@visactor/vrender-core 0.19.4-alpha.5 → 0.19.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (772) hide show
  1. package/cjs/allocator/bounds-allocate.js +1 -1
  2. package/cjs/allocator/bounds-allocate.js.map +1 -1
  3. package/cjs/allocator/canvas-allocate.js +11 -9
  4. package/cjs/allocator/canvas-allocate.js.map +1 -1
  5. package/cjs/allocator/graphic-allocate.js +5 -9
  6. package/cjs/allocator/graphic-allocate.js.map +1 -1
  7. package/cjs/allocator/matrix-allocate.js +2 -6
  8. package/cjs/allocator/matrix-allocate.js.map +1 -1
  9. package/cjs/animate/Ticker/default-ticker.js +25 -14
  10. package/cjs/animate/Ticker/default-ticker.js.map +1 -1
  11. package/cjs/animate/animate.js +8 -7
  12. package/cjs/animate/animate.js.map +1 -1
  13. package/cjs/animate/custom-animate.js +54 -51
  14. package/cjs/animate/custom-animate.js.map +1 -1
  15. package/cjs/animate/easing.js +19 -8
  16. package/cjs/animate/easing.js.map +1 -1
  17. package/cjs/animate/morphing.js +20 -23
  18. package/cjs/animate/morphing.js.map +1 -1
  19. package/cjs/application.js +7 -1
  20. package/cjs/application.js.map +1 -1
  21. package/cjs/canvas/conical-gradient.js +12 -5
  22. package/cjs/canvas/conical-gradient.js.map +1 -1
  23. package/cjs/canvas/contributions/base-canvas.js +19 -7
  24. package/cjs/canvas/contributions/base-canvas.js.map +1 -1
  25. package/cjs/color-string/interpolate.js +5 -3
  26. package/cjs/color-string/interpolate.js.map +1 -1
  27. package/cjs/color-string/store.js +3 -1
  28. package/cjs/color-string/store.js.map +1 -1
  29. package/cjs/common/bounds-context.js +1 -0
  30. package/cjs/common/bounds-context.js.map +1 -1
  31. package/cjs/common/canvas-utils.js +3 -6
  32. package/cjs/common/canvas-utils.js.map +1 -1
  33. package/cjs/common/contribution-provider.js +3 -0
  34. package/cjs/common/contribution-provider.js.map +1 -1
  35. package/cjs/common/custom-path2d.js +7 -1
  36. package/cjs/common/custom-path2d.js.map +1 -1
  37. package/cjs/common/generator.js +2 -1
  38. package/cjs/common/generator.js.map +1 -1
  39. package/cjs/common/inversify/binding.js +12 -0
  40. package/cjs/common/inversify/binding.js.map +1 -1
  41. package/cjs/common/inversify/container.js +4 -0
  42. package/cjs/common/inversify/container.js.map +1 -1
  43. package/cjs/common/inversify/cotainer-module.js +2 -0
  44. package/cjs/common/inversify/cotainer-module.js.map +1 -1
  45. package/cjs/common/inversify/meta-data.js +2 -0
  46. package/cjs/common/inversify/meta-data.js.map +1 -1
  47. package/cjs/common/inversify/syntax/binding_in_syntax.js +1 -0
  48. package/cjs/common/inversify/syntax/binding_in_syntax.js.map +1 -1
  49. package/cjs/common/inversify/syntax/binding_to_syntax.js +1 -0
  50. package/cjs/common/inversify/syntax/binding_to_syntax.js.map +1 -1
  51. package/cjs/common/inversify-lite/annotation/lazy_service_identifier.js +1 -0
  52. package/cjs/common/inversify-lite/annotation/lazy_service_identifier.js.map +1 -1
  53. package/cjs/common/inversify-lite/bindings/binding.js +14 -0
  54. package/cjs/common/inversify-lite/bindings/binding.js.map +1 -1
  55. package/cjs/common/inversify-lite/container/container.js +22 -46
  56. package/cjs/common/inversify-lite/container/container.js.map +1 -1
  57. package/cjs/common/inversify-lite/container/container_module.js +4 -0
  58. package/cjs/common/inversify-lite/container/container_module.js.map +1 -1
  59. package/cjs/common/inversify-lite/container/lookup.js +1 -0
  60. package/cjs/common/inversify-lite/container/lookup.js.map +1 -1
  61. package/cjs/common/inversify-lite/planning/context.js +4 -0
  62. package/cjs/common/inversify-lite/planning/context.js.map +1 -1
  63. package/cjs/common/inversify-lite/planning/metadata.js +2 -0
  64. package/cjs/common/inversify-lite/planning/metadata.js.map +1 -1
  65. package/cjs/common/inversify-lite/planning/plan.js +2 -0
  66. package/cjs/common/inversify-lite/planning/plan.js.map +1 -1
  67. package/cjs/common/inversify-lite/planning/queryable_string.js +1 -0
  68. package/cjs/common/inversify-lite/planning/queryable_string.js.map +1 -1
  69. package/cjs/common/inversify-lite/planning/request.js +8 -0
  70. package/cjs/common/inversify-lite/planning/request.js.map +1 -1
  71. package/cjs/common/inversify-lite/planning/target.js +7 -0
  72. package/cjs/common/inversify-lite/planning/target.js.map +1 -1
  73. package/cjs/common/inversify-lite/resolution/instantiation.js +16 -42
  74. package/cjs/common/inversify-lite/resolution/instantiation.js.map +1 -1
  75. package/cjs/common/inversify-lite/scope/scope.js +3 -29
  76. package/cjs/common/inversify-lite/scope/scope.js.map +1 -1
  77. package/cjs/common/inversify-lite/syntax/binding_in_syntax.js +1 -0
  78. package/cjs/common/inversify-lite/syntax/binding_in_syntax.js.map +1 -1
  79. package/cjs/common/inversify-lite/syntax/binding_in_when_on_syntax.js +3 -0
  80. package/cjs/common/inversify-lite/syntax/binding_in_when_on_syntax.js.map +1 -1
  81. package/cjs/common/inversify-lite/syntax/binding_on_syntax.js +1 -0
  82. package/cjs/common/inversify-lite/syntax/binding_on_syntax.js.map +1 -1
  83. package/cjs/common/inversify-lite/syntax/binding_to_syntax.js +1 -0
  84. package/cjs/common/inversify-lite/syntax/binding_to_syntax.js.map +1 -1
  85. package/cjs/common/inversify-lite/syntax/binding_when_on_syntax.js +2 -0
  86. package/cjs/common/inversify-lite/syntax/binding_when_on_syntax.js.map +1 -1
  87. package/cjs/common/inversify-lite/syntax/binding_when_syntax.js +1 -0
  88. package/cjs/common/inversify-lite/syntax/binding_when_syntax.js.map +1 -1
  89. package/cjs/common/polygon.js +1 -2
  90. package/cjs/common/polygon.js.map +1 -1
  91. package/cjs/common/render-area.js +2 -3
  92. package/cjs/common/render-area.js.map +1 -1
  93. package/cjs/common/render-curve.js +4 -8
  94. package/cjs/common/render-curve.js.map +1 -1
  95. package/cjs/common/seg-context.js +12 -3
  96. package/cjs/common/seg-context.js.map +1 -1
  97. package/cjs/common/segment/basis.js +13 -0
  98. package/cjs/common/segment/basis.js.map +1 -1
  99. package/cjs/common/segment/common.js +2 -2
  100. package/cjs/common/segment/common.js.map +1 -1
  101. package/cjs/common/segment/curve/arc.js +2 -2
  102. package/cjs/common/segment/curve/arc.js.map +1 -1
  103. package/cjs/common/segment/curve/base.js +4 -0
  104. package/cjs/common/segment/curve/base.js.map +1 -1
  105. package/cjs/common/segment/curve/cubic-bezier.js +2 -2
  106. package/cjs/common/segment/curve/cubic-bezier.js.map +1 -1
  107. package/cjs/common/segment/curve/curve-context.js +4 -0
  108. package/cjs/common/segment/curve/curve-context.js.map +1 -1
  109. package/cjs/common/segment/curve/ellipse.js +3 -3
  110. package/cjs/common/segment/curve/ellipse.js.map +1 -1
  111. package/cjs/common/segment/curve/line.js +2 -1
  112. package/cjs/common/segment/curve/line.js.map +1 -1
  113. package/cjs/common/segment/curve/move.js +2 -1
  114. package/cjs/common/segment/curve/move.js.map +1 -1
  115. package/cjs/common/segment/curve/path.js +2 -0
  116. package/cjs/common/segment/curve/path.js.map +1 -1
  117. package/cjs/common/segment/curve/quadratic-bezier.js +2 -2
  118. package/cjs/common/segment/curve/quadratic-bezier.js.map +1 -1
  119. package/cjs/common/segment/linear-closed.js.map +1 -1
  120. package/cjs/common/segment/linear.js +10 -0
  121. package/cjs/common/segment/linear.js.map +1 -1
  122. package/cjs/common/segment/monotone.js +13 -0
  123. package/cjs/common/segment/monotone.js.map +1 -1
  124. package/cjs/common/segment/step.js +13 -2
  125. package/cjs/common/segment/step.js.map +1 -1
  126. package/cjs/common/sort.js +3 -34
  127. package/cjs/common/sort.js.map +1 -1
  128. package/cjs/common/split-path.js +4 -11
  129. package/cjs/common/split-path.js.map +1 -1
  130. package/cjs/common/utils.d.ts +1 -1
  131. package/cjs/common/utils.js +10 -6
  132. package/cjs/common/utils.js.map +1 -1
  133. package/cjs/common/xml/parser.js +3 -2
  134. package/cjs/common/xml/parser.js.map +1 -1
  135. package/cjs/core/camera.js +11 -4
  136. package/cjs/core/camera.js.map +1 -1
  137. package/cjs/core/contributions/env/base-contribution.js +6 -0
  138. package/cjs/core/contributions/env/base-contribution.js.map +1 -1
  139. package/cjs/core/contributions/layerHandler/canvas2d-contribution.js +20 -11
  140. package/cjs/core/contributions/layerHandler/canvas2d-contribution.js.map +1 -1
  141. package/cjs/core/contributions/layerHandler/empty-contribution.js +8 -8
  142. package/cjs/core/contributions/layerHandler/empty-contribution.js.map +1 -1
  143. package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js +5 -6
  144. package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
  145. package/cjs/core/contributions/textMeasure/AtextMeasure.js +11 -8
  146. package/cjs/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
  147. package/cjs/core/contributions/textMeasure/layout.js +3 -0
  148. package/cjs/core/contributions/textMeasure/layout.js.map +1 -1
  149. package/cjs/core/contributions/window/base-contribution.js +2 -0
  150. package/cjs/core/contributions/window/base-contribution.js.map +1 -1
  151. package/cjs/core/global.js +8 -0
  152. package/cjs/core/global.js.map +1 -1
  153. package/cjs/core/graphic-utils.js +16 -5
  154. package/cjs/core/graphic-utils.js.map +1 -1
  155. package/cjs/core/layer-service.js +7 -7
  156. package/cjs/core/layer-service.js.map +1 -1
  157. package/cjs/core/layer.js +7 -9
  158. package/cjs/core/layer.js.map +1 -1
  159. package/cjs/core/stage.js +79 -35
  160. package/cjs/core/stage.js.map +1 -1
  161. package/cjs/core/window.js +16 -13
  162. package/cjs/core/window.js.map +1 -1
  163. package/cjs/event/event-manager.js +152 -143
  164. package/cjs/event/event-manager.js.map +1 -1
  165. package/cjs/event/event-system.js +60 -43
  166. package/cjs/event/event-system.js.map +1 -1
  167. package/cjs/event/event-target.js +1 -3
  168. package/cjs/event/event-target.js.map +1 -1
  169. package/cjs/event/federated-event/base-event.js +43 -15
  170. package/cjs/event/federated-event/base-event.js.map +1 -1
  171. package/cjs/event/federated-event/mouse-event.js +27 -18
  172. package/cjs/event/federated-event/mouse-event.js.map +1 -1
  173. package/cjs/event/federated-event/pointer-event.js +13 -8
  174. package/cjs/event/federated-event/pointer-event.js.map +1 -1
  175. package/cjs/event/federated-event/wheel-event.js +14 -10
  176. package/cjs/event/federated-event/wheel-event.js.map +1 -1
  177. package/cjs/graphic/arc.js +10 -5
  178. package/cjs/graphic/arc.js.map +1 -1
  179. package/cjs/graphic/arc3d.js +7 -4
  180. package/cjs/graphic/arc3d.js.map +1 -1
  181. package/cjs/graphic/area.js +14 -9
  182. package/cjs/graphic/area.js.map +1 -1
  183. package/cjs/graphic/builtin-symbol/arrow.js +2 -3
  184. package/cjs/graphic/builtin-symbol/arrow.js.map +1 -1
  185. package/cjs/graphic/builtin-symbol/arrow2-down.js +2 -3
  186. package/cjs/graphic/builtin-symbol/arrow2-down.js.map +1 -1
  187. package/cjs/graphic/builtin-symbol/arrow2-left.js +2 -3
  188. package/cjs/graphic/builtin-symbol/arrow2-left.js.map +1 -1
  189. package/cjs/graphic/builtin-symbol/arrow2-right.js +2 -3
  190. package/cjs/graphic/builtin-symbol/arrow2-right.js.map +1 -1
  191. package/cjs/graphic/builtin-symbol/arrow2-up.js +2 -3
  192. package/cjs/graphic/builtin-symbol/arrow2-up.js.map +1 -1
  193. package/cjs/graphic/builtin-symbol/circle.js +2 -3
  194. package/cjs/graphic/builtin-symbol/circle.js.map +1 -1
  195. package/cjs/graphic/builtin-symbol/close.js +2 -3
  196. package/cjs/graphic/builtin-symbol/close.js.map +1 -1
  197. package/cjs/graphic/builtin-symbol/cross.js +2 -3
  198. package/cjs/graphic/builtin-symbol/cross.js.map +1 -1
  199. package/cjs/graphic/builtin-symbol/diamond.js +2 -3
  200. package/cjs/graphic/builtin-symbol/diamond.js.map +1 -1
  201. package/cjs/graphic/builtin-symbol/line-h.js +2 -3
  202. package/cjs/graphic/builtin-symbol/line-h.js.map +1 -1
  203. package/cjs/graphic/builtin-symbol/line-v.js +2 -3
  204. package/cjs/graphic/builtin-symbol/line-v.js.map +1 -1
