@visactor/vrender-core 0.17.20-alpha.6 → 0.17.20-alpha.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (109) hide show
  1. package/cjs/canvas/empty-context.d.ts +4 -1
  2. package/cjs/canvas/empty-context.js +5 -1
  3. package/cjs/canvas/empty-context.js.map +1 -1
  4. package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js +4 -4
  5. package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
  6. package/cjs/core/contributions/window/base-contribution.d.ts +8 -2
  7. package/cjs/core/contributions/window/base-contribution.js +15 -2
  8. package/cjs/core/contributions/window/base-contribution.js.map +1 -1
  9. package/cjs/core/graphic-utils.js +10 -6
  10. package/cjs/core/graphic-utils.js.map +1 -1
  11. package/cjs/core/layer.d.ts +0 -1
  12. package/cjs/core/layer.js +5 -23
  13. package/cjs/core/layer.js.map +1 -1
  14. package/cjs/core/stage.d.ts +5 -11
  15. package/cjs/core/stage.js +57 -66
  16. package/cjs/core/stage.js.map +1 -1
  17. package/cjs/core/window.d.ts +9 -2
  18. package/cjs/core/window.js +40 -4
  19. package/cjs/core/window.js.map +1 -1
  20. package/cjs/event/event-manager.js +1 -1
  21. package/cjs/event/event-manager.js.map +1 -1
  22. package/cjs/event/event-system.d.ts +3 -2
  23. package/cjs/event/event-system.js +12 -8
  24. package/cjs/event/event-system.js.map +1 -1
  25. package/cjs/graphic/config.js +1 -1
  26. package/cjs/graphic/config.js.map +1 -1
  27. package/cjs/graphic/richtext.d.ts +44 -1
  28. package/cjs/graphic/richtext.js +13 -2
  29. package/cjs/graphic/richtext.js.map +1 -1
  30. package/cjs/interface/context.d.ts +1 -0
  31. package/cjs/interface/context.js.map +1 -1
  32. package/cjs/interface/event.d.ts +3 -9
  33. package/cjs/interface/event.js.map +1 -1
  34. package/cjs/interface/graphic/richText.js.map +1 -1
  35. package/cjs/interface/layer.d.ts +5 -10
  36. package/cjs/interface/layer.js.map +1 -1
  37. package/cjs/interface/picker.d.ts +0 -1
  38. package/cjs/interface/picker.js.map +1 -1
  39. package/cjs/interface/render.d.ts +2 -5
  40. package/cjs/interface/render.js.map +1 -1
  41. package/cjs/interface/stage.d.ts +2 -1
  42. package/cjs/interface/stage.js.map +1 -1
  43. package/cjs/interface/window.d.ts +14 -3
  44. package/cjs/interface/window.js.map +1 -1
  45. package/cjs/picker/picker-service.js +6 -14
  46. package/cjs/picker/picker-service.js.map +1 -1
  47. package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js +2 -4
  48. package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
  49. package/cjs/render/contributions/render/area-render.js +2 -4
  50. package/cjs/render/contributions/render/area-render.js.map +1 -1
  51. package/cjs/render/contributions/render/draw-contribution.js +17 -23
  52. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  53. package/cjs/render/contributions/render/incremental-draw-contribution.js +11 -19
  54. package/cjs/render/contributions/render/incremental-draw-contribution.js.map +1 -1
  55. package/es/canvas/empty-context.d.ts +4 -1
  56. package/es/canvas/empty-context.js +4 -1
  57. package/es/canvas/empty-context.js.map +1 -1
  58. package/es/core/contributions/layerHandler/offscreen2d-contribution.js +4 -4
  59. package/es/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
  60. package/es/core/contributions/window/base-contribution.d.ts +8 -2
  61. package/es/core/contributions/window/base-contribution.js +15 -1
  62. package/es/core/contributions/window/base-contribution.js.map +1 -1
  63. package/es/core/graphic-utils.js +10 -6
  64. package/es/core/graphic-utils.js.map +1 -1
  65. package/es/core/layer.d.ts +0 -1
  66. package/es/core/layer.js +5 -23
  67. package/es/core/layer.js.map +1 -1
  68. package/es/core/stage.d.ts +5 -11
  69. package/es/core/stage.js +58 -67
  70. package/es/core/stage.js.map +1 -1
  71. package/es/core/window.d.ts +9 -2
  72. package/es/core/window.js +40 -4
  73. package/es/core/window.js.map +1 -1
  74. package/es/event/event-manager.js +1 -1
  75. package/es/event/event-manager.js.map +1 -1
  76. package/es/event/event-system.d.ts +3 -2
  77. package/es/event/event-system.js +13 -9
  78. package/es/event/event-system.js.map +1 -1
  79. package/es/graphic/config.js +1 -1
  80. package/es/graphic/config.js.map +1 -1
  81. package/es/graphic/richtext.d.ts +44 -1
  82. package/es/graphic/richtext.js +13 -2
  83. package/es/graphic/richtext.js.map +1 -1
  84. package/es/interface/context.d.ts +1 -0
  85. package/es/interface/context.js.map +1 -1
  86. package/es/interface/event.d.ts +3 -9
  87. package/es/interface/event.js.map +1 -1
  88. package/es/interface/graphic/richText.js.map +1 -1
  89. package/es/interface/layer.d.ts +5 -10
  90. package/es/interface/layer.js.map +1 -1
  91. package/es/interface/picker.d.ts +0 -1
  92. package/es/interface/picker.js.map +1 -1
