dpr * d, dpr * e, dpr * f);\n setTransform && this.setTransformForCurrent();\n }\n\n setTransformFromMatrix(matrix: Matrix, setTransform: boolean = true, dpr: number = this.dpr) {\n this.matrix.setValue(\n matrix.a * dpr,\n matrix.b * dpr,\n matrix.c * dpr,\n matrix.d * dpr,\n matrix.e * dpr,\n matrix.f * dpr\n );\n setTransform && this.setTransformForCurrent();\n }\n\n resetTransform(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransform(dpr, 0, 0, dpr, 0, 0);\n setTransform && this.setTransformForCurrent();\n }\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n transform(a: number, b: number, c: number, d: number, e: number, f: number, setTransform: boolean = true) {\n this.matrix.multiply(a, b, c, d, e, f);\n setTransform && this.setTransformForCurrent();\n }\n transformFromMatrix(matrix: Matrix, setTransform?: boolean): void {\n this.matrix.multiply(matrix.a, matrix.b, matrix.c, matrix.d, matrix.e, matrix.f);\n setTransform && this.setTransformForCurrent();\n }\n\n translate(x: number, y: number, setTransform: boolean = true) {\n this.matrix.translate(x, y);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees(deg: number, setTransform: boolean = true) {\n const rad = (deg * Math.PI) / 180;\n this.rotate(rad, setTransform);\n }\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout(rad: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotate(rad, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout(deg: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotateDegrees(deg, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n // /**\n // * 全局坐标 -> 当前矩阵的局部坐标\n // * @param x x\n // * @param y y\n // */\n // transformPoint(x: number, y: number): Point {\n // const inverseMatrix = this.matrix.getInverse();\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // /**\n // * 坐标转换\n // * @param x x\n // * @param y y\n // */\n // transformPoint2(x: number, y: number): Point {\n // const inverseMatrix = this.matrix;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // transformPoint3(x: number, y: number, matrix: Matrix): Point {\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(x * matrix.a + y * matrix.c + matrix.e, x * matrix.b + y * matrix.d + matrix.f);\n // }\n\n //////// 代理方法\n // isPointInStroke ,drawFocusIfNeeded 方法没有代理,如有需要再添加\n\n beginPath() {\n this.path.clear();\n }\n\n clip(fillRule?: CanvasFillRule): void;\n clip(path: Path2D, fillRule?: CanvasFillRule): void;\n clip(path?: Path2D | CanvasFillRule, fillRule?: CanvasFillRule) {\n return;\n }\n\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean) {\n this.path.arc(x, y, radius, startAngle, endAngle, anticlockwise);\n }\n\n arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void;\n arcTo(x1: number, y1: number, x2: number, y2: number, radiusX: number) {\n this.path.arcTo(x1, y1, x2, y2, radiusX);\n }\n\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) {\n this.path.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n }\n\n closePath() {\n this.path.closePath();\n }\n\n ellipse(\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) {\n return;\n }\n lineTo(x: number, y: number) {\n this.path.lineTo(x, y);\n }\n\n moveTo(x: number, y: number) {\n this.path.moveTo(x, y);\n }\n\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\n this.path.quadraticCurveTo(cpx, cpy, x, y);\n }\n\n rect(x: number, y: number, w: number, h: number) {\n this.path.rect(x, y, w, h);\n }\n\n createImageData(imageDataOrSw: number | ImageData, sh?: number): ImageData {\n return null;\n }\n\n createLinearGradient(x0: number, y0: number, x1: number, y1: number): CanvasGradient {\n throw new Error('不支持createLinearGradient');\n }\n\n createPattern(image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, repetition: string): CanvasPattern {\n throw new Error('不支持createPattern');\n }\n\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient {\n throw new Error('不支持createRadialGradient');\n }\n\n createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradientData {\n return null;\n }\n\n // createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradient | null {\n // // let edit = false;\n // // let pattern: CanvasPattern | null;\n // // // eslint-disable-next-line @typescript-eslint/no-this-alias\n // // const ctx = this;\n // // const obj: IConicalGradient = {\n // // stops: [],\n // // addColorStop(offset: number, color: string) {\n // // this.stops.push([offset, color]);\n // // edit = true;\n // // },\n // // GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n // // if (edit) {\n // // if (!deltaAngle) deltaAngle = endAngle - startAngle;\n // // pattern = createConicalGradient(ctx, this.stops, x, y, deltaAngle, startAngle, endAngle, minW, minH);\n // // edit = false;\n // // }\n // // return pattern;\n // // }\n // // };\n // // return obj;\n // }\n\n // fill(fillRule?: CanvasFillRule): void;\n // fill(path?: Path2D, fillRule?: CanvasFillRule): void;\n fill(path?: Path2D, fillRule?: CanvasFillRule) {\n return;\n }\n\n fillRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n clearRect(x: number, y: number, w: number, h: number) {\n return;\n }\n\n fillText(text: string, x: number, y: number) {\n return;\n }\n\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData {\n return null;\n }\n\n getLineDash(): number[] {\n return [];\n }\n\n isPointInPath(x: number, y: number) {\n this.matrix.transformPoint({ x, y }, globalPoint);\n return contain(this.path.commandList, globalPoint.x, globalPoint.y);\n }\n\n isPointInStroke(x: number, y: number) {\n if (!this.lineWidth) {\n return false;\n }\n this.matrix.transformPoint({ x, y }, globalPoint);\n const lineWidth = getScaledStroke(this, this.lineWidth, this.dpr);\n return containStroke(this.path.commandList, lineWidth, globalPoint.x, globalPoint.y);\n }\n\n measureText(text: string): { width: number } {\n throw new Error('不支持measureText');\n }\n\n putImageData(imagedata: ImageData, dx: number, dy: number) {\n throw new Error('不支持measureText');\n }\n\n setLineDash(segments: number[]) {\n return;\n }\n\n stroke(path?: Path2D) {\n return;\n }\n\n strokeRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n strokeText(text: string, x: number, y: number) {\n return;\n }\n\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n\n drawImage() {\n return;\n }\n\n setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n return;\n }\n\n _setCommonStyle(params: ISetCommonStyleParams, offsetX: number, offsetY: number, defaultParams?: ICommonStyleParams) {\n return;\n }\n\n setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams | IStrokeStyleParams[]\n ) {\n return;\n }\n _setStrokeStyle(params: ISetStrokeStyleParams, offsetX: number, offsetY: number, defaultParams?: IStrokeStyleParams) {\n return;\n }\n setTextStyleWithoutAlignBaseline(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n\n draw() {\n return;\n }\n\n clearMatrix(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransformFromMatrix(initMatrix, setTransform, dpr);\n }\n\n setClearMatrix(a: number, b: number, c: number, d: number, e: number, f: number) {\n this._clearMatrix.setValue(a, b, c, d, e, f);\n }\n\n onlyTranslate(dpr: number = this.dpr): boolean {\n return this.matrix.a === dpr && this.matrix.b === 0 && this.matrix.c === 0 && this.matrix.d === dpr;\n }\n\n release(...params: any): void {\n this.stack.forEach(m => matrixAllocate.free(m));\n this.stack.length = 0;\n return;\n }\n}\n"]}
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@@ -21,6 +21,7 @@ export declare class CustomPath2D extends CurvePath implements ICustomPath2D {
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closePath(): this;
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addCurve(curve: ICurve<IPoint>): void;
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clear(): void;
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beginPath(): void;
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toString(): string;
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fromString(str: string, x?: number, y?: number, sX?: number, sY?: number): this;
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fromLine(line: ILine): void;
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@@ -57,6 +57,9 @@ class CustomPath2D extends path_1.CurvePath {
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clear() {
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this.transformCbList = null, this.commandList.length = 0, this.curves.length = 0;
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}
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+
beginPath() {
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this.clear();
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}
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toString() {
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if (!this.toStringCbList) {
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const list = [];
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@@ -69,7 +72,8 @@ class CustomPath2D extends path_1.CurvePath {
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let path = "";
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for (let i = 0; i < bezierPathList.length; i += 6) path += `C${bezierPathList[i]} ${bezierPathList[i + 1]} ${bezierPathList[i + 2]} ${bezierPathList[i + 3]} ${bezierPathList[i + 4]} ${bezierPathList[i + 5]}`;
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return path;
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-
}, list[path_svg_1.enumCommandMap.