  205. package/cjs/graphic/builtin-symbol/rect.js +2 -3
  206. package/cjs/graphic/builtin-symbol/rect.js.map +1 -1
  207. package/cjs/graphic/builtin-symbol/square.js +2 -3
  208. package/cjs/graphic/builtin-symbol/square.js.map +1 -1
  209. package/cjs/graphic/builtin-symbol/star.js +2 -3
  210. package/cjs/graphic/builtin-symbol/star.js.map +1 -1
  211. package/cjs/graphic/builtin-symbol/stroke.js +2 -3
  212. package/cjs/graphic/builtin-symbol/stroke.js.map +1 -1
  213. package/cjs/graphic/builtin-symbol/thin-triangle.js +2 -3
  214. package/cjs/graphic/builtin-symbol/thin-triangle.js.map +1 -1
  215. package/cjs/graphic/builtin-symbol/triangle-down.js +2 -3
  216. package/cjs/graphic/builtin-symbol/triangle-down.js.map +1 -1
  217. package/cjs/graphic/builtin-symbol/triangle-left.js +2 -3
  218. package/cjs/graphic/builtin-symbol/triangle-left.js.map +1 -1
  219. package/cjs/graphic/builtin-symbol/triangle-right.js +2 -3
  220. package/cjs/graphic/builtin-symbol/triangle-right.js.map +1 -1
  221. package/cjs/graphic/builtin-symbol/triangle-up.js +2 -3
  222. package/cjs/graphic/builtin-symbol/triangle-up.js.map +1 -1
  223. package/cjs/graphic/builtin-symbol/triangle.js +1 -3
  224. package/cjs/graphic/builtin-symbol/triangle.js.map +1 -1
  225. package/cjs/graphic/builtin-symbol/utils.js +6 -1
  226. package/cjs/graphic/builtin-symbol/utils.js.map +1 -1
  227. package/cjs/graphic/builtin-symbol/wedge.js +2 -3
  228. package/cjs/graphic/builtin-symbol/wedge.js.map +1 -1
  229. package/cjs/graphic/builtin-symbol/wye.js +2 -3
  230. package/cjs/graphic/builtin-symbol/wye.js.map +1 -1
  231. package/cjs/graphic/circle.js +8 -6
  232. package/cjs/graphic/circle.js.map +1 -1
  233. package/cjs/graphic/config.js +59 -32
  234. package/cjs/graphic/config.js.map +1 -1
  235. package/cjs/graphic/glyph.js +10 -9
  236. package/cjs/graphic/glyph.js.map +1 -1
  237. package/cjs/graphic/graphic-service/graphic-service.js +12 -8
  238. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  239. package/cjs/graphic/graphic.d.ts +1 -0
  240. package/cjs/graphic/graphic.js +32 -42
  241. package/cjs/graphic/graphic.js.map +1 -1
  242. package/cjs/graphic/group.js +9 -5
  243. package/cjs/graphic/group.js.map +1 -1
  244. package/cjs/graphic/image.js +18 -16
  245. package/cjs/graphic/image.js.map +1 -1
  246. package/cjs/graphic/line.js +11 -6
  247. package/cjs/graphic/line.js.map +1 -1
  248. package/cjs/graphic/node-tree.js +25 -44
  249. package/cjs/graphic/node-tree.js.map +1 -1
  250. package/cjs/graphic/path.js +12 -6
  251. package/cjs/graphic/path.js.map +1 -1
  252. package/cjs/graphic/polygon.js +7 -4
  253. package/cjs/graphic/polygon.js.map +1 -1
  254. package/cjs/graphic/pyramid3d.js +4 -3
  255. package/cjs/graphic/pyramid3d.js.map +1 -1
  256. package/cjs/graphic/rect.js +7 -3
  257. package/cjs/graphic/rect.js.map +1 -1
  258. package/cjs/graphic/rect3d.js +5 -4
  259. package/cjs/graphic/rect3d.js.map +1 -1
  260. package/cjs/graphic/richtext/frame.js +19 -0
  261. package/cjs/graphic/richtext/frame.js.map +1 -1
  262. package/cjs/graphic/richtext/icon.js +14 -6
  263. package/cjs/graphic/richtext/icon.js.map +1 -1
  264. package/cjs/graphic/richtext/line.js +14 -2
  265. package/cjs/graphic/richtext/line.js.map +1 -1
  266. package/cjs/graphic/richtext/paragraph.js +22 -0
  267. package/cjs/graphic/richtext/paragraph.js.map +1 -1
  268. package/cjs/graphic/richtext/utils.js +1 -2
  269. package/cjs/graphic/richtext/utils.js.map +1 -1
  270. package/cjs/graphic/richtext/wrapper.js +12 -0
  271. package/cjs/graphic/richtext/wrapper.js.map +1 -1
  272. package/cjs/graphic/richtext.js +38 -45
  273. package/cjs/graphic/richtext.js.map +1 -1
  274. package/cjs/graphic/shadow-root.js +2 -1
  275. package/cjs/graphic/shadow-root.js.map +1 -1
  276. package/cjs/graphic/symbol.js +12 -5
  277. package/cjs/graphic/symbol.js.map +1 -1
  278. package/cjs/graphic/text.js +45 -45
  279. package/cjs/graphic/text.js.map +1 -1
  280. package/cjs/graphic/theme.js +4 -0
  281. package/cjs/graphic/theme.js.map +1 -1
  282. package/cjs/graphic/tools.js +16 -44
  283. package/cjs/graphic/tools.js.map +1 -1
  284. package/cjs/graphic/wrap-text.js +7 -7
  285. package/cjs/graphic/wrap-text.js.map +1 -1
  286. package/cjs/interface/global.d.ts +2 -1
  287. package/cjs/interface/global.js.map +1 -1
  288. package/cjs/interface/graphic.d.ts +1 -0
  289. package/cjs/interface/graphic.js.map +1 -1
  290. package/cjs/picker/global-picker-service.js +1 -0
  291. package/cjs/picker/global-picker-service.js.map +1 -1
  292. package/cjs/picker/pick-interceptor.js +5 -15
  293. package/cjs/picker/pick-interceptor.js.map +1 -1
  294. package/cjs/picker/picker-service.js +5 -5
  295. package/cjs/picker/picker-service.js.map +1 -1
  296. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js +26 -20
  297. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js.map +1 -1
  298. package/cjs/plugins/builtin-plugin/auto-render-plugin.js +5 -4
  299. package/cjs/plugins/builtin-plugin/auto-render-plugin.js.map +1 -1
  300. package/cjs/plugins/builtin-plugin/dirty-bounds-plugin.js +5 -4
  301. package/cjs/plugins/builtin-plugin/dirty-bounds-plugin.js.map +1 -1
  302. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +11 -8
  303. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  304. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +28 -19
  305. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  306. package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js +12 -8
  307. package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
  308. package/cjs/plugins/builtin-plugin/react-attribute-plugin.js +6 -7
  309. package/cjs/plugins/builtin-plugin/react-attribute-plugin.js.map +1 -1
  310. package/cjs/plugins/plugin-service.js +1 -0
  311. package/cjs/plugins/plugin-service.js.map +1 -1
  312. package/cjs/render/contributions/render/arc-render.js +6 -4
  313. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  314. package/cjs/render/contributions/render/arc3d-render.js +5 -7
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  316. package/cjs/render/contributions/render/area-render.js +21 -23
  317. package/cjs/render/contributions/render/area-render.js.map +1 -1
  318. package/cjs/render/contributions/render/base-render.js +5 -0
  319. package/cjs/render/contributions/render/base-render.js.map +1 -1
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type {\n EasingType,\n EasingTypeFunc,\n IAnimate,\n IAnimateStepType,\n IAnimateTarget,\n ICustomAnimate,\n IGraphic,\n IStep,\n IStepConfig,\n ISubAnimate,\n ITimeline\n} from '../interface';\nimport { AnimateMode, AnimateStatus, AnimateStepType, AttributeUpdateType } from '../common/enums';\nimport { Easing } from './easing';\nimport { Logger, max } from '@visactor/vutils';\nimport { defaultTimeline } from './timeline';\nimport { Generator } from '../common/generator';\n\n// 参考TweenJS\n// https://github.com/CreateJS/TweenJS/tree/master/src/tweenjs\n/**\n * The MIT License (MIT)\n\n Copyright (c) 2014 gskinner.com, inc.\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\nexport abstract class ACustomAnimate<T> implements ICustomAnimate {\n declare from: T;\n declare to: T;\n declare duration: number;\n declare easing: EasingType;\n declare params: any;\n declare target: IAnimateTarget;\n declare updateCount: number;\n declare subAnimate: ISubAnimate;\n declare step?: IStep;\n declare mode?: AnimateMode;\n\n // 用于判断是否一致\n declare _endProps?: any;\n declare _mergedEndProps?: any;\n\n constructor(from: T, to: T, duration: number, easing: EasingType, params?: any) {\n this.from = from;\n this.to = to;\n this.duration = duration;\n this.easing = easing;\n this.params = params;\n this.updateCount = 0;\n }\n\n bind(target: IAnimateTarget, subAni: ISubAnimate) {\n this.target = target;\n this.subAnimate = subAni;\n this.onBind();\n }\n\n // 在第一次调用的时候触发\n onBind() {\n return;\n }\n\n // 第一次执行的时候调用\n onFirstRun() {\n return;\n }\n\n // 开始执行的时候调用(如果有循环,那每个周期都会调用)\n onStart() {\n return;\n }\n\n // 结束执行的时候调用(如果有循环,那每个周期都会调用)\n onEnd() {\n return;\n }\n\n getEndProps(): Record<string, any> | void {\n return;\n }\n\n getFromProps(): Record<string, any> | void {\n return this.from;\n }\n\n getMergedEndProps(): Record<string, any> | void {\n const thisEndProps = this.getEndProps();\n if (thisEndProps) {\n if (this._endProps === thisEndProps) {\n return this._mergedEndProps;\n }\n this._endProps = thisEndProps;\n this._mergedEndProps = Object.assign({}, this.step.prev.getLastProps() ?? {}, thisEndProps);\n return;\n }\n return this.step.prev ? this.step.prev.getLastProps() : thisEndProps;\n }\n\n // abstract getFromValue(key: string): any;\n // abstract getToValue(key: string): any;\n\n abstract onUpdate(end: boolean, ratio: number, out: Record<string, any>): void;\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n if (this.updateCount === 0) {\n this.onFirstRun();\n // out添加之前的props\n const props = this.step.getLastProps();\n Object.keys(props).forEach(k => {\n if (this.subAnimate.animate.validAttr(k)) {\n out[k] = props[k];\n }\n });\n }\n this.updateCount += 1;\n this.onUpdate(end, ratio, out);\n if (end) {\n this.onEnd();\n }\n }\n}\n\nexport class CbAnimate extends ACustomAnimate<null> {\n cb: () => void;\n\n constructor(cb: () => void) {\n super(null, null, 0, 'linear');\n this.cb = cb;\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n return;\n }\n\n onStart(): void {\n this.cb();\n }\n}\n\ntype InterpolateFunc = (\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IAnimateTarget,\n out: Record<string, any>\n) => boolean;\n\nexport class Animate implements IAnimate {\n static mode: AnimateMode = AnimateMode.NORMAL;\n declare target: IAnimateTarget;\n declare timeline: 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AnimateStatus.INITIAL;\n this.tailAnimate = new SubAnimate(this);\n this.subAnimates = [this.tailAnimate];\n this.timeScale = 1;\n this.rawPosition = -1;\n this._startTime = 0;\n this._duringTime = 0;\n this.timeline.addAnimate(this);\n }\n\n setTimeline(timeline: ITimeline) {\n if (timeline === this.timeline) {\n return;\n }\n this.timeline.removeAnimate(this, false);\n timeline.addAnimate(this);\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n getDuration(): number {\n return this.subAnimates.reduce((t, subAnimate) => t + subAnimate.totalDuration, 0);\n }\n\n after(animate: IAnimate) {\n const t = animate.getDuration();\n this._startTime = t;\n return this;\n }\n\n afterAll(list: IAnimate[]) {\n let maxT = -Infinity;\n list.forEach(a => {\n maxT = max(a.getDuration(), maxT);\n });\n this._startTime = maxT;\n return this;\n }\n\n parallel(animate: IAnimate) {\n this._startTime = animate.getStartTime();\n return this;\n }\n\n static AddInterpolate(name: string, cb: InterpolateFunc) {\n Animate.interpolateMap.set(name, cb);\n }\n\n play(customAnimate: ICustomAnimate) {\n this.tailAnimate.play(customAnimate);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n if (this.subAnimates.length === 1 && this.tailAnimate.duration === customAnimate.duration) {\n this.trySetAttribute(customAnimate.getFromProps(), customAnimate.mode);\n }\n return this;\n }\n\n trySetAttribute(attr: Record<string, any> | void, mode: AnimateMode = Animate.mode) {\n if (attr && mode & AnimateMode.SET_ATTR_IMMEDIATELY) {\n (this.target as any).setAttributes &&\n (this.target as any).setAttributes(attr, false, { type: AttributeUpdateType.ANIMATE_PLAY });\n }\n }\n\n runCb(cb: (a: IAnimate, step: IStep) => void) {\n // this.tailAnimate.runCb(cb);\n const customAnimate = new CbAnimate(() => {\n cb(this, customAnimate.step.prev);\n });\n this.tailAnimate.play(customAnimate);\n return this;\n }\n\n /**\n * 自定义插值,返回false表示没有匹配上\n * @param key\n * @param from\n * @param to\n */\n customInterpolate(\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IAnimateTarget,\n ret: Record<string, any>\n ): boolean {\n const func = Animate.interpolateMap.get(key) || Animate.interpolateMap.get('');\n if (!func) {\n return false;\n }\n return func(key, ratio, from, to, target, ret);\n }\n\n pause() {\n if (this.status === AnimateStatus.RUNNING) {\n this.status = AnimateStatus.PAUSED;\n }\n }\n\n resume() {\n if (this.status === AnimateStatus.PAUSED) {\n this.status = AnimateStatus.RUNNING;\n }\n }\n\n to(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n this.tailAnimate.to(props, duration, easing, params);\n // 默认开始动画\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n // if (this.subAnimates.length === 1 && this.tailAnimate.duration === duration) {\n // this.trySetAttribute(props);\n // }\n return this;\n }\n from(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n this.tailAnimate.from(props, duration, easing, params);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n wait(duration: number) {\n this.tailAnimate.wait(duration);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n startAt(t: number) {\n this.tailAnimate.startAt(t);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n loop(l: number) {\n this.tailAnimate.loop = l;\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n reversed(r: boolean) {\n this.tailAnimate.reversed = r;\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n bounce(b: boolean) {\n this.tailAnimate.bounce = b;\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n subAnimate() {\n const sa = new SubAnimate(this, this.tailAnimate);\n this.tailAnimate = sa;\n this.subAnimates.push(sa);\n sa.bind(this.target);\n return this;\n }\n\n getStartProps(): Record<string, any> {\n return this.subAnimates[0].getStartProps();\n }\n\n getEndProps(): Record<string, any> {\n return this.tailAnimate.getEndProps();\n }\n\n depreventAttr(key: string) {\n if (!this._preventAttrs) {\n return;\n }\n this._preventAttrs.delete(key);\n }\n preventAttr(key: string) {\n if (!this._preventAttrs) {\n this._preventAttrs = new Set();\n }\n this._preventAttrs.add(key);\n }\n preventAttrs(keys: string[]) {\n keys.forEach(key => this.preventAttr(key));\n }\n validAttr(key: string): boolean {\n if (!this._preventAttrs) {\n return true;\n }\n return !this._preventAttrs.has(key);\n }\n\n bind(target: IAnimateTarget) {\n this.target = target;\n\n if (this.target.onAnimateBind) {\n this.target.onAnimateBind(this);\n }\n\n this.subAnimates.forEach(sa => {\n sa.bind(target);\n });\n return this;\n }\n\n advance(delta: number) {\n // startTime之前的时间不计入耗时\n if (this._duringTime < this._startTime) {\n if (this._duringTime + delta * this.timeScale < this._startTime) {\n this._duringTime += delta * this.timeScale;\n return;\n }\n delta = this._duringTime + delta * this.timeScale - this._startTime;\n this._duringTime = this._startTime;\n }\n // 执行advance\n if (this.status === AnimateStatus.INITIAL) {\n this.status = AnimateStatus.RUNNING;\n this._onStart && this._onStart.forEach(cb => cb());\n }\n const end = this.setPosition(this.rawPosition + delta * this.timeScale);\n if (end && this.status === AnimateStatus.RUNNING) {\n this.status = AnimateStatus.END;\n this._onEnd && this._onEnd.forEach(cb => cb());\n }\n }\n\n setPosition(rawPosition: number): boolean {\n let d = 0;\n let sa: SubAnimate | undefined;\n const prevRawPos = this.rawPosition;\n const maxRawPos = this.subAnimates.reduce((a, b) => a + b.totalDuration, 0);\n\n if (rawPosition < 0) {\n rawPosition = 0;\n }\n\n const end = rawPosition >= maxRawPos;\n\n if (end) {\n rawPosition = maxRawPos;\n }\n\n if (rawPosition === prevRawPos) {\n return end;\n }\n\n // 查找对应的subAnimate\n for (let i = 0; i < this.subAnimates.length; i++) {\n sa = this.subAnimates[i];\n if (d + sa.totalDuration >= rawPosition) {\n break;\n } else {\n d += sa.totalDuration;\n sa = undefined;\n }\n }\n this.rawPosition = rawPosition;\n sa.setPosition(rawPosition - d);\n\n return end;\n }\n\n onStart(cb: () => void) {\n if (!this._onStart) {\n this._onStart = [];\n }\n this._onStart.push(cb);\n }\n onEnd(cb: () => void) {\n if (!this._onEnd) {\n this._onEnd = [];\n }\n this._onEnd.push(cb);\n }\n onRemove(cb: () => void) {\n if (!this._onRemove) {\n this._onRemove = [];\n }\n this._onRemove.push(cb);\n }\n onFrame(cb: (step: IStep, ratio: number) => void) {\n if (!this._onFrame) {\n this._onFrame = [];\n }\n this._onFrame.push(cb);\n }\n release() {\n this.status = AnimateStatus.END;\n return;\n }\n\n stop(nextVal?: 'start' | 'end' | Record<string, any>) {\n if (!nextVal) {\n this.target.onStop();\n }\n if (nextVal === 'start') {\n this.target.onStop(this.getStartProps());\n } else if (nextVal === 'end') {\n this.target.onStop(this.getEndProps());\n } else {\n this.target.onStop(nextVal);\n }\n this.release();\n }\n}\n\n// Animate.mode |= AnimateMode.SET_ATTR_IMMEDIATELY;\n\nexport class SubAnimate implements ISubAnimate {\n declare target: IAnimateTarget;\n declare animate: IAnimate;\n // 默认的初始step,一定存在,且stepHead的props一定保存整个subAnimate阶段所有属性的最初\n protected declare stepHead: Step;\n protected declare stepTail: Step;\n // 结束时反转动画\n declare bounce: boolean;\n // 是否reverse\n declare reversed: boolean;\n // 循环次数,0为执行一次,1为执行两次,Infinity为无限循环\n declare loop: number;\n // 持续时间,不包括循环\n declare duration: number;\n // 位置,在[0, duration]之间\n declare position: number;\n // 绝对的位置,在[0, loops * duration]之间\n declare rawPosition: number;\n declare dirty: boolean;\n\n declare _totalDuration: number;\n declare _startAt: number;\n declare _lastStep: IStep;\n declare _deltaPosition: number;\n\n get totalDuration(): number {\n this.calcAttr();\n return this._totalDuration + this._startAt;\n }\n\n constructor(animate: IAnimate, lastSubAnimate?: SubAnimate) {\n this.rawPosition = -1;\n this.position = 0;\n this.loop = 0;\n this.duration = 0;\n this.animate = animate;\n if (lastSubAnimate) {\n this.stepHead = new Step(0, 0, Object.assign({}, lastSubAnimate.stepTail.props));\n } else {\n this.stepHead = new Step(0, 0, {});\n }\n this.stepTail = this.stepHead;\n this.dirty = true;\n this._startAt = 0;\n }\n\n // 计算按需计算的属性\n protected calcAttr() {\n if (!this.dirty) {\n return;\n }\n\n this._totalDuration = this.duration * (this.loop + 1);\n }\n\n bind(target: IAnimateTarget) {\n this.target = target;\n return this;\n }\n\n play(customAnimate: ICustomAnimate) {\n let duration = customAnimate.duration;\n if (duration == null || duration < 0) {\n duration = 0;\n }\n const easing = customAnimate.easing;\n const easingFunc = typeof easing === 'string' ? Easing[easing] : easing;\n const step = this._addStep(duration, null, easingFunc);\n step.type = AnimateStepType.customAnimate;\n this._appendProps(customAnimate.getEndProps(), step, false);\n this._appendCustomAnimate(customAnimate, step);\n return this;\n }\n\n // _appendPlayProps(step: IStep) {\n\n // return;\n // }\n\n to(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n if (duration == null || duration < 0) {\n duration = 0;\n }\n\n const easingFunc = typeof easing === 'string' ? Easing[easing] : easing;\n\n const step = this._addStep(duration, null, easingFunc);\n step.type = AnimateStepType.to;\n this._appendProps(props, step, params ? params.tempProps : false);\n // this._appendPlayProps(step);\n\n if (!step.propKeys) {\n step.propKeys = Object.keys(step.props);\n }\n if (!(params && params.noPreventAttrs)) {\n this.target.animates.forEach(a => {\n if (a.id !== this.animate.id) {\n a.preventAttrs(step.propKeys);\n }\n });\n }\n return this;\n }\n\n from(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n this.to(props, 0, easing, params);\n const toProps = {};\n if (!this.stepTail.propKeys) {\n this.stepTail.propKeys = Object.keys(this.stepTail.props);\n }\n this.stepTail.propKeys.forEach(k => {\n toProps[k] = this.getLastPropByName(k, this.stepTail);\n });\n this.to(toProps, duration, easing, params);\n this.stepTail.type = AnimateStepType.from;\n }\n\n startAt(t: number) {\n if (t < 0) {\n t = 0;\n }\n this._startAt = t;\n return this;\n }\n\n getStartProps() {\n return this.stepHead?.props;\n }\n\n getEndProps() {\n return this.stepTail.props;\n }\n\n getLastStep() {\n return this._lastStep;\n }\n\n wait(duration: number) {\n if (duration > 0) {\n const step = this._addStep(+duration, null);\n\n step.type = AnimateStepType.wait;\n // TODO 这里如果跳帧的话会存在bug\n if (step.prev.customAnimate) {\n step.props = step.prev.customAnimate.getEndProps();\n } else {\n step.props = step.prev.props;\n }\n if (this.target.onAddStep) {\n this.target.onAddStep(step);\n }\n // this._appendPlayProps(step);\n }\n return this;\n }\n\n protected _addStep(duration: number, props: any, easingFunc?: EasingTypeFunc) {\n const step = new Step(this.duration, duration, props, easingFunc);\n this.duration += duration;\n this.stepTail.append(step);\n this.stepTail = step;\n return step;\n }\n\n protected _appendProps(props: any, step: Step, tempProps?: boolean) {\n if (tempProps) {\n step.props = props;\n } else {\n // todo: 是否需要深拷贝props\n step.props = Object.assign({}, props);\n }\n let lastStep = step.prev;\n const _props = step.props;\n // 将undefined的属性设置到默认值\n if (!step.propKeys) {\n step.propKeys = Object.keys(step.props);\n }\n step.propKeys.forEach(k => {\n if (step.props[k] === undefined) {\n step.props[k] = this.target.getDefaultAttribute(k);\n }\n });\n // 拷贝之前的step阶段属性\n while (lastStep.prev) {\n if (lastStep.props) {\n if (!lastStep.propKeys) {\n lastStep.propKeys = Object.keys(lastStep.props);\n }\n lastStep.propKeys.forEach(key => {\n if (_props[key] === undefined) {\n _props[key] = lastStep.props[key];\n }\n });\n }\n // 重置propKeys\n step.propKeys = Object.keys(step.props);\n lastStep = lastStep.prev;\n }\n\n // 设置最初的props属性\n const initProps = this.stepHead.props;\n if (!step.propKeys) {\n step.propKeys = Object.keys(_props);\n }\n step.propKeys.forEach(key => {\n if (initProps[key] === undefined) {\n const parentAnimateInitProps = this.animate.getStartProps();\n initProps[key] = parentAnimateInitProps[key] = this.target.getComputedAttribute(key);\n }\n });\n\n if (this.target.onAddStep) {\n this.target.onAddStep(step);\n }\n }\n\n protected _appendCustomAnimate(customAnimate: ICustomAnimate, step: Step) {\n step.customAnimate = customAnimate;\n customAnimate.step = step;\n customAnimate.bind(this.target, this);\n }\n\n setPosition(rawPosition: number) {\n const d = this.duration;\n const loopCount = this.loop;\n const prevRawPos = this.rawPosition;\n let end = false;\n let loop: number; // 当前是第几次循环\n let position: number; // 当前周期的时间\n const startAt = this._startAt ?? 0;\n\n if (rawPosition < 0) {\n rawPosition = 0;\n }\n if (rawPosition < startAt) {\n this.rawPosition = rawPosition;\n return false;\n }\n rawPosition = rawPosition - startAt;\n if (d <= 0) {\n // 如果不用执行,跳过\n end = true;\n return end;\n }\n loop = Math.floor(rawPosition / d);\n position = rawPosition - loop * d;\n\n // 计算rawPosition\n end = rawPosition >= loopCount * d + d;\n // 如果结束,跳过\n if (end) {\n position = d;\n loop = loopCount;\n rawPosition = position * loop + d;\n }\n\n if (rawPosition === prevRawPos) {\n return end;\n }\n\n // reverse动画\n const rev = !this.reversed !== !(this.bounce && loop % 2);\n if (rev) {\n position = d - position;\n }\n\n this._deltaPosition = position - this.position;\n this.position = position;\n this.rawPosition = rawPosition + startAt;\n\n this.updatePosition(end, rev);\n\n return end;\n }\n\n protected updatePosition(end: boolean, rev: boolean) {\n if (!this.stepHead) {\n return;\n }\n let step = this.stepHead.next;\n const position = this.position;\n const duration = this.duration;\n if (this.target && step) {\n let stepNext = step.next;\n while (stepNext && stepNext.position <= position) {\n step = stepNext;\n stepNext = step.next;\n }\n let ratio = end ? (duration === 0 ? 1 : position / duration) : (position - step.position) / step.duration; // TODO: revisit this.\n if (step.easing) {\n ratio = step.easing(ratio);\n }\n // 判断这次和上次过程中是否经历了自定义step,如果跳过了自定义step那么执行自定义step的onEnd\n this.tryCallCustomAnimateLifeCycle(step, this._lastStep || (rev ? this.stepTail : this.stepHead), rev);\n // if (step !== this._lastStep) {\n // if (this._deltaPosition > 0) {\n // let _step = step.prev;\n // while (_step && _step !