@visactor/vrender-core 0.19.23 → 0.19.24-alpha.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/common/shape/rect.d.ts +3 -1
- package/cjs/common/shape/rect.js +8 -5
- package/cjs/common/shape/rect.js.map +1 -1
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js +12 -4
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/group-render.js +5 -2
- package/cjs/render/contributions/render/group-render.js.map +1 -1
- package/dist/index.es.js +34 -7
- package/es/common/shape/rect.d.ts +3 -1
- package/es/common/shape/rect.js +8 -5
- package/es/common/shape/rect.js.map +1 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.js +12 -4
- package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/es/render/contributions/render/group-render.js +5 -2
- package/es/render/contributions/render/group-render.js.map +1 -1
- package/package.json +1 -1
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@@ -1,2 +1,4 @@
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import type { IContext2d, ICustomPath2D } from '../../interface';
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-
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type IEdgeCb = (x1: number, y1: number, x2: number, y2: number) => void;
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export declare function createRectPath(path: ICustomPath2D | IContext2d, x: number, y: number, width: number, height: number, rectCornerRadius: number | number[], edgeCb?: IEdgeCb[]): void | ICustomPath2D | IContext2d;
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export {};
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package/cjs/common/shape/rect.js
CHANGED
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@@ -6,7 +6,7 @@ Object.defineProperty(exports, "__esModule", {
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const vutils_1 = require("@visactor/vutils"), halfPi = vutils_1.pi / 2;
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function createRectPath(path, x, y, width, height, rectCornerRadius) {
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function createRectPath(path, x, y, width, height, rectCornerRadius, edgeCb) {
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let cornerRadius;
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if (width < 0 && (x += width, width = -width), height < 0 && (y += height, height = -height),
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(0, vutils_1.isNumber)(rectCornerRadius, !0)) cornerRadius = [ rectCornerRadius = (0,
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@@ -36,20 +36,23 @@ function createRectPath(path, x, y, width, height, rectCornerRadius) {
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} else cornerRadius = [ 0, 0, 0, 0 ];
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if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) return path.rect(x, y, width, height);
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const [leftTop, rightTop, rightBottom, leftBottom] = [ [ x, y ], [ x + width, y ], [ x + width, y + height ], [ x, y + height ] ], maxCornerRadius = Math.min(width / 2, height / 2), _cornerRadius = [ Math.min(maxCornerRadius, cornerRadius[0]), Math.min(maxCornerRadius, cornerRadius[1]), Math.min(maxCornerRadius, cornerRadius[2]), Math.min(maxCornerRadius, cornerRadius[3]) ], leftTopPoint1 = [ leftTop[0] + _cornerRadius[0], leftTop[1] ], leftTopPoint2 = [ leftTop[0], leftTop[1] + _cornerRadius[0] ], rightTopPoint1 = [ rightTop[0] - _cornerRadius[1], rightTop[1] ], rightTopPoint2 = [ rightTop[0], rightTop[1] + _cornerRadius[1] ], rightBottomPoint1 = [ rightBottom[0] - _cornerRadius[2], rightBottom[1] ], rightBottomPoint2 = [ rightBottom[0], rightBottom[1] - _cornerRadius[2] ], leftBottomPoint1 = [ leftBottom[0] + _cornerRadius[3], leftBottom[1] ], leftBottomPoint2 = [ leftBottom[0], leftBottom[1] - _cornerRadius[3] ];
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if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
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if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), edgeCb && edgeCb[0] ? edgeCb[0](leftTopPoint1[0], leftTopPoint1[1], rightTopPoint1[0], rightTopPoint1[1]) : path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
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!(0, vutils_1.arrayEqual)(rightTopPoint1, rightTopPoint2)) {
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const centerX = rightTopPoint1[0], centerY = rightTopPoint1[1] + _cornerRadius[1];
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path.arc(centerX, centerY, _cornerRadius[1], -halfPi, 0, !1);
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}
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if (
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if (edgeCb && edgeCb[1] ? edgeCb[1](rightTopPoint1[0], rightTopPoint1[1], rightBottomPoint2[0], rightBottomPoint2[1]) : path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]),
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!(0, vutils_1.arrayEqual)(rightBottomPoint1, rightBottomPoint2)) {
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const centerX = rightBottomPoint2[0] - _cornerRadius[2], centerY = rightBottomPoint2[1];
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path.arc(centerX, centerY, _cornerRadius[2], 0, halfPi, !1);
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}