  93. package/es/interface/render.d.ts +2 -5
  94. package/es/interface/render.js.map +1 -1
  95. package/es/interface/stage.d.ts +2 -1
  96. package/es/interface/stage.js.map +1 -1
  97. package/es/interface/window.d.ts +14 -3
  98. package/es/interface/window.js.map +1 -1
  99. package/es/picker/picker-service.js +7 -15
  100. package/es/picker/picker-service.js.map +1 -1
  101. package/es/plugins/builtin-plugin/incremental-auto-render-plugin.js +2 -4
  102. package/es/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
  103. package/es/render/contributions/render/area-render.js +2 -4
  104. package/es/render/contributions/render/area-render.js.map +1 -1
  105. package/es/render/contributions/render/draw-contribution.js +17 -23
  106. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  107. package/es/render/contributions/render/incremental-draw-contribution.js +11 -19
  108. package/es/render/contributions/render/incremental-draw-contribution.js.map +1 -1
  109. package/package.json +3 -3
@@ -41,15 +41,9 @@ let DefaultDrawContribution = class {
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  this.prepareForDraw(renderService, drawContext), drawContext.drawContribution = this,
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  this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap,
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  this.currentRenderService = renderService;
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- const {context: context, stage: stage, x: x = 0, y: y = 0, width: width, height: height} = drawContext;
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+ const {context: context, stage: stage, viewBox: viewBox, transMatrix: transMatrix} = drawContext;
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  if (!context) return;
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- if (drawContext.keepMatrix) {
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- if (context.nativeContext && context.nativeContext.getTransform) {
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- const t = context.nativeContext.getTransform();
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- context.setTransformFromMatrix(t, !0, 1);
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- }
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- } else context.inuse = !0, context.clearMatrix(), context.setTransformForCurrent(!0);
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- const dirtyBounds = this.dirtyBounds.setValue(0, 0, width, height);
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+ const dirtyBounds = this.dirtyBounds.setValue(0, 0, viewBox.width(), viewBox.height());
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  if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {
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  const b = (0, vutils_1.getRectIntersect)(dirtyBounds, stage.dirtyBounds, !1);
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  dirtyBounds.x1 = Math.floor(b.x1), dirtyBounds.y1 = Math.floor(b.y1), dirtyBounds.x2 = Math.ceil(b.x2),
@@ -58,18 +52,19 @@ let DefaultDrawContribution = class {
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  const d = context.dpr % 1;
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  (d || .5 !== d) && (dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr,
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  dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr, dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr,
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- dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr), this.backupDirtyBounds.copy(dirtyBounds);
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- const drawInArea = dirtyBounds.width() * context.dpr < context.canvas.width || dirtyBounds.height() * context.dpr < context.canvas.height;
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- context.save(), context.translate(x, y, !0), drawInArea && (context.beginPath(),
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- context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height()),
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- context.clip()), stage.camera && (this.dirtyBounds.setValue(-1 / 0, -1 / 0, 1 / 0, 1 / 0),
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+ dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr), this.backupDirtyBounds.copy(dirtyBounds),
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+ context.inuse = !0, context.setClearMatrix(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f),
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+ context.clearMatrix(), context.setTransformForCurrent(!0), context.translate(viewBox.x1, viewBox.y1, !0),
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+ context.beginPath(), context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height()),