== this._lastStep) {\n // if (_step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // _step = _step.prev;\n // }\n // if (_step && _step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // } else if (this._deltaPosition < 0) {\n // let _step = step.next;\n // while (_step && _step !== this._lastStep) {\n // if (_step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // _step = _step.next;\n // }\n // if (_step && _step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // }\n // }\n this.updateTarget(step, ratio, end);\n this._lastStep = step;\n\n this.animate._onFrame && this.animate._onFrame.forEach(cb => cb(step, ratio));\n }\n }\n\n // 如果动画卡顿跳过了自定义动画,那么尝试执行自定义动画的生命周期\n tryCallCustomAnimateLifeCycle(step: IStep, lastStep: IStep, rev: boolean) {\n if (step === lastStep) {\n return;\n }\n if (rev) {\n let _step = lastStep.prev;\n while (_step && _step !== step) {\n if (_step.customAnimate) {\n _step.customAnimate.onStart && _step.customAnimate.onStart();\n _step.customAnimate.onEnd && _step.customAnimate.onEnd();\n }\n _step = step.prev;\n }\n // 执行lastStep的onEnd和currentStep的onStart\n if (lastStep && lastStep.customAnimate) {\n lastStep.customAnimate.onEnd && lastStep.customAnimate.onEnd();\n }\n if (step && step.customAnimate) {\n step.customAnimate.onStart && step.customAnimate.onStart();\n }\n } else {\n let _step = lastStep.next;\n while (_step && _step !== step) {\n if (_step.customAnimate) {\n _step.customAnimate.onStart && _step.customAnimate.onStart();\n _step.customAnimate.onEnd && _step.customAnimate.onEnd();\n }\n _step = _step.next;\n }\n // 执行lastStep的onEnd和currentStep的onStart\n if (lastStep && lastStep.customAnimate) {\n lastStep.customAnimate.onEnd && lastStep.customAnimate.onEnd();\n }\n if (step && step.customAnimate) {\n step.customAnimate.onStart && step.customAnimate.onStart();\n }\n }\n }\n\n /**\n * 获取这个属性的上一个值\n * @param name\n * @param step\n * @returns\n */\n getLastPropByName(name: string, step: Step): any {\n let lastStep = step.prev;\n while (lastStep) {\n if (lastStep.props && lastStep.props[name] !== undefined) {\n return lastStep.props[name];\n } else if (lastStep.customAnimate) {\n const val = lastStep.customAnimate.getEndProps()[name];\n if (val !== undefined) {\n return val;\n }\n }\n lastStep = lastStep.prev;\n }\n\n Logger.getInstance().warn('未知错误,step中找不到属性');\n return step.props[name];\n }\n\n protected updateTarget(step: Step, ratio: number, end: boolean) {\n if (step.props == null && step.customAnimate == null) {\n return;\n }\n this.target.onStep(this, this.animate, step, ratio, end);\n }\n}\n\n// export class Animate implements IAnimate {\n// declare target: IAnimateTarget;\n// declare timeline: ITimeline;\n// protected declare stepHead: Step;\n// protected declare stepTail: Step;\n// declare nextAnimate?: Animate;\n// declare prevAnimate?: Animate;\n// // 结束时反转动画\n// declare bounce: boolean;\n// // 是否reverse\n// declare reversed: boolean;\n// // 循环次数,0为执行一次,1为执行两次,Infinity为无限循环\n// declare loop: number;\n// // 持续时间,不包括循环\n// declare duration: number;\n// // 当前Animate的状态,正常,暂停,结束\n// declare status: AnimateStatus;\n// // 位置,在[0, duration]之间\n// declare position: number;\n// // 绝对的位置,在[0, loops * duration]之间\n// declare rawPosition: number;\n// // 开始时间\n// protected declare _startAt: number;\n// // 时间的缩放,例如2表示2倍速\n// declare timeScale: number;\n// declare props: Record<string, any>;\n// declare readonly id: string | number;\n\n// protected declare _onStart?: (() => void)[];\n// protected declare _onFrame?: ((step: IStep, ratio: number) => void)[];\n// protected declare _onEnd?: (() => void)[];\n// declare _onRemove?: (() => void)[];\n// declare _preventAttrs?: Set<string>;\n\n// constructor(id: string | number = Generator.GenAutoIncrementId(), timeline: ITimeline = defaultTimeline) {\n// this.timeline = timeline;\n// this.status = AnimateStatus.INITIAL;\n// this.rawPosition = -1;\n// this.position = 0;\n// this.loop = 0;\n// this.timeline.addAnimate(this);\n// this.timeScale = 1;\n// this.id = id;\n// this.props = {};\n// this.stepHead = new Step(0, 0, {});\n// this.stepTail = this.stepHead;\n// }\n\n// preventAttr(key: string) {\n// if (!this._preventAttrs) {\n// this._preventAttrs = new Set();\n// }\n// this._preventAttrs.add(key);\n// }\n// preventAttrs(keys: string[]) {\n// keys.forEach(key => this.preventAttr(key));\n// }\n// validAttr(key: string): boolean {\n// if (!this._preventAttrs) {\n// return true;\n// }\n// return !this._preventAttrs.has(key);\n// }\n\n// getLastPropByName(name: string, step: Step): any {\n// let lastStep = step.prev;\n// while (lastStep) {\n// if (lastStep.props && lastStep.props[name] !== undefined) {\n// return lastStep.props[name];\n// }\n// lastStep = lastStep.prev;\n// }\n// let val = this.props[name];\n// if (!val) {\n// console.warn('未知错误,step中找不到属性');\n// val = this.target.getComputedAttribute(name);\n// this.props[name] = val;\n// }\n\n// return val;\n// }\n\n// bind(target: IAnimateTarget) {\n// this.target = target;\n// this.duration = 0;\n// return this;\n// }\n\n// startAt(t: number) {\n// if (t < 0) {\n// return this;\n// }\n// this._startAt = t;\n// return this;\n// }\n\n// to(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n// if (duration == null || duration < 0) {\n// duration = 0;\n// }\n\n// const easingFunc = typeof easing === 'string' ? Easing[easing] : easing;\n\n// const step = this._addStep(duration, null, easingFunc);\n// this._appendProps(props, step, params ? params.tempProps : false);\n// return this;\n// }\n\n// wait(duration: number) {\n// if (duration > 0) {\n// const step = this._addStep(+duration, null);\n// if (step.prev) {\n// step.props = step.prev.props;\n// }\n// if (this.target.onAddStep) {\n// this.target.onAddStep(step);\n// }\n// }\n// return this;\n// }\n\n// protected _addStep(duration: number, props: any, easingFunc?: EasingTypeFunc) {\n// const step = new Step(this.duration, duration, props, easingFunc);\n// this.duration += duration;\n// this.stepTail.append(step);\n// this.stepTail = step;\n// return step;\n// }\n\n// protected _appendProps(props: any, step: Step, tempProps?: boolean) {\n// if (tempProps) {\n// step.props = props;\n// } else {\n// // todo: 是否需要深拷贝props\n// step.props = Object.assign({}, props);\n// }\n// let lastStep = step.prev;\n// const _props = step.props;\n// // 拷贝之前的step阶段属性\n// while (lastStep.prev) {\n// if (lastStep.props) {\n// if (!lastStep.propKeys) {\n// lastStep.propKeys = Object.keys(lastStep.props);\n// }\n// lastStep.propKeys.forEach(key => {\n// if (_props[key] === undefined) {\n// _props[key] = lastStep.props[key];\n// }\n// });\n// }\n// lastStep = lastStep.prev;\n// }\n\n// // 设置最初的props属性\n// const initProps = this.stepHead.props;\n// if (!step.propKeys) {\n// step.propKeys = Object.keys(_props);\n// step.propKeys.forEach(key => {\n// initProps[key] = this.target.getComputedAttribute(key);\n// });\n// }\n\n// if (this.target.onAddStep) {\n// this.target.onAddStep(step);\n// }\n// }\n\n// advance(delta: number) {\n// if (this.status === AnimateStatus.INITIAL) {\n// this.status = AnimateStatus.RUNNING;\n// this._onStart && this._onStart.forEach(cb => cb());\n// }\n// const end = this.setPosition(this.rawPosition + delta * this.timeScale);\n// if (end && this.status === AnimateStatus.RUNNING) {\n// this.status = AnimateStatus.END;\n// this._onEnd && this._onEnd.forEach(cb => cb());\n// }\n// }\n\n// setPosition(rawPosition: number) {\n// const d = this.duration;\n// const loopCount = this.loop;\n// const prevRawPos = this.rawPosition;\n// let end = false;\n// let loop: number; // 当前是第几次循环\n// let position: number; // 当前周期的时间\n// const startAt = this._startAt ?? 0;\n\n// if (rawPosition < 0) {\n// rawPosition = 0;\n// }\n// if (rawPosition < startAt) {\n// this.rawPosition = rawPosition;\n// return false;\n// }\n// rawPosition = rawPosition - startAt;\n// if (d <= 0) {\n// // 如果不用执行,跳过\n// end = true;\n// return end;\n// }\n// loop = Math.floor(rawPosition / d);\n// position = rawPosition - loop * d;\n\n// // 计算rawPosition\n// end = rawPosition >= loopCount * d + d;\n// // 如果结束,跳过\n// if (end) {\n// position = d;\n// loop = loopCount;\n// rawPosition = position * loop + d;\n// }\n\n// if (rawPosition === prevRawPos) {\n// return end;\n// }\n\n// // reverse动画\n// const rev = !this.reversed !== !(this.bounce && loop % 2);\n// if (rev) {\n// position = d - position;\n// }\n\n// this.position = position;\n// this.rawPosition = rawPosition + startAt;\n\n// this.updatePosition(end);\n\n// return end;\n// }\n\n// protected updatePosition(end: boolean) {\n// if (!this.stepHead) {\n// return;\n// }\n// let step = this.stepHead;\n// const position = this.position;\n// const duration = this.duration;\n// if (this.target && step) {\n// let stepNext = step.next;\n// while (stepNext && stepNext.position <= position) {\n// step = step.next;\n// stepNext = step.next;\n// }\n// let ratio = end ? (duration === 0 ? 1 : position / duration) : (position - step.position) / step.duration; // TODO: revisit this.\n// if (step.easing) {\n// ratio = step.easing(ratio);\n// }\n// this.updateTarget(step, ratio, end);\n// this._onFrame && this._onFrame.forEach(cb => cb(step, ratio));\n// }\n// }\n\n// protected updateTarget(step: Step, ratio: number, end: boolean) {\n// if (step.props == null) {\n// return;\n// }\n// this.target.onStep(this, step, ratio, end);\n// }\n\n// onStart(cb: () => void) {\n// if (!this._onStart) {\n// this._onStart = [];\n// }\n// this._onStart.push(cb);\n// }\n// onEnd(cb: () => void) {\n// if (!this._onEnd) {\n// this._onEnd = [];\n// }\n// this._onEnd.push(cb);\n// }\n// onRemove(cb: () => void) {\n// if (!this._onRemove) {\n// this._onRemove = [];\n// }\n// this._onRemove.push(cb);\n// }\n// onFrame(cb: (step: IStep, ratio: number) => void) {\n// if (!this._onFrame) {\n// this._onFrame = [];\n// }\n// this._onFrame.push(cb);\n// }\n\n// getStartProps() {\n// return this.stepHead?.props;\n// }\n\n// getEndProps(target: Record<string, any> = {}) {\n// let step = this.stepHead;\n// while (step) {\n// if (step.props) {\n// Object.assign(target, step.props);\n// }\n// step = step.next;\n// }\n\n// return target;\n// }\n\n// stop(nextVal?: 'start' | 'end' | Record<string, any>) {\n// this.status = AnimateStatus.END;\n// if (!nextVal) {\n// this.target.onStop();\n// }\n// if (nextVal === 'start') {\n// this.target.onStop(this.getStartProps());\n// } else if (nextVal === 'end') {\n// this.target.onStop(this.getEndProps());\n// } else {\n// this.target.onStop(nextVal);\n// }\n// }\n\n// release() {\n// this.status = AnimateStatus.END;\n// return;\n// }\n// }\n\nclass Step implements IStep {\n declare prev?: Step;\n // 持续时间\n declare duration: number;\n // 在animate中的位置\n declare position: number;\n declare next?: Step;\n declare props: any;\n // 保存解析后的props,用于性能优化\n declare parsedProps?: any;\n declare propKeys?: string[];\n declare easing?: EasingTypeFunc;\n declare customAnimate?: ICustomAnimate;\n // passive: boolean;\n // index: number;\n type: IAnimateStepType;\n\n constructor(position: number, duration: number, props?: any, easing?: EasingTypeFunc) {\n this.duration = duration;\n this.position = position;\n this.props = props;\n this.easing = easing;\n }\n\n append(step: Step) {\n step.prev = this;\n step.next = this.next;\n this.next = step;\n }\n\n getLastProps() {\n let step = this.prev;\n while (step) {\n if (step.props) {\n return step.props;\n } else if (step.customAnimate) {\n return step.customAnimate.getMergedEndProps();\n }\n step = step.prev as any;\n }\n return null;\n }\n}\n"]}
1