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}, list[path_svg_1.enumCommandMap.R] = cmd => `M${cmd[1]} ${cmd[2]} h${cmd[3]} v${cmd[4]} H${cmd[1]}Z`,
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+
list[path_svg_1.enumCommandMap.Z] = cmd => "Z", this.toStringCbList = list;
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}
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const list = this.toStringCbList;
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let path = "";
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@@ -1 +1 @@
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1
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-
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{ BoundsContext } from './bounds-context';\nimport type { CommandStrType, CommandType, ICurve, ICustomPath2D, IDirection, ILine, IPath2D } from '../interface';\nimport { CurvePath } from './segment/curve/path';\nimport { enumCommandMap, parseSvgPath } from './path-svg';\nimport type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport { Direction } from './enums';\nimport { drawArc, addArcToBezierPath } from './shape/arc';\nimport { renderCommandList } from './render-command-list';\nimport { calcLineCache } from './segment';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n// 基于d3-shape重构\n// https://github.com/vega/vega/blob/master/packages/vega-scenegraph/src/path/render.js\n\nexport class CustomPath2D extends CurvePath implements ICustomPath2D {\n commandList: CommandType[] = [];\n _boundsContext: IPath2D;\n _ctx?: IPath2D;\n direction?: IDirection;\n protected transformCbList?: ((cmd: CommandType, x: number, y: number, sx: number, sy: number) => void)[];\n protected toStringCbList?: ((cmd: CommandType) => string)[];\n\n constructor(ctx?: IPath2D) {\n super();\n if (ctx) {\n this._ctx = ctx;\n }\n this._boundsContext = new BoundsContext(this.bounds);\n }\n\n setCtx(ctx?: IPath2D) {\n this._ctx = ctx;\n }\n\n moveTo(x: number, y: number) {\n this.commandList.push([enumCommandMap.M, x, y]);\n this._ctx && this._ctx.moveTo(x, y);\n return this;\n }\n lineTo(x: number, y: number) {\n this.commandList.push([enumCommandMap.L, x, y]);\n this._ctx && this._ctx.lineTo(x, y);\n return this;\n }\n quadraticCurveTo(aCPx: number, aCPy: number, aX: number, aY: number) {\n this.commandList.push([enumCommandMap.Q, aCPx, aCPy, aX, aY]);\n this._ctx && this._ctx.quadraticCurveTo(aCPx, aCPy, aX, aY);\n return this;\n }\n bezierCurveTo(aCP1x: number, aCP1y: number, aCP2x: number, aCP2y: number, aX: number, aY: number) {\n this.commandList.push([enumCommandMap.C, aCP1x, aCP1y, aCP2x, aCP2y, aX, aY]);\n this._ctx && this._ctx.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);\n return this;\n }\n arcTo(aX1: number, aY1: number, aX2: number, aY2: number, aRadius: number) {\n this.commandList.push([enumCommandMap.AT, aX1, aY1, aX2, aY2, aRadius]);\n this._ctx && this._ctx.arcTo(aX1, aY1, aX2, aY2, aRadius);\n return this;\n }\n ellipse(\n aX: number,\n aY: number,\n xRadius: number,\n yRadius: number,\n aRotation: number,\n aStartAngle: number,\n aEndAngle: number,\n aClockwise: boolean\n ) {\n this.commandList.push([enumCommandMap.E, aX, aY, xRadius, yRadius, aRotation, aStartAngle, aEndAngle, aClockwise]);\n this._ctx && this._ctx.ellipse(aX, aY, xRadius, yRadius, aRotation, aStartAngle, aEndAngle, aClockwise);\n return this;\n }\n rect(x: number, y: number, w: number, h: number) {\n this.commandList.push([enumCommandMap.R, x, y, w, h]);\n this._ctx && this._ctx.rect(x, y, w, h);\n return this;\n }\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, counterclockwise?: boolean) {\n this.commandList.push([enumCommandMap.A, x, y, radius, startAngle, endAngle, counterclockwise]);\n this._ctx && this._ctx.arc(x, y, radius, startAngle, endAngle, counterclockwise);\n return this;\n }\n closePath() {\n this.commandList.push([enumCommandMap.Z]);\n this._ctx && this._ctx.closePath();\n return this;\n }\n\n addCurve(curve: ICurve<IPoint>) {\n this.curves.push(curve);\n // todo parse curve\n }\n clear() {\n this.transformCbList = null;\n this.commandList.length = 0;\n this.curves.length = 0;\n }\n\n toString(): string {\n if (!this.toStringCbList) {\n const list: ((cmd: CommandType) => string)[] = [];\n list[enumCommandMap.M] = (cmd: CommandType) => `M${cmd[1]} ${cmd[2]}`;\n list[enumCommandMap.L] = (cmd: CommandType) => `L${cmd[1]} ${cmd[2]}`;\n list[enumCommandMap.Q] = (cmd: CommandType) => `Q${cmd[1]} ${cmd[2]} ${cmd[3]} ${cmd[4]}`;\n list[enumCommandMap.C] = (cmd: CommandType) => `C${cmd[1]} ${cmd[2]} ${cmd[3]} ${cmd[4]} ${cmd[5]} ${cmd[6]}`;\n list[enumCommandMap.A] = (cmd: CommandType) => {\n const bezierPathList: number[] = [];\n addArcToBezierPath(\n bezierPathList,\n cmd[4] as number,\n cmd[5] as number,\n cmd[1] as number,\n cmd[2] as number,\n cmd[3] as number,\n cmd[3] as number\n );\n let path = '';\n for (let i = 0; i < bezierPathList.length; i += 6) {\n path += `C${bezierPathList[i]} ${bezierPathList[i + 1]} ${bezierPathList[i + 2]} ${bezierPathList[i + 3]} ${\n bezierPathList[i + 4]\n } ${bezierPathList[i + 5]}`;\n }\n return path;\n };\n // list[enumCommandMap.AT] = this.arcToTransform;\n // list[enumCommandMap.E] = this.ellipseTransform;\n // list[enumCommandMap.R] = this.rectTransform;\n // list[enumCommandMap.A] = this.arcTransform;\n list[enumCommandMap.Z] = (cmd: CommandType) => `Z`;\n this.toStringCbList = list;\n }\n\n const list = this.toStringCbList;\n let path = '';\n this.commandList.forEach(c => {\n path += list[c[0]](c);\n });\n return path;\n }\n\n fromString(str: string, x?: number, y?: number, sX?: number, sY?: number) {\n this.clear();\n\n // 解析path字符串\n const commandStrList = parseSvgPath(str) as CommandStrType[]; // TODO: 目前正则性能较差,后续需要加上回调函数供用户直接操作绘图命令\n this._runCommandStrList(commandStrList, x, y, sX, sY);\n\n // 更新bounds\n this._updateBounds();\n return this;\n }\n fromLine(line: ILine) {\n const { points, curveType, clipRangeByDimension } = line.attribute;\n if (!points) {\n return;\n }\n const cache = calcLineCache(points, curveType);\n if (clipRangeByDimension === 'x') {\n this.direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n this.direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n this.direction = cache.direction;\n }\n this.curves = cache.curves;\n }\n fromCustomPath2D(path: ICustomPath2D, x?: number, y?: number, sX?: number, sY?: number) {\n this.clear();\n this._runCommandList(path.commandList as CommandType[], x, y, sX, sY);\n\n // 更新bounds\n this._updateBounds();\n return this;\n }\n transform(x: number, y: number, sx: number, sy: number) {\n const commandList = this.commandList;\n if (!this.transformCbList) {\n const list: ((cmd: CommandType, x: number, y: number, sx: number, sy: number) => void)[] = [];\n list[enumCommandMap.M] = this.moveToTransform;\n list[enumCommandMap.L] = this.lineToTransform;\n list[enumCommandMap.Q] = this.quadraticCurveToTransform;\n list[enumCommandMap.C] = this.bezierCurveToTransform;\n list[enumCommandMap.AT] = this.arcToTransform;\n list[enumCommandMap.E] = this.ellipseTransform;\n list[enumCommandMap.R] = this.rectTransform;\n list[enumCommandMap.A] = this.arcTransform;\n list[enumCommandMap.Z] = this.closePathTransform;\n this.transformCbList = list;\n }\n commandList.forEach(cmd => {\n this.transformCbList[cmd[0]](cmd, x, y, sx, sy);\n });\n this._updateBounds();\n }\n\n protected moveToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n }\n protected lineToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n }\n protected quadraticCurveToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx + x;\n cmd[4] = (cmd[4] as number) * sy + y;\n }\n protected bezierCurveToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx + x;\n cmd[4] = (cmd[4] as number) * sy + y;\n cmd[5] = (cmd[5] as number) * sx + x;\n cmd[6] = (cmd[6] as number) * sy + y;\n }\n arcToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx + x;\n cmd[4] = (cmd[4] as number) * sy + y;\n cmd[5] = ((cmd[5] as number) * (sx + sy)) / 2;\n }\n ellipseTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx;\n cmd[4] = (cmd[4] as number) * sy;\n }\n rectTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx;\n cmd[4] = (cmd[4] as number) * sy;\n }\n arcTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = ((cmd[3] as number) * (sx + sy)) / 2;\n }\n closePathTransform() {\n return;\n }\n protected _runCommandStrList(\n commandStrList: CommandStrType[],\n l: number = 0,\n t: number = 0,\n sX: number = 1,\n sY: number = 1\n ) {\n let current; // current instruction\n let previous = null;\n let x = 0; // current x\n let y = 0; // current y\n // let sX = 0;\n // let sY = 0;\n let controlX = 0; // current control point x\n let controlY = 0; // current control point y\n let tempX;\n let tempY;\n let tempControlX;\n let tempControlY;\n\n // if (isNil(l)) l = 0;\n // if (isNil(t)) t = 0;\n // if (isNil(sX)) sX = 1;\n // if (isNil(sY)) sY = sX;\n\n for (let i = 0, len = commandStrList.length; i < len; ++i) {\n current = commandStrList[i];\n if (sX !