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if (
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if (edgeCb && edgeCb[2] ? edgeCb[2](rightBottomPoint2[0], rightBottomPoint2[1], leftBottomPoint1[0], leftBottomPoint1[1]) : path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]),
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!(0, vutils_1.arrayEqual)(leftBottomPoint1, leftBottomPoint2)) {
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const centerX = leftBottomPoint1[0], centerY = leftBottomPoint1[1] - _cornerRadius[3];
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path.arc(centerX, centerY, _cornerRadius[3], halfPi, vutils_1.pi, !1);
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}
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if (
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if (edgeCb && edgeCb[3] ? edgeCb[3](leftBottomPoint1[0], leftBottomPoint1[1], leftTopPoint2[0], leftTopPoint2[1]) : path.lineTo(leftTopPoint2[0], leftTopPoint2[1]),
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!(0, vutils_1.arrayEqual)(leftTopPoint1, leftTopPoint2)) {
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const centerX = leftTopPoint1[0], centerY = leftTopPoint1[1] + _cornerRadius[0];
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path.arc(centerX, centerY, _cornerRadius[0], vutils_1.pi, vutils_1.pi + halfPi, !1);
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}
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@@ -1 +1 @@
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-
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type { vec2, vec4 } from '@visactor/vutils';\nimport { isNumber, arrayEqual, pi, abs } from '@visactor/vutils';\nimport type { IContext2d, ICustomPath2D } from '../../interface';\n\nconst halfPi = pi / 2;\n\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[]\n) {\n if (width < 0) {\n x += width;\n width = -width;\n }\n if (height < 0) {\n y += height;\n height = -height;\n }\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n rectCornerRadius = abs(rectCornerRadius);\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n let cr0;\n let cr1;\n let cr2;\n let cr3;\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cr0 = abs(cornerRadiusArr[0]);\n cornerRadius = [cr0, cr0, cr0, cr0];\n break;\n case 2:\n case 3:\n cr0 = abs(cornerRadiusArr[0]);\n cr1 = abs(cornerRadiusArr[1]);\n cornerRadius = [cr0, cr1, cr0, cr1];\n break;\n default:\n cornerRadius = cornerRadiusArr as [number, number, number, number];\n cornerRadius[0] = abs(cornerRadius[0]);\n cornerRadius[1] = abs(cornerRadius[1]);\n cornerRadius[2] = abs(cornerRadius[2]);\n cornerRadius[3] = abs(cornerRadius[3]);\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n -halfPi,\n 0,\n // Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n // Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n 0,\n halfPi,\n // Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n // Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n halfPi,\n pi,\n // Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n // Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n pi,\n pi + halfPi,\n // Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n // Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX) + Math.PI * 2,\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
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+
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type { vec2, vec4 } from '@visactor/vutils';\nimport { isNumber, arrayEqual, pi, abs } from '@visactor/vutils';\nimport type { IContext2d, ICustomPath2D } from '../../interface';\n\nconst halfPi = pi / 2;\n\ntype IEdgeCb = (x1: number, y1: number, x2: number, y2: number) => void;\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[],\n edgeCb?: IEdgeCb[]\n) {\n if (width < 0) {\n x += width;\n width = -width;\n }\n if (height < 0) {\n y += height;\n height = -height;\n }\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n rectCornerRadius = abs(rectCornerRadius);\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n let cr0;\n let cr1;\n let cr2;\n let cr3;\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cr0 = abs(cornerRadiusArr[0]);\n cornerRadius = [cr0, cr0, cr0, cr0];\n break;\n case 2:\n case 3:\n cr0 = abs(cornerRadiusArr[0]);\n cr1 = abs(cornerRadiusArr[1]);\n cornerRadius = [cr0, cr1, cr0, cr1];\n break;\n default:\n cornerRadius = cornerRadiusArr as [number, number, number, number];\n cornerRadius[0] = abs(cornerRadius[0]);\n cornerRadius[1] = abs(cornerRadius[1]);\n cornerRadius[2] = abs(cornerRadius[2]);\n cornerRadius[3] = abs(cornerRadius[3]);\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n\n // 上边\n edgeCb && edgeCb[0]\n ? edgeCb[0](leftTopPoint1[0], leftTopPoint1[1], rightTopPoint1[0], rightTopPoint1[1])\n : path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n -halfPi,\n 0,\n // Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n // Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n // 右边\n edgeCb && edgeCb[1]\n ? edgeCb[1](rightTopPoint1[0], rightTopPoint1[1], rightBottomPoint2[0], rightBottomPoint2[1])\n : path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n 0,\n halfPi,\n // Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n // Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n edgeCb && edgeCb[2]\n ? edgeCb[2](rightBottomPoint2[0], rightBottomPoint2[1], leftBottomPoint1[0], leftBottomPoint1[1])\n : path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n halfPi,\n pi,\n // Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n // Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n edgeCb && edgeCb[3]\n ? edgeCb[3](leftBottomPoint1[0], leftBottomPoint1[1], leftTopPoint2[0], leftTopPoint2[1])\n : path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n pi,\n pi + halfPi,\n // Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n // Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX) + Math.PI * 2,\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
