@visactor/vrender-core 0.20.6-alpha.0 → 0.20.6-alpha.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/graphic/arc.js +2 -1
- package/cjs/graphic/arc.js.map +1 -1
- package/cjs/graphic/glyph.js +1 -1
- package/cjs/graphic/glyph.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +7 -1
- package/cjs/graphic/graphic.js +30 -15
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/group.js +1 -0
- package/cjs/graphic/group.js.map +1 -1
- package/cjs/graphic/text.d.ts +3 -1
- package/cjs/graphic/text.js +21 -0
- package/cjs/graphic/text.js.map +1 -1
- package/cjs/interface/graphic.d.ts +2 -1
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/render/contributions/render/draw-interceptor.js +3 -1
- package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
- package/dist/index.es.js +63 -4
- package/es/graphic/arc.js +2 -1
- package/es/graphic/arc.js.map +1 -1
- package/es/graphic/glyph.js +1 -1
- package/es/graphic/glyph.js.map +1 -1
- package/es/graphic/graphic.d.ts +7 -1
- package/es/graphic/graphic.js +17 -1
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/group.js +1 -0
- package/es/graphic/group.js.map +1 -1
- package/es/graphic/text.d.ts +3 -1
- package/es/graphic/text.js +22 -1
- package/es/graphic/text.js.map +1 -1
- package/es/interface/graphic.d.ts +2 -1
- package/es/interface/graphic.js.map +1 -1
- package/es/render/contributions/render/draw-interceptor.js +3 -1
- package/es/render/contributions/render/draw-interceptor.js.map +1 -1
- package/package.json +2 -2
package/cjs/graphic/text.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { IAABBBounds } from '@visactor/vutils';\nimport { max, isArray, getContextFont, transformBoundsWithMatrix } from '@visactor/vutils';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../common/text';\nimport { CanvasTextLayout } from '../core/contributions/textMeasure/layout';\nimport { application } from '../application';\nimport type { IText, ITextCache, ITextGraphicAttribute, LayoutItemType, LayoutType } from '../interface';\nimport { Graphic, GRAPHIC_UPDATE_TAG_KEY, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme } from './theme';\nimport { calculateLineHeight } from '../common/utils';\nimport { TEXT_NUMBER_TYPE } from './constants';\nimport { boundStroke, TextDirection, verticalLayout } from './tools';\n\nconst TEXT_UPDATE_TAG_KEY = [\n 'text',\n 'maxLineWidth',\n // 多行文本要用到\n 'textAlign',\n 'textBaseline',\n 'heightLimit',\n 'lineClamp',\n 'fontSize',\n 'fontFamily',\n 'fontWeight',\n 'ellipsis',\n 'lineHeight',\n 'direction',\n 'wordBreak',\n 'heightLimit',\n 'lineClamp',\n ...GRAPHIC_UPDATE_TAG_KEY\n];\n\nexport class Text extends Graphic<ITextGraphicAttribute> implements IText {\n type: 'text' = 'text';\n\n static NOWORK_ANIMATE_ATTR = {\n ellipsis: 1,\n wordBreak: 1,\n direction: 1,\n textAlign: 1,\n textBaseline: 1,\n fontFamily: 1,\n fontWeight: 1,\n ...NOWORK_ANIMATE_ATTR\n };\n\n cache: ITextCache;\n _font: string;\n\n get font(): string {\n const textTheme = this.getGraphicTheme();\n if (!this._font) {\n this._font = getContextFont(this.attribute, textTheme);\n }\n return this._font as string;\n }\n\n get clipedText(): string | undefined {\n const attribute = this.attribute;\n const textTheme = this.getGraphicTheme();\n if (!this.isSimplify()) {\n return undefined;\n }\n const { maxLineWidth = textTheme.maxLineWidth } = attribute;\n if (!Number.isFinite(maxLineWidth)) {\n return (attribute.text ?? textTheme.text).toString();\n }\n this.tryUpdateAABBBounds();\n return this.cache.clipedText;\n }\n get clipedWidth(): number | undefined {\n if (!this.isSimplify()) {\n return undefined;\n }\n this.tryUpdateAABBBounds();\n return this.cache.clipedWidth;\n }\n get cliped(): boolean | undefined {\n const textTheme = this.getGraphicTheme();\n const attribute = this.attribute;\n const { maxLineWidth = textTheme.maxLineWidth, text, whiteSpace = textTheme.whiteSpace } = attribute;\n if (!Number.isFinite(maxLineWidth)) {\n return false;\n }\n this.tryUpdateAABBBounds();\n if (this.cache?.layoutData?.lines) {\n let mergedText = '';\n this.cache.layoutData.lines.forEach(item => {\n mergedText += item.str;\n });\n const originText = Array.isArray(text) ? text.join('') : text;\n\n return originText !== mergedText;\n }\n if (attribute.direction === 'vertical' && this.cache.verticalList && this.cache.verticalList[0]) {\n return this.cache.verticalList[0].map(item => item.text).join('') !== attribute.text.toString();\n }\n if (this.clipedText == null) {\n return false;\n }\n return this.clipedText !== attribute.text.toString();\n }\n get multilineLayout(): LayoutType | undefined {\n if (!this.isMultiLine) {\n return undefined;\n }\n this.tryUpdateAABBBounds();\n return this.cache.layoutData;\n }\n\n // 是否是简单文字\n // 单行,横排\n private isSimplify(): boolean {\n return !this.isMultiLine && this.attribute.direction !== 'vertical';\n }\n get isMultiLine(): boolean {\n return Array.isArray(this.attribute.text) || this.attribute.whiteSpace === 'normal';\n }\n\n constructor(params: ITextGraphicAttribute = { text: '', fontSize: 16 }) {\n super(params);\n this.numberType = TEXT_NUMBER_TYPE;\n this.cache = {};\n }\n\n isValid(): boolean {\n return super.isValid() && this._isValid();\n }\n protected _isValid(): boolean {\n const { text } = this.attribute;\n if (isArray(text)) {\n return !(text as any[]).every((t: any) => t == null || t === '');\n }\n return text != null && text !== '';\n }\n\n getGraphicTheme(): Required<ITextGraphicAttribute> {\n return getTheme(this).text;\n }\n\n protected updateAABBBounds(\n attribute: ITextGraphicAttribute,\n textTheme: Required<ITextGraphicAttribute>,\n aabbBounds: IAABBBounds\n ) {\n const { text = textTheme.text } = this.attribute;\n if (Array.isArray(text)) {\n this.updateMultilineAABBBounds(text as (number | string)[]);\n } else {\n this.updateSingallineAABBBounds(text as number | string);\n }\n\n const { tb1 } = application.graphicService.updateTempAABBBounds(aabbBounds);\n\n const {\n scaleX = textTheme.scaleX,\n scaleY = textTheme.scaleY,\n shadowBlur = textTheme.shadowBlur,\n strokeBoundsBuffer = textTheme.strokeBoundsBuffer\n } = attribute;\n if (shadowBlur) {\n const shadowBlurHalfWidth = shadowBlur / Math.abs(scaleX + scaleY);\n boundStroke(tb1, shadowBlurHalfWidth, true, strokeBoundsBuffer);\n aabbBounds.union(tb1);\n }\n // 合并shadowRoot的bounds\n application.graphicService.combindShadowAABBBounds(aabbBounds, this);\n\n if (attribute.forceBoundsHeight != null || attribute.forceBoundsWidth != null) {\n application.graphicService.updateHTMLTextAABBBounds(attribute, textTheme, aabbBounds);\n }\n\n transformBoundsWithMatrix(aabbBounds, aabbBounds, this.transMatrix);\n return aabbBounds;\n }\n\n /**\n * 计算多行文字的bounds,缓存每行文字的布局位置\n * 自动折行params.text是数组,因此只重新updateMultilineAABBBounds\n * @param text\n */\n updateWrapAABBBounds(text: (number | string) | (number | string)[]) {\n const textTheme = this.getGraphicTheme();\n const {\n fontFamily = textTheme.fontFamily,\n textAlign = textTheme.textAlign,\n textBaseline = textTheme.textBaseline,\n fontSize = textTheme.fontSize,\n ellipsis = textTheme.ellipsis,\n maxLineWidth,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n wordBreak = textTheme.wordBreak,\n fontWeight = textTheme.fontWeight,\n // widthLimit,\n ignoreBuf = textTheme.ignoreBuf,\n suffixPosition = textTheme.suffixPosition,\n heightLimit = 0,\n lineClamp\n } = this.attribute;\n const lineHeight =\n calculateLineHeight(this.attribute.lineHeight, this.attribute.fontSize || textTheme.fontSize) ??\n (this.attribute.fontSize || textTheme.fontSize);\n const buf = ignoreBuf ? 0 : 2;\n if (!this.shouldUpdateShape() && this.cache?.layoutData) {\n const bbox = this.cache.layoutData.bbox;\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n const textMeasure = application.graphicUtil.textMeasure;\n const layoutObj = new CanvasTextLayout(fontFamily, { fontSize, fontWeight, fontFamily }, textMeasure as any) as any;\n\n // layoutObj内逻辑\n const lines = isArray(text) ? (text.map(l => l.toString()) as string[]) : [text.toString()];\n const linesLayout: LayoutItemType[] = [];\n const bboxWH: [number, number] = [0, 0];\n\n let lineCountLimit = Infinity;\n if (heightLimit > 0) {\n lineCountLimit = Math.max(Math.floor(heightLimit / lineHeight), 1);\n }\n if (lineClamp) {\n // 处理行数限制\n lineCountLimit = Math.min(lineCountLimit, lineClamp);\n }\n\n if (typeof maxLineWidth === 'number' && maxLineWidth !== Infinity) {\n // widthLimit > 0\n if (maxLineWidth > 0) {\n for (let i = 0; i < lines.length; i++) {\n const str = lines[i] as string;\n let needCut = true;\n // // 测量当前行宽度\n // width = Math.min(\n // layoutObj.textMeasure.measureTextWidth(str, layoutObj.textOptions),\n // maxLineWidth\n // );\n\n // 判断是否超过高度限制\n if (i === lineCountLimit - 1) {\n // 当前行为最后一行,如果后面还有行,需要显示省略号\n const clip = layoutObj.textMeasure.clipTextWithSuffix(\n str,\n layoutObj.textOptions,\n maxLineWidth,\n ellipsis,\n false,\n suffixPosition,\n i !