== 1 || sY !== 1) {\n current = scale(current, sX, sY);\n }\n\n switch (\n current[0] // first letter\n ) {\n case 'l': // lineto, relative\n x += current[1] as number;\n y += current[2] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'L': // lineto, absolute\n x = current[1] as number;\n y = current[2] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'h': // horizontal lineto, relative\n x += current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'H': // horizontal lineto, absolute\n x = current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'v': // vertical lineto, relative\n y += current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'V': // verical lineto, absolute\n y = current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'm': // moveTo, relative\n x += current[1] as number;\n y += current[2] as number;\n this.moveTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1] as number;\n y = current[2] as number;\n this.moveTo(x + l, y + t);\n break;\n\n case 'c': // bezierCurveTo, relative\n tempX = x + (current[5] as number);\n tempY = y + (current[6] as number);\n controlX = x + (current[3] as number);\n controlY = y + (current[4] as number);\n this.bezierCurveTo(\n x + (current[1] as number) + l, // x1\n y + (current[2] as number) + t, // y1\n controlX + l, // x2\n controlY + t, // y2\n tempX + l,\n tempY + t\n );\n x = tempX;\n y = tempY;\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5] as number;\n y = current[6] as number;\n controlX = current[3] as number;\n controlY = current[4] as number;\n this.bezierCurveTo(\n (current[1] as number) + l,\n (current[2] as number) + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 's': // shorthand cubic bezierCurveTo, relative\n // transform to absolute x,y\n tempX = x + (current[3] as number);\n tempY = y + (current[4] as number);\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n this.bezierCurveTo(\n controlX + l,\n controlY + t,\n x + (current[1] as number) + l,\n y + (current[2] as number) + t,\n tempX + l,\n tempY + t\n );\n\n // set control point to 2nd one of this command\n // the first control point is assumed to be the reflection of\n // the second control point on the previous command relative\n // to the current point.\n controlX = x + (current[1] as number);\n controlY = y + (current[2] as number);\n\n x = tempX;\n y = tempY;\n break;\n\n case 'S': // shorthand cubic bezierCurveTo, absolute\n tempX = current[3] as number;\n tempY = current[4] as number;\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n this.bezierCurveTo(\n controlX + l,\n controlY + t,\n (current[1] as number) + l,\n (current[2] as number) + t,\n tempX + l,\n tempY + t\n );\n x = tempX;\n y = tempY;\n // set control point to 2nd one of this command\n // the first control point is assumed to be the reflection of\n // the second control point on the previous command relative\n // to the current point.\n controlX = current[1] as number;\n controlY = current[2] as number;\n\n break;\n\n case 'q': // quadraticCurveTo, relative\n // transform to absolute x,y\n tempX = x + (current[3] as number);\n tempY = y + (current[4] as number);\n\n controlX = x + (current[1] as number);\n controlY = y + (current[2] as number);\n\n this.quadraticCurveTo(controlX + l, controlY + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n tempX = current[3] as number;\n tempY = current[4] as number;\n\n this.quadraticCurveTo((current[1] as number) + l, (current[2] as number) + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n controlX = current[1] as number;\n controlY = current[2] as number;\n break;\n\n case 't': // shorthand quadraticCurveTo, relative\n // transform to absolute x,y\n tempX = x + (current[1] as number);\n tempY = y + (current[2] as number);\n\n if ((previous![0] as string).match(/[QqTt]/) === null) {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n } else if (previous![0] === 't') {\n // calculate reflection of previous control points for t\n controlX = 2 * x - (tempControlX as number);\n controlY = 2 * y - (tempControlY as number);\n } else if (previous![0] === 'q') {\n // calculate reflection of previous control points for q\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n\n tempControlX = controlX;\n tempControlY = controlY;\n\n this.quadraticCurveTo(controlX + l, controlY + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n controlX = x + (current[1] as number);\n controlY = y + (current[2] as number);\n break;\n\n case 'T':\n tempX = current[1] as number;\n tempY = current[2] as number;\n\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n this.quadraticCurveTo(controlX + l, controlY + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n break;\n\n case 'a':\n drawArc(this, x + l, y + t, [\n current[1] as number,\n current[2] as number,\n current[3] as number,\n current[4] as number,\n current[5] as number,\n (current[6] as number) + x + l,\n (current[7] as number) + y + t\n ]);\n x += current[6] as number;\n y += current[7] as number;\n break;\n\n case 'A':\n drawArc(this, x + l, y + t, [\n current[1] as number,\n current[2] as number,\n current[3] as number,\n current[4] as number,\n current[5] as number,\n (current[6] as number) + l,\n (current[7] as number) + t\n ]);\n x = current[6] as number;\n y = current[7] as number;\n break;\n\n case 'z':\n case 'Z':\n this.closePath();\n break;\n }\n previous = current;\n }\n }\n\n protected _runCommandList(commandList: CommandType[], l: number = 0, t: number = 0, sX: number = 1, sY: number = 1) {\n if (l === 0 && t === 0 && sX === 1 && sY === 1) {\n this.commandList = commandList.map(entry => entry.slice() as CommandType);\n return;\n }\n\n for (let i = 0, len = commandList.length; i < len; ++i) {\n const current = commandList[i].slice() as CommandType;\n\n switch (\n current[0] // first letter\n ) {\n case enumCommandMap.L:\n this.lineToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.M:\n this.moveToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.C:\n this.bezierCurveToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.Q:\n this.quadraticCurveToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.A:\n this.arcToTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.E:\n this.ellipseTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.R:\n this.rectTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.AT:\n this.arcToTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.Z:\n this.closePath();\n break;\n }\n }\n }\n private _updateBounds() {\n this.bounds.clear();\n renderCommandList(this.commandList, this._boundsContext as unknown as ICustomPath2D);\n }\n\n release(): void {\n this.commandList = [];\n this._boundsContext = null;\n this._ctx = null;\n }\n\n getLength(): number {\n if (this.direction === Direction.COLUMN) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n return abs(sc.p0.y - ec.p1.y);\n } else if (this.direction === Direction.ROW) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n return abs(sc.p0.x - ec.p1.x);\n }\n return this.curves.reduce((l, c) => l + c.getLength(), 0);\n }\n\n getAttrAt(distance: number): { pos: IPointLike; angle: number } {\n if (!this.curves) {\n return { pos: { x: 0, y: 0 }, angle: 0 };\n }\n let _dis = 0;\n let curve: ICurve<IPoint>;\n for (let i = 0; i < this.curves.length; i++) {\n curve = this.curves[i];\n const cl = curve.getLength(this.direction);\n if (_dis + cl >= distance) {\n break;\n } else {\n _dis += cl;\n }\n }\n const t = (distance - _dis) / curve.getLength(this.direction);\n const pos = curve.getPointAt(t);\n const angle = curve.getAngleAt(t);\n return { pos, angle };\n }\n}\n\nconst temp = ['l', 0, 0, 0, 0, 0, 0, 0];\n\nfunction scale(current: CommandStrType, sX: number, sY: number) {\n const c = (temp[0] = current[0]);\n if (c === 'a' || c === 'A') {\n temp[1] = sX * (current[1] as number);\n temp[2] = sY * (current[2] as number);\n temp[3] = current[3] as number;\n temp[4] = current[4] as number;\n temp[5] = current[5] as number;\n temp[6] = sX * (current[6] as number);\n temp[7] = sY * (current[7] as number);\n } else if (c === 'h' || c === 'H') {\n temp[1] = sX * (current[1] as number);\n } else if (c === 'v' || c === 'V') {\n temp[1] = sY * (current[1] as number);\n } else {\n for (let i = 1, n = current.length; i < n; ++i) {\n temp[i] = (i % 2 === 1 ? sX : sY) * (current[i] as number);\n }\n }\n return temp;\n}\n"]}