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+ context.clip(), stage.camera && (this.dirtyBounds.setValue(-1 / 0, -1 / 0, 1 / 0, 1 / 0),
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  this.backupDirtyBounds.setValue(-1 / 0, -1 / 0, 1 / 0, 1 / 0)), this.clearScreen(renderService, context, drawContext),
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  context.save(), renderService.renderTreeRoots.sort(((a, b) => {
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  var _a, _b;
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  return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : graphic_1.DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : graphic_1.DefaultAttribute.zIndex);
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  })).forEach((group => {
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  group.isContainer ? this.renderGroup(group, drawContext, matrix_allocate_1.matrixAllocate.allocate(1, 0, 0, 1, 0, 0)) : this.renderItem(group, drawContext);
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- })), context.restore(), context.restore(), context.draw(), drawContext.keepMatrix || (context.inuse = !1);
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+ })), context.restore(), context.draw(), context.setClearMatrix(1, 0, 0, 1, 0, 0),
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+ context.inuse = !1;
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  }
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  doRegister() {
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  throw new Error("暂不支持");
@@ -181,23 +176,22 @@ let DefaultDrawContribution = class {
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  }
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  clearScreen(renderService, context, drawContext) {
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  var _a, _b;
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- const {clear: clear} = drawContext;
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+ const {clear: clear, viewBox: viewBox} = drawContext, width = viewBox.width(), height = viewBox.height();
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  if (clear) {
186
- const canvas = context.getCanvas(), {width: width = canvas.width, height: height = canvas.height} = drawContext, x = 0, y = 0;
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- context.clearRect(x, y, width, height);
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+ context.clearRect(0, 0, width, height);
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  const stage = null === (_a = renderService.drawParams) || void 0 === _a ? void 0 : _a.stage;
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  if (stage && (context.globalAlpha = null !== (_b = stage.attribute.opacity) && void 0 !== _b ? _b : 1),
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  stage && stage.backgroundImg && stage.resources) {
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  const res = stage.resources.get(clear);
192
- res && "success" === res.state && res.data && context.drawImage(res.data, x, y, width, height);
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+ res && "success" === res.state && res.data && context.drawImage(res.data, 0, 0, width, height);
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  } else context.fillStyle = (0, canvas_utils_1.createColor)(context, clear, {
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  AABBBounds: {
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- x1: x,
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- y1: y,
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- x2: x + width,
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- y2: y + height
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+ x1: 0,
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+ y1: 0,
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+ x2: 0 + width,
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+ y2: 0 + height
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  }
200
- }, 0, 0), context.fillRect(x, y, width, height);
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+ }, 0, 0), context.fillRect(0, 0, width, height);
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  }
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  }
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  afterDraw(renderService, drawParams) {}
@@ -1 +1 @@