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type {\n EasingType,\n EasingTypeFunc,\n IAnimate,\n IAnimateStepType,\n IAnimateTarget,\n ICustomAnimate,\n IGraphic,\n IStep,\n IStepConfig,\n ISubAnimate,\n ITimeline\n} from '../interface';\nimport { AnimateMode, AnimateStatus, AnimateStepType, AttributeUpdateType } from '../common/enums';\nimport { Easing } from './easing';\nimport { Logger, max } from '@visactor/vutils';\nimport { defaultTimeline } from './timeline';\nimport { Generator } from '../common/generator';\n\n// 参考TweenJS\n// https://github.com/CreateJS/TweenJS/tree/master/src/tweenjs\n/**\n * The MIT License (MIT)\n\n Copyright (c) 2014 gskinner.com, inc.\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\nexport abstract class ACustomAnimate<T> implements ICustomAnimate {\n declare from: T;\n declare to: T;\n declare duration: number;\n declare easing: EasingType;\n declare params: any;\n declare target: IAnimateTarget;\n declare updateCount: number;\n declare subAnimate: ISubAnimate;\n declare step?: IStep;\n declare mode?: AnimateMode;\n\n // 用于判断是否一致\n declare _endProps?: any;\n declare _mergedEndProps?: any;\n\n constructor(from: T, to: T, duration: number, easing: EasingType, params?: any) {\n this.from = from;\n this.to = to;\n this.duration = duration;\n this.easing = easing;\n this.params = params;\n this.updateCount = 0;\n }\n\n bind(target: IAnimateTarget, subAni: ISubAnimate) {\n this.target = target;\n this.subAnimate = subAni;\n this.onBind();\n }\n\n // 在第一次调用的时候触发\n onBind() {\n return;\n }\n\n // 第一次执行的时候调用\n onFirstRun() {\n return;\n }\n\n // 开始执行的时候调用(如果有循环,那每个周期都会调用)\n onStart() {\n return;\n }\n\n // 结束执行的时候调用(如果有循环,那每个周期都会调用)\n onEnd() {\n return;\n }\n\n getEndProps(): Record<string, any> | void {\n return;\n }\n\n getFromProps(): Record<string, any> | void {\n return this.from;\n }\n\n getMergedEndProps(): Record<string, any> | void {\n const thisEndProps = this.getEndProps();\n if (thisEndProps) {\n if (this._endProps === thisEndProps) {\n return this._mergedEndProps;\n }\n this._endProps = thisEndProps;\n this._mergedEndProps = Object.assign({}, this.step.prev.getLastProps() ?? {}, thisEndProps);\n return;\n }\n return this.step.prev ? this.step.prev.getLastProps() : thisEndProps;\n }\n\n // abstract getFromValue(key: string): any;\n // abstract getToValue(key: string): any;\n\n abstract onUpdate(end: boolean, ratio: number, out: Record<string, any>): void;\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n if (this.updateCount === 0) {\n this.onFirstRun();\n // out添加之前的props\n const props = this.step.getLastProps();\n Object.keys(props).forEach(k => {\n if (this.subAnimate.animate.validAttr(k)) {\n out[k] = props[k];\n }\n });\n }\n this.updateCount += 1;\n this.onUpdate(end, ratio, out);\n if (end) {\n this.onEnd();\n }\n }\n}\n\nexport class CbAnimate extends ACustomAnimate<null> {\n cb: () => void;\n\n constructor(cb: () => void) {\n super(null, null, 0, 'linear');\n this.cb = cb;\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n return;\n }\n\n onStart(): void {\n this.cb();\n }\n}\n\ntype InterpolateFunc = (\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IAnimateTarget,\n out: Record<string, any>\n) => boolean;\n\nexport class Animate implements IAnimate {\n static mode: AnimateMode = AnimateMode.NORMAL;\n declare target: IAnimateTarget;\n declare timeline: 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AnimateStatus.INITIAL;\n this.tailAnimate = new SubAnimate(this);\n this.subAnimates = [this.tailAnimate];\n this.timeScale = 1;\n this.rawPosition = -1;\n this._startTime = 0;\n this._duringTime = 0;\n this.timeline.addAnimate(this);\n }\n\n setTimeline(timeline: ITimeline) {\n if (timeline === this.timeline) {\n return;\n }\n this.timeline.removeAnimate(this, false);\n timeline.addAnimate(this);\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n getDuration(): number {\n return this.subAnimates.reduce((t, subAnimate) => t + subAnimate.totalDuration, 0);\n }\n\n after(animate: IAnimate) {\n const t = animate.getDuration();\n this._startTime = t;\n return this;\n }\n\n afterAll(list: IAnimate[]) {\n let maxT = -Infinity;\n list.forEach(a => {\n maxT = max(a.getDuration(), maxT);\n });\n this._startTime = maxT;\n return this;\n }\n\n parallel(animate: IAnimate) {\n this._startTime = animate.getStartTime();\n return this;\n }\n\n static AddInterpolate(name: string, cb: InterpolateFunc) {\n Animate.interpolateMap.set(name, cb);\n }\n\n play(customAnimate: ICustomAnimate) {\n this.tailAnimate.play(customAnimate);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n if (this.subAnimates.length === 1 && this.tailAnimate.duration === customAnimate.duration) {\n this.trySetAttribute(customAnimate.getFromProps(), customAnimate.mode);\n }\n return this;\n }\n\n trySetAttribute(attr: Record<string, any> | void, mode: AnimateMode = Animate.mode) {\n if (attr && mode & AnimateMode.SET_ATTR_IMMEDIATELY) {\n (this.target as any).setAttributes &&\n (this.target as any).setAttributes(attr, false, { type: AttributeUpdateType.ANIMATE_PLAY });\n }\n }\n\n runCb(cb: (a: IAnimate, step: IStep) => void) {\n // this.tailAnimate.runCb(cb);\n const customAnimate = new CbAnimate(() => {\n cb(this, customAnimate.step.prev);\n });\n this.tailAnimate.play(customAnimate);\n return this;\n }\n\n /**\n * 自定义插值,返回false表示没有匹配上\n * @param key\n * @param from\n * @param to\n */\n customInterpolate(\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IAnimateTarget,\n ret: Record<string, any>\n ): boolean {\n const func = Animate.interpolateMap.get(key) || Animate.interpolateMap.get('');\n if (!func) {\n return false;\n }\n return func(key, ratio, from, to, target, ret);\n }\n\n pause() {\n if (this.status === AnimateStatus.RUNNING) {\n this.status = AnimateStatus.PAUSED;\n }\n }\n\n resume() {\n if (this.status === AnimateStatus.PAUSED) {\n this.status = AnimateStatus.RUNNING;\n }\n }\n\n to(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n this.tailAnimate.to(props, duration, easing, params);\n // 默认开始动画\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n // if (this.subAnimates.length === 1 && this.tailAnimate.duration === duration) {\n // this.trySetAttribute(props);\n // }\n return this;\n }\n from(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n this.tailAnimate.from(props, duration, easing, params);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n wait(duration: number) {\n this.tailAnimate.wait(duration);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n startAt(t: number) {\n this.tailAnimate.startAt(t);\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n loop(l: number) {\n this.tailAnimate.loop = l;\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n reversed(r: boolean) {\n this.tailAnimate.reversed = r;\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n bounce(b: boolean) {\n this.tailAnimate.bounce = b;\n // todo: 考虑使用绑定的ticker执行\n if (this.target) {\n const stage = (this.target as IGraphic).stage;\n stage && stage.renderNextFrame();\n }\n return this;\n }\n\n subAnimate() {\n const sa = new SubAnimate(this, this.tailAnimate);\n this.tailAnimate = sa;\n this.subAnimates.push(sa);\n sa.bind(this.target);\n return this;\n }\n\n getStartProps(): Record<string, any> {\n return this.subAnimates[0].getStartProps();\n }\n\n getEndProps(): Record<string, any> {\n return this.tailAnimate.getEndProps();\n }\n\n depreventAttr(key: string) {\n if (!this._preventAttrs) {\n return;\n }\n this._preventAttrs.delete(key);\n }\n preventAttr(key: string) {\n if (!this._preventAttrs) {\n this._preventAttrs = new Set();\n }\n this._preventAttrs.add(key);\n }\n preventAttrs(keys: string[]) {\n keys.forEach(key => this.preventAttr(key));\n }\n validAttr(key: string): boolean {\n if (!this._preventAttrs) {\n return true;\n }\n return !this._preventAttrs.has(key);\n }\n\n bind(target: IAnimateTarget) {\n this.target = target;\n\n if (this.target.onAnimateBind) {\n this.target.onAnimateBind(this);\n }\n\n this.subAnimates.forEach(sa => {\n sa.bind(target);\n });\n return this;\n }\n\n advance(delta: number) {\n // startTime之前的时间不计入耗时\n if (this._duringTime < this._startTime) {\n if (this._duringTime + delta * this.timeScale < this._startTime) {\n this._duringTime += delta * this.timeScale;\n return;\n }\n delta = this._duringTime + delta * this.timeScale - this._startTime;\n this._duringTime = this._startTime;\n }\n // 执行advance\n if (this.status === AnimateStatus.INITIAL) {\n this.status = AnimateStatus.RUNNING;\n this._onStart && this._onStart.forEach(cb => cb());\n }\n const end = this.setPosition(this.rawPosition + delta * this.timeScale);\n if (end && this.status === AnimateStatus.RUNNING) {\n this.status = AnimateStatus.END;\n this._onEnd && this._onEnd.forEach(cb => cb());\n }\n }\n\n setPosition(rawPosition: number): boolean {\n let d = 0;\n let sa: SubAnimate | undefined;\n const prevRawPos = this.rawPosition;\n const maxRawPos = this.subAnimates.reduce((a, b) => a + b.totalDuration, 0);\n\n if (rawPosition < 0) {\n rawPosition = 0;\n }\n\n const end = rawPosition >= maxRawPos;\n\n if (end) {\n rawPosition = maxRawPos;\n }\n\n if (rawPosition === prevRawPos) {\n return end;\n }\n\n // 查找对应的subAnimate\n for (let i = 0; i < this.subAnimates.length; i++) {\n sa = this.subAnimates[i];\n if (d + sa.totalDuration >= rawPosition) {\n break;\n } else {\n d += sa.totalDuration;\n sa = undefined;\n }\n }\n this.rawPosition = rawPosition;\n sa.setPosition(rawPosition - d);\n\n return end;\n }\n\n onStart(cb: () => void) {\n if (!this._onStart) {\n this._onStart = [];\n }\n this._onStart.push(cb);\n }\n onEnd(cb: () => void) {\n if (!this._onEnd) {\n this._onEnd = [];\n }\n this._onEnd.push(cb);\n }\n onRemove(cb: () => void) {\n if (!this._onRemove) {\n this._onRemove = [];\n }\n this._onRemove.push(cb);\n }\n onFrame(cb: (step: IStep, ratio: number) => void) {\n if (!this._onFrame) {\n this._onFrame = [];\n }\n this._onFrame.push(cb);\n }\n release() {\n this.status = AnimateStatus.END;\n return;\n }\n\n stop(nextVal?: 'start' | 'end' | Record<string, any>) {\n if (!nextVal) {\n this.target.onStop();\n }\n if (nextVal === 'start') {\n this.target.onStop(this.getStartProps());\n } else if (nextVal === 'end') {\n this.target.onStop(this.getEndProps());\n } else {\n this.target.onStop(nextVal);\n }\n this.release();\n }\n}\n\n// Animate.mode |= AnimateMode.SET_ATTR_IMMEDIATELY;\n\nexport class SubAnimate implements ISubAnimate {\n declare target: IAnimateTarget;\n declare animate: IAnimate;\n // 默认的初始step,一定存在,且stepHead的props一定保存整个subAnimate阶段所有属性的最初\n protected declare stepHead: Step;\n protected declare stepTail: Step;\n // 结束时反转动画\n declare bounce: boolean;\n // 是否reverse\n declare reversed: boolean;\n // 循环次数,0为执行一次,1为执行两次,Infinity为无限循环\n declare loop: number;\n // 持续时间,不包括循环\n declare duration: number;\n // 位置,在[0, duration]之间\n declare position: number;\n // 绝对的位置,在[0, loops * duration]之间\n declare rawPosition: number;\n declare dirty: boolean;\n\n declare _totalDuration: number;\n declare _startAt: number;\n declare _lastStep: IStep;\n declare _deltaPosition: number;\n\n get totalDuration(): number {\n this.calcAttr();\n return this._totalDuration + this._startAt;\n }\n\n constructor(animate: IAnimate, lastSubAnimate?: SubAnimate) {\n this.rawPosition = -1;\n this.position = 0;\n this.loop = 0;\n this.duration = 0;\n this.animate = animate;\n if (lastSubAnimate) {\n this.stepHead = new Step(0, 0, Object.assign({}, lastSubAnimate.stepTail.props));\n } else {\n this.stepHead = new Step(0, 0, {});\n }\n this.stepTail = this.stepHead;\n this.dirty = true;\n this._startAt = 0;\n }\n\n // 计算按需计算的属性\n protected calcAttr() {\n if (!this.dirty) {\n return;\n }\n\n this._totalDuration = this.duration * (this.loop + 1);\n }\n\n bind(target: IAnimateTarget) {\n this.target = target;\n return this;\n }\n\n play(customAnimate: ICustomAnimate) {\n let duration = customAnimate.duration;\n if (duration == null || duration < 0) {\n duration = 0;\n }\n const easing = customAnimate.easing;\n const easingFunc = typeof easing === 'string' ? Easing[easing] : easing;\n const step = this._addStep(duration, null, easingFunc);\n step.type = AnimateStepType.customAnimate;\n this._appendProps(customAnimate.getEndProps(), step, false);\n this._appendCustomAnimate(customAnimate, step);\n return this;\n }\n\n // _appendPlayProps(step: IStep) {\n\n // return;\n // }\n\n to(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n if (duration == null || duration < 0) {\n duration = 0;\n }\n\n const easingFunc = typeof easing === 'string' ? Easing[easing] : easing;\n\n const step = this._addStep(duration, null, easingFunc);\n step.type = AnimateStepType.to;\n this._appendProps(props, step, params ? params.tempProps : false);\n // this._appendPlayProps(step);\n\n if (!step.propKeys) {\n step.propKeys = Object.keys(step.props);\n }\n if (!