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1
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+
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{ BoundsContext } from './bounds-context';\nimport type { CommandStrType, CommandType, ICurve, ICustomPath2D, IDirection, ILine, IPath2D } from '../interface';\nimport { CurvePath } from './segment/curve/path';\nimport { enumCommandMap, parseSvgPath } from './path-svg';\nimport type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport { Direction } from './enums';\nimport { drawArc, addArcToBezierPath } from './shape/arc';\nimport { renderCommandList } from './render-command-list';\nimport { calcLineCache } from './segment';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n// 基于d3-shape重构\n// https://github.com/vega/vega/blob/master/packages/vega-scenegraph/src/path/render.js\n\nexport class CustomPath2D extends CurvePath implements ICustomPath2D {\n commandList: CommandType[] = [];\n _boundsContext: IPath2D;\n _ctx?: IPath2D;\n direction?: IDirection;\n protected transformCbList?: ((cmd: CommandType, x: number, y: number, sx: number, sy: number) => void)[];\n protected toStringCbList?: ((cmd: CommandType) => string)[];\n\n constructor(ctx?: IPath2D) {\n super();\n if (ctx) {\n this._ctx = ctx;\n }\n this._boundsContext = new BoundsContext(this.bounds);\n }\n\n setCtx(ctx?: IPath2D) {\n this._ctx = ctx;\n }\n\n moveTo(x: number, y: number) {\n this.commandList.push([enumCommandMap.M, x, y]);\n this._ctx && this._ctx.moveTo(x, y);\n return this;\n }\n lineTo(x: number, y: number) {\n this.commandList.push([enumCommandMap.L, x, y]);\n this._ctx && this._ctx.lineTo(x, y);\n return this;\n }\n quadraticCurveTo(aCPx: number, aCPy: number, aX: number, aY: number) {\n this.commandList.push([enumCommandMap.Q, aCPx, aCPy, aX, aY]);\n this._ctx && this._ctx.quadraticCurveTo(aCPx, aCPy, aX, aY);\n return this;\n }\n bezierCurveTo(aCP1x: number, aCP1y: number, aCP2x: number, aCP2y: number, aX: number, aY: number) {\n this.commandList.push([enumCommandMap.C, aCP1x, aCP1y, aCP2x, aCP2y, aX, aY]);\n this._ctx && this._ctx.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);\n return this;\n }\n arcTo(aX1: number, aY1: number, aX2: number, aY2: number, aRadius: number) {\n this.commandList.push([enumCommandMap.AT, aX1, aY1, aX2, aY2, aRadius]);\n this._ctx && this._ctx.arcTo(aX1, aY1, aX2, aY2, aRadius);\n return this;\n }\n ellipse(\n aX: number,\n aY: number,\n xRadius: number,\n yRadius: number,\n aRotation: number,\n aStartAngle: number,\n aEndAngle: number,\n aClockwise: boolean\n ) {\n this.commandList.push([enumCommandMap.E, aX, aY, xRadius, yRadius, aRotation, aStartAngle, aEndAngle, aClockwise]);\n this._ctx && this._ctx.ellipse(aX, aY, xRadius, yRadius, aRotation, aStartAngle, aEndAngle, aClockwise);\n return this;\n }\n rect(x: number, y: number, w: number, h: number) {\n this.commandList.push([enumCommandMap.R, x, y, w, h]);\n this._ctx && this._ctx.rect(x, y, w, h);\n return this;\n }\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, counterclockwise?: boolean) {\n this.commandList.push([enumCommandMap.A, x, y, radius, startAngle, endAngle, counterclockwise]);\n this._ctx && this._ctx.arc(x, y, radius, startAngle, endAngle, counterclockwise);\n return this;\n }\n closePath() {\n this.commandList.push([enumCommandMap.Z]);\n this._ctx && this._ctx.closePath();\n return this;\n }\n\n addCurve(curve: ICurve<IPoint>) {\n this.curves.push(curve);\n // todo parse curve\n }\n clear() {\n this.transformCbList = null;\n this.commandList.length = 0;\n this.curves.length = 0;\n }\n\n beginPath() {\n this.clear();\n }\n\n toString(): string {\n if (!this.toStringCbList) {\n const list: ((cmd: CommandType) => string)[] = [];\n list[enumCommandMap.M] = (cmd: CommandType) => `M${cmd[1]} ${cmd[2]}`;\n list[enumCommandMap.L] = (cmd: CommandType) => `L${cmd[1]} ${cmd[2]}`;\n list[enumCommandMap.Q] = (cmd: CommandType) => `Q${cmd[1]} ${cmd[2]} ${cmd[3]} ${cmd[4]}`;\n list[enumCommandMap.C] = (cmd: CommandType) => `C${cmd[1]} ${cmd[2]} ${cmd[3]} ${cmd[4]} ${cmd[5]} ${cmd[6]}`;\n list[enumCommandMap.A] = (cmd: CommandType) => {\n const bezierPathList: number[] = [];\n addArcToBezierPath(\n bezierPathList,\n cmd[4] as number,\n cmd[5] as number,\n cmd[1] as number,\n cmd[2] as number,\n cmd[3] as number,\n cmd[3] as number\n );\n let path = '';\n for (let i = 0; i < bezierPathList.length; i += 6) {\n path += `C${bezierPathList[i]} ${bezierPathList[i + 1]} ${bezierPathList[i + 2]} ${bezierPathList[i + 3]} ${\n bezierPathList[i + 4]\n } ${bezierPathList[i + 5]}`;\n }\n return path;\n };\n // list[enumCommandMap.AT] = this.arcToTransform;\n // list[enumCommandMap.E] = this.ellipseTransform;\n list[enumCommandMap.R] = (cmd: CommandType) => `M${cmd[1]} ${cmd[2]} h${cmd[3]} v${cmd[4]} H${cmd[1]}Z`;\n // list[enumCommandMap.A] = this.arcTransform;\n list[enumCommandMap.Z] = (cmd: CommandType) => `Z`;\n this.toStringCbList = list;\n }\n\n const list = this.toStringCbList;\n let path = '';\n this.commandList.forEach(c => {\n path += list[c[0]](c);\n });\n return path;\n }\n\n fromString(str: string, x?: number, y?: number, sX?: number, sY?: number) {\n this.clear();\n\n // 解析path字符串\n const commandStrList = parseSvgPath(str) as CommandStrType[]; // TODO: 目前正则性能较差,后续需要加上回调函数供用户直接操作绘图命令\n this._runCommandStrList(commandStrList, x, y, sX, sY);\n\n // 更新bounds\n this._updateBounds();\n return this;\n }\n fromLine(line: ILine) {\n const { points, curveType, clipRangeByDimension } = line.attribute;\n if (!points) {\n return;\n }\n const cache = calcLineCache(points, curveType);\n if (clipRangeByDimension === 'x') {\n this.direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n this.direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n this.direction = cache.direction;\n }\n this.curves = cache.curves;\n }\n fromCustomPath2D(path: ICustomPath2D, x?: number, y?: number, sX?: number, sY?: number) {\n this.clear();\n this._runCommandList(path.commandList as CommandType[], x, y, sX, sY);\n\n // 更新bounds\n this._updateBounds();\n return this;\n }\n transform(x: number, y: number, sx: number, sy: number) {\n const commandList = this.commandList;\n if (!this.transformCbList) {\n const list: ((cmd: CommandType, x: number, y: number, sx: number, sy: number) => void)[] = [];\n list[enumCommandMap.M] = this.moveToTransform;\n list[enumCommandMap.L] = this.lineToTransform;\n list[enumCommandMap.Q] = this.quadraticCurveToTransform;\n list[enumCommandMap.C] = this.bezierCurveToTransform;\n list[enumCommandMap.AT] = this.arcToTransform;\n list[enumCommandMap.E] = this.ellipseTransform;\n list[enumCommandMap.R] = this.rectTransform;\n list[enumCommandMap.A] = this.arcTransform;\n list[enumCommandMap.Z] = this.closePathTransform;\n this.transformCbList = list;\n }\n commandList.forEach(cmd => {\n this.transformCbList[cmd[0]](cmd, x, y, sx, sy);\n });\n this._updateBounds();\n }\n\n protected moveToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n }\n protected lineToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n }\n protected quadraticCurveToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx + x;\n cmd[4] = (cmd[4] as number) * sy + y;\n }\n protected bezierCurveToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx + x;\n cmd[4] = (cmd[4] as number) * sy + y;\n cmd[5] = (cmd[5] as number) * sx + x;\n cmd[6] = (cmd[6] as number) * sy + y;\n }\n arcToTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx + x;\n cmd[4] = (cmd[4] as number) * sy + y;\n cmd[5] = ((cmd[5] as number) * (sx + sy)) / 2;\n }\n ellipseTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx;\n cmd[4] = (cmd[4] as number) * sy;\n }\n rectTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = (cmd[3] as number) * sx;\n cmd[4] = (cmd[4] as number) * sy;\n }\n arcTransform(cmd: CommandType, x: number, y: number, sx: number, sy: number) {\n cmd[1] = (cmd[1] as number) * sx + x;\n cmd[2] = (cmd[2] as number) * sy + y;\n cmd[3] = ((cmd[3] as number) * (sx + sy)) / 2;\n }\n closePathTransform() {\n return;\n }\n protected _runCommandStrList(\n commandStrList: CommandStrType[],\n l: number = 0,\n t: number = 0,\n sX: number = 1,\n sY: number = 1\n ) {\n let current; // current instruction\n let previous = null;\n let x = 0; // current x\n let y = 0; // current y\n // let sX = 0;\n // let sY = 0;\n let controlX = 0; // current control point x\n let controlY = 0; // current control point y\n let tempX;\n let tempY;\n let tempControlX;\n let tempControlY;\n\n // if (isNil(l)) l = 0;\n // if (isNil(t)) t = 0;\n // if (isNil(sX)) sX = 1;\n // if (isNil(sY)) sY = sX;\n\n for (let i = 0, len = commandStrList.length; i < len; ++i) {\n current = commandStrList[i];\n if (sX !== 1 || sY !== 1) {\n current = scale(current, sX, sY);\n }\n\n switch (\n current[0] // first letter\n ) {\n case 'l': // lineto, relative\n x += current[1] as number;\n y += current[2] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'L': // lineto, absolute\n x = current[1] as number;\n y = current[2] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'h': // horizontal lineto, relative\n x += current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'H': // horizontal lineto, absolute\n x = current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'v': // vertical lineto, relative\n y += current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'V': // verical lineto, absolute\n y = current[1] as number;\n this.lineTo(x + l, y + t);\n break;\n\n case 'm': // moveTo, relative\n x += current[1] as number;\n y += current[2] as number;\n this.moveTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1] as number;\n y = current[2] as number;\n this.moveTo(x + l, y + t);\n break;\n\n case 'c': // bezierCurveTo, relative\n tempX = x + (current[5] as number);\n tempY = y + (current[6] as number);\n controlX = x + (current[3] as number);\n controlY = y + (current[4] as number);\n this.bezierCurveTo(\n x + (current[1] as number) + l, // x1\n y + (current[2] as number) + t, // y1\n controlX + l, // x2\n controlY + t, // y2\n tempX + l,\n tempY + t\n );\n x = tempX;\n y = tempY;\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5] as number;\n y = current[6] as number;\n controlX = current[3] as number;\n controlY = current[4] as number;\n this.bezierCurveTo(\n (current[1] as number) + l,\n (current[2] as number) + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 's': // shorthand cubic bezierCurveTo, relative\n // transform to absolute x,y\n tempX = x + (current[3] as number);\n tempY = y + (current[4] as number);\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n this.bezierCurveTo(\n controlX + l,\n controlY + t,\n x + (current[1] as number) + l,\n y + (current[2] as number) + t,\n tempX + l,\n tempY + t\n );\n\n // set control point to 2nd one of this command\n // the first control point is assumed to be the reflection of\n // the second control point on the previous command relative\n // to the current point.\n controlX = x + (current[1] as number);\n controlY = y + (current[2] as number);\n\n x = tempX;\n y = tempY;\n break;\n\n case 'S': // shorthand cubic bezierCurveTo, absolute\n tempX = current[3] as number;\n tempY = current[4] as number;\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n this.bezierCurveTo(\n controlX + l,\n controlY + t,\n (current[1] as number) + l,\n (current[2] as number) + t,\n tempX + l,\n tempY + t\n );\n x = tempX;\n y = tempY;\n // set control point to 2nd one of this command\n // the first control point is assumed to be the reflection of\n // the second control point on the previous command relative\n // to the current point.\n controlX = current[1] as number;\n controlY = current[2] as number;\n\n break;\n\n case 'q': // quadraticCurveTo, relative\n // transform to absolute x,y\n tempX = x + (current[3] as number);\n tempY = y + (current[4] as number);\n\n controlX = x + (current[1] as number);\n controlY = y + (current[2] as number);\n\n this.quadraticCurveTo(controlX + l, controlY + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n tempX = current[3] as number;\n tempY = current[4] as number;\n\n this.quadraticCurveTo((current[1] as number) + l, (current[2] as number) + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n controlX = current[1] as number;\n controlY = current[2] as number;\n break;\n\n case 't': // shorthand quadraticCurveTo, relative\n // transform to absolute x,y\n tempX = x + (current[1] as number);\n tempY = y + (current[2] as number);\n\n if ((previous![0] as string).match(/[QqTt]/) === null) {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n } else if (previous![0] === 't') {\n // calculate reflection of previous control points for t\n controlX = 2 * x - (tempControlX as number);\n controlY = 2 * y - (tempControlY as number);\n } else if (previous![0] === 'q') {\n // calculate reflection of previous control points for q\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n\n tempControlX = controlX;\n tempControlY = controlY;\n\n this.quadraticCurveTo(controlX + l, controlY + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n controlX = x + (current[1] as number);\n controlY = y + (current[2] as number);\n break;\n\n case 'T':\n tempX = current[1] as number;\n tempY = current[2] as number;\n\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n this.quadraticCurveTo(controlX + l, controlY + t, tempX + l, tempY + t);\n x = tempX;\n y = tempY;\n break;\n\n case 'a':\n drawArc(this, x + l, y + t, [\n current[1] as number,\n current[2] as number,\n current[3] as number,\n current[4] as number,\n current[5] as number,\n (current[6] as number) + x + l,\n (current[7] as number) + y + t\n ]);\n x += current[6] as number;\n y += current[7] as number;\n break;\n\n case 'A':\n drawArc(this, x + l, y + t, [\n current[1] as number,\n current[2] as number,\n current[3] as number,\n current[4] as number,\n current[5] as number,\n (current[6] as number) + l,\n (current[7] as number) + t\n ]);\n x = current[6] as number;\n y = current[7] as number;\n break;\n\n case 'z':\n case 'Z':\n this.closePath();\n break;\n }\n previous = current;\n }\n }\n\n protected _runCommandList(commandList: CommandType[], l: number = 0, t: number = 0, sX: number = 1, sY: number = 1) {\n if (l === 0 && t === 0 && sX === 1 && sY === 1) {\n this.commandList = commandList.map(entry => entry.slice() as CommandType);\n return;\n }\n\n for (let i = 0, len = commandList.length; i < len; ++i) {\n const current = commandList[i].slice() as CommandType;\n\n switch (\n current[0] // first letter\n ) {\n case enumCommandMap.L:\n this.lineToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.M:\n this.moveToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.C:\n this.bezierCurveToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.Q:\n this.quadraticCurveToTransform(current, l, t, sX, sY);\n break;\n\n case enumCommandMap.A:\n this.arcToTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.E:\n this.ellipseTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.R:\n