== lines.length - 1\n );\n linesLayout.push({\n str: clip.str,\n width: clip.width\n });\n break; // 不处理后续行\n }\n\n // 测量截断位置\n const clip = layoutObj.textMeasure.clipText(\n str,\n layoutObj.textOptions,\n maxLineWidth,\n wordBreak === 'break-word'\n );\n if (str !== '' && clip.str === '') {\n if (ellipsis) {\n const clipEllipsis = layoutObj.textMeasure.clipTextWithSuffix(\n str,\n layoutObj.textOptions,\n maxLineWidth,\n ellipsis,\n false,\n suffixPosition\n );\n clip.str = clipEllipsis.str ?? '';\n clip.width = clipEllipsis.width ?? 0;\n } else {\n // 宽度限制不足一个字符,不显示\n clip.str = '';\n clip.width = 0;\n }\n needCut = false;\n }\n\n linesLayout.push({\n str: clip.str,\n width: clip.width\n });\n if (clip.str.length === str.length) {\n // 不需要截断\n } else if (needCut) {\n const newStr = str.substring(clip.str.length);\n lines.splice(i + 1, 0, newStr);\n }\n }\n }\n // bboxWH[0] = maxLineWidth;\n let maxWidth = 0;\n linesLayout.forEach(layout => {\n maxWidth = Math.max(maxWidth, layout.width);\n });\n bboxWH[0] = maxWidth;\n } else {\n // 使用所有行中最长的作为lineWidth\n let lineWidth = 0;\n let width: number;\n let text: string;\n for (let i = 0, len = lines.length; i < len; i++) {\n // 判断是否超过高度限制\n if (i === lineCountLimit - 1) {\n // 当前行为最后一行\n const clip = layoutObj.textMeasure.clipTextWithSuffix(\n lines[i],\n layoutObj.textOptions,\n maxLineWidth,\n ellipsis,\n false,\n suffixPosition\n );\n linesLayout.push({\n str: clip.str,\n width: clip.width\n });\n lineWidth = Math.max(lineWidth, clip.width);\n break; // 不处理后续行\n }\n\n text = lines[i] as string;\n width = layoutObj.textMeasure.measureTextWidth(text, layoutObj.textOptions, wordBreak === 'break-word');\n lineWidth = Math.max(lineWidth, width);\n linesLayout.push({ str: text, width });\n }\n bboxWH[0] = lineWidth;\n }\n bboxWH[1] = linesLayout.length * (lineHeight + buf);\n\n const bbox = {\n xOffset: 0,\n yOffset: 0,\n width: bboxWH[0],\n height: bboxWH[1]\n };\n\n layoutObj.LayoutBBox(bbox, textAlign, textBaseline as any);\n\n const layoutData = layoutObj.layoutWithBBox(bbox, linesLayout, textAlign, textBaseline as any, lineHeight);\n\n // const layoutData = layoutObj.GetLayoutByLines(\n // text,\n // textAlign,\n // textBaseline as any,\n // lineHeight,\n // ellipsis === true ? (DefaultTextAttribute.ellipsis as string) : ellipsis || undefined,\n // maxLineWidth\n // );\n // const { bbox } = layoutData;\n this.cache.layoutData = layoutData;\n this.clearUpdateShapeTag();\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n /**\n * 计算单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateSingallineAABBBounds(text: number | string): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { direction = textTheme.direction, underlineOffset = textTheme.underlineOffset } = this.attribute;\n\n const b =\n direction === 'horizontal'\n ? this.updateHorizontalSinglelineAABBBounds(text)\n : this.updateVerticalSinglelineAABBBounds(text);\n if (direction === 'horizontal') {\n if (underlineOffset) {\n this._AABBBounds.add(this._AABBBounds.x1, this._AABBBounds.y2 + underlineOffset);\n }\n }\n return b;\n }\n\n /**\n * 计算单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateMultilineAABBBounds(text: (number | string)[]): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { direction = textTheme.direction, underlineOffset = textTheme.underlineOffset } = this.attribute;\n\n const b =\n direction === 'horizontal'\n ? this.updateHorizontalMultilineAABBBounds(text)\n : this.updateVerticalMultilineAABBBounds(text);\n\n if (direction === 'horizontal') {\n if (underlineOffset) {\n this._AABBBounds.add(this._AABBBounds.x1, this._AABBBounds.y2 + underlineOffset);\n }\n }\n return b;\n }\n\n /**\n * 计算单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateHorizontalSinglelineAABBBounds(text: number | string): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { wrap = textTheme.wrap } = this.attribute;\n if (wrap) {\n return this.updateWrapAABBBounds([text]);\n }\n\n const textMeasure = application.graphicUtil.textMeasure;\n let width: number;\n let str: string;\n const attribute = this.attribute;\n const {\n maxLineWidth = textTheme.maxLineWidth,\n ellipsis = textTheme.ellipsis,\n textAlign = textTheme.textAlign,\n textBaseline = textTheme.textBaseline,\n fontFamily = textTheme.fontFamily,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n // wordBreak = textTheme.wordBreak,\n ignoreBuf = textTheme.ignoreBuf,\n whiteSpace = textTheme.whiteSpace,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n if (whiteSpace === 'normal') {\n return this.updateWrapAABBBounds(text);\n }\n const buf = ignoreBuf ? 0 : Math.max(2, fontSize * 0.075);\n const textFontSize = attribute.fontSize || textTheme.fontSize;\n const lineHeight = calculateLineHeight(attribute.lineHeight, textFontSize) ?? textFontSize + buf;\n if (!this.shouldUpdateShape() && this.cache) {\n width = this.cache.clipedWidth ?? 0;\n const dx = textDrawOffsetX(textAlign, width);\n const dy = textLayoutOffsetY(textBaseline, lineHeight, fontSize);\n this._AABBBounds.set(dx, dy, dx + width, dy + lineHeight);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n if (Number.isFinite(maxLineWidth)) {\n if (ellipsis) {\n const strEllipsis = (ellipsis === true ? textTheme.ellipsis : ellipsis) as string;\n const data = textMeasure.clipTextWithSuffix(\n text.toString(),\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n strEllipsis,\n false,\n suffixPosition\n );\n str = data.str;\n width = data.width;\n } else {\n const data = textMeasure.clipText(text.toString(), { fontSize, fontWeight, fontFamily }, maxLineWidth, false);\n str = data.str;\n width = data.width;\n }\n this.cache.clipedText = str;\n this.cache.clipedWidth = width;\n // todo 计算原本的宽度\n } else {\n width = textMeasure.measureTextWidth(text.toString(), { fontSize, fontWeight, fontFamily });\n this.cache.clipedText = text.toString();\n this.cache.clipedWidth = width;\n }\n this.clearUpdateShapeTag();\n\n const dx = textDrawOffsetX(textAlign, width);\n let lh = lineHeight;\n if (application.global && application.global.isSafari()) {\n // 如果是safari,那么需要额外增加高度\n lh += fontSize * 0.2;\n }\n const dy = textLayoutOffsetY(textBaseline, lh, fontSize, buf);\n this._AABBBounds.set(dx, dy, dx + width, dy + lh);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n getBaselineMapAlign(): Record<string, string> {\n return Text.baselineMapAlign;\n }\n\n getAlignMapBaseline(): Record<string, string> {\n return Text.alignMapBaseline;\n }\n\n static baselineMapAlign = {\n top: 'left',\n bottom: 'right',\n middle: 'center'\n };\n\n static alignMapBaseline = {\n left: 'top',\n right: 'bottom',\n center: 'middle'\n };\n\n /**\n * 计算垂直布局的单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateVerticalSinglelineAABBBounds(text: number | string): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const textMeasure = application.graphicUtil.textMeasure;\n let width: number;\n let str: string;\n const attribute = this.attribute;\n const { ignoreBuf = textTheme.ignoreBuf } = attribute;\n const buf = ignoreBuf ? 0 : 2;\n const {\n maxLineWidth = textTheme.maxLineWidth,\n ellipsis = textTheme.ellipsis,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n fontFamily = textTheme.fontFamily,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n verticalMode = textTheme.verticalMode,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n\n const lineHeight =\n calculateLineHeight(attribute.lineHeight, attribute.fontSize || textTheme.fontSize) ??\n (attribute.fontSize || textTheme.fontSize) + buf;\n\n let { textAlign = textTheme.textAlign, textBaseline = textTheme.textBaseline } = attribute;\n if (!verticalMode) {\n const t = textAlign;\n textAlign = (Text.baselineMapAlign as any)[textBaseline] ?? 'left';\n textBaseline = (Text.alignMapBaseline as any)[t] ?? 