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix, IMatrixLike } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // 设置context的transform\n if (drawContext.keepMatrix) {\n if (context.nativeContext && context.nativeContext.getTransform) {\n const t = context.nativeContext.getTransform();\n context.setTransformFromMatrix(t, true, 1);\n }\n } else {\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n }\n\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr < context.canvas.width ||\n dirtyBounds.height() * context.dpr < context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n if (!drawContext.keepMatrix) {\n context.inuse = false;\n }\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (this.useDirtyBounds && !isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n // let renderer = this.renderSelector.selector(graphic);\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IAABBBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = !!(scrollX || scrollY);\n if (retrans) {\n tempBounds = this.dirtyBounds.clone();\n // 变换dirtyBounds\n const m = graphic.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n this.dirtyBounds.translate(-scrollX, -scrollY);\n }\n }\n\n if (this.useDirtyBounds && !(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n retrans && this.dirtyBounds.copy(tempBounds);\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n retrans && this.dirtyBounds.copy(tempBounds);\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
1
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix, IMatrixLike } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, viewBox, transMatrix } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, viewBox.width(), viewBox.height());\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n context.setClearMatrix(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f);\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr < context.canvas.width ||\n // dirtyBounds.height() * context.dpr < context.canvas.height;\n // context.save();\n\n // 设置translate\n context.translate(viewBox.x1, viewBox.y1, true);\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n // context.restore();\n context.restore();\n context.draw();\n context.setClearMatrix(1, 0, 0, 1, 0, 0);\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (this.useDirtyBounds && !isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n // let renderer = this.renderSelector.selector(graphic);\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IAABBBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = !!(scrollX || scrollY);\n if (retrans) {\n tempBounds = this.dirtyBounds.clone();\n // 变换dirtyBounds\n const m = graphic.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n this.dirtyBounds.translate(-scrollX, -scrollY);\n }\n }\n\n if (this.useDirtyBounds && !(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n retrans && this.dirtyBounds.copy(tempBounds);\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n retrans && this.dirtyBounds.copy(tempBounds);\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear, viewBox } = drawContext;\n // 已经translate过了\n const x = 0;\n const y = 0;\n const width = viewBox.width();\n const height = viewBox.height();\n if (clear) {\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
@@ -64,25 +64,17 @@ let DefaultIncrementalDrawContribution = class extends draw_contribution_1.Defau
64
64
  const skipDraw = yield this.checkingForDrawPromise;
65
65
  if (this.checkingForDrawPromise = null, skipDraw) return;
66
66
  this.currentRenderService = renderService;
67
- const {context: context, x: x = 0, y: y = 0} = drawContext;
68
- if (context) {
69
- if (drawContext.keepMatrix) {
70
- if (context.nativeContext && context.nativeContext.getTransform) {
71
- const t = context.nativeContext.getTransform();
72
- context.setTransformFromMatrix(t, !0, 1);
73
- }
74
- } else context.inuse = !0, context.clearMatrix();
75
- context.setTransformForCurrent(!0), context.save(), drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext),
76
- context.translate(x, y, !0), context.save(), renderService.renderTreeRoots.sort(((a, b) => {
77
- var _a, _b;
78
- return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : graphic_1.DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : graphic_1.DefaultAttribute.zIndex);
79
- })).forEach((group => {
80
- this.renderGroup(group, drawContext);
81
- })), this.hooks.completeDraw.tap("top-draw", (() => {
82
- context.restore(), context.restore(), context.draw(), drawContext.keepMatrix || (context.inuse = !1),
83
- this.rendering = !1;
84
- }));
85
- }
67
+ const {context: context, viewBox: viewBox} = drawContext;
68
+ context && (context.inuse = !0, context.clearMatrix(), context.setTransformForCurrent(!0),
69
+ context.save(), drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext),
70
+ context.translate(viewBox.x1, viewBox.y1, !0), context.save(), renderService.renderTreeRoots.sort(((a, b) => {
71
+ var _a, _b;
72
+ return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : graphic_1.DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : graphic_1.DefaultAttribute.zIndex);
73