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@@ -75,18 +75,26 @@ let SplitRectAfterRenderContribution = class {
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this.order = 0;
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}
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drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, groupAttribute, drawContext, fillCb, strokeCb) {
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-
const {x1: x1, y1: y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke: stroke = groupAttribute.stroke} = rect.attribute;
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const {x1: x1, y1: y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke: stroke = groupAttribute.stroke, cornerRadius: cornerRadius = groupAttribute.cornerRadius} = rect.attribute;
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let {width: width, height: height} = rect.attribute;
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if (width = (null != width ? width : x1 - originX) || 0, height = (null != height ? height : y1 - originY) || 0,
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Array.isArray(stroke) && stroke.some((s => !1 === s)))
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-
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-
context.moveTo(x, y), stroke[0] ? context.lineTo(x + width, y) : context.moveTo(x + width, y),
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+
Array.isArray(stroke) && stroke.some((s => !1 === s))) if (context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute),
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0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num))) {
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+
if (context.beginPath(), context.moveTo(x, y), stroke[0] ? context.lineTo(x + width, y) : context.moveTo(x + width, y),
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stroke[1] ? context.lineTo(x + width, y + height) : context.moveTo(x + width, y + height),
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stroke[2] ? context.lineTo(x, y + height) : context.moveTo(x, y + height), stroke[3]) {
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const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;
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context.lineTo(x, adjustY);
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} else context.moveTo(x, y);
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context.stroke();
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+
} else {
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91
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+
let lastStroke, lastStrokeI = 0;
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92
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+
(0, rect_1.createRectPath)(context, x, y, width, height, cornerRadius, new Array(4).fill(0).map(((_, i) => (x1, y1, x2, y2) => {
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93
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+
stroke[i] && (lastStrokeI === i - 1 && stroke[i] === lastStroke || (context.setStrokeStyle(rect, Object.assign(Object.assign({}, rect.attribute), {
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stroke: stroke[i]
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+
}), x, y, groupAttribute), context.beginPath(), context.moveTo(x1, y1), lastStroke = stroke[i]),
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lastStrokeI = i, context.lineTo(x2, y2), context.stroke());
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+
})));
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}
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}
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};
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@@ -1 +1 @@
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1
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-
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport { defaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { defaultBaseTextureRenderContribution } from './base-texture-contribution-render';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.innerBorder as any\n );\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n x1,\n y1,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\n// export const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\n// export const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
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+