(params && params.noPreventAttrs)) {\n this.target.animates.forEach(a => {\n if (a.id !== this.animate.id) {\n a.preventAttrs(step.propKeys);\n }\n });\n }\n return this;\n }\n\n from(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n this.to(props, 0, easing, params);\n const toProps = {};\n if (!this.stepTail.propKeys) {\n this.stepTail.propKeys = Object.keys(this.stepTail.props);\n }\n this.stepTail.propKeys.forEach(k => {\n toProps[k] = this.getLastPropByName(k, this.stepTail);\n });\n this.to(toProps, duration, easing, params);\n this.stepTail.type = AnimateStepType.from;\n }\n\n startAt(t: number) {\n if (t < 0) {\n t = 0;\n }\n this._startAt = t;\n return this;\n }\n\n getStartProps() {\n return this.stepHead?.props;\n }\n\n getEndProps() {\n return this.stepTail.props;\n }\n\n getLastStep() {\n return this._lastStep;\n }\n\n wait(duration: number) {\n if (duration > 0) {\n const step = this._addStep(+duration, null);\n\n step.type = AnimateStepType.wait;\n // TODO 这里如果跳帧的话会存在bug\n if (step.prev.customAnimate) {\n step.props = step.prev.customAnimate.getEndProps();\n } else {\n step.props = step.prev.props;\n }\n if (this.target.onAddStep) {\n this.target.onAddStep(step);\n }\n // this._appendPlayProps(step);\n }\n return this;\n }\n\n protected _addStep(duration: number, props: any, easingFunc?: EasingTypeFunc) {\n const step = new Step(this.duration, duration, props, easingFunc);\n this.duration += duration;\n this.stepTail.append(step);\n this.stepTail = step;\n return step;\n }\n\n protected _appendProps(props: any, step: Step, tempProps?: boolean) {\n if (tempProps) {\n step.props = props;\n } else {\n // todo: 是否需要深拷贝props\n step.props = Object.assign({}, props);\n }\n let lastStep = step.prev;\n const _props = step.props;\n // 将undefined的属性设置到默认值\n if (!step.propKeys) {\n step.propKeys = Object.keys(step.props);\n }\n step.propKeys.forEach(k => {\n if (step.props[k] === undefined) {\n step.props[k] = this.target.getDefaultAttribute(k);\n }\n });\n // 拷贝之前的step阶段属性\n while (lastStep.prev) {\n if (lastStep.props) {\n if (!lastStep.propKeys) {\n lastStep.propKeys = Object.keys(lastStep.props);\n }\n lastStep.propKeys.forEach(key => {\n if (_props[key] === undefined) {\n _props[key] = lastStep.props[key];\n }\n });\n }\n // 重置propKeys\n step.propKeys = Object.keys(step.props);\n lastStep = lastStep.prev;\n }\n\n // 设置最初的props属性\n const initProps = this.stepHead.props;\n if (!step.propKeys) {\n step.propKeys = Object.keys(_props);\n }\n step.propKeys.forEach(key => {\n if (initProps[key] === undefined) {\n const parentAnimateInitProps = this.animate.getStartProps();\n initProps[key] = parentAnimateInitProps[key] = this.target.getComputedAttribute(key);\n }\n });\n\n if (this.target.onAddStep) {\n this.target.onAddStep(step);\n }\n }\n\n protected _appendCustomAnimate(customAnimate: ICustomAnimate, step: Step) {\n step.customAnimate = customAnimate;\n customAnimate.step = step;\n customAnimate.bind(this.target, this);\n }\n\n setPosition(rawPosition: number) {\n const d = this.duration;\n const loopCount = this.loop;\n const prevRawPos = this.rawPosition;\n let end = false;\n let loop: number; // 当前是第几次循环\n let position: number; // 当前周期的时间\n const startAt = this._startAt ?? 0;\n\n if (rawPosition < 0) {\n rawPosition = 0;\n }\n if (rawPosition < startAt) {\n this.rawPosition = rawPosition;\n return false;\n }\n rawPosition = rawPosition - startAt;\n if (d <= 0) {\n // 如果不用执行,跳过\n end = true;\n return end;\n }\n loop = Math.floor(rawPosition / d);\n position = rawPosition - loop * d;\n\n // 计算rawPosition\n end = rawPosition >= loopCount * d + d;\n // 如果结束,跳过\n if (end) {\n position = d;\n loop = loopCount;\n rawPosition = position * loop + d;\n }\n\n if (rawPosition === prevRawPos) {\n return end;\n }\n\n // reverse动画\n const rev = !this.reversed !== !(this.bounce && loop % 2);\n if (rev) {\n position = d - position;\n }\n\n this._deltaPosition = position - this.position;\n this.position = position;\n this.rawPosition = rawPosition + startAt;\n\n this.updatePosition(end, rev);\n\n return end;\n }\n\n protected updatePosition(end: boolean, rev: boolean) {\n if (!this.stepHead) {\n return;\n }\n let step = this.stepHead.next;\n const position = this.position;\n const duration = this.duration;\n if (this.target && step) {\n let stepNext = step.next;\n while (stepNext && stepNext.position <= position) {\n step = stepNext;\n stepNext = step.next;\n }\n let ratio = end ? (duration === 0 ? 1 : position / duration) : (position - step.position) / step.duration; // TODO: revisit this.\n if (step.easing) {\n ratio = step.easing(ratio);\n }\n // 判断这次和上次过程中是否经历了自定义step,如果跳过了自定义step那么执行自定义step的onEnd\n this.tryCallCustomAnimateLifeCycle(step, this._lastStep || (rev ? this.stepTail : this.stepHead), rev);\n // if (step !== this._lastStep) {\n // if (this._deltaPosition > 0) {\n // let _step = step.prev;\n // while (_step && _step !== this._lastStep) {\n // if (_step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // _step = _step.prev;\n // }\n // if (_step && _step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // } else if (this._deltaPosition < 0) {\n // let _step = step.next;\n // while (_step && _step !== this._lastStep) {\n // if (_step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // _step = _step.next;\n // }\n // if (_step && _step.customAnimate) {\n // _step.customAnimate.onEnd();\n // }\n // }\n // }\n this.updateTarget(step, ratio, end);\n this._lastStep = step;\n\n this.animate._onFrame && this.animate._onFrame.forEach(cb => cb(step, ratio));\n }\n }\n\n // 如果动画卡顿跳过了自定义动画,那么尝试执行自定义动画的生命周期\n tryCallCustomAnimateLifeCycle(step: IStep, lastStep: IStep, rev: boolean) {\n if (step === lastStep) {\n return;\n }\n if (rev) {\n let _step = lastStep.prev;\n while (_step && _step !== step) {\n if (_step.customAnimate) {\n _step.customAnimate.onStart && _step.customAnimate.onStart();\n _step.customAnimate.onEnd && _step.customAnimate.onEnd();\n }\n _step = step.prev;\n }\n // 执行lastStep的onEnd和currentStep的onStart\n if (lastStep && lastStep.customAnimate) {\n lastStep.customAnimate.onEnd && lastStep.customAnimate.onEnd();\n }\n if (step && step.customAnimate) {\n step.customAnimate.onStart && step.customAnimate.onStart();\n }\n } else {\n let _step = lastStep.next;\n while (_step && _step !== step) {\n if (_step.customAnimate) {\n _step.customAnimate.onStart && _step.customAnimate.onStart();\n _step.customAnimate.onEnd && _step.customAnimate.onEnd();\n }\n _step = _step.next;\n }\n // 执行lastStep的onEnd和currentStep的onStart\n if (lastStep && lastStep.customAnimate) {\n lastStep.customAnimate.onEnd && lastStep.customAnimate.onEnd();\n }\n if (step && step.customAnimate) {\n step.customAnimate.onStart && step.customAnimate.onStart();\n }\n }\n }\n\n /**\n * 获取这个属性的上一个值\n * @param name\n * @param step\n * @returns\n */\n getLastPropByName(name: string, step: Step): any {\n let lastStep = step.prev;\n while (lastStep) {\n if (lastStep.props && lastStep.props[name] !== undefined) {\n return lastStep.props[name];\n } else if (lastStep.customAnimate) {\n const val = lastStep.customAnimate.getEndProps()[name];\n if (val !== undefined) {\n return val;\n }\n }\n lastStep = lastStep.prev;\n }\n\n Logger.getInstance().warn('未知错误,step中找不到属性');\n return step.props[name];\n }\n\n protected updateTarget(step: Step, ratio: number, end: boolean) {\n if (step.props == null && step.customAnimate == null) {\n return;\n }\n this.target.onStep(this, this.animate, step, ratio, end);\n }\n}\n\n// export class Animate implements IAnimate {\n// declare target: IAnimateTarget;\n// declare timeline: ITimeline;\n// protected declare stepHead: Step;\n// protected declare stepTail: Step;\n// declare nextAnimate?: Animate;\n// declare prevAnimate?: Animate;\n// // 结束时反转动画\n// declare bounce: boolean;\n// // 是否reverse\n// declare reversed: boolean;\n// // 循环次数,0为执行一次,1为执行两次,Infinity为无限循环\n// declare loop: number;\n// // 持续时间,不包括循环\n// declare duration: number;\n// // 当前Animate的状态,正常,暂停,结束\n// declare status: AnimateStatus;\n// // 位置,在[0, duration]之间\n// declare position: number;\n// // 绝对的位置,在[0, loops * duration]之间\n// declare rawPosition: number;\n// // 开始时间\n// protected declare _startAt: number;\n// // 时间的缩放,例如2表示2倍速\n// declare timeScale: number;\n// declare props: Record<string, any>;\n// declare readonly id: string | number;\n\n// protected declare _onStart?: (() => void)[];\n// protected declare _onFrame?: ((step: IStep, ratio: number) => void)[];\n// protected declare _onEnd?: (() => void)[];\n// declare _onRemove?: (() => void)[];\n// declare _preventAttrs?: Set<string>;\n\n// constructor(id: string | number = Generator.GenAutoIncrementId(), timeline: ITimeline = defaultTimeline) {\n// this.timeline = timeline;\n// this.status = AnimateStatus.INITIAL;\n// this.rawPosition = -1;\n// this.position = 0;\n// this.loop = 0;\n// this.timeline.addAnimate(this);\n// this.timeScale = 1;\n// this.id = id;\n// this.props = {};\n// this.stepHead = new Step(0, 0, {});\n// this.stepTail = this.stepHead;\n// }\n\n// preventAttr(key: string) {\n// if (!this._preventAttrs) {\n// this._preventAttrs = new Set();\n// }\n// this._preventAttrs.add(key);\n// }\n// preventAttrs(keys: string[]) {\n// keys.forEach(key => this.preventAttr(key));\n// }\n// validAttr(key: string): boolean {\n// if (!this._preventAttrs) {\n// return true;\n// }\n// return !this._preventAttrs.has(key);\n// }\n\n// getLastPropByName(name: string, step: Step): any {\n// let lastStep = step.prev;\n// while (lastStep) {\n// if (lastStep.props && lastStep.props[name] !== undefined) {\n// return lastStep.props[name];\n// }\n// lastStep = lastStep.prev;\n// }\n// let val = this.props[name];\n// if (!val) {\n// console.warn('未知错误,step中找不到属性');\n// val = this.target.getComputedAttribute(name);\n// this.props[name] = val;\n// }\n\n// return val;\n// }\n\n// bind(target: IAnimateTarget) {\n// this.target = target;\n// this.duration = 0;\n// return this;\n// }\n\n// startAt(t: number) {\n// if (t < 0) {\n// return this;\n// }\n// this._startAt = t;\n// return this;\n// }\n\n// to(props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) {\n// if (duration == null || duration < 0) {\n// duration = 0;\n// }\n\n// const easingFunc = typeof easing === 'string' ? Easing[easing] : easing;\n\n// const step = this._addStep(duration, null, easingFunc);\n// this._appendProps(props, step, params ? params.tempProps : false);\n// return this;\n// }\n\n// wait(duration: number) {\n// if (duration > 0) {\n// const step = this._addStep(+duration, null);\n// if (step.prev) {\n// step.props = step.prev.props;\n// }\n// if (this.target.onAddStep) {\n// this.target.onAddStep(step);\n// }\n// }\n// return this;\n// }\n\n// protected _addStep(duration: number, props: any, easingFunc?: EasingTypeFunc) {\n// const step = new Step(this.duration, duration, props, easingFunc);\n// this.duration += duration;\n// this.stepTail.append(step);\n// this.stepTail = step;\n// return step;\n// }\n\n// protected _appendProps(props: any, step: Step, tempProps?: boolean) {\n// if (tempProps) {\n// step.props = props;\n// } else {\n// // todo: 是否需要深拷贝props\n// step.props = Object.assign({}, props);\n// }\n// let lastStep = step.prev;\n// const _props = step.props;\n// // 拷贝之前的step阶段属性\n// while (lastStep.prev) {\n// if (lastStep.props) {\n// if (!lastStep.propKeys) {\n// lastStep.propKeys = Object.keys(lastStep.props);\n// }\n// lastStep.propKeys.forEach(key => {\n// if (_props[key] === undefined) {\n// _props[key] = lastStep.props[key];\n// }\n// });\n// }\n// lastStep = lastStep.prev;\n// }\n\n// // 设置最初的props属性\n// const initProps = this.stepHead.props;\n// if (!step.propKeys) {\n// step.propKeys = Object.keys(_props);\n// step.propKeys.forEach(key => {\n// initProps[key] = this.target.getComputedAttribute(key);\n// });\n// }\n\n// if (this.target.onAddStep) {\n// this.target.onAddStep(step);\n// }\n// }\n\n// advance(delta: number) {\n// if (this.status === AnimateStatus.INITIAL) {\n// this.status = AnimateStatus.RUNNING;\n// this._onStart && this._onStart.forEach(cb => cb());\n// }\n// const end = this.setPosition(this.rawPosition + delta * this.timeScale);\n// if (end && this.status === AnimateStatus.RUNNING) {\n// this.status = AnimateStatus.END;\n// this._onEnd && this._onEnd.forEach(cb => cb());\n// }\n// }\n\n// setPosition(rawPosition: number) {\n// const d = this.duration;\n// const loopCount = this.loop;\n// const prevRawPos = this.rawPosition;\n// let end = false;\n// let loop: number; // 当前是第几次循环\n// let position: number; // 当前周期的时间\n// const startAt = this._startAt ?? 