'top';\n }\n if (!this.shouldUpdateShape() && this.cache) {\n width = this.cache.clipedWidth;\n const dx = textDrawOffsetX(textAlign, width);\n const dy = textLayoutOffsetY(textBaseline, lineHeight, fontSize);\n this._AABBBounds.set(dy, dx, dy + lineHeight, dx + width);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n let verticalList: { text: string; width?: number; direction: TextDirection }[][] = [\n verticalLayout(text.toString())\n ];\n if (Number.isFinite(maxLineWidth)) {\n if (ellipsis) {\n const strEllipsis = (ellipsis === true ? textTheme.ellipsis : ellipsis) as string;\n const data = textMeasure.clipTextWithSuffixVertical(\n verticalList[0],\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n strEllipsis,\n false,\n suffixPosition\n );\n verticalList = [data.verticalList];\n width = data.width;\n } else {\n const data = textMeasure.clipTextVertical(\n verticalList[0],\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n false\n );\n verticalList = [data.verticalList];\n width = data.width;\n }\n this.cache.verticalList = verticalList;\n this.cache.clipedWidth = width;\n // todo 计算原本的宽度\n } else {\n width = 0;\n verticalList[0].forEach(t => {\n const w =\n t.direction === TextDirection.HORIZONTAL\n ? fontSize\n : textMeasure.measureTextWidth(t.text, { fontSize, fontWeight, fontFamily });\n\n width += w;\n t.width = w;\n });\n this.cache.verticalList = verticalList;\n this.cache.clipedWidth = width;\n }\n this.clearUpdateShapeTag();\n\n const dx = textDrawOffsetX(textAlign, width);\n const dy = textLayoutOffsetY(textBaseline, lineHeight, fontSize);\n this._AABBBounds.set(dy, dx, dy + lineHeight, dx + width);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n /**\n * 计算多行文字的bounds,缓存每行文字的布局位置\n * @param text\n */\n updateHorizontalMultilineAABBBounds(text: (number | string)[]): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { wrap = textTheme.wrap } = this.attribute;\n if (wrap) {\n return this.updateWrapAABBBounds(text);\n }\n\n const attribute = this.attribute;\n const {\n fontFamily = textTheme.fontFamily,\n textAlign = textTheme.textAlign,\n textBaseline = textTheme.textBaseline,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n ellipsis = textTheme.ellipsis,\n maxLineWidth,\n stroke = textTheme.stroke,\n // ignoreBuf = textTheme.ignoreBuf,\n lineWidth = textTheme.lineWidth,\n whiteSpace = textTheme.whiteSpace,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n // const buf = ignoreBuf ? 0 : Math.max(2, fontSize * 0.075);\n const lineHeight =\n calculateLineHeight(attribute.lineHeight, attribute.fontSize || textTheme.fontSize) ??\n (attribute.fontSize || textTheme.fontSize);\n if (whiteSpace === 'normal') {\n return this.updateWrapAABBBounds(text);\n }\n if (!this.shouldUpdateShape() && this.cache?.layoutData) {\n const bbox = this.cache.layoutData.bbox;\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n const textMeasure = application.graphicUtil.textMeasure;\n const layoutObj = new CanvasTextLayout(fontFamily, { fontSize, fontWeight, fontFamily }, textMeasure);\n const layoutData = layoutObj.GetLayoutByLines(\n text,\n textAlign,\n textBaseline as any,\n lineHeight,\n ellipsis === true ? (textTheme.ellipsis as string) : ellipsis || undefined,\n false,\n maxLineWidth,\n suffixPosition\n );\n const { bbox } = layoutData;\n this.cache.layoutData = layoutData;\n this.clearUpdateShapeTag();\n\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n /**\n * 计算垂直布局的多行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateVerticalMultilineAABBBounds(text: (number | string)[]): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const textMeasure = application.graphicUtil.textMeasure;\n let width: number;\n const attribute = this.attribute;\n const { ignoreBuf = textTheme.ignoreBuf } = attribute;\n const buf = ignoreBuf ? 0 : 2;\n const {\n maxLineWidth = textTheme.maxLineWidth,\n ellipsis = textTheme.ellipsis,\n fontFamily = textTheme.fontFamily,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n // wordBreak = textTheme.wordBreak,\n verticalMode = textTheme.verticalMode,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n const lineHeight =\n calculateLineHeight(attribute.lineHeight, attribute.fontSize || textTheme.fontSize) ??\n (attribute.fontSize || textTheme.fontSize) + buf;\n let { textAlign = textTheme.textAlign, textBaseline = textTheme.textBaseline } = attribute;\n if (!verticalMode) {\n const t = textAlign;\n textAlign = (Text.baselineMapAlign as any)[textBaseline] ?? 'left';\n textBaseline = (Text.alignMapBaseline as any)[t] ?? 'top';\n }\n width = 0;\n if (!this.shouldUpdateShape() && this.cache) {\n this.cache.verticalList.forEach(item => {\n const w = item.reduce((a, b) => a + b.width, 0);\n width = max(w, width);\n });\n const dx = textDrawOffsetX(textAlign, width);\n const height = this.cache.verticalList.length * lineHeight;\n const dy = textLayoutOffsetY(textBaseline, height, fontSize);\n this._AABBBounds.set(dy, dx, dy + height, dx + width);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n const verticalLists: { text: string; width?: number; direction: TextDirection }[][] = text.map(str => {\n return verticalLayout(str.toString());\n });\n verticalLists.forEach((verticalData, i) => {\n if (Number.isFinite(maxLineWidth)) {\n if (ellipsis) {\n const strEllipsis = (ellipsis === true ? textTheme.ellipsis : ellipsis) as string;\n const data = textMeasure.clipTextWithSuffixVertical(\n verticalData,\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n strEllipsis,\n false,\n suffixPosition\n );\n verticalLists[i] = data.verticalList;\n width = data.width;\n } else {\n const data = textMeasure.clipTextVertical(\n verticalData,\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n false\n );\n verticalLists[i] = data.verticalList;\n width = data.width;\n }\n // this.cache.clipedWidth = width;\n // todo 计算原本的宽度\n } else {\n width = 0;\n verticalData.forEach(t => {\n const w =\n t.direction === TextDirection.HORIZONTAL\n ? fontSize\n : textMeasure.measureTextWidth(t.text, { fontSize, fontWeight, fontFamily });\n\n width += w;\n t.width = w;\n });\n }\n });\n this.cache.verticalList = verticalLists;\n this.clearUpdateShapeTag();\n\n this.cache.verticalList.forEach(item => {\n const w = item.reduce((a, b) => a + b.width, 0);\n width = max(w, width);\n });\n\n const dx = textDrawOffsetX(textAlign, width);\n const height = this.cache.verticalList.length * lineHeight;\n const dy = textLayoutOffsetY(textBaseline, height, fontSize);\n this._AABBBounds.set(dy, dx, dy + height, dx + width);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n protected needUpdateTags(keys: string[], k = TEXT_UPDATE_TAG_KEY): boolean {\n return super.needUpdateTags(keys, k);\n }\n protected needUpdateTag(key: string, k = TEXT_UPDATE_TAG_KEY): boolean {\n return super.needUpdateTag(key, k);\n }\n\n clone(): Text {\n return new Text({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Text.NOWORK_ANIMATE_ATTR;\n }\n}\n\nexport function createText(attributes: ITextGraphicAttribute): IText {\n return new Text(attributes);\n}\n\n// addAttributeToPrototype(DefaultLineStyle, Text, PURE_STYLE_KEY);\n"]}
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+
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type { IAABBBounds, IOBBBounds } from '@visactor/vutils';\nimport { max, isArray, getContextFont, transformBoundsWithMatrix, rotatePoint } from '@visactor/vutils';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../common/text';\nimport { CanvasTextLayout } from '../core/contributions/textMeasure/layout';\nimport { application } from '../application';\nimport type { IText, ITextCache, ITextGraphicAttribute, LayoutItemType, LayoutType } from '../interface';\nimport { Graphic, GRAPHIC_UPDATE_TAG_KEY, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme } from './theme';\nimport { calculateLineHeight } from '../common/utils';\nimport { TEXT_NUMBER_TYPE } from './constants';\nimport { boundStroke, TextDirection, verticalLayout } from './tools';\n\nconst TEXT_UPDATE_TAG_KEY = [\n 'text',\n 'maxLineWidth',\n // 多行文本要用到\n 'textAlign',\n 'textBaseline',\n 'heightLimit',\n 'lineClamp',\n 'fontSize',\n 'fontFamily',\n 'fontWeight',\n 'ellipsis',\n 'lineHeight',\n 'direction',\n 'wordBreak',\n 'heightLimit',\n 'lineClamp',\n ...GRAPHIC_UPDATE_TAG_KEY\n];\n\nexport class Text extends Graphic<ITextGraphicAttribute> implements IText {\n type: 'text' = 'text';\n\n static NOWORK_ANIMATE_ATTR = {\n ellipsis: 1,\n wordBreak: 1,\n direction: 1,\n textAlign: 1,\n textBaseline: 1,\n fontFamily: 1,\n fontWeight: 1,\n ...NOWORK_ANIMATE_ATTR\n };\n\n cache: ITextCache;\n _font: string;\n\n protected declare obbText?: Text;\n\n get font(): string {\n const textTheme = this.getGraphicTheme();\n if (!this._font) {\n this._font = getContextFont(this.attribute, textTheme);\n }\n return this._font as string;\n }\n\n get clipedText(): string | undefined {\n const attribute = this.attribute;\n const textTheme = this.getGraphicTheme();\n if (!this.isSimplify()) {\n return undefined;\n }\n const { maxLineWidth = textTheme.maxLineWidth } = attribute;\n if (!Number.isFinite(maxLineWidth)) {\n return (attribute.text ?? textTheme.text).toString();\n }\n this.tryUpdateAABBBounds();\n return this.cache.clipedText;\n }\n get clipedWidth(): number | undefined {\n if (!this.isSimplify()) {\n return undefined;\n }\n this.tryUpdateAABBBounds();\n return this.cache.clipedWidth;\n }\n get cliped(): boolean | undefined {\n const textTheme = this.getGraphicTheme();\n const attribute = this.attribute;\n const { maxLineWidth = textTheme.maxLineWidth, text, whiteSpace = textTheme.whiteSpace } = attribute;\n if (!Number.isFinite(maxLineWidth)) {\n return false;\n }\n this.tryUpdateAABBBounds();\n if (this.cache?.layoutData?.lines) {\n let mergedText = '';\n this.cache.layoutData.lines.forEach(item => {\n mergedText += item.str;\n });\n const originText = Array.isArray(text) ? text.join('') : text;\n\n return originText !