+ })).forEach((group => {
74
+ this.renderGroup(group, drawContext);
75
+ })), this.hooks.completeDraw.tap("top-draw", (() => {
76
+ context.restore(), context.restore(), context.draw(), context.inuse = !1, this.rendering = !1;
77
+ })));
86
78
  }));
87
79
  }
88
80
  _increaseRender(group, drawContext) {
@@ -1 +1 @@
1
- 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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IGraphic,\n IGroup,\n IGlobal,\n IRenderService,\n IDrawContext,\n IDrawContribution,\n IGraphicRender,\n IRenderSelector,\n IDrawItemInterceptorContribution,\n IContributionProvider\n} from '../../../interface';\nimport { DefaultAttribute } from '../../../graphic';\nimport { LayerService } from '../../../core/constants';\nimport { DefaultDrawContribution } from './draw-contribution';\nimport { SyncHook } from '../../../tapable';\nimport { GraphicRender, RenderSelector } from './symbol';\nimport { DefaultIncrementalCanvasLineRender } from './incremental-line-render';\nimport { DefaultIncrementalCanvasAreaRender } from './incremental-area-render';\nimport { DrawItemInterceptor } from './draw-interceptor';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { foreachAsync } from '../../../common/sort';\n\nenum STATUS {\n NORMAL = 0,\n STOP = 1\n}\n\n/**\n * 增量渲染的contribution,基于树状结构针对图元的渲染\n * 不是单例模式\n */\n@injectable()\nexport class DefaultIncrementalDrawContribution extends DefaultDrawContribution implements IDrawContribution {\n rendering: boolean = false;\n protected currFrameStartAt: number = 0;\n protected currentIdx: number = 0;\n protected status: STATUS = STATUS.NORMAL;\n protected checkingForDrawPromise: Promise<any> | null = null;\n hooks = {\n completeDraw: new SyncHook<[]>([])\n };\n protected lastRenderService: IRenderService;\n protected lastDrawContext: IDrawContext;\n protected count: number;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(DefaultIncrementalCanvasLineRender) protected readonly lineRender: IGraphicRender, // 默认的lineRender\n @inject(DefaultIncrementalCanvasAreaRender) protected readonly areaRender: IGraphicRender, // 默认的lineRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n super(contributions, drawItemInterceptorContributions);\n this.defaultRenderMap.set(this.lineRender.numberType, this.lineRender);\n this.defaultRenderMap.set(this.areaRender.numberType, this.areaRender);\n }\n\n /**\n *\n * @param renderService\n * @param drawContext restartIncremental为true表示重新执行增量渲染,为false表示不执行增量渲染\n * @returns\n */\n async draw(renderService: IRenderService, drawContext: IDrawContext): Promise<void> {\n // 入口检查是否需要重新绘制\n if (this.checkingForDrawPromise) {\n return;\n }\n this.lastRenderService = renderService;\n this.lastDrawContext = drawContext;\n\n this.checkingForDrawPromise = this.checkForDraw(drawContext);\n const skipDraw = await this.checkingForDrawPromise;\n this.checkingForDrawPromise = null;\n if (skipDraw) {\n return;\n }\n\n this.currentRenderService = renderService;\n const { context, x = 0, y = 0 } = drawContext;\n\n if (!context) {\n return;\n }\n // 增量渲染不需要dirtyBounds\n // const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(x, y, x + width, y + height);\n // if (stage.dirtyBounds) {\n // const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n // dirtyBounds.x1 = Math.floor(b.x1);\n // dirtyBounds.y1 = Math.floor(b.y1);\n // dirtyBounds.x2 = Math.ceil(b.x2);\n // dirtyBounds.y2 = Math.ceil(b.y2);\n // }\n if (drawContext.keepMatrix) {\n if (context.nativeContext && context.nativeContext.getTransform) {\n const t = context.nativeContext.getTransform();\n context.setTransformFromMatrix(t, true, 1);\n }\n } else {\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n }\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr !== context.canvas.width ||\n // dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // if (drawInArea) {\n // context.beginPath();\n // context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n // context.clip();\n // }\n\n // this.clearScreen(renderService, context, drawContext);\n\n // 绘制之前需要清空画布\n drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext);\n // 设置translate\n context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroup(group as IGroup, drawContext);\n });\n\n this.hooks.completeDraw.tap('top-draw', () => {\n context.restore();\n context.restore();\n context.draw();\n if (!drawContext.keepMatrix) {\n context.inuse = false;\n }\n this.rendering = false;\n });\n }\n\n protected async _increaseRender(group: IGroup, drawContext: IDrawContext) {\n this.rendering = true;\n await this._renderIncrementalGroup(group, drawContext);\n return;\n }\n\n // 默认group后只有一层节点,也就是group是叶子结点的父节点\n protected async _renderIncrementalGroup(group: IGroup, drawContext: IDrawContext) {\n this.count = group.count;\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n // 增量图元只支持一个,线段和面积图\n if (group.count === 2) {\n const graphic = group.getChildAt(0) as IGraphic;\n if (graphic.incremental && (graphic.attribute as any).segments) {\n if (!graphic.incrementalAt) {\n graphic.incrementalAt = 0;\n }\n while (graphic.incrementalAt < (graphic.attribute as any).segments.length) {\n drawContext.multiGraphicOptions = {\n startAtIdx: graphic.incrementalAt,\n length: graphic.incremental\n };\n this.renderItem(graphic, drawContext);\n graphic.incrementalAt += graphic.incremental;\n await this.waitToNextFrame();\n }\n } else {\n this.renderItem(graphic, drawContext);\n }\n resolve(false);\n return;\n }\n await foreachAsync(group, DefaultAttribute.zIndex, (item: IGraphic, i: number) => {\n if (this.status === STATUS.STOP) {\n return true;\n }\n if (item.isContainer) {\n // 增量渲染group下不应该有其他的group节点\n return false;\n }\n // 如果小于currentIdx,说明还没到当前的位置,那就直接跳过\n if (i < this.currentIdx) {\n return false;\n }\n const frameTail = this.currFrameStartAt + group.incremental;\n // 绘制 currentIdx到this.lastFrameIdx + group.incremental的内容\n if (i < frameTail) {\n this.currentIdx = i + 1;\n this.renderItem(item, drawContext);\n }\n // 下一帧\n if (i === frameTail - 1) {\n this.currFrameStartAt = this.currentIdx;\n // this.lastFrameIdx = this.currentIdx;\n return this.waitToNextFrame();\n }\n\n return false;\n });\n resolve(false);\n }\n });\n });\n this.hooks.completeDraw.call();\n }\n\n protected async waitToNextFrame(): Promise<boolean> {\n return new Promise(resolve => {\n this.global.getRequestAnimationFrame()(() => {\n resolve(false);\n });\n });\n }\n\n /**\n * 检查这次绘制是否跳过,以及执行一些准备\n * 增量渲染有自己的绘制逻辑流程,外部每次触发draw,该图层不一定会执行\n * @returns 返回true代表跳过绘制,false代表进行绘制\n */\n protected async checkForDraw(drawContext: IDrawContext): Promise<boolean> {\n let skip = this.rendering;\n if (drawContext.restartIncremental) {\n skip = false;\n await this.forceStop();\n this.resetToInit();\n }\n return skip;\n }\n\n protected async forceStop() {\n if (this.rendering) {\n this.status = STATUS.STOP;\n await new Promise(resolve => {\n this.hooks.completeDraw.tap('stopCb', () => {\n this.status = STATUS.NORMAL;\n this.hooks.completeDraw.taps = this.hooks.completeDraw.taps.filter(item => {\n return item.name !== 'stopCb';\n });\n resolve(false);\n });\n });\n }\n }\n\n protected resetToInit() {\n this.currFrameStartAt = 0;\n this.currentIdx = 0;\n }\n\n async renderGroup(group: IGroup, drawContext: IDrawContext) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && drawContext.startAtId === group._uid) {\n await this._increaseRender(group, drawContext);\n drawContext.break = true;\n return;\n }\n\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n await foreachAsync(group, DefaultAttribute.zIndex, async (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n await this.renderGroup(item as IGroup, drawContext);\n } else {\n // 增量渲染不管非_increaseRender的内容\n return;\n }\n });\n resolve(false);\n }\n });\n });\n }\n\n // /**\n // * 一个每一帧都执行的脚本,用于检查和触发执行draw\n // */\n // protected autoRunner() {\n\n // }\n}\n"]}
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IGraphic,\n IGroup,\n IGlobal,\n IRenderService,\n IDrawContext,\n IDrawContribution,\n IGraphicRender,\n IRenderSelector,\n IDrawItemInterceptorContribution,\n IContributionProvider\n} from '../../../interface';\nimport { DefaultAttribute } from '../../../graphic';\nimport { LayerService } from '../../../core/constants';\nimport { DefaultDrawContribution } from './draw-contribution';\nimport { SyncHook } from '../../../tapable';\nimport { GraphicRender, RenderSelector } from './symbol';\nimport { DefaultIncrementalCanvasLineRender } from './incremental-line-render';\nimport { DefaultIncrementalCanvasAreaRender } from './incremental-area-render';\nimport { DrawItemInterceptor } from './draw-interceptor';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { foreachAsync } from '../../../common/sort';\n\nenum STATUS {\n NORMAL = 0,\n STOP = 1\n}\n\n/**\n * 增量渲染的contribution,基于树状结构针对图元的渲染\n * 不是单例模式\n */\n@injectable()\nexport class DefaultIncrementalDrawContribution extends DefaultDrawContribution implements IDrawContribution {\n rendering: boolean = false;\n protected currFrameStartAt: number = 0;\n protected currentIdx: number = 0;\n protected status: STATUS = STATUS.NORMAL;\n protected checkingForDrawPromise: Promise<any> | null = null;\n hooks = {\n completeDraw: new SyncHook<[]>([])\n };\n protected lastRenderService: IRenderService;\n protected lastDrawContext: IDrawContext;\n protected count: number;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(DefaultIncrementalCanvasLineRender) protected readonly lineRender: IGraphicRender, // 默认的lineRender\n @inject(DefaultIncrementalCanvasAreaRender) protected readonly areaRender: IGraphicRender, // 默认的lineRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n