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport { defaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { defaultBaseTextureRenderContribution } from './base-texture-contribution-render';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // 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Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n x1,\n y1,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y,\n stroke = groupAttribute.stroke,\n cornerRadius = groupAttribute.cornerRadius\n } = rect.attribute as any;\n\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n\n // 带不同stroke边框\n if (!(cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0)))) {\n let lastStrokeI = 0;\n let lastStroke: any;\n createRectPath(\n context,\n x,\n y,\n width,\n height,\n cornerRadius,\n new Array(4).fill(0).map((_, i) => (x1: number, y1: number, x2: number, y2: number) => {\n if (stroke[i]) {\n if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {\n context.setStrokeStyle(rect, { ...rect.attribute, stroke: stroke[i] }, x, y, groupAttribute);\n context.beginPath();\n context.moveTo(x1, y1);\n lastStroke = stroke[i];\n }\n lastStrokeI = i;\n context.lineTo(x2, y2);\n context.stroke();\n }\n })\n );\n return;\n }\n\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\n// export const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\n// export const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
|
|
@@ -59,7 +59,9 @@ let DefaultCanvasGroupRender = class {
|
|
|
59
59
|
const {context: context} = drawContext;
|
|
60
60
|
if (!context) return;
|
|
61
61
|
const {clip: clip, baseOpacity: baseOpacity = 1} = group.attribute;
|
|
62
|
-
clip ? context.save() : context.highPerformanceSave()
|
|
62
|
+
clip ? context.save() : context.highPerformanceSave();
|
|
63
|
+
const baseGlobalAlpha = context.baseGlobalAlpha;
|
|
64
|
+
context.baseGlobalAlpha *= baseOpacity;
|
|
63
65
|
const groupAttribute = (0, graphic_1.getTheme)(group, null == params ? void 0 : params.theme).group, lastModelMatrix = context.modelMatrix;
|
|
64
66
|
if (context.camera) {
|
|
65
67
|
const nextModelMatrix = matrix_allocate_1.mat4Allocate.allocate(), modelMatrix = matrix_allocate_1.mat4Allocate.allocate();
|
|
@@ -73,7 +75,8 @@ let DefaultCanvasGroupRender = class {
|
|
|
73
75
|
let p;
|
|
74
76
|
(scrollX || scrollY) && context.translate(scrollX, scrollY), params && params.drawingCb && (p = params.drawingCb()),
|
|
75
77
|
context.modelMatrix !== lastModelMatrix && matrix_allocate_1.mat4Allocate.free(context.modelMatrix),
|
|
76
|
-
context.modelMatrix = lastModelMatrix, context.baseGlobalAlpha
|
|
78
|
+
context.modelMatrix = lastModelMatrix, context.baseGlobalAlpha = baseGlobalAlpha,
|
|
79
|
+
p && p.then ? p.then((() => {
|
|
77
80
|
clip ? context.restore() : context.highPerformanceRestore();
|
|
78
81
|
})) : clip ? context.restore() : context.highPerformanceRestore();
|
|
79
82
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport { getModelMatrix, getTheme, multiplyMat4Mat4 } from '../../../graphic';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip, baseOpacity = 1 } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n context.baseGlobalAlpha *= baseOpacity;\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha /= baseOpacity;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
|
|
1
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+
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport { getModelMatrix, getTheme, multiplyMat4Mat4 } from '../../../graphic';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 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createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip, baseOpacity = 1 } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n const baseGlobalAlpha = context.baseGlobalAlpha;\n context.baseGlobalAlpha *= baseOpacity;\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha = baseGlobalAlpha;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
|
package/dist/index.es.js
CHANGED
|
@@ -20301,7 +20301,7 @@ class DefaultGroupBackgroundRenderContribution extends DefaultBaseBackgroundRend
|
|
|
20301
20301
|
const defaultGroupBackgroundRenderContribution = new DefaultGroupBackgroundRenderContribution();
|
|
20302
20302
|
|
|
20303
20303
|
const halfPi = pi / 2;
|
|
20304
|
-
function createRectPath(path, x, y, width, height, rectCornerRadius) {
|
|
20304
|
+
function createRectPath(path, x, y, width, height, rectCornerRadius, edgeCb) {
|
|
20305
20305
|
if (width < 0) {
|
|
20306
20306
|
x += width;
|
|
20307
20307
|
width = -width;
|
|
@@ -20375,25 +20375,33 @@ function createRectPath(path, x, y, width, height, rectCornerRadius) {
|
|
|
20375
20375
|
const leftBottomPoint1 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];
|
|
20376
20376
|
const leftBottomPoint2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];
|
|
20377
20377
|
path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);
|
|
20378
|
-
|
|
20378
|
+
edgeCb && edgeCb[0]
|
|
20379
|
+
? edgeCb[0](leftTopPoint1[0], leftTopPoint1[1], rightTopPoint1[0], rightTopPoint1[1])
|
|
20380
|
+
: path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);
|
|
20379
20381
|
if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {
|
|
20380
20382
|
const centerX = rightTopPoint1[0];
|
|
20381
20383
|
const centerY = rightTopPoint1[1] + _cornerRadius[1];
|
|
20382
20384
|
path.arc(centerX, centerY, _cornerRadius[1], -halfPi, 0, false);
|
|
20383
20385
|
}
|
|
20384
|
-
|
|
20386
|
+
edgeCb && edgeCb[1]
|
|
20387
|
+
? edgeCb[1](rightTopPoint1[0], rightTopPoint1[1], rightBottomPoint2[0], rightBottomPoint2[1])
|
|
20388
|
+
: path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);