== mergedText;\n }\n if (attribute.direction === 'vertical' && this.cache.verticalList && this.cache.verticalList[0]) {\n return this.cache.verticalList[0].map(item => item.text).join('') !== attribute.text.toString();\n }\n if (this.clipedText == null) {\n return false;\n }\n return this.clipedText !== attribute.text.toString();\n }\n get multilineLayout(): LayoutType | undefined {\n if (!this.isMultiLine) {\n return undefined;\n }\n this.tryUpdateAABBBounds();\n return this.cache.layoutData;\n }\n\n // 是否是简单文字\n // 单行,横排\n private isSimplify(): boolean {\n return !this.isMultiLine && this.attribute.direction !== 'vertical';\n }\n get isMultiLine(): boolean {\n return Array.isArray(this.attribute.text) || this.attribute.whiteSpace === 'normal';\n }\n\n constructor(params: ITextGraphicAttribute = { text: '', fontSize: 16 }) {\n super(params);\n this.numberType = TEXT_NUMBER_TYPE;\n this.cache = {};\n }\n\n isValid(): boolean {\n return super.isValid() && this._isValid();\n }\n protected _isValid(): boolean {\n const { text } = this.attribute;\n if (isArray(text)) {\n return !(text as any[]).every((t: any) => t == null || t === '');\n }\n return text != null && text !== '';\n }\n\n getGraphicTheme(): Required<ITextGraphicAttribute> {\n return getTheme(this).text;\n }\n\n protected doUpdateOBBBounds(): IOBBBounds {\n const graphicTheme = this.getGraphicTheme();\n this._OBBBounds.clear();\n const attribute = this.attribute;\n const { angle = graphicTheme.angle } = attribute;\n if (!angle) {\n const b = this.AABBBounds;\n this._OBBBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n return this._OBBBounds;\n }\n if (!this.obbText) {\n this.obbText = new Text({});\n }\n this.obbText.setAttributes({ ...attribute, angle: 0 });\n const bounds1 = this.obbText.AABBBounds;\n const { x, y } = attribute;\n const boundsCenter = { x: (bounds1.x1 + bounds1.x2) / 2, y: (bounds1.y1 + bounds1.y2) / 2 };\n const center = rotatePoint(boundsCenter, angle, { x, y });\n this._OBBBounds.copy(bounds1);\n this._OBBBounds.translate(center.x - boundsCenter.x, center.y - boundsCenter.y);\n this._OBBBounds.angle = angle;\n return this._OBBBounds;\n }\n\n protected updateAABBBounds(\n attribute: ITextGraphicAttribute,\n textTheme: Required<ITextGraphicAttribute>,\n aabbBounds: IAABBBounds\n ) {\n const { text = textTheme.text } = this.attribute;\n if (Array.isArray(text)) {\n this.updateMultilineAABBBounds(text as (number | string)[]);\n } else {\n this.updateSingallineAABBBounds(text as number | string);\n }\n\n const { tb1 } = application.graphicService.updateTempAABBBounds(aabbBounds);\n\n const {\n scaleX = textTheme.scaleX,\n scaleY = textTheme.scaleY,\n shadowBlur = textTheme.shadowBlur,\n strokeBoundsBuffer = textTheme.strokeBoundsBuffer\n } = attribute;\n if (shadowBlur) {\n const shadowBlurHalfWidth = shadowBlur / Math.abs(scaleX + scaleY);\n boundStroke(tb1, shadowBlurHalfWidth, true, strokeBoundsBuffer);\n aabbBounds.union(tb1);\n }\n // 合并shadowRoot的bounds\n application.graphicService.combindShadowAABBBounds(aabbBounds, this);\n\n if (attribute.forceBoundsHeight != null || attribute.forceBoundsWidth != null) {\n application.graphicService.updateHTMLTextAABBBounds(attribute, textTheme, aabbBounds);\n }\n\n transformBoundsWithMatrix(aabbBounds, aabbBounds, this.transMatrix);\n return aabbBounds;\n }\n\n /**\n * 计算多行文字的bounds,缓存每行文字的布局位置\n * 自动折行params.text是数组,因此只重新updateMultilineAABBBounds\n * @param text\n */\n updateWrapAABBBounds(text: (number | string) | (number | string)[]) {\n const textTheme = this.getGraphicTheme();\n const {\n fontFamily = textTheme.fontFamily,\n textAlign = textTheme.textAlign,\n textBaseline = textTheme.textBaseline,\n fontSize = textTheme.fontSize,\n ellipsis = textTheme.ellipsis,\n maxLineWidth,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n wordBreak = textTheme.wordBreak,\n fontWeight = textTheme.fontWeight,\n // widthLimit,\n ignoreBuf = textTheme.ignoreBuf,\n suffixPosition = textTheme.suffixPosition,\n heightLimit = 0,\n lineClamp\n } = this.attribute;\n const lineHeight =\n calculateLineHeight(this.attribute.lineHeight, this.attribute.fontSize || textTheme.fontSize) ??\n (this.attribute.fontSize || textTheme.fontSize);\n const buf = ignoreBuf ? 0 : 2;\n if (!this.shouldUpdateShape() && this.cache?.layoutData) {\n const bbox = this.cache.layoutData.bbox;\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n const textMeasure = application.graphicUtil.textMeasure;\n const layoutObj = new CanvasTextLayout(fontFamily, { fontSize, fontWeight, fontFamily }, textMeasure as any) as any;\n\n // layoutObj内逻辑\n const lines = isArray(text) ? (text.map(l => l.toString()) as string[]) : [text.toString()];\n const linesLayout: LayoutItemType[] = [];\n const bboxWH: [number, number] = [0, 0];\n\n let lineCountLimit = Infinity;\n if (heightLimit > 0) {\n lineCountLimit = Math.max(Math.floor(heightLimit / lineHeight), 1);\n }\n if (lineClamp) {\n // 处理行数限制\n lineCountLimit = Math.min(lineCountLimit, lineClamp);\n }\n\n if (typeof maxLineWidth === 'number' && maxLineWidth !== Infinity) {\n // widthLimit > 0\n if (maxLineWidth > 0) {\n for (let i = 0; i < lines.length; i++) {\n const str = lines[i] as string;\n let needCut = true;\n // // 测量当前行宽度\n // width = Math.min(\n // layoutObj.textMeasure.measureTextWidth(str, layoutObj.textOptions),\n // maxLineWidth\n // );\n\n // 判断是否超过高度限制\n if (i === lineCountLimit - 1) {\n // 当前行为最后一行,如果后面还有行,需要显示省略号\n const clip = layoutObj.textMeasure.clipTextWithSuffix(\n str,\n layoutObj.textOptions,\n maxLineWidth,\n ellipsis,\n false,\n suffixPosition,\n i !== lines.length - 1\n );\n linesLayout.push({\n str: clip.str,\n width: clip.width\n });\n break; // 不处理后续行\n }\n\n // 测量截断位置\n const clip = layoutObj.textMeasure.clipText(\n str,\n layoutObj.textOptions,\n maxLineWidth,\n wordBreak === 'break-word'\n );\n if (str !== '' && clip.str === '') {\n if (ellipsis) {\n const clipEllipsis = layoutObj.textMeasure.clipTextWithSuffix(\n str,\n layoutObj.textOptions,\n maxLineWidth,\n ellipsis,\n false,\n suffixPosition\n );\n clip.str = clipEllipsis.str ?? '';\n clip.width = clipEllipsis.width ?? 0;\n } else {\n // 宽度限制不足一个字符,不显示\n clip.str = '';\n clip.width = 0;\n }\n needCut = false;\n }\n\n linesLayout.push({\n str: clip.str,\n width: clip.width\n });\n if (clip.str.length === str.length) {\n // 不需要截断\n } else if (needCut) {\n const newStr = str.substring(clip.str.length);\n lines.splice(i + 1, 0, newStr);\n }\n }\n }\n // bboxWH[0] = maxLineWidth;\n let maxWidth = 0;\n linesLayout.forEach(layout => {\n maxWidth = Math.max(maxWidth, layout.width);\n });\n bboxWH[0] = maxWidth;\n } else {\n // 使用所有行中最长的作为lineWidth\n let lineWidth = 0;\n let width: number;\n let text: string;\n for (let i = 0, len = lines.length; i < len; i++) {\n // 判断是否超过高度限制\n if (i === lineCountLimit - 1) {\n // 当前行为最后一行\n const clip = layoutObj.textMeasure.clipTextWithSuffix(\n lines[i],\n layoutObj.textOptions,\n maxLineWidth,\n ellipsis,\n false,\n suffixPosition\n );\n linesLayout.push({\n str: clip.str,\n width: clip.width\n });\n lineWidth = Math.max(lineWidth, clip.width);\n break; // 不处理后续行\n }\n\n text = lines[i] as string;\n width = layoutObj.textMeasure.measureTextWidth(text, layoutObj.textOptions, wordBreak === 'break-word');\n lineWidth = Math.max(lineWidth, width);\n linesLayout.push({ str: text, width });\n }\n bboxWH[0] = lineWidth;\n }\n bboxWH[1] = linesLayout.length * (lineHeight + buf);\n\n const bbox = {\n xOffset: 0,\n yOffset: 0,\n width: bboxWH[0],\n height: bboxWH[1]\n };\n\n layoutObj.LayoutBBox(bbox, textAlign, textBaseline as any);\n\n const layoutData = layoutObj.layoutWithBBox(bbox, linesLayout, textAlign, textBaseline as any, lineHeight);\n\n // const layoutData = layoutObj.GetLayoutByLines(\n // text,\n // textAlign,\n // textBaseline as any,\n // lineHeight,\n // ellipsis === true ? (DefaultTextAttribute.ellipsis as string) : ellipsis || undefined,\n // maxLineWidth\n // );\n // const { bbox } = layoutData;\n this.cache.layoutData = layoutData;\n this.clearUpdateShapeTag();\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n /**\n * 计算单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateSingallineAABBBounds(text: number | string): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { direction = textTheme.direction, underlineOffset = textTheme.underlineOffset } = this.attribute;\n\n const b =\n direction === 'horizontal'\n ? this.updateHorizontalSinglelineAABBBounds(text)\n : this.updateVerticalSinglelineAABBBounds(text);\n if (direction === 'horizontal') {\n if (underlineOffset) {\n this._AABBBounds.add(this._AABBBounds.x1, this._AABBBounds.y2 + underlineOffset);\n }\n }\n return b;\n }\n\n /**\n * 计算单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateMultilineAABBBounds(text: (number | string)[]): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { direction = textTheme.direction, underlineOffset = textTheme.underlineOffset } = this.attribute;\n\n const b =\n direction === 'horizontal'\n ? this.updateHorizontalMultilineAABBBounds(text)\n : this.updateVerticalMultilineAABBBounds(text);\n\n if (direction === 'horizontal') {\n if (underlineOffset) {\n this._AABBBounds.add(this._AABBBounds.x1, this._AABBBounds.y2 + underlineOffset);\n }\n }\n return b;\n }\n\n /**\n * 计算单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateHorizontalSinglelineAABBBounds(text: number | string): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { wrap = textTheme.wrap } = this.attribute;\n if (wrap) {\n return this.updateWrapAABBBounds([text]);\n }\n\n const textMeasure = application.graphicUtil.textMeasure;\n let width: number;\n let str: string;\n const attribute = this.attribute;\n const {\n maxLineWidth = textTheme.maxLineWidth,\n ellipsis = textTheme.ellipsis,\n textAlign = textTheme.textAlign,\n textBaseline = textTheme.textBaseline,\n fontFamily = textTheme.fontFamily,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n // wordBreak = textTheme.wordBreak,\n ignoreBuf = textTheme.ignoreBuf,\n whiteSpace = textTheme.whiteSpace,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n if (whiteSpace === 'normal') {\n return this.updateWrapAABBBounds(text);\n }\n const buf = ignoreBuf ? 0 : Math.max(2, fontSize * 0.075);\n const textFontSize = attribute.fontSize || textTheme.fontSize;\n const lineHeight = calculateLineHeight(attribute.lineHeight, textFontSize) ?? textFontSize + buf;\n if (!this.shouldUpdateShape() && this.cache) {\n width = this.cache.clipedWidth ?? 0;\n const dx = textDrawOffsetX(textAlign, width);\n const dy = textLayoutOffsetY(textBaseline, lineHeight, fontSize);\n this._AABBBounds.set(dx, dy, dx + width, dy + lineHeight);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n if (Number.isFinite(maxLineWidth)) {\n if (ellipsis) {\n const strEllipsis = (ellipsis === true ? textTheme.ellipsis : ellipsis) as string;\n const data = textMeasure.clipTextWithSuffix(\n text.toString(),\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n strEllipsis,\n false,\n suffixPosition\n );\n str = data.str;\n width = data.width;\n } else {\n const data = textMeasure.clipText(text.toString(), { fontSize, fontWeight, fontFamily }, maxLineWidth, false);\n str = data.str;\n width = data.width;\n }\n this.cache.clipedText = str;\n this.cache.clipedWidth = width;\n // todo 计算原本的宽度\n } else {\n width = textMeasure.measureTextWidth(text.toString(), { fontSize, fontWeight, fontFamily });\n this.cache.clipedText = text.toString();\n this.cache.clipedWidth = width;\n }\n this.clearUpdateShapeTag();\n\n const dx = textDrawOffsetX(textAlign, width);\n let lh = lineHeight;\n if (application.global && application.global.isSafari()) {\n // 如果是safari,那么需要额外增加高度\n lh += fontSize * 0.2;\n }\n const dy = textLayoutOffsetY(textBaseline, lh, fontSize, buf);\n this._AABBBounds.set(dx, dy, dx + width, dy + lh);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n getBaselineMapAlign(): Record<string, string> {\n return Text.baselineMapAlign;\n }\n\n getAlignMapBaseline(): Record<string, string> {\n return Text.alignMapBaseline;\n }\n\n static baselineMapAlign = {\n top: 'left',\n bottom: 'right',\n middle: 'center'\n };\n\n static alignMapBaseline = {\n left: 'top',\n right: 'bottom',\n center: 'middle'\n };\n\n /**\n * 计算垂直布局的单行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateVerticalSinglelineAABBBounds(text: number | string): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const textMeasure = application.graphicUtil.textMeasure;\n let width: number;\n let str: string;\n const attribute = this.attribute;\n const { ignoreBuf = textTheme.ignoreBuf } = attribute;\n const buf = ignoreBuf ? 0 : 2;\n const {\n maxLineWidth = textTheme.maxLineWidth,\n ellipsis = textTheme.ellipsis,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n fontFamily = textTheme.fontFamily,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n verticalMode = textTheme.verticalMode,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n\n const lineHeight =\n calculateLineHeight(attribute.lineHeight, attribute.fontSize || textTheme.fontSize) ??\n (attribute.fontSize || textTheme.fontSize) + buf;\n\n let { textAlign = textTheme.textAlign, textBaseline = textTheme.textBaseline } = attribute;\n if (!verticalMode) {\n const t = textAlign;\n textAlign = (Text.baselineMapAlign as any)[textBaseline] ?? 'left';\n textBaseline = (Text.alignMapBaseline as any)[t] ?? 'top';\n }\n if (!this.shouldUpdateShape() && this.cache) {\n width = this.cache.clipedWidth;\n const dx = textDrawOffsetX(textAlign, width);\n const dy = textLayoutOffsetY(textBaseline, lineHeight, fontSize);\n this._AABBBounds.set(dy, dx, dy + lineHeight, dx + width);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n let verticalList: { text: string; width?: number; direction: TextDirection }[][] = [\n verticalLayout(text.toString())\n ];\n if (Number.isFinite(maxLineWidth)) {\n if (ellipsis) {\n const strEllipsis = (ellipsis === true ? textTheme.ellipsis : ellipsis) as string;\n const data = textMeasure.clipTextWithSuffixVertical(\n verticalList[0],\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n strEllipsis,\n false,\n suffixPosition\n );\n verticalList = [data.verticalList];\n width = data.width;\n } else {\n const data = textMeasure.clipTextVertical(\n verticalList[0],\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n false\n );\n verticalList = [data.verticalList];\n width = data.width;\n }\n this.cache.verticalList = verticalList;\n this.cache.clipedWidth = width;\n // todo 计算原本的宽度\n } else {\n width = 0;\n verticalList[0].forEach(t => {\n const w =\n t.direction === TextDirection.HORIZONTAL\n ? fontSize\n : textMeasure.measureTextWidth(t.text, { fontSize, fontWeight, fontFamily });\n\n width += w;\n t.width = w;\n });\n this.cache.verticalList = verticalList;\n this.cache.clipedWidth = width;\n }\n this.clearUpdateShapeTag();\n\n const dx = textDrawOffsetX(textAlign, width);\n const dy = textLayoutOffsetY(textBaseline, lineHeight, fontSize);\n this._AABBBounds.set(dy, dx, dy + lineHeight, dx + width);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n /**\n * 计算多行文字的bounds,缓存每行文字的布局位置\n * @param text\n */\n updateHorizontalMultilineAABBBounds(text: (number | string)[]): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const { wrap = textTheme.wrap } = this.attribute;\n if (wrap) {\n return this.updateWrapAABBBounds(text);\n }\n\n const attribute = this.attribute;\n const {\n fontFamily = textTheme.fontFamily,\n textAlign = textTheme.textAlign,\n textBaseline = textTheme.textBaseline,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n ellipsis = textTheme.ellipsis,\n maxLineWidth,\n stroke = textTheme.stroke,\n // ignoreBuf = textTheme.ignoreBuf,\n lineWidth = textTheme.lineWidth,\n whiteSpace = textTheme.whiteSpace,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n // const buf = ignoreBuf ? 0 : Math.max(2, fontSize * 0.075);\n const lineHeight =\n calculateLineHeight(attribute.lineHeight, attribute.fontSize || textTheme.fontSize) ??\n (attribute.fontSize || textTheme.fontSize);\n if (whiteSpace === 'normal') {\n return this.updateWrapAABBBounds(text);\n }\n if (!this.shouldUpdateShape() && this.cache?.layoutData) {\n const bbox = this.cache.layoutData.bbox;\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n const textMeasure = application.graphicUtil.textMeasure;\n const layoutObj = new CanvasTextLayout(fontFamily, { fontSize, fontWeight, fontFamily }, textMeasure);\n const layoutData = layoutObj.GetLayoutByLines(\n text,\n textAlign,\n textBaseline as any,\n lineHeight,\n ellipsis === true ? (textTheme.ellipsis as string) : ellipsis || undefined,\n false,\n maxLineWidth,\n suffixPosition\n );\n const { bbox } = layoutData;\n this.cache.layoutData = layoutData;\n this.clearUpdateShapeTag();\n\n this._AABBBounds.set(bbox.xOffset, bbox.yOffset, bbox.xOffset + bbox.width, bbox.yOffset + bbox.height);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n /**\n * 计算垂直布局的多行文字的bounds,可以缓存长度以及截取的文字\n * @param text\n */\n updateVerticalMultilineAABBBounds(text: (number | string)[]): IAABBBounds {\n const textTheme = this.getGraphicTheme();\n const textMeasure = application.graphicUtil.textMeasure;\n let width: number;\n const attribute = this.attribute;\n const { ignoreBuf = textTheme.ignoreBuf } = attribute;\n const buf = ignoreBuf ? 