super(contributions, drawItemInterceptorContributions);\n this.defaultRenderMap.set(this.lineRender.numberType, this.lineRender);\n this.defaultRenderMap.set(this.areaRender.numberType, this.areaRender);\n }\n\n /**\n *\n * @param renderService\n * @param drawContext restartIncremental为true表示重新执行增量渲染,为false表示不执行增量渲染\n * @returns\n */\n async draw(renderService: IRenderService, drawContext: IDrawContext): Promise<void> {\n // 入口检查是否需要重新绘制\n if (this.checkingForDrawPromise) {\n return;\n }\n this.lastRenderService = renderService;\n this.lastDrawContext = drawContext;\n\n this.checkingForDrawPromise = this.checkForDraw(drawContext);\n const skipDraw = await this.checkingForDrawPromise;\n this.checkingForDrawPromise = null;\n if (skipDraw) {\n return;\n }\n\n this.currentRenderService = renderService;\n const { context, viewBox } = drawContext;\n\n if (!context) {\n return;\n }\n // 增量渲染不需要dirtyBounds\n // const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(x, y, x + width, y + height);\n // if (stage.dirtyBounds) {\n // const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n // dirtyBounds.x1 = Math.floor(b.x1);\n // dirtyBounds.y1 = Math.floor(b.y1);\n // dirtyBounds.x2 = Math.ceil(b.x2);\n // dirtyBounds.y2 = Math.ceil(b.y2);\n // }\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr !== context.canvas.width ||\n // dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // if (drawInArea) {\n // context.beginPath();\n // context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n // context.clip();\n // }\n\n // this.clearScreen(renderService, context, drawContext);\n\n // 绘制之前需要清空画布\n drawContext.restartIncremental && this.clearScreen(this.currentRenderService, context, drawContext);\n // 设置translate\n context.translate(viewBox.x1, viewBox.y1, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroup(group as IGroup, drawContext);\n });\n\n this.hooks.completeDraw.tap('top-draw', () => {\n context.restore();\n context.restore();\n context.draw();\n context.inuse = false;\n this.rendering = false;\n });\n }\n\n protected async _increaseRender(group: IGroup, drawContext: IDrawContext) {\n this.rendering = true;\n await this._renderIncrementalGroup(group, drawContext);\n return;\n }\n\n // 默认group后只有一层节点,也就是group是叶子结点的父节点\n protected async _renderIncrementalGroup(group: IGroup, drawContext: IDrawContext) {\n this.count = group.count;\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n // 增量图元只支持一个,线段和面积图\n if (group.count === 2) {\n const graphic = group.getChildAt(0) as IGraphic;\n if (graphic.incremental && (graphic.attribute as any).segments) {\n if (!graphic.incrementalAt) {\n graphic.incrementalAt = 0;\n }\n while (graphic.incrementalAt < (graphic.attribute as any).segments.length) {\n drawContext.multiGraphicOptions = {\n startAtIdx: graphic.incrementalAt,\n length: graphic.incremental\n };\n this.renderItem(graphic, drawContext);\n graphic.incrementalAt += graphic.incremental;\n await this.waitToNextFrame();\n }\n } else {\n this.renderItem(graphic, drawContext);\n }\n resolve(false);\n return;\n }\n await foreachAsync(group, DefaultAttribute.zIndex, (item: IGraphic, i: number) => {\n if (this.status === STATUS.STOP) {\n return true;\n }\n if (item.isContainer) {\n // 增量渲染group下不应该有其他的group节点\n return false;\n }\n // 如果小于currentIdx,说明还没到当前的位置,那就直接跳过\n if (i < this.currentIdx) {\n return false;\n }\n const frameTail = this.currFrameStartAt + group.incremental;\n // 绘制 currentIdx到this.lastFrameIdx + group.incremental的内容\n if (i < frameTail) {\n this.currentIdx = i + 1;\n this.renderItem(item, drawContext);\n }\n // 下一帧\n if (i === frameTail - 1) {\n this.currFrameStartAt = this.currentIdx;\n // this.lastFrameIdx = this.currentIdx;\n return this.waitToNextFrame();\n }\n\n return false;\n });\n resolve(false);\n }\n });\n });\n this.hooks.completeDraw.call();\n }\n\n protected async waitToNextFrame(): Promise<boolean> {\n return new Promise(resolve => {\n this.global.getRequestAnimationFrame()(() => {\n resolve(false);\n });\n });\n }\n\n /**\n * 检查这次绘制是否跳过,以及执行一些准备\n * 增量渲染有自己的绘制逻辑流程,外部每次触发draw,该图层不一定会执行\n * @returns 返回true代表跳过绘制,false代表进行绘制\n */\n protected async checkForDraw(drawContext: IDrawContext): Promise<boolean> {\n let skip = this.rendering;\n if (drawContext.restartIncremental) {\n skip = false;\n await this.forceStop();\n this.resetToInit();\n }\n return skip;\n }\n\n protected async forceStop() {\n if (this.rendering) {\n this.status = STATUS.STOP;\n await new Promise(resolve => {\n this.hooks.completeDraw.tap('stopCb', () => {\n this.status = STATUS.NORMAL;\n this.hooks.completeDraw.taps = this.hooks.completeDraw.taps.filter(item => {\n return item.name !== 'stopCb';\n });\n resolve(false);\n });\n });\n }\n }\n\n protected resetToInit() {\n this.currFrameStartAt = 0;\n this.currentIdx = 0;\n }\n\n async renderGroup(group: IGroup, drawContext: IDrawContext) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && drawContext.startAtId === group._uid) {\n await this._increaseRender(group, drawContext);\n drawContext.break = true;\n return;\n }\n\n await new Promise(resolve => {\n this.renderItem(group, drawContext, {\n drawingCb: async () => {\n await foreachAsync(group, DefaultAttribute.zIndex, async (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n await this.renderGroup(item as IGroup, drawContext);\n } else {\n // 增量渲染不管非_increaseRender的内容\n return;\n }\n });\n resolve(false);\n }\n });\n });\n }\n\n // /**\n // * 一个每一帧都执行的脚本,用于检查和触发执行draw\n // */\n // protected autoRunner() {\n\n // }\n}\n"]}