|
|
20385
20389
|
if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {
|
|
20386
20390
|
const centerX = rightBottomPoint2[0] - _cornerRadius[2];
|
|
20387
20391
|
const centerY = rightBottomPoint2[1];
|
|
20388
20392
|
path.arc(centerX, centerY, _cornerRadius[2], 0, halfPi, false);
|
|
20389
20393
|
}
|
|
20390
|
-
|
|
20394
|
+
edgeCb && edgeCb[2]
|
|
20395
|
+
? edgeCb[2](rightBottomPoint2[0], rightBottomPoint2[1], leftBottomPoint1[0], leftBottomPoint1[1])
|
|
20396
|
+
: path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);
|
|
20391
20397
|
if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {
|
|
20392
20398
|
const centerX = leftBottomPoint1[0];
|
|
20393
20399
|
const centerY = leftBottomPoint1[1] - _cornerRadius[3];
|
|
20394
20400
|
path.arc(centerX, centerY, _cornerRadius[3], halfPi, pi, false);
|
|
20395
20401
|
}
|
|
20396
|
-
|
|
20402
|
+
edgeCb && edgeCb[3]
|
|
20403
|
+
? edgeCb[3](leftBottomPoint1[0], leftBottomPoint1[1], leftTopPoint2[0], leftTopPoint2[1])
|
|
20404
|
+
: path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);
|
|
20397
20405
|
if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {
|
|
20398
20406
|
const centerX = leftTopPoint1[0];
|
|
20399
20407
|
const centerY = leftTopPoint1[1] + _cornerRadius[0];
|
|
@@ -20499,7 +20507,7 @@ let SplitRectAfterRenderContribution = class SplitRectAfterRenderContribution {
|
|
|
20499
20507
|
this.order = 0;
|
|
20500
20508
|
}
|
|
20501
20509
|
drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, groupAttribute, drawContext, fillCb, strokeCb) {
|
|
20502
|
-
const { x1, y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke = groupAttribute.stroke } = rect.attribute;
|
|
20510
|
+
const { x1, y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke = groupAttribute.stroke, cornerRadius = groupAttribute.cornerRadius } = rect.attribute;
|
|
20503
20511
|
let { width, height } = rect.attribute;
|
|
20504
20512
|
width = (width !== null && width !== void 0 ? width : x1 - originX) || 0;
|
|
20505
20513
|
height = (height !== null && height !== void 0 ? height : y1 - originY) || 0;
|
|
@@ -20507,6 +20515,24 @@ let SplitRectAfterRenderContribution = class SplitRectAfterRenderContribution {
|
|
|
20507
20515
|
return;
|
|
20508
20516
|
}
|
|
20509
20517
|
context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);
|
|
20518
|
+
if (!(cornerRadius === 0 || (isArray(cornerRadius) && cornerRadius.every(num => num === 0)))) {
|
|
20519
|
+
let lastStrokeI = 0;
|
|
20520
|
+
let lastStroke;
|
|
20521
|
+
createRectPath(context, x, y, width, height, cornerRadius, new Array(4).fill(0).map((_, i) => (x1, y1, x2, y2) => {
|
|
20522
|
+
if (stroke[i]) {
|
|
20523
|
+
if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {
|
|
20524
|
+
context.setStrokeStyle(rect, Object.assign(Object.assign({}, rect.attribute), { stroke: stroke[i] }), x, y, groupAttribute);
|
|
20525
|
+
context.beginPath();
|
|
20526
|
+
context.moveTo(x1, y1);
|
|
20527
|
+
lastStroke = stroke[i];
|
|
20528
|
+
}
|
|
20529
|
+
lastStrokeI = i;
|
|
20530
|
+
context.lineTo(x2, y2);
|
|
20531
|
+
context.stroke();
|
|
20532
|
+
}
|
|
20533
|
+
}));
|
|
20534
|
+
return;
|
|
20535
|
+
}
|
|
20510
20536
|
context.beginPath();
|
|
20511
20537
|
context.moveTo(x, y);
|
|
20512
20538
|
if (stroke[0]) {
|
|
@@ -23062,6 +23088,7 @@ let DefaultCanvasGroupRender = class DefaultCanvasGroupRender {
|
|
|
23062
23088
|
else {
|
|
23063
23089
|
context.highPerformanceSave();
|
|
23064
23090
|
}
|
|
23091
|
+
const baseGlobalAlpha = context.baseGlobalAlpha;
|
|
23065
23092
|
context.baseGlobalAlpha *= baseOpacity;
|
|
23066
23093
|
const groupAttribute = getTheme(group, params === null || params === void 0 ? void 0 : params.theme).group;
|
|
23067
23094
|
const lastModelMatrix = context.modelMatrix;
|
|
@@ -23102,7 +23129,7 @@ let DefaultCanvasGroupRender = class DefaultCanvasGroupRender {
|
|
|
23102
23129
|
mat4Allocate.free(context.modelMatrix);
|
|
23103
23130
|
}
|
|
23104
23131
|
context.modelMatrix = lastModelMatrix;
|
|
23105
|
-
context.baseGlobalAlpha
|
|
23132
|
+
context.baseGlobalAlpha = baseGlobalAlpha;
|
|
23106
23133
|
if (p && p.then) {
|
|
23107
23134
|
p.then(() => {
|
|
23108
23135
|
if (clip) {
|
|
@@ -1,2 +1,4 @@
|
|
|
1
1
|
import type { IContext2d, ICustomPath2D } from '../../interface';
|
|
2
|
-
|
|
2
|
+
type IEdgeCb = (x1: number, y1: number, x2: number, y2: number) => void;
|
|
3
|
+
export declare function createRectPath(path: ICustomPath2D | IContext2d, x: number, y: number, width: number, height: number, rectCornerRadius: number | number[], edgeCb?: IEdgeCb[]): void | ICustomPath2D | IContext2d;
|
|
4
|
+
export {};
|
package/es/common/shape/rect.js
CHANGED
|
@@ -2,7 +2,7 @@ import { isNumber, arrayEqual, pi, abs } from "@visactor/vutils";
|
|
|
2
2
|
|
|
3
3
|
const halfPi = pi / 2;
|
|
4
4
|
|
|
5
|
-
export function createRectPath(path, x, y, width, height, rectCornerRadius) {
|
|
5
|
+
export function createRectPath(path, x, y, width, height, rectCornerRadius, edgeCb) {
|
|
6
6
|
let cornerRadius;
|
|
7
7
|
if (width < 0 && (x += width, width = -width), height < 0 && (y += height, height = -height),
|
|
8
8
|
isNumber(rectCornerRadius, !0)) cornerRadius = [ rectCornerRadius = abs(rectCornerRadius), rectCornerRadius, rectCornerRadius, rectCornerRadius ]; else if (Array.isArray(rectCornerRadius)) {
|
|