0 : 2;\n const {\n maxLineWidth = textTheme.maxLineWidth,\n ellipsis = textTheme.ellipsis,\n fontFamily = textTheme.fontFamily,\n fontSize = textTheme.fontSize,\n fontWeight = textTheme.fontWeight,\n stroke = textTheme.stroke,\n lineWidth = textTheme.lineWidth,\n // wordBreak = textTheme.wordBreak,\n verticalMode = textTheme.verticalMode,\n suffixPosition = textTheme.suffixPosition\n } = attribute;\n const lineHeight =\n calculateLineHeight(attribute.lineHeight, attribute.fontSize || textTheme.fontSize) ??\n (attribute.fontSize || textTheme.fontSize) + buf;\n let { textAlign = textTheme.textAlign, textBaseline = textTheme.textBaseline } = attribute;\n if (!verticalMode) {\n const t = textAlign;\n textAlign = (Text.baselineMapAlign as any)[textBaseline] ?? 'left';\n textBaseline = (Text.alignMapBaseline as any)[t] ?? 'top';\n }\n width = 0;\n if (!this.shouldUpdateShape() && this.cache) {\n this.cache.verticalList.forEach(item => {\n const w = item.reduce((a, b) => a + b.width, 0);\n width = max(w, width);\n });\n const dx = textDrawOffsetX(textAlign, width);\n const height = this.cache.verticalList.length * lineHeight;\n const dy = textLayoutOffsetY(textBaseline, height, fontSize);\n this._AABBBounds.set(dy, dx, dy + height, dx + width);\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n return this._AABBBounds;\n }\n\n const verticalLists: { text: string; width?: number; direction: TextDirection }[][] = text.map(str => {\n return verticalLayout(str.toString());\n });\n verticalLists.forEach((verticalData, i) => {\n if (Number.isFinite(maxLineWidth)) {\n if (ellipsis) {\n const strEllipsis = (ellipsis === true ? textTheme.ellipsis : ellipsis) as string;\n const data = textMeasure.clipTextWithSuffixVertical(\n verticalData,\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n strEllipsis,\n false,\n suffixPosition\n );\n verticalLists[i] = data.verticalList;\n width = data.width;\n } else {\n const data = textMeasure.clipTextVertical(\n verticalData,\n { fontSize, fontWeight, fontFamily },\n maxLineWidth,\n false\n );\n verticalLists[i] = data.verticalList;\n width = data.width;\n }\n // this.cache.clipedWidth = width;\n // todo 计算原本的宽度\n } else {\n width = 0;\n verticalData.forEach(t => {\n const w =\n t.direction === TextDirection.HORIZONTAL\n ? fontSize\n : textMeasure.measureTextWidth(t.text, { fontSize, fontWeight, fontFamily });\n\n width += w;\n t.width = w;\n });\n }\n });\n this.cache.verticalList = verticalLists;\n this.clearUpdateShapeTag();\n\n this.cache.verticalList.forEach(item => {\n const w = item.reduce((a, b) => a + b.width, 0);\n width = max(w, width);\n });\n\n const dx = textDrawOffsetX(textAlign, width);\n const height = this.cache.verticalList.length * lineHeight;\n const dy = textLayoutOffsetY(textBaseline, height, fontSize);\n this._AABBBounds.set(dy, dx, dy + height, dx + width);\n\n if (stroke) {\n this._AABBBounds.expand(lineWidth / 2);\n }\n\n return this._AABBBounds;\n }\n\n protected needUpdateTags(keys: string[], k = TEXT_UPDATE_TAG_KEY): boolean {\n return super.needUpdateTags(keys, k);\n }\n protected needUpdateTag(key: string, k = TEXT_UPDATE_TAG_KEY): boolean {\n return super.needUpdateTag(key, k);\n }\n\n clone(): Text {\n return new Text({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Text.NOWORK_ANIMATE_ATTR;\n }\n}\n\nexport function createText(attributes: ITextGraphicAttribute): IText {\n return new Text(attributes);\n}\n\n// addAttributeToPrototype(DefaultLineStyle, Text, PURE_STYLE_KEY);\n"]}
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@@ -1,4 +1,4 @@
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1
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-
import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType } from '@visactor/vutils';
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1
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+
import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';
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2
2
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import type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';
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3
3
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import type { IColor } from './color';
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4
4
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import type { IGroup } from './graphic/group';
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@@ -239,6 +239,7 @@ export interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphi
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applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;
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updateNormalAttrs: (stateAttrs: Partial<T>) => void;
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241
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readonly AABBBounds: IAABBBounds;
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242
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+
readonly OBBBounds: IOBBBounds;
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{"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport interface SimpleDomStyleOptions {\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style?:\n | string\n | Record<string, any>\n | ((\n pos: { top: number; left: number; width: number; height: number },\n graphic: IGraphic,\n wrapContainer: HTMLElement\n ) => Record<string, any>); // 容器的样式\n}\n\nexport interface CommonDomOptions {\n id?: string;\n container: string | HTMLElement | null; // id或者dom\n visible?: boolean;\n pointerEvents?: boolean | string;\n anchorType?: 'position' | 'boundsLeftTop' | BoundsAnchorType;\n}\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n forceBoundsWidth: number | (() => number) | undefined;\n forceBoundsHeight: number | (() => number) | undefined;\n opacity: number;\n shadowGraphic?: IGraphic | undefined;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n backgroundCornerRadius: number | number[];\n backgroundOpacity: number;\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n renderStyle?: 'default' | 'rough' | any;\n // HTML的dom或者string\n html:\n | ({\n dom: string | HTMLElement; // dom字符串或者dom\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n react:\n | ({\n element: any; // react场景节点\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n shadowPickMode?: 'full' | 'graphic';\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n slience?: boolean;\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n\n bindDom?: Map<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n // readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n getGraphicTheme: () => T;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
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{"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport interface SimpleDomStyleOptions {\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style?:\n | string\n | Record<string, any>\n | ((\n pos: { top: number; left: number; width: number; height: number },\n graphic: IGraphic,\n wrapContainer: HTMLElement\n ) => Record<string, any>); // 容器的样式\n}\n\nexport interface CommonDomOptions {\n id?: string;\n container: string | HTMLElement | null; // id或者dom\n visible?: boolean;\n pointerEvents?: boolean | string;\n anchorType?: 'position' | 'boundsLeftTop' | BoundsAnchorType;\n}\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n forceBoundsWidth: number | (() => number) | undefined;\n forceBoundsHeight: number | (() => number) | undefined;\n opacity: number;\n shadowGraphic?: IGraphic | undefined;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n backgroundCornerRadius: number | number[];\n backgroundOpacity: number;\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n renderStyle?: 'default' | 'rough' | any;\n // HTML的dom或者string\n html:\n | ({\n dom: string | HTMLElement; // dom字符串或者dom\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n react:\n | ({\n element: any; // react场景节点\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n shadowPickMode?: 'full' | 'graphic';\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n slience?: boolean;\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n\n bindDom?: Map<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n getGraphicTheme: () => T;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
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@@ -123,7 +123,9 @@ class InteractiveDrawItemInterceptorContribution {
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beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params) {
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const baseGraphic = graphic.baseGraphic;