0;\n\n// if (rawPosition < 0) {\n// rawPosition = 0;\n// }\n// if (rawPosition < startAt) {\n// this.rawPosition = rawPosition;\n// return false;\n// }\n// rawPosition = rawPosition - startAt;\n// if (d <= 0) {\n// // 如果不用执行,跳过\n// end = true;\n// return end;\n// }\n// loop = Math.floor(rawPosition / d);\n// position = rawPosition - loop * d;\n\n// // 计算rawPosition\n// end = rawPosition >= loopCount * d + d;\n// // 如果结束,跳过\n// if (end) {\n// position = d;\n// loop = loopCount;\n// rawPosition = position * loop + d;\n// }\n\n// if (rawPosition === prevRawPos) {\n// return end;\n// }\n\n// // reverse动画\n// const rev = !this.reversed !== !(this.bounce && loop % 2);\n// if (rev) {\n// position = d - position;\n// }\n\n// this.position = position;\n// this.rawPosition = rawPosition + startAt;\n\n// this.updatePosition(end);\n\n// return end;\n// }\n\n// protected updatePosition(end: boolean) {\n// if (!this.stepHead) {\n// return;\n// }\n// let step = this.stepHead;\n// const position = this.position;\n// const duration = this.duration;\n// if (this.target && step) {\n// let stepNext = step.next;\n// while (stepNext && stepNext.position <= position) {\n// step = step.next;\n// stepNext = step.next;\n// }\n// let ratio = end ? (duration === 0 ? 1 : position / duration) : (position - step.position) / step.duration; // TODO: revisit this.\n// if (step.easing) {\n// ratio = step.easing(ratio);\n// }\n// this.updateTarget(step, ratio, end);\n// this._onFrame && this._onFrame.forEach(cb => cb(step, ratio));\n// }\n// }\n\n// protected updateTarget(step: Step, ratio: number, end: boolean) {\n// if (step.props == null) {\n// return;\n// }\n// this.target.onStep(this, step, ratio, end);\n// }\n\n// onStart(cb: () => void) {\n// if (!this._onStart) {\n// this._onStart = [];\n// }\n// this._onStart.push(cb);\n// }\n// onEnd(cb: () => void) {\n// if (!this._onEnd) {\n// this._onEnd = [];\n// }\n// this._onEnd.push(cb);\n// }\n// onRemove(cb: () => void) {\n// if (!this._onRemove) {\n// this._onRemove = [];\n// }\n// this._onRemove.push(cb);\n// }\n// onFrame(cb: (step: IStep, ratio: number) => void) {\n// if (!this._onFrame) {\n// this._onFrame = [];\n// }\n// this._onFrame.push(cb);\n// }\n\n// getStartProps() {\n// return this.stepHead?.props;\n// }\n\n// getEndProps(target: Record<string, any> = {}) {\n// let step = this.stepHead;\n// while (step) {\n// if (step.props) {\n// Object.assign(target, step.props);\n// }\n// step = step.next;\n// }\n\n// return target;\n// }\n\n// stop(nextVal?: 'start' | 'end' | Record<string, any>) {\n// this.status = AnimateStatus.END;\n// if (!nextVal) {\n// this.target.onStop();\n// }\n// if (nextVal === 'start') {\n// this.target.onStop(this.getStartProps());\n// } else if (nextVal === 'end') {\n// this.target.onStop(this.getEndProps());\n// } else {\n// this.target.onStop(nextVal);\n// }\n// }\n\n// release() {\n// this.status = AnimateStatus.END;\n// return;\n// }\n// }\n\nclass Step implements IStep {\n declare prev?: Step;\n // 持续时间\n declare duration: number;\n // 在animate中的位置\n declare position: number;\n declare next?: Step;\n declare props: any;\n // 保存解析后的props,用于性能优化\n declare parsedProps?: any;\n declare propKeys?: string[];\n declare easing?: EasingTypeFunc;\n declare customAnimate?: ICustomAnimate;\n // passive: boolean;\n // index: number;\n type: IAnimateStepType;\n\n constructor(position: number, duration: number, props?: any, easing?: EasingTypeFunc) {\n this.duration = duration;\n this.position = position;\n this.props = props;\n this.easing = easing;\n }\n\n append(step: Step) {\n step.prev = this;\n step.next = this.next;\n this.next = step;\n }\n\n getLastProps() {\n let step = this.prev;\n while (step) {\n if (step.props) {\n return step.props;\n } else if (step.customAnimate) {\n return step.customAnimate.getMergedEndProps();\n }\n step = step.prev as any;\n }\n return null;\n }\n}\n"]}
@@ -7,6 +7,9 @@ Object.defineProperty(exports, "__esModule", {
7
7
  const vutils_1 = require("@visactor/vutils"), application_1 = require("../application"), enums_1 = require("../common/enums"), custom_path2d_1 = require("../common/custom-path2d"), animate_1 = require("./animate"), easing_1 = require("./easing"), utils_1 = require("../common/utils"), cubic_bezier_1 = require("../common/segment/curve/cubic-bezier");
8
8
 
9
9
  class IncreaseCount extends animate_1.ACustomAnimate {
10
+ fromNumber;
11
+ toNumber;
12
+ decimalLength;
10
13
  constructor(from, to, duration, easing, params) {
11
14
  super(from, to, duration, easing, params);
12
15
  }
@@ -16,12 +19,11 @@ class IncreaseCount extends animate_1.ACustomAnimate {
16
19
  };
17
20
  }
18
21
  onBind() {
19
- var _a, _b, _c, _d, _e, _f, _g, _h;
20
- this.fromNumber = (0, vutils_1.isNumber)(null === (_a = this.from) || void 0 === _a ? void 0 : _a.text) ? null === (_b = this.from) || void 0 === _b ? void 0 : _b.text : Number.parseFloat(null === (_c = this.from) || void 0 === _c ? void 0 : _c.text),
21
- this.toNumber = (0, vutils_1.isNumber)(null === (_d = this.to) || void 0 === _d ? void 0 : _d.text) ? null === (_e = this.to) || void 0 === _e ? void 0 : _e.text : Number.parseFloat(null === (_f = this.to) || void 0 === _f ? void 0 : _f.text),
22
+ this.fromNumber = (0, vutils_1.isNumber)(this.from?.text) ? this.from?.text : Number.parseFloat(this.from?.text),
23
+ this.toNumber = (0, vutils_1.isNumber)(this.to?.text) ? this.to?.text : Number.parseFloat(this.to?.text),
22
24
  Number.isFinite(this.toNumber) || (this.fromNumber = 0), Number.isFinite(this.toNumber) || (this.valid = !1),
23
- !1 !== this.valid && (this.decimalLength = null !== (_h = null === (_g = this.params) || void 0 === _g ? void 0 : _g.fixed) && void 0 !== _h ? _h : Math.max((0,
24
- vutils_1.getDecimalPlaces)(this.fromNumber), (0, vutils_1.getDecimalPlaces)(this.toNumber)));
25
+ !1 !== this.valid && (this.decimalLength = this.params?.fixed ?? Math.max((0, vutils_1.getDecimalPlaces)(this.fromNumber), (0,
26
+ vutils_1.getDecimalPlaces)(this.toNumber)));
25
27
  }
26
28
  onEnd() {}
27
29
  onUpdate(end, ratio, out) {
@@ -139,19 +141,16 @@ class FadeInPlus extends animate_1.ACustomAnimate {
139
141
  exports.FadeInPlus = FadeInPlus;
140
142
 
141
143
  class InputText extends animate_1.ACustomAnimate {
142
- constructor() {
143
- super(...arguments), this.fromText = "", this.toText = "";
144
- }
144
+ fromText="";
145
+ toText="";
145
146
  getEndProps() {
146
147
  return !1 === this.valid ? {} : {
147
148
  text: this.to
148
149
  };
149
150
  }
150
151
  onBind() {
151
- var _a, _b, _c, _d;
152
- if (this.fromText = null !== (_b = null === (_a = this.from) || void 0 === _a ? void 0 : _a.text) && void 0 !== _b ? _b : "",
153
- this.toText = null !== (_d = null === (_c = this.to) || void 0 === _c ? void 0 : _c.text) && void 0 !== _d ? _d : "",
154
- !this.toText || (0, vutils_1.isArray)(this.toText)) this.valid = !1; else {
152
+ if (this.fromText = this.from?.text ?? "", this.toText = this.to?.text ?? "", !this.toText || (0,
153
+ vutils_1.isArray)(this.toText)) this.valid = !1; else {
155
154
  this.toText = this.toText.toString();
156
155
  const root = this.target.attachShadow(), line = application_1.application.graphicService.creator.line({
157
156
  x: 0,
@@ -173,11 +172,10 @@ class InputText extends animate_1.ACustomAnimate {
173
172
  this.target.detachShadow();
174
173
  }
175
174
  onUpdate(end, ratio, out) {
176
- var _a;
177
175
  if (!1 === this.valid) return;
178
176
  const fromCount = this.fromText.length, toCount = this.toText.length, count = Math.ceil(fromCount + (toCount - fromCount) * ratio);
179
177
  out.text = this.toText.substr(0, count);
180
- const line = null === (_a = this.target.shadowRoot) || void 0 === _a ? void 0 : _a.at(0), endX = this.target.clipedWidth + 2;
178
+ const line = this.target.shadowRoot?.at(0), endX = this.target.clipedWidth + 2;
181
179
  line.setAttribute("x", endX);
182
180
  }
183
181
  }
@@ -195,22 +193,22 @@ class StreamLight extends animate_1.ACustomAnimate {
195
193
  this.target && ("rect" === this.target.type ? this.onStartRect() : "line" === this.target.type ? this.onStartLineOrArea("line") : "area" === this.target.type && this.onStartLineOrArea("area"));
196
194
  }
197
195
  onStartLineOrArea(type) {
198
- var _a;
199
- const root = this.target.attachShadow(), line = application_1.application.graphicService.creator[type](Object.assign({}, null === (_a = this.params) || void 0 === _a ? void 0 : _a.attribute));
196
+ const root = this.target.attachShadow(), line = application_1.application.graphicService.creator[type]({
197
+ ...this.params?.attribute
198
+ });
200
199
  this[type] = line, line.pathProxy = new custom_path2d_1.CustomPath2D, root.add(line);
201
200
  }
202
201
  onStartRect() {
203
- var _a;
204
- const root = this.target.attachShadow(), height = this.target.AABBBounds.height(), rect = application_1.application.graphicService.creator.rect(Object.assign(Object.assign({
202
+ const root = this.target.attachShadow(), height = this.target.AABBBounds.height(), rect = application_1.application.graphicService.creator.rect({
205
203
  height: height,
206
204
  fill: "#bcdeff",
207
205
  shadowBlur: 30,
208
- shadowColor: "#bcdeff"
209
- }, null === (_a = this.params) || void 0 === _a ? void 0 : _a.attribute), {
206
+ shadowColor: "#bcdeff",
207
+ ...this.params?.attribute,
210
208
  x: 0,
211
209
  y: 0,
212
210
  width: 0
213
- }));
211
+ });
214
212
  this.rect = rect, root.add(rect);
215
213
  }
216
214
  onBind() {}
@@ -221,8 +219,7 @@ class StreamLight extends animate_1.ACustomAnimate {
221
219
  return this.rect ? this.onUpdateRect(end, ratio, out) : this.line || this.area ? this.onUpdateLineOrArea(end, ratio, out) : void 0;
222
220
  }
223
221
  onUpdateRect(end, ratio, out) {
224
- var _a, _b, _c, _d, _e, _f;
225
- const parentWidth = null !== (_a = this.target.attribute.width) && void 0 !== _a ? _a : 250, streamLength = null !== (_c = null === (_b = this.params) || void 0 === _b ? void 0 : _b.streamLength) && void 0 !== _c ? _c : parentWidth, maxLength = null !== (_f = null === (_e = null === (_d = this.params) || void 0 === _d ? void 0 : _d.attribute) || void 0 === _e ? void 0 : _e.width) && void 0 !== _f ? _f : 60, startX = -maxLength, currentX = startX + (streamLength - startX) * ratio, x = Math.max(currentX, 0), w = Math.min(Math.min(currentX + maxLength, maxLength), streamLength - currentX), width = w + x > parentWidth ? Math.max(parentWidth - x, 0) : w;
222
+ const parentWidth = this.target.attribute.width ?? 250, streamLength = this.params?.streamLength ?? parentWidth, maxLength = this.params?.attribute?.width ?? 60, startX = -maxLength, currentX = startX + (streamLength - startX) * ratio, x = Math.max(currentX, 0), w = Math.min(Math.min(currentX + maxLength, maxLength), streamLength - currentX), width = w + x > parentWidth ? Math.max(parentWidth - x, 0) : w;
226
223
  this.rect.setAttributes({
227
224
  x: x,
228
225
  width: width
@@ -240,9 +237,10 @@ class StreamLight extends animate_1.ACustomAnimate {
240
237
  const customPath = target.pathProxy, targetLine = this.target;
241
238
  targetLine.cache || targetLine.cacheArea ? this._onUpdateLineOrAreaWithCache(customPath, targetLine, end, ratio, out) : this._onUpdateLineWithoutCache(customPath, targetLine, end, ratio, out);
242
239
  const targetAttrs = targetLine.attribute;
243
- target.setAttributes(Object.assign({
244
- stroke: targetAttrs.stroke
245
- }, target.attribute)), target.addUpdateBoundTag();
240
+ target.setAttributes({
241
+ stroke: targetAttrs.stroke,
242