@@ -29,20 +29,23 @@ export function createRectPath(path, x, y, width, height, rectCornerRadius) {
|
|
|
29
29
|
} else cornerRadius = [ 0, 0, 0, 0 ];
|
|
30
30
|
if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) return path.rect(x, y, width, height);
|
|
31
31
|
const [leftTop, rightTop, rightBottom, leftBottom] = [ [ x, y ], [ x + width, y ], [ x + width, y + height ], [ x, y + height ] ], maxCornerRadius = Math.min(width / 2, height / 2), _cornerRadius = [ Math.min(maxCornerRadius, cornerRadius[0]), Math.min(maxCornerRadius, cornerRadius[1]), Math.min(maxCornerRadius, cornerRadius[2]), Math.min(maxCornerRadius, cornerRadius[3]) ], leftTopPoint1 = [ leftTop[0] + _cornerRadius[0], leftTop[1] ], leftTopPoint2 = [ leftTop[0], leftTop[1] + _cornerRadius[0] ], rightTopPoint1 = [ rightTop[0] - _cornerRadius[1], rightTop[1] ], rightTopPoint2 = [ rightTop[0], rightTop[1] + _cornerRadius[1] ], rightBottomPoint1 = [ rightBottom[0] - _cornerRadius[2], rightBottom[1] ], rightBottomPoint2 = [ rightBottom[0], rightBottom[1] - _cornerRadius[2] ], leftBottomPoint1 = [ leftBottom[0] + _cornerRadius[3], leftBottom[1] ], leftBottomPoint2 = [ leftBottom[0], leftBottom[1] - _cornerRadius[3] ];
|
|
32
|
-
if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
|
|
32
|
+
if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), edgeCb && edgeCb[0] ? edgeCb[0](leftTopPoint1[0], leftTopPoint1[1], rightTopPoint1[0], rightTopPoint1[1]) : path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
|
|
33
33
|
!arrayEqual(rightTopPoint1, rightTopPoint2)) {
|
|
34
34
|
const centerX = rightTopPoint1[0], centerY = rightTopPoint1[1] + _cornerRadius[1];
|
|
35
35
|
path.arc(centerX, centerY, _cornerRadius[1], -halfPi, 0, !1);
|
|
36
36
|
}
|
|
37
|
-
if (
|
|
37
|
+
if (edgeCb && edgeCb[1] ? edgeCb[1](rightTopPoint1[0], rightTopPoint1[1], rightBottomPoint2[0], rightBottomPoint2[1]) : path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]),
|
|
38
|
+
!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {
|
|
38
39
|
const centerX = rightBottomPoint2[0] - _cornerRadius[2], centerY = rightBottomPoint2[1];
|
|
39
40
|
path.arc(centerX, centerY, _cornerRadius[2], 0, halfPi, !1);
|
|
40
41
|
}
|
|
41
|
-
if (
|
|
42
|
+
if (edgeCb && edgeCb[2] ? edgeCb[2](rightBottomPoint2[0], rightBottomPoint2[1], leftBottomPoint1[0], leftBottomPoint1[1]) : path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]),
|
|
43
|
+
!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {
|
|
42
44
|
const centerX = leftBottomPoint1[0], centerY = leftBottomPoint1[1] - _cornerRadius[3];
|
|
43
45
|
path.arc(centerX, centerY, _cornerRadius[3], halfPi, pi, !1);
|
|
44
46
|
}
|
|
45
|
-
if (
|
|
47
|
+
if (edgeCb && edgeCb[3] ? edgeCb[3](leftBottomPoint1[0], leftBottomPoint1[1], leftTopPoint2[0], leftTopPoint2[1]) : path.lineTo(leftTopPoint2[0], leftTopPoint2[1]),
|
|
48
|
+
!arrayEqual(leftTopPoint1, leftTopPoint2)) {
|
|
46
49
|
const centerX = leftTopPoint1[0], centerY = leftTopPoint1[1] + _cornerRadius[0];
|
|
47
50
|
path.arc(centerX, centerY, _cornerRadius[0], pi, pi + halfPi, !1);
|
|
48
51
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { vec2, vec4 } from '@visactor/vutils';\nimport { isNumber, arrayEqual, pi, abs } from '@visactor/vutils';\nimport type { IContext2d, ICustomPath2D } from '../../interface';\n\nconst halfPi = pi / 2;\n\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[]\n) {\n if (width < 0) {\n x += width;\n width = -width;\n }\n if (height < 0) {\n y += height;\n height = -height;\n }\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n rectCornerRadius = abs(rectCornerRadius);\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n let cr0;\n let cr1;\n let cr2;\n let cr3;\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cr0 = abs(cornerRadiusArr[0]);\n cornerRadius = [cr0, cr0, cr0, cr0];\n break;\n case 2:\n case 3:\n cr0 = abs(cornerRadiusArr[0]);\n cr1 = abs(cornerRadiusArr[1]);\n cornerRadius = [cr0, cr1, cr0, cr1];\n break;\n default:\n cornerRadius = cornerRadiusArr as [number, number, number, number];\n cornerRadius[0] = abs(cornerRadius[0]);\n cornerRadius[1] = abs(cornerRadius[1]);\n cornerRadius[2] = abs(cornerRadius[2]);\n cornerRadius[3] = abs(cornerRadius[3]);\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n -halfPi,\n 0,\n // Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n // Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n 0,\n halfPi,\n // Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n // Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n halfPi,\n pi,\n // Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n // Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n pi,\n pi + halfPi,\n // Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n // Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX) + Math.PI * 2,\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
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+