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let intree = !!baseGraphic.stage, _g = baseGraphic.parent;
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const interactiveLayer = drawContext.stage.getLayer("_builtin_interactive");
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this.getShadowRoot(interactiveLayer).removeChild(graphic);
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{"version":3,"sources":["../src/render/contributions/render/draw-interceptor.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA,mEAA4D;AAC5D,6CAA8C;AAC9C,mDAAsE;AACtE,sEAAkE;AAYlE,wEAAkF;AAClF,oEAA4D;AAG/C,QAAA,mBAAmB,GAAG,MAAM,CAAC,GAAG,CAAC,qBAAqB,CAAC,CAAC;AASrE,MAAM,eAAe,GAAG,IAAI,mBAAU,EAAE,CAAC;AACzC,MAAM,qBAAqB,GAAG,IAAI,mBAAU,EAAE,CAAC;AAK/C,MAAa,yCAAyC;IAAtD;QACE,UAAK,GAAW,CAAC,CAAC;IAoFpB,CAAC;IAnFC,aAAa,CACX,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAGjC,IACE,OAAO,CAAC,SAAS,CAAC,aAAa,IAAI,IAAI;YACvC,OAAO,CAAC,UAAU;YAClB,OAAO,CAAC,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,CAAC,EAC9C;YACA,OAAO,KAAK,CAAC;SACd;QACD,IACE,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,CAAC;YACnC,CAAC,OAAO,CAAC,SAAS,CAAC,aAAa;YAChC,CAAC,OAAO,CAAC,UAAU,IAAI,OAAO,CAAC,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,CAAC,CAAC,EACtE;YACA,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,aAAa,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,CAAC,CAAC;SAC9E;QACD,OAAO,KAAK,CAAC;IACf,CAAC;IAED,cAAc,CACZ,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAGjC,IACE,OAAO,CAAC,SAAS,CAAC,aAAa,IAAI,IAAI;YACvC,OAAO,CAAC,UAAU;YAClB,OAAO,CAAC,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,CAAC,EAC9C;YACA,OAAO,KAAK,CAAC;SACd;QACD,IAAI,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,IAAI,OAAO,CAAC,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,CAAC,CAAC,EAAE;YACjH,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,aAAa,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,CAAC,CAAC;SAC9E;QACD,OAAO,KAAK,CAAC;IACf,CAAC;IAES,QAAQ,CAChB,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAEjC,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE;YACvB,OAAO,KAAK,CAAC;SACd;QAED,MAAM,EAAE,OAAO,EAAE,GAAG,WAAW,CAAC;QAChC,OAAO,CAAC,mBAAmB,EAAE,CAAC;QAE9B,OAAO,CAAC,mBAAmB,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;QAGvD,IAAI,gBAAgB,CAAC,WAAW,IAAI,gBAAgB,CAAC,iBAAiB,EAAE;YACtE,eAAe,CAAC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,CAAC;YACnD,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,CAAC;YAC/D,MAAM,CAAC,GAAG,OAAO,CAAC,iBAAiB,CAAC,UAAU,EAAE,CAAC;YACjD,gBAAgB,CAAC,WAAW,CAAC,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAC7F,gBAAgB,CAAC,iBAAiB,CAAC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,CAAC;SACvE;QAGD,gBAAgB,CAAC,WAAW,CAAC,OAAO,CAAC,UAAU,EAAE,WAAW,EAAE,gCAAc,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAEzG,OAAO,CAAC,sBAAsB,EAAE,CAAC;QAEjC,IAAI,gBAAgB,CAAC,WAAW,IAAI,gBAAgB,CAAC,iBAAiB,EAAE;YACtE,gBAAgB,CAAC,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;YACnD,gBAAgB,CAAC,iBAAiB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;SAChE;QAED,OAAO,IAAI,CAAC;IACd,CAAC;CACF;AArFD,8FAqFC;AAGD,MAAa,oCAAoC;IAAjD;QACE,UAAK,GAAW,CAAC,CAAC;IA6CpB,CAAC;IA3CC,aAAa,CACX,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAEjC,IAAI,OAAO,CAAC,SAAS,CAAC,aAAa,EAAE;YACnC,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,aAAa,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,CAAC,CAAC;SAC9E;QACD,OAAO,KAAK,CAAC;IACf,CAAC;IAES,QAAQ,CAChB,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAEjC,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,aAAa,EAAE;YACpC,OAAO,KAAK,CAAC;SACd;QAED,MAAM,EAAE,OAAO,EAAE,GAAG,WAAW,CAAC;QAChC,OAAO,CAAC,mBAAmB,EAAE,CAAC;QAE9B,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,sBAAsB,CAAC,OAAO,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,CAAC;QACzF,OAAO,CAAC,SAAS;YACf,OAAO,CAAC,SAAS,CAAC,MAAM;YACxB,OAAO,CAAC,sBAAsB,CAAC,OAAO,CAAC,SAAS,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,CAAC;QAEnF,MAAM,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC;QAE7B,IAAI,OAAO,CAAC,SAAS,CAAC,aAAa,KAAK,IAAI,EAAE;YAC5C,OAAO,CAAC,SAAS,CAAC,aAAa,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;SACnD;QACD,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;QAEtD,OAAO,CAAC,sBAAsB,EAAE,CAAC;QAEjC,OAAO,IAAI,CAAC;IACd,CAAC;CACF;AA9CD,oFA8CC;AAGM,IAAM,qCAAqC,GAA3C,MAAM,qCAAqC;IAGhD;QAFA,UAAK,GAAW,CAAC,CAAC;QAGhB,IAAI,CAAC,YAAY,GAAG;YAClB,IAAI,yCAAyC,EAAE;YAC/C,IAAI,2BAA2B,EAAE;YACjC,IAAI,0CAA0C,EAAE;YAChD,IAAI,oCAAoC,EAAE;SAC3C,CAAC;IACJ,CAAC;IACD,aAAa,CACX,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAEjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjD,IACE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,aAAa;gBAClC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,OAAO,EAAE,aAAa,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,CAAC,EACjG;gBACA,OAAO,IAAI,CAAC;aACb;SACF;QACD,OAAO,KAAK,CAAC;IACf,CAAC;IAED,cAAc,CACZ,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAGjC,IACE,CAAC,CAAC,OAAO,CAAC,QAAQ,IAAI,WAAW,CAAC,eAAe,CAAC;YAClD,CAAC,OAAO,CAAC,UAAU;YACnB,CAAC,CAAC,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,SAAS,CAAC,YAAY,IAAI,OAAO,CAAC,kBAAkB,CAAC,EACtF;YACA,OAAO,KAAK,CAAC;SACd;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjD,IACE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,cAAc;gBACnC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,OAAO,EAAE,aAAa,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,CAAC,EAClG;gBACA,OAAO,IAAI,CAAC;aACb;SACF;QACD,OAAO,KAAK,CAAC;IACf,CAAC;CACF,CAAA;AAvDY,qCAAqC;IADjD,IAAA,2BAAU,GAAE;;GACA,qCAAqC,CAuDjD;AAvDY,sFAAqC;AA6DlD,MAAa,0CAA0C;IAAvD;QACE,UAAK,GAAW,CAAC,CAAC;IA8IpB,CAAC;IA9HC,cAAc,CACZ,OAAiB,EACjB,aAA6B,EAC7B,WAAyB,EACzB,gBAAmC,EACnC,MAAiC;QAEjC,IAAI,IAAI,CAAC,UAAU,EAAE;YACnB,OAAO,KAAK,CAAC;SACd;QAED,IAAI,OAAO,CAAC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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../common/matrix';\nimport { graphicCreator } from '../../../graphic/graphic-creator';\nimport type {\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate, matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { draw3dItem } from '../../../common/3d-interceptor';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\nconst tempBackupDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n// @injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx < 0\n ) {\n return false;\n }\n if (\n graphic.attribute.shadowRootIdx > 0 ||\n !graphic.attribute.shadowRootIdx ||\n (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0)\n ) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx > 0\n ) {\n return false;\n }\n if (graphic.attribute.shadowRootIdx < 0 || (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0)) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n tempBackupDirtyBounds.copy(drawContribution.backupDirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0));\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds);\n }\n\n return true;\n }\n}\n\n// @injectable()\nexport class DebugDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute._debug_bounds) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n graphic.parent && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n graphic.glyphHost &&\n graphic.glyphHost.parent &&\n context.setTransformFromMatrix(graphic.glyphHost.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n interceptors: IDrawItemInterceptorContribution[];\n constructor() {\n this.interceptors = [\n new ShadowRootDrawItemInterceptorContribution(),\n new Canvas3DDrawItemInterceptor(),\n new InteractiveDrawItemInterceptorContribution(),\n new DebugDrawItemInterceptorContribution()\n ];\n }\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].afterDrawItem &&\n this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 【性能方案】判定写在外层,减少遍历判断耗时,10000条数据减少1ms\n if (\n (!graphic.in3dMode || drawContext.in3dInterceptor) &&\n !graphic.shadowRoot &&\n !