@@ -1,3 +1,4 @@
1
+ import type { IMatrix } from '@visactor/vutils';
1
2
  import { Matrix } from '@visactor/vutils';
2
3
  import type { ICanvas, ICommonStyleParams, IContext2d, ISetCommonStyleParams, ISetStrokeStyleParams, IStrokeStyleParams, IConicalGradientData, ITextStyleParams } from '../interface';
3
4
  import { CustomPath2D } from '../common/custom-path2d';
@@ -23,13 +24,14 @@ export declare class EmptyContext2d implements IContext2d {
23
24
  textAlign: string;
24
25
  textBaseline: string;
25
26
  dpr: number;
27
+ _clearMatrix: IMatrix;
26
28
  get nativeContext(): any;
27
29
  constructor(canvas: any, dpr: number);
28
30
  getCanvas(): ICanvas;
29
31
  getContext(): void;
30
32
  setTransformForCurrent(force?: boolean): void;
31
33
  get currentMatrix(): Matrix;
32
- cloneMatrix(m: Matrix): import("@visactor/vutils").IMatrix;
34
+ cloneMatrix(m: Matrix): IMatrix;
33
35
  clear(): void;
34
36
  restore(): void;
35
37
  highPerformanceRestore(): void;
@@ -92,6 +94,7 @@ export declare class EmptyContext2d implements IContext2d {
92
94
  setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams): void;
93
95
  draw(): void;
94
96
  clearMatrix(setTransform?: boolean, dpr?: number): void;
97
+ setClearMatrix(a: number, b: number, c: number, d: number, e: number, f: number): void;
95
98
  onlyTranslate(dpr?: number): boolean;
96
99
  release(...params: any): void;
97
100
  }
@@ -29,7 +29,7 @@ let EmptyContext2d = class {
29
29
  }
30
30
  constructor(canvas, dpr) {
31
31
  this.matrix = new Matrix(1, 0, 0, 1, 0, 0), this.stack = [], this.dpr = dpr, this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0),
32
- this.path = new CustomPath2D;
32
+ this.path = new CustomPath2D, this._clearMatrix = new Matrix(1, 0, 0, 1, 0, 0);
33
33
  }
34
34
  getCanvas() {
35
35
  throw new Error("不支持getCanvas");
@@ -202,6 +202,9 @@ let EmptyContext2d = class {
202
202
  clearMatrix(setTransform = !0, dpr = this.dpr) {
203
203
  this.setTransformFromMatrix(initMatrix, setTransform, dpr);
204
204
  }
205
+ setClearMatrix(a, b, c, d, e, f) {
206
+ this._clearMatrix.setValue(a, b, c, d, e, f);
207
+ }
205
208
  onlyTranslate(dpr = this.dpr) {
206
209
  return this.matrix.a === dpr && 0 === this.matrix.b && 0 === this.matrix.c && this.matrix.d === dpr;
207
210
  }
@@ -1 +1 @@
1
- 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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"]}
1
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t 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"]}
@@ -43,10 +43,10 @@ let OffscreenLayerHandlerContribution = class {
43
43
  render(group, params) {
44
44
  var _a;
45
45
  params.renderService.render(group, Object.assign(Object.assign({
46
- context: this.context
46
+ context: this.context,
47
+ viewBox: params.stage.window.getViewBox(),
48
+ transMatrix: params.stage.window.getViewBoxTransform()
47
49
  }, params), {
48
- x: 0,
49
- y: 0,
50
50
  clear: null !== (_a = params.background) && void 0 !== _a ? _a : "#ffffff"
51
51
  }));
52
52
  }
@@ -58,7 +58,7 @@ let OffscreenLayerHandlerContribution = class {
58
58
  return this.context;
59
59
  }
60
60
  drawTo(target, group, params) {
61
- const context = target.getContext(), targetDpr = target.dpr, {x: x = 0, y: y = 0, width: width = this.layer.viewWidth, height: height = this.layer.viewHeight} = params;
61
+ const context = target.getContext(), targetDpr = target.dpr, {viewBox: viewBox} = params, x = viewBox.x1, y = viewBox.y1, width = viewBox.width(), height = viewBox.height();
62
62
  context.nativeContext.save(), context.nativeContext.setTransform(targetDpr, 0, 0, targetDpr, 0, 0),
63
63
  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),
64
64
  context.nativeContext.restore();
@@ -1 +1 @@
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'#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 { x = 0, y = 0, width = this.layer.viewWidth, height = this.layer.viewHeight } = params;\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"]}
1
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'#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"]}