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type { vec2, vec4 } from '@visactor/vutils';\nimport { isNumber, arrayEqual, pi, abs } from '@visactor/vutils';\nimport type { IContext2d, ICustomPath2D } from '../../interface';\n\nconst halfPi = pi / 2;\n\ntype IEdgeCb = (x1: number, y1: number, x2: number, y2: number) => void;\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[],\n edgeCb?: IEdgeCb[]\n) {\n if (width < 0) {\n x += width;\n width = -width;\n }\n if (height < 0) {\n y += height;\n height = -height;\n }\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n rectCornerRadius = abs(rectCornerRadius);\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n let cr0;\n let cr1;\n let cr2;\n let cr3;\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cr0 = abs(cornerRadiusArr[0]);\n cornerRadius = [cr0, cr0, cr0, cr0];\n break;\n case 2:\n case 3:\n cr0 = abs(cornerRadiusArr[0]);\n cr1 = abs(cornerRadiusArr[1]);\n cornerRadius = [cr0, cr1, cr0, cr1];\n break;\n default:\n cornerRadius = cornerRadiusArr as [number, number, number, number];\n cornerRadius[0] = abs(cornerRadius[0]);\n cornerRadius[1] = abs(cornerRadius[1]);\n cornerRadius[2] = abs(cornerRadius[2]);\n cornerRadius[3] = abs(cornerRadius[3]);\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n\n // 上边\n edgeCb && edgeCb[0]\n ? edgeCb[0](leftTopPoint1[0], leftTopPoint1[1], rightTopPoint1[0], rightTopPoint1[1])\n : path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n -halfPi,\n 0,\n // Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n // Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n // 右边\n edgeCb && edgeCb[1]\n ? edgeCb[1](rightTopPoint1[0], rightTopPoint1[1], rightBottomPoint2[0], rightBottomPoint2[1])\n : path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n 0,\n halfPi,\n // Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n // Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n edgeCb && edgeCb[2]\n ? edgeCb[2](rightBottomPoint2[0], rightBottomPoint2[1], leftBottomPoint1[0], leftBottomPoint1[1])\n : path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n halfPi,\n pi,\n // Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n // Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n edgeCb && edgeCb[3]\n ? edgeCb[3](leftBottomPoint1[0], leftBottomPoint1[1], leftTopPoint2[0], leftTopPoint2[1])\n : path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n pi,\n pi + halfPi,\n // Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n // Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX) + Math.PI * 2,\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
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@@ -73,18 +73,26 @@ let SplitRectAfterRenderContribution = class {
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73
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this.time = BaseRenderContributionTime.afterFillStroke, this.useStyle = !0, this.order = 0;
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}
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drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, groupAttribute, drawContext, fillCb, strokeCb) {
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-
const {x1: x1, y1: y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke: stroke = groupAttribute.stroke} = rect.attribute;
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+
const {x1: x1, y1: y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke: stroke = groupAttribute.stroke, cornerRadius: cornerRadius = groupAttribute.cornerRadius} = rect.attribute;
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let {width: width, height: height} = rect.attribute;
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if (width = (null != width ? width : x1 - originX) || 0, height = (null != height ? height : y1 - originY) || 0,
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Array.isArray(stroke) && stroke.some((s => !1 === s)))
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-
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81
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-
context.moveTo(x, y), stroke[0] ? context.lineTo(x + width, y) : context.moveTo(x + width, y),
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79
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+
Array.isArray(stroke) && stroke.some((s => !1 === s))) if (context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute),
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+
0 === cornerRadius || isArray(cornerRadius) && cornerRadius.every((num => 0 === num))) {
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+
if (context.beginPath(), context.moveTo(x, y), stroke[0] ? context.lineTo(x + width, y) : context.moveTo(x + width, y),
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stroke[1] ? context.lineTo(x + width, y + height) : context.moveTo(x + width, y + height),
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stroke[2] ? context.lineTo(x, y + height) : context.moveTo(x, y + height), stroke[3]) {
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const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;
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context.lineTo(x, adjustY);
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} else context.moveTo(x, y);
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context.stroke();
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88
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+
} else {
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89
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+
let lastStroke, lastStrokeI = 0;
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90
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+
createRectPath(context, x, y, width, height, cornerRadius, new Array(4).fill(0).map(((_, i) => (x1, y1, x2, y2) => {
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91