this.rectTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.AT:\n this.arcToTransform(current, l, t, sX, sY);\n break;\n case enumCommandMap.Z:\n this.closePath();\n break;\n }\n }\n }\n private _updateBounds() {\n this.bounds.clear();\n renderCommandList(this.commandList, this._boundsContext as unknown as ICustomPath2D);\n }\n\n release(): void {\n this.commandList = [];\n this._boundsContext = null;\n this._ctx = null;\n }\n\n getLength(): number {\n if (this.direction === Direction.COLUMN) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n return abs(sc.p0.y - ec.p1.y);\n } else if (this.direction === Direction.ROW) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n return abs(sc.p0.x - ec.p1.x);\n }\n return this.curves.reduce((l, c) => l + c.getLength(), 0);\n }\n\n getAttrAt(distance: number): { pos: IPointLike; angle: number } {\n if (!this.curves) {\n return { pos: { x: 0, y: 0 }, angle: 0 };\n }\n let _dis = 0;\n let curve: ICurve<IPoint>;\n for (let i = 0; i < this.curves.length; i++) {\n curve = this.curves[i];\n const cl = curve.getLength(this.direction);\n if (_dis + cl >= distance) {\n break;\n } else {\n _dis += cl;\n }\n }\n const t = (distance - _dis) / curve.getLength(this.direction);\n const pos = curve.getPointAt(t);\n const angle = curve.getAngleAt(t);\n return { pos, angle };\n }\n}\n\nconst temp = ['l', 0, 0, 0, 0, 0, 0, 0];\n\nfunction scale(current: CommandStrType, sX: number, sY: number) {\n const c = (temp[0] = current[0]);\n if (c === 'a' || c === 'A') {\n temp[1] = sX * (current[1] as number);\n temp[2] = sY * (current[2] as number);\n temp[3] = current[3] as number;\n temp[4] = current[4] as number;\n temp[5] = current[5] as number;\n temp[6] = sX * (current[6] as number);\n temp[7] = sY * (current[7] as number);\n } else if (c === 'h' || c === 'H') {\n temp[1] = sX * (current[1] as number);\n } else if (c === 'v' || c === 'V') {\n temp[1] = sY * (current[1] as number);\n } else {\n for (let i = 1, n = current.length; i < n; ++i) {\n temp[i] = (i % 2 === 1 ? sX : sY) * (current[i] as number);\n }\n }\n return temp;\n}\n"]}
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@@ -45,10 +45,10 @@ let OffscreenLayerHandlerContribution = class {
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render(group, params) {
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params.renderService.render(group, Object.assign(Object.assign({
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context: this.context
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context: this.context,
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viewBox: params.stage.window.getViewBox(),
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transMatrix: params.stage.window.getViewBoxTransform()
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x: 0,
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clear: null !== (_a = params.background) && void 0 !== _a ? _a : "#ffffff"
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}));
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}
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@@ -60,7 +60,7 @@ let OffscreenLayerHandlerContribution = class {
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return this.context;
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}
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drawTo(target, group, params) {
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const context = target.getContext(), targetDpr = target.dpr, {
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const context = target.getContext(), targetDpr = target.dpr, {viewBox: viewBox} = params, x = viewBox.x1, y = viewBox.y1, width = viewBox.width(), height = viewBox.height();
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context.nativeContext.save(), context.nativeContext.setTransform(targetDpr, 0, 0, targetDpr, 0, 0),
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params.clear && context.clearRect(x, y, width, height), context.drawImage(this.canvas.nativeCanvas, 0, 0, this.canvas.width, this.canvas.height, x, y, width, height),
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context.nativeContext.restore();
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@@ -1 +1 @@
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1
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+
{"version":3,"sources":["../src/core/contributions/layerHandler/offscreen2d-contribution.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA,mEAAoE;AACpE,+CAAkD;AAelD,sDAAmD;AAG5C,IAAM,iCAAiC,GAAvC,MAAM,iCAAiC;IAU5C;QACE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,yBAAW,CAAC,MAAM,CAAC;IACnC,CAAC;IAED,MAAM,CAAC,GAAW;QAChB,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,GAAG,CAAC;QACtB,OAAO;IACT,CAAC;IAED,IAAI,CAAC,KAAa,EAAE,MAAe,EAAE,MAA+B;QAClE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,MAAM,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC;YACrD,KAAK,EAAE,MAAM,CAAC,KAAK;YACnB,MAAM,EAAE,MAAM,CAAC,MAAM;YACrB,GAAG,EAAE,MAAM,CAAC,GAAG;SAChB,CAAC,CAAC;QACH,MAAM,MAAM,GAAG,IAAA,iBAAU,EAAC;YACxB,YAAY;YACZ,KAAK,EAAE,MAAM,CAAC,KAAK;YACnB,MAAM,EAAE,MAAM,CAAC,MAAM;YACrB,GAAG,EAAE,MAAM,CAAC,GAAG;YACf,eAAe,EAAE,IAAI;SACtB,CAAC,CAAC;QAEH,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;IACrC,CAAC;IAED,MAAM,CAAC,CAAS,EAAE,CAAS;QACzB,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACzB,OAAO;IACT,CAAC;IACD,UAAU,CAAC,CAAS,EAAE,CAAS;QAC7B,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACzB,OAAO;IACT,CAAC;IAED,MAAM,CAAC,KAAe,EAAE,MAA+B;;QACrD,MAAM,CAAC,aAAa,CAAC,MAAM,CAAC,KAAK,gCAC/B,OAAO,EAAE,IAAI,CAAC,OAAO,EACrB,OAAO,EAAE,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,EAAE,EACzC,WAAW,EAAE,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,mBAAmB,EAAE,IACnD,MAAM,KACT,KAAK,EAAE,MAAA,MAAM,CAAC,UAAU,mCAAI,SAAS,IACrC,CAAC;IACL,CAAC;IAED,OAAO,CAAC,WAAwB,EAAE,MAA+B;QAC/D,OAAO;IACT,CAAC;IAED,OAAO;QACL,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IACxB,CAAC;IAED,UAAU;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACtB,CAAC;IAED,MAAM,CAAC,MAAe,EAAE,KAAe,EAAE,MAA+C;QACtF,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;QACpC,MAAM,SAAS,GAAG,MAAM,CAAC,GAAG,CAAC;QAE7B,MAAM,EAAE,OAAO,EAAE,GAAG,MAAM,CAAC;QAC3B,MAAM,CAAC,GAAG,OAAO,CAAC,EAAE,CAAC;QACrB,MAAM,CAAC,GAAG,OAAO,CAAC,EAAE,CAAC;QACrB,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC;QAC9B,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC;QAEhC,OAAO,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC;QAC7B,OAAO,CAAC,aAAa,CAAC,YAAY,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrE,IAAI,MAAM,CAAC,KAAK,EAAE;YAChB,OAAO,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;SACxC;QACD,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QAC9G,OAAO,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;IAClC,CAAC;IAED,KAAK,CAAC,aAA0C;QAC9C,OAAO;IACT,CAAC;CACF,CAAA;AA7FY,iCAAiC;IAD7C,IAAA,2BAAU,GAAE;;GACA,iCAAiC,CA6F7C;AA7FY,8EAAiC","file":"offscreen2d-contribution.js","sourcesContent":["import { inject, injectable } from '../../../common/inversify-lite';\nimport { wrapCanvas } from '../../../canvas/util';\nimport type {\n IGlobal,\n ICanvas,\n IContext2d,\n IDrawToParams,\n IGroup,\n ILayer,\n ILayerHandlerContribution,\n ILayerHandlerInitParams,\n IWindow,\n ILayerHandlerDrawParams,\n LayerMode\n} from '../../../interface';\nimport type { IBoundsLike } from '@visactor/vutils';\nimport { application } from '../../../application';\n\n@injectable()\nexport class OffscreenLayerHandlerContribution implements ILayerHandlerContribution {\n declare layer: ILayer;\n declare canvas: ICanvas;\n declare context: IContext2d;\n declare offscreen: boolean;\n declare type: LayerMode;\n // 所绑定的副layer handler\n declare secondaryHandlers: ILayerHandlerContribution[];\n declare global: IGlobal;\n\n constructor() {\n this.offscreen = true;\n this.type = 'dynamic';\n this.global = application.global;\n }\n\n setDpr(dpr: number) {\n this.canvas.dpr = dpr;\n return;\n }\n\n init(layer: ILayer, window: IWindow, params: ILayerHandlerInitParams): void {\n this.layer = layer;\n