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)\n ) {\n return false;\n }\n\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].beforeDrawItem &&\n this.interceptors[i].beforeDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n}\n\n/**\n * 交互层节点拦截器,用于支持交互层图元\n */\n// @injectable()\nexport class InteractiveDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n processing: boolean;\n // afterDrawItem(\n // graphic: IGraphic,\n // renderService: IRenderService,\n // drawContext: IDrawContext,\n // drawContribution: IDrawContribution,\n // params?: IGraphicRenderDrawParams\n // ): boolean {\n\n // if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n // this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n // }\n // return false;\n // }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (this.processing) {\n return false;\n }\n // 判断是否在交互层\n if (graphic.baseGraphic) {\n return this.beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n return this.beforeSetInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n\n /**\n * 用于提升interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeSetInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n let interactiveGraphic: IGraphic = graphic.interactiveGraphic;\n if (graphic.attribute.globalZIndex) {\n if (!interactiveGraphic) {\n interactiveGraphic = graphic.clone();\n graphic.interactiveGraphic = interactiveGraphic;\n interactiveGraphic.baseGraphic = graphic;\n }\n // 设置位置\n // const m = graphic.globalTransMatrix;\n interactiveGraphic.setAttributes(\n {\n globalZIndex: 0,\n zIndex: graphic.attribute.globalZIndex\n },\n false,\n { skipUpdateCallback: true }\n );\n // 添加到交互层中\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.add(interactiveGraphic);\n }\n return true;\n } else if (interactiveGraphic) {\n // 从交互层中删除\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(interactiveGraphic);\n }\n graphic.interactiveGraphic = null;\n interactiveGraphic.baseGraphic = null;\n }\n return false;\n }\n\n /**\n * 用于绘制interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeDrawInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 默认使用原始的图元\n const baseGraphic = graphic.baseGraphic as IGraphic;\n // 如果主图元被删除了,那把交互图元这个也删除\n if (!baseGraphic.stage) {\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(graphic);\n }\n return true;\n }\n if (baseGraphic) {\n this.processing = true;\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(baseGraphic.parent.globalTransMatrix, true);\n // context.fillRect(0, 0, 100, 100);\n // 设置context的transform到上一个节点\n baseGraphic.isContainer\n ? drawContribution.renderGroup(baseGraphic as IGroup, drawContext, baseGraphic.parent.globalTransMatrix)\n : drawContribution.renderItem(baseGraphic, drawContext);\n\n context.highPerformanceRestore();\n this.processing = false;\n\n return true;\n }\n return false;\n }\n getShadowRoot(interactiveLayer: ILayer) {\n // 获取绑定影子节点的group\n let group = interactiveLayer.getElementById('_interactive_group') as IGroup;\n if (!group) {\n group = graphicCreator.CreateGraphic('group', {});\n group.id = '_interactive_group';\n interactiveLayer.add(group);\n }\n return group.shadowRoot ?? group.attachShadow();\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n// @injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n draw3dItem(\n context,\n graphic,\n (isPie: boolean, is3d: boolean) => {\n return drawContribution.renderGroup(\n graphic as IGroup,\n drawContext,\n graphic.parent.globalTransMatrix,\n !isPie && is3d\n );\n },\n drawContext\n );\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
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1
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+
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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../common/matrix';\nimport { graphicCreator } from '../../../graphic/graphic-creator';\nimport type {\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate, matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { draw3dItem } from '../../../common/3d-interceptor';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\nconst tempBackupDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n// @injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx < 0\n ) {\n return false;\n }\n if (\n graphic.attribute.shadowRootIdx > 0 ||\n !graphic.attribute.shadowRootIdx ||\n (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0)\n ) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx > 0\n ) {\n return false;\n }\n if (graphic.attribute.shadowRootIdx < 0 || (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0)) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n tempBackupDirtyBounds.copy(drawContribution.backupDirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0));\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds);\n }\n\n return true;\n }\n}\n\n// @injectable()\nexport class DebugDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute._debug_bounds) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n graphic.parent && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n graphic.glyphHost &&\n graphic.glyphHost.parent &&\n context.setTransformFromMatrix(graphic.glyphHost.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n interceptors: IDrawItemInterceptorContribution[];\n constructor() {\n this.interceptors = [\n new ShadowRootDrawItemInterceptorContribution(),\n new Canvas3DDrawItemInterceptor(),\n new InteractiveDrawItemInterceptorContribution(),\n new DebugDrawItemInterceptorContribution()\n ];\n }\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].afterDrawItem &&\n this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 【性能方案】判定写在外层,减少遍历判断耗时,10000条数据减少1ms\n if (\n (!graphic.in3dMode || drawContext.in3dInterceptor) &&\n !graphic.shadowRoot &&\n !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)\n ) {\n return false;\n }\n\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].beforeDrawItem &&\n this.interceptors[i].beforeDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n}\n\n/**\n * 交互层节点拦截器,用于支持交互层图元\n */\n// @injectable()\nexport class InteractiveDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n processing: boolean;\n // afterDrawItem(\n // graphic: IGraphic,\n // renderService: IRenderService,\n // drawContext: IDrawContext,\n // drawContribution: IDrawContribution,\n // params?: IGraphicRenderDrawParams\n // ): boolean {\n\n // if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n // this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n // }\n // return false;\n // }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (this.processing) {\n return false;\n }\n // 判断是否在交互层\n if (graphic.baseGraphic) {\n return this.beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n return this.beforeSetInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n\n /**\n * 用于提升interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeSetInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n let interactiveGraphic: IGraphic = graphic.interactiveGraphic;\n if (graphic.attribute.globalZIndex) {\n if (!interactiveGraphic) {\n interactiveGraphic = graphic.clone();\n graphic.interactiveGraphic = interactiveGraphic;\n interactiveGraphic.baseGraphic = graphic;\n }\n // 设置位置\n // const m = graphic.globalTransMatrix;\n interactiveGraphic.setAttributes(\n {\n globalZIndex: 0,\n zIndex: graphic.attribute.globalZIndex\n },\n false,\n { skipUpdateCallback: true }\n );\n // 添加到交互层中\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.add(interactiveGraphic);\n }\n return true;\n } else if (interactiveGraphic) {\n // 从交互层中删除\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(interactiveGraphic);\n }\n graphic.interactiveGraphic = null;\n interactiveGraphic.baseGraphic = null;\n }\n return false;\n }\n\n /**\n * 用于绘制interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeDrawInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 默认使用原始的图元\n const baseGraphic = graphic.baseGraphic as IGraphic;\n // 如果主图元被删除了,那把交互图元这个也删除\n // 一直往上找\n let intree = !!baseGraphic.stage;\n let _g = baseGraphic.parent;\n while (intree && _g) {\n if ((_g as any).stage === _g) {\n break;\n }\n intree = !!_g.stage;\n _g = _g.parent;\n }\n if (!intree) {\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(graphic);\n }\n return true;\n }\n if (baseGraphic) {\n this.processing = true;\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(baseGraphic.parent.globalTransMatrix, true);\n // context.fillRect(0, 0, 100, 100);\n // 设置context的transform到上一个节点\n baseGraphic.isContainer\n ? drawContribution.renderGroup(baseGraphic as IGroup, drawContext, baseGraphic.parent.globalTransMatrix)\n : drawContribution.renderItem(baseGraphic, drawContext);\n\n context.highPerformanceRestore();\n this.processing = false;\n\n return true;\n }\n return false;\n }\n getShadowRoot(interactiveLayer: ILayer) {\n // 获取绑定影子节点的group\n let group = interactiveLayer.getElementById('_interactive_group') as IGroup;\n if (!group) {\n group = graphicCreator.CreateGraphic('group', {});\n group.id = '_interactive_group';\n interactiveLayer.add(group);\n }\n return group.shadowRoot ?? group.attachShadow();\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n// @injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n draw3dItem(\n context,\n graphic,\n (isPie: boolean, is3d: boolean) => {\n return drawContribution.renderGroup(\n graphic as IGroup,\n drawContext,\n graphic.parent.globalTransMatrix,\n !isPie && is3d\n );\n },\n drawContext\n );\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
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