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+
stroke[i] && (lastStrokeI === i - 1 && stroke[i] === lastStroke || (context.setStrokeStyle(rect, Object.assign(Object.assign({}, rect.attribute), {
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92
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+
stroke: stroke[i]
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93
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+
}), x, y, groupAttribute), context.beginPath(), context.moveTo(x1, y1), lastStroke = stroke[i]),
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94
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+
lastStrokeI = i, context.lineTo(x2, y2), context.stroke());
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+
})));
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}
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}
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};
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@@ -1 +1 @@
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1
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-
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport { defaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { defaultBaseTextureRenderContribution } from './base-texture-contribution-render';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.innerBorder as any\n );\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n x1,\n y1,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\n// export const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\n// export const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
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1
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+
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport { defaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { defaultBaseTextureRenderContribution } from './base-texture-contribution-render';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if 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Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n x1,\n y1,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y,\n stroke = groupAttribute.stroke,\n cornerRadius = groupAttribute.cornerRadius\n } = rect.attribute as any;\n\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n\n // 带不同stroke边框\n if (!(cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0)))) {\n let lastStrokeI = 0;\n let lastStroke: any;\n createRectPath(\n context,\n x,\n y,\n width,\n height,\n cornerRadius,\n new Array(4).fill(0).map((_, i) => (x1: number, y1: number, x2: number, y2: number) => {\n if (stroke[i]) {\n if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {\n context.setStrokeStyle(rect, { ...rect.attribute, stroke: stroke[i] }, x, y, groupAttribute);\n context.beginPath();\n context.moveTo(x1, y1);\n lastStroke = stroke[i];\n }\n lastStrokeI = i;\n context.lineTo(x2, y2);\n context.stroke();\n }\n })\n );\n return;\n }\n\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\n// export const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\n// export const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
|
|
@@ -70,7 +70,9 @@ let DefaultCanvasGroupRender = class {
|
|
|
70
70
|
const {context: context} = drawContext;
|
|
71
71
|
if (!context) return;
|
|
72
72
|
const {clip: clip, baseOpacity: baseOpacity = 1} = group.attribute;
|
|
73
|
-
clip ? context.save() : context.highPerformanceSave()
|
|
73
|
+
clip ? context.save() : context.highPerformanceSave();
|
|
74
|
+
const baseGlobalAlpha = context.baseGlobalAlpha;
|
|
75
|
+
context.baseGlobalAlpha *= baseOpacity;
|
|
74
76
|
const groupAttribute = getTheme(group, null == params ? void 0 : params.theme).group, lastModelMatrix = context.modelMatrix;
|
|
75
77
|
if (context.camera) {
|
|
76
78
|
const nextModelMatrix = mat4Allocate.allocate(), modelMatrix = mat4Allocate.allocate();
|
|
@@ -82,7 +84,8 @@ let DefaultCanvasGroupRender = class {
|
|
|
82
84
|
let p;
|
|
83
85
|
(scrollX || scrollY) && context.translate(scrollX, scrollY), params && params.drawingCb && (p = params.drawingCb()),
|
|
84
86
|
context.modelMatrix !== lastModelMatrix && mat4Allocate.free(context.modelMatrix),
|
|
85
|
-
context.modelMatrix = lastModelMatrix, context.baseGlobalAlpha
|
|
87
|
+
context.modelMatrix = lastModelMatrix, context.baseGlobalAlpha = baseGlobalAlpha,
|
|
88
|
+
p && p.then ? p.then((() => {
|
|
86
89
|
clip ? context.restore() : context.highPerformanceRestore();
|
|
87
90
|
})) : clip ? context.restore() : context.highPerformanceRestore();
|
|
88
91
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip, baseOpacity = 1 } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n context.baseGlobalAlpha *= baseOpacity;\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha /= baseOpacity;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
|
|
1
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+
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'../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip, baseOpacity = 1 } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n const baseGlobalAlpha = context.baseGlobalAlpha;\n context.baseGlobalAlpha *= baseOpacity;\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha = baseGlobalAlpha;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
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