const nativeCanvas = this.global.createOffscreenCanvas({\n width: params.width,\n height: params.height,\n dpr: window.dpr\n });\n const canvas = wrapCanvas({\n nativeCanvas,\n width: params.width,\n height: params.height,\n dpr: window.dpr,\n canvasControled: true\n });\n\n this.canvas = canvas;\n this.context = canvas.getContext();\n }\n\n resize(w: number, h: number) {\n this.canvas.resize(w, h);\n return;\n }\n resizeView(w: number, h: number) {\n this.canvas.resize(w, h);\n return;\n }\n\n render(group: IGroup[], params: ILayerHandlerDrawParams): void {\n params.renderService.render(group, {\n context: this.context,\n viewBox: params.stage.window.getViewBox(),\n transMatrix: params.stage.window.getViewBoxTransform(),\n ...params,\n clear: params.background ?? '#ffffff'\n });\n }\n\n prepare(dirtyBounds: IBoundsLike, params: ILayerHandlerDrawParams) {\n return;\n }\n\n release() {\n this.canvas.release();\n }\n\n getContext(): IContext2d {\n return this.context;\n }\n\n drawTo(target: IWindow, group: IGroup[], params: IDrawToParams & ILayerHandlerDrawParams) {\n const context = target.getContext();\n const targetDpr = target.dpr;\n\n const { viewBox } = params;\n const x = viewBox.x1;\n const y = viewBox.y1;\n const width = viewBox.width();\n const height = viewBox.height();\n // 这个context可能是外部的,不要使用内置的状态,直接用原生的context\n context.nativeContext.save();\n context.nativeContext.setTransform(targetDpr, 0, 0, targetDpr, 0, 0);\n if (params.clear) {\n context.clearRect(x, y, width, height);\n }\n context.drawImage(this.canvas.nativeCanvas, 0, 0, this.canvas.width, this.canvas.height, x, y, width, height);\n context.nativeContext.restore();\n }\n\n merge(layerHandlers: ILayerHandlerContribution[]) {\n return;\n }\n}\n"]}
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@@ -1,5 +1,5 @@
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1
1
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import type { ICanvas, IContext2d, IDomRectLike, EnvType, IGlobal, IWindowHandlerContribution, IWindow, IWindowParams } from '../../../interface';
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2
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import type
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2
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+
import { type IBounds, type IBoundsLike, type IMatrix } from '@visactor/vutils';
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3
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type OnchangeCbType = (params?: {
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x?: number;
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y?: number;
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@@ -9,6 +9,8 @@ type OnchangeCbType = (params?: {
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export declare abstract class BaseWindowHandlerContribution implements IWindowHandlerContribution {
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type: EnvType;
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_uid: number;
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protected viewBox: IBounds;
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protected modelMatrix: IMatrix;
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constructor();
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protected _onChangeCb?: OnchangeCbType;
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onChange(cb: OnchangeCbType): void;
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@@ -30,7 +32,7 @@ export declare abstract class BaseWindowHandlerContribution implements IWindowHa
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};
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abstract getNativeHandler(): ICanvas | any;
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abstract getDpr(): number;
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abstract clearViewBox(
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abstract clearViewBox(color?: string): void;
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abstract addEventListener<K extends keyof DocumentEventMap>(type: K, listener: (this: Document, ev: DocumentEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
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abstract addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void;
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abstract removeEventListener<K extends keyof DocumentEventMap>(type: K, listener: (this: Document, ev: DocumentEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
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@@ -45,5 +47,9 @@ export declare abstract class BaseWindowHandlerContribution implements IWindowHa
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top: number;
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left: number;
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};
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setViewBox(vb: IBoundsLike): void;
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getViewBox(): IBounds;
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setViewBoxTransform(a: number, b: number, c: number, d: number, e: number, f: number): void;
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getViewBoxTransform(): IMatrix;
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}
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export {};
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@@ -12,11 +12,12 @@ Object.defineProperty(exports, "__esModule", {
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value: !0
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}), exports.BaseWindowHandlerContribution = void 0;
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-
const inversify_lite_1 = require("../../../common/inversify-lite"), generator_1 = require("../../../common/generator");
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+
const inversify_lite_1 = require("../../../common/inversify-lite"), generator_1 = require("../../../common/generator"), vutils_1 = require("@visactor/vutils");
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let BaseWindowHandlerContribution = class {
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constructor() {
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-
this._uid = generator_1.Generator.GenAutoIncrementId()
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this._uid = generator_1.Generator.GenAutoIncrementId(), this.viewBox = new vutils_1.AABBBounds,
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this.modelMatrix = new vutils_1.Matrix(1, 0, 0, 1, 0, 0);
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}
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onChange(cb) {
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this._onChangeCb = cb;
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@@ -37,6 +38,18 @@ let BaseWindowHandlerContribution = class {
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left: 0
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};
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}
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setViewBox(vb) {
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this.viewBox.setValue(vb.x1, vb.y1, vb.x2, vb.y2);
|
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}
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getViewBox() {
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return this.viewBox;
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}
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setViewBoxTransform(a, b, c, d, e, f) {
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this.modelMatrix.setValue(a, b, c, d, e, f);
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}
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getViewBoxTransform() {
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return this.modelMatrix;
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}
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};