+ ...target.attribute
243
+ }), target.addUpdateBoundTag();
246
244
  }
247
245
  _onUpdateLineOrAreaWithCache(customPath, g, end, ratio, out) {
248
246
  if (customPath.clear(), "line" === g.type) {
@@ -259,8 +257,7 @@ class StreamLight extends animate_1.ACustomAnimate {
259
257
  }
260
258
  }
261
259
  _updateCurves(customPath, curves, totalLen, ratio) {
262
- var _a, _b;
263
- const startLen = totalLen * ratio, endLen = Math.min(null !== (_b = startLen + (null === (_a = this.params) || void 0 === _a ? void 0 : _a.streamLength)) && void 0 !== _b ? _b : 10, totalLen);
260
+ const startLen = totalLen * ratio, endLen = Math.min(startLen + this.params?.streamLength ?? 10, totalLen);
264
261
  let lastLen = 0, start = !1;
265
262
  for (let i = 0; i < curves.length; i++) {
266
263
  const curveItem = curves[i], len = curveItem.getLength(), startPercent = 1 - (lastLen + len - startLen) / len;
@@ -291,12 +288,11 @@ class StreamLight extends animate_1.ACustomAnimate {
291
288
  }
292
289
  }
293
290
  _onUpdateLineWithoutCache(customPath, line, end, ratio, out) {
294
- var _a, _b;
295
291
  const {points: points, curveType: curveType} = line.attribute;
296
292
  if (!points || points.length < 2 || "linear" !== curveType) return;
297
293
  let totalLen = 0;
298
294
  for (let i = 1; i < points.length; i++) totalLen += vutils_1.PointService.distancePP(points[i], points[i - 1]);
299
- const startLen = totalLen * ratio, endLen = Math.min(null !== (_b = startLen + (null === (_a = this.params) || void 0 === _a ? void 0 : _a.streamLength)) && void 0 !== _b ? _b : 10, totalLen), nextPoints = [];
295
+ const startLen = totalLen * ratio, endLen = Math.min(startLen + this.params?.streamLength ?? 10, totalLen), nextPoints = [];
300
296
  let lastLen = 0;
301
297
  for (let i = 1; i < points.length; i++) {
302
298
  const len = vutils_1.PointService.distancePP(points[i], points[i - 1]);
@@ -358,10 +354,9 @@ exports.Meteor = Meteor;
358
354
 
359
355
  class MotionPath extends animate_1.ACustomAnimate {
360
356
  constructor(from, to, duration, easing, params) {
361
- var _a;
362
357
  super(from, to, duration, easing, params), params && (this.pathLength = params.path.getLength(),
363
358
  this.path = params.path, this.distance = params.distance, this.to = params.distance * this.pathLength,
364
- this.initAngle = null !== (_a = params.initAngle) && void 0 !== _a ? _a : 0, this.changeAngle = !!params.changeAngle,
359
+ this.initAngle = params.initAngle ?? 0, this.changeAngle = !!params.changeAngle,
365
360
  this.cb = params.cb);
366
361
  }
367
362
  onUpdate(end, ratio, out) {
@@ -374,12 +369,16 @@ class MotionPath extends animate_1.ACustomAnimate {
374
369
  exports.MotionPath = MotionPath;
375
370
 
376
371
  class TagPointsUpdate extends animate_1.ACustomAnimate {
372
+ fromPoints;
373
+ toPoints;
374
+ points;
375
+ interpolatePoints;
376
+ newPointAnimateType;
377
377
  constructor(from, to, duration, easing, params) {
378
- super(from, to, duration, easing, params), this.newPointAnimateType = "appear" === (null == params ? void 0 : params.newPointAnimateType) ? "appear" : "grow";
378
+ super(from, to, duration, easing, params), this.newPointAnimateType = "appear" === params?.newPointAnimateType ? "appear" : "grow";
379
379
  }
380
380
  onBind() {
381
- var _a, _b;
382
- const originFromPoints = null === (_a = this.from) || void 0 === _a ? void 0 : _a.points, originToPoints = null === (_b = this.to) || void 0 === _b ? void 0 : _b.points;
381
+ const originFromPoints = this.from?.points, originToPoints = this.to?.points;
383
382
  this.fromPoints = originFromPoints ? Array.isArray(originFromPoints) ? originFromPoints : [ originFromPoints ] : [],
384
383
  this.toPoints = originToPoints ? Array.isArray(originToPoints) ? originToPoints : [ originToPoints ] : [];
385
384
  const tagMap = new Map;
@@ -415,8 +414,9 @@ class TagPointsUpdate extends animate_1.ACustomAnimate {
415
414
  exports.TagPointsUpdate = TagPointsUpdate;
416
415
 
417
416
  class GraphicAnimate extends animate_1.ACustomAnimate {
417
+ graphic;
418
418
  constructor(from, to, duration, easing, params) {
419
- super(from, to, duration, easing, params), this.graphic = null == params ? void 0 : params.graphic;
419
+ super(from, to, duration, easing, params), this.graphic = params?.graphic;
420
420
  }
421
421
  onUpdate(end, ratio, out) {
422
422
  this.graphic && Object.keys(this.from).forEach((k => {
@@ -428,9 +428,15 @@ class GraphicAnimate extends animate_1.ACustomAnimate {
428
428
  exports.GraphicAnimate = GraphicAnimate;
429
429
 
430
430
  class ClipGraphicAnimate extends animate_1.ACustomAnimate {
431
+ _group;
432
+ _clipGraphic;
433
+ clipFromAttribute;
434
+ clipToAttribute;
435
+ _lastClip;
436
+ _lastPath;
431
437
  constructor(from, to, duration, easing, params) {
432
438
  super(null, null, duration, easing, params), this.clipFromAttribute = from, this.clipToAttribute = to,
433
- this._group = null == params ? void 0 : params.group, this._clipGraphic = null == params ? void 0 : params.clipGraphic;
439
+ this._group = params?.group, this._clipGraphic = params?.clipGraphic;
434
440
  }
435
441
  onBind() {
436
442
  this._group && this._clipGraphic && (this._lastClip = this._group.attribute.clip,
@@ -468,15 +474,14 @@ exports.ClipGraphicAnimate = ClipGraphicAnimate;
468
474
 
469
475
  class ClipAngleAnimate extends ClipGraphicAnimate {
470
476
  constructor(from, to, duration, easing, params) {
471
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m;
472
- const groupAttribute = null !== (_b = null === (_a = null == params ? void 0 : params.group) || void 0 === _a ? void 0 : _a.attribute) && void 0 !== _b ? _b : {}, width = null !== (_c = groupAttribute.width) && void 0 !== _c ? _c : 0, height = null !== (_d = groupAttribute.height) && void 0 !== _d ? _d : 0, animationType = null !== (_e = null == params ? void 0 : params.animationType) && void 0 !== _e ? _e : "in", startAngle = null !== (_f = null == params ? void 0 : params.startAngle) && void 0 !== _f ? _f : 0, orient = null !== (_g = null == params ? void 0 : params.orient) && void 0 !== _g ? _g : "clockwise";
477
+ const groupAttribute = params?.group?.attribute ?? {}, width = groupAttribute.width ?? 0, height = groupAttribute.height ?? 0, animationType = params?.animationType ?? "in", startAngle = params?.startAngle ?? 0, orient = params?.orient ?? "clockwise";
473
478
  let arcStartAngle = 0, arcEndAngle = 0;
474
479
  "anticlockwise" === orient ? (arcEndAngle = "in" === animationType ? startAngle + 2 * Math.PI : startAngle,
475
480
  arcEndAngle = startAngle + 2 * Math.PI) : (arcStartAngle = startAngle, arcEndAngle = "out" === animationType ? startAngle + 2 * Math.PI : startAngle);
476
481
  const arc = application_1.application.graphicService.creator.arc({
477
- x: null !== (_j = null === (_h = null == params ? void 0 : params.center) || void 0 === _h ? void 0 : _h.x) && void 0 !== _j ? _j : width / 2,
478
- y: null !== (_l = null === (_k = null == params ? void 0 : params.center) || void 0 === _k ? void 0 : _k.y) && void 0 !== _l ? _l : height / 2,
479
- outerRadius: null !== (_m = null == params ? void 0 : params.radius) && void 0 !== _m ? _m : (width + height) / 2,
482
+ x: params?.center?.x ?? width / 2,
483
+ y: params?.center?.y ?? height / 2,
484
+ outerRadius: params?.radius ?? (width + height) / 2,
480
485
  innerRadius: 0,
481
486
  startAngle: arcStartAngle,
482
487
  endAngle: arcEndAngle,
@@ -492,7 +497,7 @@ class ClipAngleAnimate extends ClipGraphicAnimate {
492
497
  }, toAttributes = {
493
498
  endAngle: startAngle + 2 * Math.PI
494
499
  }), super("in" === animationType ? fromAttributes : toAttributes, "in" === animationType ? toAttributes : fromAttributes, duration, easing, {
495
- group: null == params ? void 0 : params.group,
500
+ group: params?.group,
496
501
  clipGraphic: arc
497
502
  });
498
503
  }
@@ -502,10 +507,9 @@ exports.ClipAngleAnimate = ClipAngleAnimate;
502
507
 
503
508
  class ClipRadiusAnimate extends ClipGraphicAnimate {
504
509
  constructor(from, to, duration, easing, params) {
505
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l;
506
- const groupAttribute = null !== (_b = null === (_a = null == params ? void 0 : params.group) || void 0 === _a ? void 0 : _a.attribute) && void 0 !== _b ? _b : {}, width = null !== (_c = groupAttribute.width) && void 0 !== _c ? _c : 0, height = null !== (_d = groupAttribute.height) && void 0 !== _d ? _d : 0, animationType = null !== (_e = null == params ? void 0 : params.animationType) && void 0 !== _e ? _e : "in", startRadius = null !== (_f = null == params ? void 0 : params.startRadius) && void 0 !== _f ? _f : 0, endRadius = null !== (_g = null == params ? void 0 : params.endRadius) && void 0 !== _g ? _g : Math.sqrt((width / 2) ** 2 + (height / 2) ** 2), arc = application_1.application.graphicService.creator.arc({
507
- x: null !== (_j = null === (_h = null == params ? void 0 : params.center) || void 0 === _h ? void 0 : _h.x) && void 0 !== _j ? _j : width / 2,
508
- y: null !== (_l = null === (_k = null == params ? void 0 : params.center) || void 0 === _k ? void 0 : _k.y) && void 0 !== _l ? _l : height / 2,
510
+ const groupAttribute = params?.group?.attribute ?? {}, width = groupAttribute.width ?? 0, height = groupAttribute.height ?? 0, animationType = params?.animationType ?? "in", startRadius = params?.startRadius ?? 0, endRadius = params?.endRadius ?? Math.sqrt((width / 2) ** 2 + (height / 2) ** 2), arc = application_1.application.graphicService.creator.arc({
511
+ x: params?.center?.x ?? width / 2,
512
+ y: params?.center?.y ?? height / 2,
509
513
  outerRadius: "out" === animationType ? endRadius : startRadius,
510
514
  innerRadius: 0,
511
515
  startAngle: 0,
@@ -517,7 +521,7 @@ class ClipRadiusAnimate extends ClipGraphicAnimate {
517
521
  outerRadius: endRadius
518
522
  };
519
523
  super("in" === animationType ? fromAttributes : toAttributes, "in" === animationType ? toAttributes : fromAttributes, duration, easing, {
520
- group: null == params ? void 0 : params.group,
524
+ group: params?.group,
521
525
  clipGraphic: arc
522
526
  });
523
527
  }
@@ -527,8 +531,7 @@ exports.ClipRadiusAnimate = ClipRadiusAnimate;
527
531
 
528
532
  class ClipDirectionAnimate extends ClipGraphicAnimate {
529
533
  constructor(from, to, duration, easing, params) {
530
- var _a, _b, _c, _d, _e, _f, _g, _h, _j;
531
- const groupAttribute = null !== (_b = null === (_a = null == params ? void 0 : params.group) || void 0 === _a ? void 0 : _a.attribute) && void 0 !== _b ? _b : {}, width = null !== (_d = null !== (_c = null == params ? void 0 : params.width) && void 0 !== _c ? _c : groupAttribute.width) && void 0 !== _d ? _d : 0, height = null !== (_f = null !== (_e = null == params ? void 0 : params.height) && void 0 !== _e ? _e : groupAttribute.height) && void 0 !== _f ? _f : 0, animationType = null !== (_g = null == params ? void 0 : params.animationType) && void 0 !== _g ? _g : "in", direction = null !== (_h = null == params ? void 0 : params.direction) && void 0 !== _h ? _h : "x", orient = null !== (_j = null == params ? void 0 : params.orient) && void 0 !== _j ? _j : "positive", rect = application_1.application.graphicService.creator.rect({
534
+ const groupAttribute = params?.group?.attribute ?? {}, width = params?.width ?? groupAttribute.width ?? 0, height = params?.height ?? groupAttribute.height ?? 0, animationType = params?.animationType ?? "in", direction = params?.direction ?? "x", orient = params?.orient ?? "positive", rect = application_1.application.graphicService.creator.rect({
532
535
  x: 0,
533
536
  y: 0,
534
537
  width: "in" === animationType && "x" === direction ? 0 : width,
@@ -557,7 +560,7 @@ class ClipDirectionAnimate extends ClipGraphicAnimate {
557
560
  }, toAttributes = {
558
561
  width: width
559
562
  }), super("in" === animationType ? fromAttributes : toAttributes, "in" === animationType ? toAttributes : fromAttributes, duration, easing, {
560
- group: null == params ? void 0 : params.group,
563
+ group: params?.group,
561
564
  clipGraphic: rect
562
565
  });
563
566
  }