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BaseWindowHandlerContribution = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], BaseWindowHandlerContribution),
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../src/core/contributions/window/base-contribution.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA,mEAA4D;AAC5D,yDAAsD;
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1
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+
{"version":3,"sources":["../src/core/contributions/window/base-contribution.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA,mEAA4D;AAC5D,yDAAsD;AAWtD,6CAAoG;AAK7F,IAAe,6BAA6B,GAA5C,MAAe,6BAA6B;IAOjD;QACE,IAAI,CAAC,IAAI,GAAG,qBAAS,CAAC,kBAAkB,EAAE,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,IAAI,mBAAU,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,GAAG,IAAI,eAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAID,QAAQ,CAAC,EAAkB;QACzB,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;IACxB,CAAC;IAED,SAAS,CAAC,MAAe,EAAE,MAAe;QACxC,IAAI,MAAM,CAAC,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE;YAC5B,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;SAC/B;IACH,CAAC;IACD,OAAO,CAAC,GAAG,MAAW;QACpB,IAAI,CAAC,aAAa,EAAE,CAAC;IACvB,CAAC;IAsCD,SAAS,CAAC,IAAkB;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED,eAAe,CAAC,EAAqC;QACnD,OAAO;IACT,CAAC;IAED,UAAU,CAAC,UAAoB;QAC7B,OAAO;YACL,GAAG,EAAE,CAAC;YACN,IAAI,EAAE,CAAC;SACR,CAAC;IACJ,CAAC;IAED,UAAU,CAAC,EAAe;QACxB,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;IACpD,CAAC;IACD,UAAU;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACtB,CAAC;IACD,mBAAmB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAClF,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC9C,CAAC;IACD,mBAAmB;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC1B,CAAC;CACF,CAAA;AA3FqB,6BAA6B;IADlD,IAAA,2BAAU,GAAE;;GACS,6BAA6B,CA2FlD;AA3FqB,sEAA6B","file":"base-contribution.js","sourcesContent":["import { injectable } from '../../../common/inversify-lite';\nimport { Generator } from '../../../common/generator';\nimport type {\n ICanvas,\n IContext2d,\n IDomRectLike,\n EnvType,\n IGlobal,\n IWindowHandlerContribution,\n IWindow,\n IWindowParams\n} from '../../../interface';\nimport { AABBBounds, Matrix, type IBounds, type IBoundsLike, type IMatrix } from '@visactor/vutils';\n\ntype OnchangeCbType = (params?: { x?: number; y?: number; width?: number; height?: number }) => void;\n\n@injectable()\nexport abstract class BaseWindowHandlerContribution implements IWindowHandlerContribution {\n declare type: EnvType;\n\n declare _uid: number;\n protected viewBox: IBounds;\n protected modelMatrix: IMatrix;\n\n constructor() {\n this._uid = Generator.GenAutoIncrementId();\n this.viewBox = new AABBBounds();\n this.modelMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n }\n\n protected declare _onChangeCb?: OnchangeCbType;\n\n onChange(cb: OnchangeCbType) {\n this._onChangeCb = cb;\n }\n\n configure(window: IWindow, global: IGlobal) {\n if (global.env === this.type) {\n window.setWindowHandler(this);\n }\n }\n release(...params: any) {\n this.releaseWindow();\n }\n abstract createWindow(params: IWindowParams): void;\n abstract releaseWindow(): void;\n abstract setDpr(dpr: number): void;\n abstract resizeWindow(width: number, height: number): void;\n abstract getContext(): IContext2d;\n abstract getWH(): { width: number; height: number };\n abstract getTitle(): string;\n abstract getXY(): { x: number; y: number };\n abstract getNativeHandler(): ICanvas | any;\n abstract getDpr(): number;\n abstract clearViewBox(color?: string): void;\n abstract addEventListener<K extends keyof DocumentEventMap>(\n type: K,\n listener: (this: Document, ev: DocumentEventMap[K]) => any,\n options?: boolean | AddEventListenerOptions\n ): void;\n abstract addEventListener(\n type: string,\n listener: EventListenerOrEventListenerObject,\n options?: boolean | AddEventListenerOptions\n ): void;\n abstract removeEventListener<K extends keyof DocumentEventMap>(\n type: K,\n listener: (this: Document, ev: DocumentEventMap[K]) => any,\n options?: boolean | EventListenerOptions\n ): void;\n abstract removeEventListener(\n type: string,\n listener: EventListenerOrEventListenerObject,\n options?: boolean | EventListenerOptions\n ): void;\n abstract dispatchEvent(event: any): boolean;\n\n abstract getStyle(): CSSStyleDeclaration | Record<string, any>;\n abstract setStyle(style: CSSStyleDeclaration | Record<string, any>): void;\n abstract getBoundingClientRect(): IDomRectLike;\n\n isVisible(bbox?: IBoundsLike) {\n return true;\n }\n\n onVisibleChange(cb: (currentVisible: boolean) => void) {\n return;\n }\n\n getTopLeft(baseWindow?: boolean): { top: number; left: number } {\n return {\n top: 0,\n left: 0\n };\n }\n\n setViewBox(vb: IBoundsLike) {\n this.viewBox.setValue(vb.x1, vb.y1, vb.x2, vb.y2);\n }\n getViewBox() {\n return this.viewBox;\n }\n setViewBoxTransform(a: number, b: number, c: number, d: number, e: number, f: number) {\n this.modelMatrix.setValue(a, b, c, d, e, f);\n }\n getViewBoxTransform(): IMatrix {\n return this.modelMatrix;\n }\n}\n"]}
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@@ -72,8 +72,14 @@ let DefaultGraphicUtil = class {
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72
72
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}
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73
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drawGraphicToCanvas(graphic, stage, canvas) {
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if (!stage.defaultLayer) return null;
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75
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-
const window = container_1.container.get(window_1.VWindow), bounds = graphic.AABBBounds, width = bounds.width(), height = bounds.height();
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75
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+
const window = container_1.container.get(window_1.VWindow), bounds = graphic.AABBBounds, width = bounds.width(), height = bounds.height(), x1 = -bounds.x1, y1 = -bounds.y1;
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window.create({
|
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+
viewBox: {
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x1: x1,
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y1: y1,
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x2: bounds.x2,
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y2: bounds.y2
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},
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width: width,
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height: height,
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canvas: canvas,
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@@ -82,12 +88,10 @@ let DefaultGraphicUtil = class {
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offscreen: !0,
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title: ""
|
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});
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85
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-
const
|
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91
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+
const disableCheckGraphicWidthOutRange = stage.params.optimize.disableCheckGraphicWidthOutRange;
|
|
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stage.params.optimize.disableCheckGraphicWidthOutRange = !0, stage.defaultLayer.getNativeHandler().drawTo(window, [ graphic ], {
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width: width,
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height: height,
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transMatrix: window.getViewBoxTransform(),
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viewBox: window.getViewBox(),
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stage: stage,
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layer: stage.defaultLayer,
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renderService: stage.renderService,
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